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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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September 26th, 2011, 02:18 Posted By: wraggster
via http://www.psp-ita.com/4630-189-Shuf...5_per_PSP.html
The homebrew scene continues to provide interesting content that refer to the playful old glories, but not "technology". This is the case of the coder cmbeke issuing Shuffle, PSP version of the famous game of 15, you will need to reassemble the puzzle where the picture (or series of numbers) with the least number of moves.
The game of 15 needs no introduction. The basic purpose is to reconstruct as we have said the figure or sequence using only the free square in the 4x4 grid, with horizontal or vertical movements. Shuffle tries to break the monotony of the classic game by introducing a counter and a timer moves, plus you can choose from fifteen different images (which we can also customize the game to those replacing them) to put together and enable / disable the display of the numbers of the blocks . It works by using D-Pad.
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September 26th, 2011, 02:08 Posted By: wraggster
news via http://www.aep-emu.de/
The PCSX-Reloaded Team has updated the Playstation 1 SPU plug-in P.E.Op.S. DSound PSX SPU: emuforums PEOPS DSound 1.09 - repair
Quote:
SVN 7 - Community Edition
- New ini system (per emulator)
- User guides written
- Expert options (tweakable customizations)
- Phantom pad engine using Dekker´s Algorithm (erase echos - see expert options)
- Redesigned to work on nearly all sound cards (works on 1990s systems with 4x cdrom drives)
- Misc (real author names, optimization juggling, else)
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September 26th, 2011, 02:00 Posted By: wraggster
DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash. The latest compiled rev of DaedalusX64 can be found below, and I will try my best to upload the latest rev when I'm aware of it's commit. Thank you DaedalusX64 Team, and keep up the hard work.
What's changed in this revision:
Revision 729
[~] Forgot to update roms.ini..
Revision 728
[=>] Merged from Dev branch:
Rev 386 - Salvy
[!] Tidy check to update when rumble is active
Rev 387 - Salvy
[!] Simplified memory access analysis (shoves off 3k+ ops in StaticAnalysis.cpp)
[!] Simplified parameters in CodeGen
Rev 388 - Salvy
[!] Simplified even more memory access analysis (~1k ops in StaticAnalysis.cpp, I think this the fastest it can get)
Rev 389 - Salvy
[!] Disable SimulateDoubles for Power Puff game (fixes the ingame gfx etc)
Rev 390 - Corn
[!] Some rendering pipeline fixes and optimizations
[!] Changed amount and order of render states
[!] Updated DList debug output
Rev 391 - Salvy
[~] Minor optimizations in GFX plugin
[!] Don't declare blendmodes as statics since it only makes the binary larger and most games only use a few blends.
Rev 392 - Corn
[!] modified/reverted some of the previous commit since it breaks scaling and debug outputs
Rev 393 - Corn
[!] TEXRECT seems to work fine even in GE when discarding decimal part in coordinates (tnx Salvy)
Rev 394 - Corn
[!] Fixed texture scaling glitch (and simplified transform pipeline) in Conker.
[!] Small change in Vector clipping ASM (scale whole matrix rather than just one vector at the time).
[!] Some clean up in gspmacros and PSPRenderer.
[+] Alternative transform pipeline (using CPU/FPU) for Conker (WIP)
Rev 395 - Corn
[+] Semi fixed missing sprites in DKR (still needs more work, at least now they show up).
[!] Optimized the DKR TnL rendering pipeline.
Rev 396 - Salvy
[!] Unified DKR and JFG ucode tables
[!] Simplified DKR/JFG's Vtx ucode
[!] Simplified abit MoveWord_DKR
Rev 397 - Corn
[!] Optimized TnL paths for DKR
[~] Fixed compile error for enable texture (debug Dlist)
Rev 398 - Salvy
[~] Some code reordering and small clean ups
Rev 399 - Corn
[-] Reverted Texrect since it does not work well with GE after all
[!] Reduced MaxUcode to 11 (saves some memory)
Rev 400 - Salvy
[!] Forgot to update the vertex multiplier table (this was breaking most custom ucodes, sorry!)
