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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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January 30th, 2006, 22:23 Posted By: wraggster
LostJared has on our forums released "Atari Assembly Language Virtual Machine" to the PSP, heres some info:
<blockquote>Its a Virtual Machine, NOT a Emulator.. It interprets Atari 800 Assembly Language with a few extra instructions for modern computers NO you cannot run Atari 800 ROMS but if you get the assembly source than it can be interpreted...
This is meant to help you learn how to write a interpreter/virtual machine as well as teach you the foundations of modern programming languages.</blockquote>
More information and screenshots at the release thread here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=17984
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January 30th, 2006, 22:10 Posted By: wraggster
SG57 has released a Demo of game, Kitty Cannon.
Some Info:
SELECT = Screenshots (they arent the best mainly because i didnt define a drawBuffer so i recomend not doing them)
X = hold this down when playing the main game, its the only way to move the kitty, and i made it this way strictly for slow motion deaths lol
[] = reset the level meaning it clears away the blood and resets the cannons positon and cats postiion
Credits are there but you cant get back to the main menu once you see them, only to the main OS menu by clicking the [ X ] button
Options menu is there but it says coming soon and u have to click x to reboot kitty cannon
Lastly, a DEBUG mode which means a flying kitty at your control so make as many bloody deaths as you want!
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January 30th, 2006, 21:43 Posted By: wraggster
Tsukasa has updated his excellent screenshot app for the PSP, heres the info:
Hi @ all, I'm back
Maybe I've good news:
Finaly PSPShot takes perfekt screenshots of nearly everything. I know, a few days ago, someone has released a program clled PSPcapture, which makes perfekt screenshots of games, but I promised to solve this problem in my program, so I released PSPShot v0.3.
New in this version:
Homebrew support (not realy, but it works (see readme))
Removed some bugs (e.g. those occasional lines)
Download and screenshot via comments
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January 30th, 2006, 21:31 Posted By: wraggster
PSPWeekly have released their 5th issue of PSP Weekly Magazine. At 114 pages, this issue is the best so far and full of what you would expect, download via the comments.
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January 30th, 2006, 21:24 Posted By: badplankton
(News Submission by Badplankton)
hi everyone i just released an early alpha version of my homebrew music synthesizer and sequencer, PSPSeq.
http://dspmusic.org/psp/
it is similar to PSP Kick and PSP Rhythm Composer; however in one way it is greatly different - PSPSeq uses synthesis rather than audio file playback for all its instruments. the basic functionality is there and you can make interesting loops, but there is still a -lot- of work to do.
have fun!
Download via comments 
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January 30th, 2006, 19:56 Posted By: wraggster
Source - Eurogamer
Majesco has announced that old days fighting series Guilty Gear is coming to Sony PSP and Nintendo DS.
Guilty Gear Judgment (sic) combines two games on one UMD - along with arcade fighter Guilty Gear X2 Reload, you get 18 levels of brand new side-scrolling action to play through.
There are 20 classic Guilty Gear characters to contend with, including Sol Badguy, Potemkin, May and Dizzy, and special moves include Psych Burst, Dust Attack and Roman Cancel. Two players can battle it out in wireless multiplayer mode.
Nintendo DS title Guilty Gear Dust Strikers features 21 fighters, and apparently their "intertwining stories reveal all-new insights into each character's personality and past."
There are six modes, including Arcade, Story and VS Battle, and seven touch screen mini-games to have a pop at. You can customise your special moves in the Robo Ky Factory, and go head to head with up to three other players in multiplayer mode.
Both Guilty Gear Judgment and Guilty Gear Dust Strikers are due out this spring.
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January 30th, 2006, 19:53 Posted By: wraggster
News from CVG
March 24 will witness the release of Team 17's handheld Worms-a-thon Worms Open Warfare. Heading to PSP and Nintendo DS, it sees a return to the series' trademark 2D gameplay of old. If you've had your head stuck underground for the last ten years and have absolutely no idea what classic Worms is, well, it's all about two teams of Worms, armed with ridiculous weaponry, kicking the crap out of each other in a bunch of destructible environments. Check out the new Worms Open Warfare PSP screenshots we've uploaded and prep your exploding sheep, ready for imminent deployment.
Screens at the link above.
