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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 17th, 2006, 08:26 Posted By: wraggster
RafPSP has released a new version of his internet radio streaming client for the PSP, heres whats new:
NEW FEATURES
(raf) TextUI: Added a new config element to specify the length of the metadata.
(raf) GraphicsUI: Removed from the build as it doesn't work correctly with the current core.
(raf) TextUI: Added config item/implementation to provide 24/12-hour clock configuration.
(raf) TextUI: Separate config files per screen
(raf) TextUI: Metadata color is now configurable (see bug #5907)
(raf) Core: Removed local LibPSPNet; using pspsdk's pspnet now.
(raf) Core: Added new LocalFiles screen.
(raf) TextUI: Using new screens by semtex199.
(raf) TextUI: Added configuration items to cfg file to configure the list's titles.
(raf) TextUI: -2 in the X position for configuration items makes the item not be printed (suggested by HalfastII)
(raf) TextUI: The config file is now partitioned into one section per screen (suggested by HalfastII)
(raf) TextUI: Added support for showing the time and the battery level.
(raf) TextUI: Now files defined in playlists are displayed without the path, and the extension is only shown if configured to in the config file.
(raf) Compiled against latest pspsdk (r1542). There should be some speed improvements, as things like memcpy are now optimized.
(raf) Core/TextUI: Added support to print text using pixel coordinates
(raf) TexUI: Removed cleaning code that was unnecessary in the options screen renderer. This should speed it up a bit.
(sandberg) Added support for showing the time and the battery level on the 3D UI.
(raf) Enabled pausing of local streams
(raf) Cleanup/robustness added for play/stop core.
(raf) Created playmodes; defaults to NORMAL (will play next track after current one ends), also has SINGLE and REPEAT modes.
(raf) Completely re-wrote buffering system. (Using stl lists, and optimized buffers). New change from one stream to the next is seamless.
(raf) Made font size configurable in the textui config file. If these settings are set correctly, then the artifacts produced when using outlined/shadowed text should go away. (The downside, is that the number of columns/rows is also modified as these values change.)
(sandberg) Added support for showing the battery status and the current local time.
(raf) TextUI is now more configurable (for listboxes/textmode(font modes))
(raf) Added shadowed font mode for textui.
(raf) Added option to select if file extensions should be displayed or not in textui.
(raf) Added pngs for startup/shutdown of PSPRadio
(raf) Now using pngs designed by Semtex/albadross/HalfastII
(raf) Added better support for suspending/resuming psp.
(Halfast) Minor tweaking of the textui.cfg
(raf) The initial screen can now be selected in the PSPRadio.cfg file, under SYSTEM/INITIAL_SCREEN
(raf) Can now refresh the playlists from the Options screen.
(raf) Options can now be saved from options screen.
(raf) 0.37-pre3c: Now you can save and restore USB autostart / wifi autostart / intial screen from the options screen
(raf) Added a genre processing/parsing stage for shoutcast.com database.
(raf) Changed the text ui layout a bit, so that the stream name has more room
(sandberg) Added a radial blur effect as a background effect on the 3D UI.
(raf) Added code to draw font with outline - thanks to Halfast for the idea.
(raf) Revamped code to handle playlists in memory.
(raf) Now shoutcast.com entries are sorted by genre
(raf) Now will reload shoutcast.com db on download. Also now include a default db.xml
BUG FIXES
(raf) ScreenHandler: Now selecting to refresh playlists in Options screen will also refresh the local files screen virtual playlists. (Bug #5904).
(raf) Core: Corrected basename implementation bug #5982. (files shorter than 4 chars weren't getting displayed).
(raf) Core: Corrected bug #5924, if PSP/MUSIC folder was empty, the app would crash.
(raf) Core: Corrected problem where if no playlist or local files where present, the app would crash when the user tried to access the next track/playlist using UP/DOWN.
(sandberg) Core: VBlank fix.
(sandberg) Core: Updated to use socket headers from the new pspsdk.
(raf) TextUI: Fixed bug where localfiles where getting truncated as they were displayed.
(raf) Corrected logging timestamping, now using localtime (inspired by sandberg's code).
(raf) Core: Logging instantiated in the heap instead of the data segment.