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September 26th, 2011, 01:51 Posted By: wraggster
news via http://emulatemii.com/wordpress/?p=431
We must start by saying that yes, it sure has been a while since our last update. Followers can rest assured though that we have been actively developing all of our projects in one way or another. As mentioned before, all three of us have very little time to work on this stuff due to real life commitments, but combined we seem to be getting things done at what we think is a decent pace.
WiiSX has seen some tinkering to try and get compatibility up, but has run into other issues. We have been keeping in sync with pcsx-reloaded whilst trying to maintain the PPC dynarec for it. Eventually we need to add more recompiled functions to the dynarec in WiiSX, particularly GTE. We initially wanted to do a full PPC dynarec re-write, but that doesn’t seem feasible time-wise at the moment. Future plans for WiiSX also include porting a hardware renderer now that Pete’s OpenGL plugin is open-sourced.
The Wii64 port to PS3 now has a near-complete hardware renderer since our last post. However, the dynarec needs some work to run on a 64bit PPC architecture. The Pure Interpreter core has little (if any) performance increase over the Wii running the same core, so PS364 really needs the dynarec.
Wii64 for the GC/Wii has seen the most in terms of progress. There has been USB2 support added as well as a port of Rice (graphics plugin) amongst other smaller bug-fixes and optimizations since the last release. One notable feature that we’re really excited about is…
That’s right, high-resolution, custom texture paks are now supported on the Wii using Wii64! Of course, this is still Work-In-Progress, but we’re nearing completion.. Expect a release after this feature is complete. We feel like this is where homebrew emulation on the Wii can really shine and provide an enhancement that Nintendo is not able to offer with their official software.
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September 25th, 2011, 22:50 Posted By: wraggster
Redsquirrel87 decided to offer regularly new versions of Showtime, an application based on a PS3 port of Showtime, a media player used on HTPC stations.
New / fixed: - Resuming playback video at the last position when you play the same title - Write the current position of the video in a database for video playback - Improved minor video rendering - Fixed some bugs on the information videos - Some bug fixes and improved code These versions are called "unofficial" because it is not a compilation made by the author of the project, lonelycoder. These versions will quickly test the additions made to the development code without waiting for official versions may be out longer. Showtime v3.3.45 Unofficial Official site: www.redsquirrel87.com
http://ps3.gx-mod.com/modules/news/a...p?storyid=2957
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September 25th, 2011, 22:49 Posted By: wraggster
DemonHades gives us some sad news today, a delay for the release of their custom, but bad news can sometimes hide good.
The JFW DH will undergo a late start for many reasons, the developer of the OpenPStore is busy with his studies and Blip, author of the NAS'm saying it removed from the scene has the arm in a cast that for the slow development of plug-in manager. Without the manager, the plug-in does not work and Thegra without OpenPStore the custom can not be updated. This delay forces them to delay the release without they have an exact date (1 week, 2 weeks ...), but the wait will be worth it, a feat that will be implemented, allowing playback of backups requiring a firmware higher than 3.56. We will reveal not only the method that the flaw is not blocked, just the keys. (This has always been a mistake to publish the method). Thanks to The-Green for the information. Homepage: www.demonhades.org
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September 25th, 2011, 22:45 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=2955
The chip ProgSkeet evolves and new options appear.