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January 30th, 2006, 19:32 Posted By: wraggster
Gameradar posted a review of Me and My Katamari, heres some info of the game:

This PSP followup to 2004's most original title looks just like its PS2 counterpart -- that is, full 3D, lots of objects to pick up, a similar looking prince as the main character, a similar screen layout and even the same visual style. One day, the island of Paradise Commonwealth Island, where many different kinds of animals live together in peace, is struck with a giant tsunami and is left a mess. A single turtle, who'd been separated from the island due to the tsunami, washes ashore on the nearby Prince Island and speaks of his misery to the Prince. This Prince is the very prince that has caused much havoc in previous Katamari games. Katamari Damacy PSP features one big change from previous titles: dynamic levels. The levels change based on the time and season. Levels also feature changing paths which make the game different each time you play.
Heres an excerpt from the review:
<blockquote>Me and My Katamari: a title that shows just how connected people feel to the videogame generation's little Prince. Already a miniature hero, he's been squeezed even tinier in order to fit his gentle games of world-scouring and star-building into your pocket.
Except that, for this adventure, instead of shooting skyward to form new constellations, the Prince's clumps of bric-a-brac are allowed to fall to Earth, forming new island homes for scores of animals left homeless after a tsunami.
Despite this change, almost every other element of the previous two games is in place. Indeed, it feels closer to the first game, limiting its environments to the townscapes and interiors rather than flower gardens or gingerbread houses, and liberally raiding the original's soundtrack.
Even the process of learning the digital controls may remind you of your first, slightly clumsy attempts at the game. The twin-stick input has been directly translated on to the D-pad and face buttons, and the hour or two it takes your brain to rewire is time painfully but valuably spent.
The engine has also survived the miniaturisation process successfully: there is minimal pop-up on some of the busier levels, and the moments when your katamari expands are rather more intrusive, but on the whole it's smooth and competent.
In short, it's a game with its spirit, its satisfaction and its structure intact. It's no longer just the King of All Cosmos who can hold the Prince in the palm of his hand.
Overall: 7 / 10</blockquote>
Me and My Katamari is out now in Japan.
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January 30th, 2006, 19:23 Posted By: wraggster
Source - Gamesradar
Midway is bringing its NBA action and lifestyle game to PSP with NBA Ballers: Rebound.
The action is one-on-one streetball as you attempt to guide your created-baller from obscurity to superstardom by taking on and beating the best players in the NBA.
There are over a hundred different ways you can customise your aspiring basketballer, then develop his skills against the best in the world. Then each time you defeat an NBA star you'll be rewarded with Ballers Credits which can be used to enhance your athlete's image with new clothes, cars and mansions.
The PSP version will feature two new luxury courts to play on, new DunkFest and King of Thieves modes and a WiFi one-on-one option.
NBA Ballers: Rebound will be released for PSP in April
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January 30th, 2006, 19:11 Posted By: wraggster
The city attorney's office of Los Angeles has filed a lawsuit against Rockstar Games and parent company Take-Two Interactive over the controversial Hot Coffee mod in Grand Theft Auto: San Andreas.
The lawsuit, which is apparently part of an ongoing investigation into the marketing of videogames, was introduced by attorney Rocky Delgadillo. He claims that Rockstar and Take-Two deliberately misled the Entertainment Software Ratings Board by not disclosing the hidden content, stating that the firms "engaged in unfair business practices by hiding pornographic material in a game which received an M rating."
The Hot Coffee mod allowed gamers to access a hidden mini-game in Rockstar's GTA: San Andreas, and view scenes of a sexual nature which would have been deemed inappropriate for the Mature rating that the game initially received. Rockstar initially maintained that the game was the solely the result of a third party modification, until the ESRB traced the same hidden code in all formats of the game and changed the game's rating to Adults Only.
Delgadillo's lawsuit acknowledges the fact that the content can only be accessed using a fan modification or console cheat-code system, but insists that Rockstar marketed the game "in a fashion that encourages the creation and use of mods." The attorney is seeking a combined fine for the two firms of USD 5000, that the firms relinquish all profits gained from sales of the title in California, and that Take-Two cover all court costs and associated charges as a result of the city office filing the lawsuit.
"Businesses have an obligation to truthfully disclose the content of their products - whether in the food we eat or the entertainment we consume," Delgadillo told the Associated Press.
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January 30th, 2006, 16:40 Posted By: PSPages
After a bit of a timeout from the scene due to staff issues and other problems, PSPages magazine have relaunched a much improved looking website. This comes ahead of the launch of their 4th issue scheduled for release in the first week of February.
Not only does the website now look better, it is also easier to navigate, features new sections such as the "Score Bank" and there are even some donwloadable wallpaper packs to keep you happy. There is more content to come but for now you might want to pay a quick visit and bookmark it ready for the release of issue 4.