(raf) Core: Modifications to make it compatible with the latest pspsdk (r1542)
(raf) Playback: Corrected bug that caused app to crash when a stream failed.
(raf) TextUI: Made the title shorter so it fits no matter what font is used.
(sandberg) Updated the 3D UI so all options are fitted to the screen.
(raf) Corrected log times now that clock changed in sdk
(raf) Corrected bug with playlists v2, where streams with spaces were getting truncated.
(raf) Fixed problem where PSPRadio was exiting when it went into screen blank mode.
(raf) Some refactoring of options code/pspapp_network. Corrections on loglevels.
(raf) 0.37-pre3b: Corrected the WIFI:AUTOSTARTing.
(raf) Corrected issue where SHOUTcast screen wasn't allocating memory for the lists, reusing the playlists' memory. This was causing instability in version 0.37-pre1.
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January 17th, 2006, 08:12 Posted By: wraggster
Yeldarb has posted a great compilation on all the software released so far for versions 2.5/2.6 and 2.01 PSPs. heres what he posted:
Since releasing Snakman two days ago, I have been bombarded with tons of inquiries asking how you can run more than one program on 2.01+ firmware. Well, this is my little hack to get it working. It's nothing complicated. Basically, it's the source code of all three games that have been released as of now compiled into one game. It's a simple solution, but I suppose it works.
There's info in the file on how to add your own programs.
Included so far:
Pong
Snakman
Tetris
Download and give feedback in the release topic here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=17236
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January 17th, 2006, 08:09 Posted By: wraggster

Edison Carter has updated his Trainer for the PSP Game Grand Theft Auto Liberty City Stories".
Cheats Include: Infinite Health and Armor, Set Wanted Level, Set Time, Set Weather & Spawn Anything.
Whats new:
Rocket Boost gives you forward thrust whether you're on the ground or in the air or upside down. Settings 1 or 2 are good for fast driving on the ground. Rocket Boost 10 is good for making bikes fly.
I added the ability to turn your motorcycle in the air while using Rocket Boost.
Download both versions via comments:
awesome work Edison 
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January 17th, 2006, 08:04 Posted By: wraggster
Modsyn has released LuaLinker for the PSP, heres the info:
<img src="http://www.cs.ulm.edu/~jself/jmenc/LUA-stuff/linker-screenshot.png">
LuaLinker - Remote file grabber for the PSP
This program allows you to grab files from the internet
from a list of websites you save on your memory stick.
Everything is completely customizable. You can:
Use your own bookmarks (bookmarks.inf)
Define your own file extensions list (type.inf)
Choose where to save the files you download (dirs.inf)
The future?
Possible to allow following links (maybe a VERY primitive
text-based web browser)
much of this code was borrowed. here is the credits
Elxx - modified graphicsPrint()
LuMo - str_explode/implode
ema - Button (pad) control
[your name here] - if i forgot someone, oops...
thanks to p4ch3c0 and LordCthulu for the handy-dandy advice
on domain resolving!
Download at the release thread here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=16791
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January 17th, 2006, 01:49 Posted By: wraggster
PSPWeekly have posted their latest mag for the PSP, heres the info:
PSPWeekly, the first and original weekly psp emag has already reached Issue 3. It features all the latest news, reviews, previews, cheats and tips, downloads and lots more!
In this issue, we've listened to your comments and tried to improve the mag but we've still got more to do and we need your feedback and help.
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January 17th, 2006, 01:36 Posted By: wraggster
PacManFan posted this update concerning his Playstation Emulator for PSP Project.
<blockquote>Hey eveyone,
I want to let you all know the current status of PSPSOne. After I got my dyanmic recompiler(mostly) working, I realized that I just wasn't seein the speed increase I was hoping for. The actual CPU emulation was running 3-5X faster, but the screen updates were still very slow (2-4 fps).
Well, I took the plunge, and converted my project to use the latest version of the PSPSDK, and the HW accelerated graphic functions (ge functions). With this, there is good and bad news. The bad news is that I'll no longer be able to run my project under the PSPE emulator, the good news is now PSPOne has the ability to run much faster with ge functions,than with the previous SW-based rendering.
I found an open-source OpenGL graphics plugin for PCSX, and converted it to work with the PSP GL framework. The PSP GL functions take advantage of HW-based acceleration, instead of software based rendering that I was doing before.
I was amazed by the speed improvement immediatley. I am now getting 8-10fps, and that is running with the interpreted (not dynamically recompiled) version of the CPU core.
So, In short, PSPSOne is now running at 8-10fps using hardware accelerated functions through OpenGL.
Because the PSP OpenGL port is not 100% complete. My rendering has some issues. Most noticably, the textures are not in the correct format. I'm working today to manually change the code that specifies the texture pixel format.
I'm very excited by this huge jump in speed. This will be even faster once I work out some issues with my dynamic recompiler running on the PSP with OpenGL
-PMF</blockquote>
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January 17th, 2006, 01:34 Posted By: wraggster
IchigoKurosaki posted this news:
Same as the last Version except now there is a User Friendly GUI, A Notification of
when it's done writing to the Flash0, A exit option in the menu, and now you can have the
EBOOT.PBP in any folder. You can also find updates on Orbis PSP Development's Project Page
Version 1.5:
-User Friendly GUI
-Notification when done writing
-Folder Name can be changed
-Exit option in menu
Version 1.0:
-Remove Wavey Effect
-Add Wavey Effect
-Change Background
-Restore Background
Special Thanks:
Thanks Go out to McZonk and everyone on their IRC, the PS2SDK's Samples, and Brad Dwyer for the tutorials.
The Download is available via the comments, but we at PSP News do not agree or condone the use of programs that write to the Flash Memory and can damage your PSP. Use with Caution
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January 16th, 2006, 23:06 Posted By: wraggster
My apologies to all the entrants to the Coding Competition, i am awaiting the last judge to give us his scores, until then i am sorry for the prelonged wait.
wraggster
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January 16th, 2006, 22:55 Posted By: wraggster
IchigoKurosaki posted this news:
Now there is no need for my hacked versions of PSP-Set to remove the Wave Effect. This program will add and remove the wavey effect for you. This has been tested on my PSP and it Works perfectly on Firmware 1.50. If you want to use the Change Background Utility just put the Background you want in the root of you memory stick.
ms0:/xx.bmp
xx=Number of month (Ex. 01, 02, 03, 04...)
Download FlashMod Version 1.0
Change Log:
Version 1.0 currently has these features:
-Remove Wavey Effect
-Add Wavey Effect
-Change Background
-Restore Background
Version 2.0 hopefully will include:
-User Friendly GUI
-Cross and Circle Button switch
-Menu Renamer
Special Thanks:
Thanks Go out to McZonk and everyone on their IRC and the PS2SDK's Samples.
The Download is available via the comments, but we at PSP News do not agree or condone the use of programs that write to the Flash Memory and can damage your PSP. Use with Caution
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January 16th, 2006, 21:44 Posted By: wraggster
We're still digging through gigs of CES photographs when we happened upon one rather juicy bit we thought we might share. We found this little number over at the Blu-ray booth -- which, given the circumstances, we can only assume was paid for and set up at least in large part by Sony. Yes, you're reading that placard right (we had to zoom in from another angle since the lighting made it hard to catch a decent shot). Is it true? Is the Sony PlayStation 3 that we've all now come to know and love (or not) merely a "conceptual design?" Because if it is they must be further behind than we originally anticipated.
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January 16th, 2006, 20:56 Posted By: wraggster
Lostjared has updated the Masterpiece game for the PSP to V2.0, those who havent played it will be glad to hear its a Tetris type Game, heres whats new:
Works with 2.0 EBoot Loader
Ability to compile out for Windows/Linux/Unix/FreeBSD/XBOX etc.
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January 16th, 2006, 20:46 Posted By: wraggster
Lylatitude has updated his homebrew game - which is a great vertical shooter game- In The Air, this game like releases in our first Coding Competition is played with the PSP held long ways.
Heres whats new:
With the help of Plain Boiled Water, the administrator of PSP development forum in PSPChina, I've cleared those 2 bugs in the ITA. The Exception will occur when using "mikmodlib" incorrectly. The correct method is: play the music after stopping and freeing the music. Now the game runs OK and exit without any exception.