Check it out at the usual address: PSPages.co.uk
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January 30th, 2006, 07:30 Posted By: liquid8d
(News Submission by Liquid8d)
Hello everyone,
I have released the first version (1.0) of my lua RSS reader. I know, another one. I still have a lot of work to do, but hopefully someone will enjoy it.
Download is available here http://liquid8d.allhyper.com and via the comments
liquid8d
note: I have noticed a problem on occasion where it is unable to parse the feed and crashes. If this happens, remove the .tmp feed files from the feeds folder. Working on correcting this.
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January 30th, 2006, 06:11 Posted By: turulo
Well here is a version that fixes fileio problems, which means saving/loading is now working, there is still too much work to be done in the gui. Im releasing this as playing without saving is a pain, and now i can continue porting more relaxed.
Also note that now there are 2 openttd packages, one for 1.50 and the other one for 1.00 & 2.00, i hope this simplifies the installation and also to avoid the language issue.
The ChangeLog:
- Fixed fileio problems, this enables
- Save/Load scenearios
- Save/Load scenearios
- Play any of the four landscape types
- Save ingame modified settings - Triangle deleting main screen fixed
- Some debug messages added when missing files
- Added screenshot support presing select button
NOTE FOR 2.00 OR GREATER USERS
For those having issues with the game here is the explanation, so please be patient and dont ask twice for the same thing.
The problem is the following, openttd keeps by default 8 opened files
and PSP just allow 10 opened files a as max, then it just have 2 files
to open left for save/load, screenshots or any other fileio
operations.
Looks like fanjita loaders keeps 1 or even 2 files opened, so it will
produce malfunctions on openttd, i will try to contact fanjita to see
if he can free those 2 precious file descriptors in his loader.
NOTE FOR THOSE SUFFERING THE BRAZILIAN ISSUE
The release is on good working condition, it works fine for me uncompressing and copying files from a unix box, so i dont know if winzip or windows xp integrated zip is truncating files or what...
If you are installing this over an old release, just delete the old one and install the new one.
If you are still suffering the language issue, just delete the "brazilian_portuguese.lng" file under "/PSP/GAME/ottd/lang/" and rename your desired language to "brazilian_portuguese.lng".
The Readme:
See attachments for files and screenshots.
Source: openttd-psp-src.tar.bz2
Nothing more to say, just enjoy this release and tanks to the openttd developers for so nice portable code :P
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January 30th, 2006, 00:03 Posted By: wraggster
Zelurker has updated the original version by Yoyofr of the NeoGeo CD Emulator for the PSP, heres whats new:
<blockquote> - Fixed speed of animations (waterfall in blue's journey...)
- fixed voices too fast in art of fighting (and maybe some others)
- Fixed red and blue inverted when clearing the screen in hardware mode
(it was producing a red sky in crossed swords, and a few bad colors in
some other games).
- Some files were really intended not to be loaded in the neocd, such as
these weird samples in aof, and another in neo turf master. Now they
are correctly ignored.
- The rasterline interrupt is now emulated which enables playing art
of fighting 2 at 115 or 130% (button B when starting a game)
The raster effects are not yet emulated, the background in super
sidekicks2 is now all green !
- A new gui from Radius !
- Added support for the fonts of the SDL_gfx project, and added a font
selector to the new gui
- Fixed the crash in neogeo cd special
- Added more options than what anybody will ever need for the osd :
you can now choose if you want to see or not mp3 tracks, mp3 errors,
if you want a black or transparent background and I added a profiler
display that you can choose from the "Show FPS" option. This profiler
is mainly usefull to me to see where the emulation looses time, but you
can try it if you are curious !
All this is now in the "OSD..." menu.
- Acceleration : a basic optimization for the 68k handlers and I won about
15 fps on the art of fighting main menu, and a trick on the raster
counter helped me to win about 30 fps in ninja commando, and the hall
of fame in magician lord (now maybe you don't have enough time to input
your name in magician lord, oh well...)</blockquote>
Downloads from our Comprehensive NeoGeo CD Emu page here --> http://psp-news.dcemu.co.uk/neocdpsp.shtml and discussion via the comments.