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January 16th, 2006, 20:38 Posted By: wraggster
Yeldarb who is one of the PSP Scenes leading figures for tutorials for Developers has released a new Tutorial, heres what he posted:
I just finished the fifth installment in my PSP Programming Tutorial Series. This lesson teaches more programming methods, such as overclocking, switch structures, colors, and graphics-based text. The tutorial walks the reader through creating a background-color changer, thoroughly explaining each step. The tutorial series is great for everyone from a newbie who has never programmed in his or her life to an advanced programmer looking to get a start in the world of PSP Programming. There is also a new RSS feed on the tutorials, allowing you to stay up to date with new releases.
Awesome stuff, check out the information via this forum topic --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=17194
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January 16th, 2006, 20:34 Posted By: wraggster
Dark Killer has ported Dumbbell to the PSP, heres some info on the game:
"You control a constantly moving dot that can turn left or right. This dot leaves a toxic resin everywhere it goes, so crossing your previous path will be fatal.
The point of the game is to collect dumbbells, which appear randomly — the more dumbbells you get, the higher your score. When you get a dumbbell, it cleams up some of the toxic resin nearby, enabling you to pass through small gaps in your path. Each dumbbell counts for 1000 points, and your score also goes up a little as you move around."
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January 16th, 2006, 20:31 Posted By: wraggster
Lostjared has released an SDL application ported to the PSP to simulate Trails, this works on v.1.0/v1.5 and also v2.0
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January 16th, 2006, 19:53 Posted By: wraggster
Source Gamesradar
Electronic Arts has released new screens of Def Jam Fight for NY: The Takeover for PSP as it extends its hip-hop scrapping series to Sony's handheld.
The story of The Takeover actually takes place before the events of the first Def Jam game, Def Jam Vendetta, and so will reveal just how D-Mob came to rule New York City.
The game includes new moves and venues but most of the hip-hop superstar fighters have featured in the series before, such as Busta Rhymes, Lil' Kim, Ludacris, Method Man, Redman and Snoop Dogg.
The PSP version will allow players to go head-to-head with others using the handheld's Wi-Fi capabilities, and gamers will be able to create their own fighter and dress them in the latest branded streetwear.
Def Jam Fight for NY: The Takeover will be released for PSP this April
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January 16th, 2006, 17:42 Posted By: wraggster
Japanese publisher Tecmo has confirmed its intention to release next-generation software titles on multiple platforms, dispelling any rumours of exclusivity for the Microsoft Xbox 360 console.
Confirmation of the company's PS3 software development came from Tecmo's Yoshimiri Yasuda in an interview with Famitsu, partially translated by IGN. Yasuda said that specific titles would be announced "shortly", and though he declined to offer any further details the news is likely to provide a significant boost for Sony as the company prepares to launch its next-generation machine.
Tecmo is viewed as one of the strongest Japanese supporters of Microsoft's console - some of the original Xbox's best-selling titles, including Dead or Alive and Ninja Gaiden, were created by Tecmo's renowned Team Ninja. Dead or Alive 4 is due for imminent release on the Xbox 360, although it is unknown at this stage whether or not the game will also appear on PS3.
Tecmo has created numerous hit titles for Sony's current PlayStation 2 platform including survival horror franchise Project Zero, the third instalment of which is scheduled for release in February. Several PSP titles are also due for release over the coming months.
The publisher initially announced its intention to produce games for Sony's next-gen machine in August 2005. More details are likely to be announced in the run-up to the E3 expo in May.
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January 16th, 2006, 00:17 Posted By: wraggster
fafenstein has ported Laserix 2 to the PSP, heres the info:
<blockquote>Laserix is a flash game created by Jason Storhed, a video game designer student. This game is just 100% fun and perfect transpose to PSP !!!!. I have tried it once and became a big fan! After a couple of days, and few broken PSPs, I finished the 13 levels. Oh no! What am I gonna do !!! I contacted Jason, to ask for more, but he was busy with his exams. So guess what, I decided to create my own levels.
Now you can play 52 levels (incuding the 13 orignals masterpiece) and try to finsih the game. Good Luck and have a blast!!!
Laserix is a laser that should go through all diamonds on the grid. The only way to do it, is to use mirrors, in the right position and adjust them to define the right laser path. Laserix is a real “Chinese puzzle”. There is no need for 3D or video. The game is just fun!!!
Thanks again to Jason, who design the game and let me used the source code to create new levels.</blockquote>
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