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January 29th, 2006, 23:49 Posted By: wraggster
Over at Llamma`s Site they have posted possible the best looking mod for the PSP ive ever seen:
<img src="http://www.dcemu.co.uk/vbulletin/attachment.php?attachmentid=2787&stc=1">
Heres the info:
"We had a positive chi evening, two mods we had been stuck on are now working! Sometimes things go right and sometimes things go wrong in modding. Last night two things got figured out so we are pretty pleased. We have a PSP that has LED's that turn on and off based on the existing power indicator LED and also a 360 wireless controller with working blue LED's. The PSP was a learning curve thing, how do you switch on and off some LED's without adding a mini switch? I think "relay" but there is just no room for one in a PSP, we found that basically the solid state equivalent of a relay is a transistor.
In the words of Ali G, Boo-ya-kasha! We finally got it working! Now we have our lighted triggers, lighted D-pad and another light by the buttons for good measure! All thanks to a little device called a transistor. It took more than a bit of research and discovery, but now when the PSP green LED is on so are our 4 surface mount 0603 LED's. This has been the most time consuming lighting mod we have performed so far. Stick with us as we go through the steps and break it down step by step over the next few days!"
Opinions ?, any have a better PSP Mod or seen one elsewhere ?
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January 29th, 2006, 23:04 Posted By: wraggster
Fanjita the master of the Eboot Loader for v2.0 PSPs and also the GTA Eboot Loader for v2.01 and v2.5 PSP Consoles, has posted this news:
"Thanks to a brainwave from Ditlew, we've had a breakthrough finding the v2.6 firmware syscalls, and we think we have about 90% of them figured out.
So this means, basically, that a version of the eLoader that works on v2.6 is really not very far away now. Woohoo! "
PSP News will be their to provide as usual the best news and unbiased reporting but while you wait check out our recently opened Eboot Loader & GTA Eboot Loader Forum.
Great work Fanjita, flying the flag for the British in the PSP Scene.
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January 29th, 2006, 22:52 Posted By: wraggster
Arguru has posted some great news of an update to the Mario Game for v2.01, v2.5 and v2.6, heres what was posted:
<blockquote>Super MiniMario has just been released by the creator of MiniMario and PSP 3D forum member, Arguru. If ya haven't already checked out MiniMario for 2.01+, definitely check Super MiniMario out. This is by far the most polished homebrew game I have seen that was specifically made for 2.0+, and if anything, the best homebrew game I have seen period. This is not a port, it's a purely hand-coded version of Super Mario. And most probably the greatest thing about this game is that it is fully customizable and modable. You can make your own levels, change character looks, everything. Loads of fun. And plus it works on 2.6 too, so since this doesn't use the EBOOT loading method, we can all enjoy Super MiniMario!
Here's some of the outstanding features this game offers:
- Full level map modding (using a simple text editor).
- Levels can be grouped to make a pack/game (smm_level_001.txt, smm_level_002.txt, etc). <- All the details about this are in smm_level_001.txt file included.
- Maps can be up to 1024x64 tiles (a psp game-screen is 30x16).
- Up to 128 enemies per level.
- 4 way scroll, breakable bricks, etc.</blockquote>
Screenshot and download via comments
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January 29th, 2006, 22:41 Posted By: cswindle
Hi All
Here is the latest build of the multiplayer support version of Quake, in this build it has the following additions:
- Infrastructure mode added
- Adhoc & Infrastructure are now enabled via the network menu
- The access point for infrastructure mode setting is in setup in the network settings
- Hacks to speed up the FPS to enable network versions to have less lag
- Sound support in both adhoc & infrastructure
In order to change the access point that you want to use, just go to the network setup menu and press left or right on the access point box.
Hope you enjoy.
Chris Swindle
(Download via comments and please leave feedback)
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January 29th, 2006, 22:32 Posted By: wraggster
McZonk the winner of our 2nd 30day Coding Competition has updated us with some news:
Rehbock, the friendly guy making the test maps for me has loaded the map boss2 "Final Showdown" in Quake II. He is testing my port the whole day and already loaded the first single player game. I don't know how he has done it, it is an unmodifidy patch 2 version and it crashes on my psp. Thank you Rehbock.
Rehbock already loaded the some single player maps. You see some of the erros in Quake II (window is not translucent and the soldier has an error in frame 480) but it is playable.
Check out the screenshots and leave feedback via the comments:
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January 29th, 2006, 22:12 Posted By: wraggster
A new edition of the Xtreme PSP Magazine has been released, heres whats featured:
Issue 8 of the Xtreme PSP Magazine is now available for download. Issue 8 is packed with over 100 pages of great content including Previews of Lemmings and Exit, reviews of The Sims 2 and NBA Street Showdown. And all the regular content including tutorials, tips and cheats, the latest news, and our recent survey results.
Download via the comments
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