Indeed, the team released a clip in the form of tablecloths and clips Quote: We are pleased to present the Kit seamless for our smart ProgSkeet. The key word is flexible, as the project ProgSkeet to be the best tool for the NAND flash and NOR. Today we present the NAND TOOL KITS and some day will be ready NOR TOOL KITS. - 100% compatible with pine pine 360Clip . Simply connect the water 32 pins. (Note: this version does not support flash or reading a powered device. A new version out with a pad VCC to manage the NAND with a voltage from the ProgSkeet). The clip will be offered by us and 360-clip.com with the water 32 pins - PCB Adapter: This is a PCB adapter to convert the 50 pin ZIF. (Required for seamless socket NOR future) in a 2 * 32 pin ZIF. With this adapter, ProgSkeet can handle two NAND on the device and also two secondary NAND (NAND doubles for options). The kit includes the water 50 pins. - NAND PCB: PCB that has an optional 1GB NAND, ProgSkeet is able to use it as a back up or switch over to the place of that on the device. The program will be ready soon, users can also put a switch on the switch to ProgSkeet instead of PC software. ProgSkeet supports up to two NAND PCB on each adapter, the kit includes a ground pin 32 of 3cm (PCB's NAND the NAND SOCKET) A complete kit therefore includes two NAND NAND SOCKET PCB and 2. ProgSkeet The big advantage of is that it can run on any console / peripheral, it is designed to be modular and less than n ' matter which alternative provided for a single device. We will keep you abreast of advanced, and soon images progSkeet V1.1 "CRYSTAL BLUE LIMITED EDITION". Production these days and available soon.
Official website: www.progskeet.com
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September 25th, 2011, 22:41 Posted By: wraggster
via http://psp.dashhacks.com/2011/09/25/...r-v01-released
Another useful plugin comin' atcha: NightStar3 and codestation's ZeroVSH Patcher! This plugin, when enabled, lets you load resources (.rco), fonts (.pgf), bitmaps (.bmp) and gameboots (.pmf) from the memory stick or internal PSPgo storage, effectively [soft-]modding your PSP visually, all while minimizing the risk of a brick ... because nothing is written to flash0. Cool, huh?
Load your custom files to ms0:/PSP/VSH/ or ef0:/PSP/VSH/ and fire up the plugin. How does it work?
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September 25th, 2011, 22:34 Posted By: wraggster
via http://psp.dashhacks.com/downloads/quickboot
wn has released QuickBoot Test 8... Still in the testing phrase, QuickBoot lets you conveniently boot from one game to another, whether that be an ISO, POPS, UMD, or homebrew, without returning to the XMB. QuickBoot installs like any other plugin; however, you'll also require cmlibMenu, which is included.
Copy quick_boot.prx to /seplugins, copy cmlibMenu to /seplugins/lib, and enable the prx in both game.txt and pops.txt.
The plugin is configurable, letting you define QuickBoot menu colours and what button combo brings up the menu. All that in /seplugins/quick_boot.ini.
See README.txt for more info
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September 25th, 2011, 22:25 Posted By: wraggster
via http://psp.dashhacks.com/downloads/blox
Blox is a 2D homebrew game, built using OSLib, featuring 3 different game modes: Classic; Survival, which is always awesome; and Boss mode. Classic being the way V@ughn intended Blox to be. So, ch-ch-check it out!
Classic mode:
•normal game play, battle enemy blocks and upgrade your character to survive. The way Blox SHOULD be played!
Survival mode:
•get touched and get killed!!! Flee from enemies while shooting them down at the same time! (still needs some work)
Boss mode:
•need I even say it? Instead of fighting a mix of bosses and enemy blocks, fight only waves of bosses (and get horribly pummelled)
Expect regular updates
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September 25th, 2011, 21:52 Posted By: wraggster
via http://psp.dashhacks.com/2011/09/23/...-v329-released
Better late than never... That said -- get a load of pen's MacroFire 3.2.9. Y'all remember this one? It's the plugin for enabling rapid-fire; remapping buttons; adjusting the analog nub sensitivity level; and recording/executing button macros. Get this if your PSP is hacked! Ya gots to.
The change log I'm not 100% sure on... The translation is dirty:
2011/09/07 - 3.2.9
•6.39/6.60 PRO-POPS fix did not work in the B9.
2011/08/20 - 3.2.8
•Fix a freeze when you choose to load on Homebrew
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September 25th, 2011, 19:03 Posted By: wraggster
Acclaimed 2D indie side-scroller Max & The Magic Marker expands to PlayStation Network on 28th September, publisher Pan Vision has announced.
First released on WiiWare back in 2010, the Press Play-developed effort sees you drawing in your own platforms and other objects to help the titular hero to the end of the level.
The PSN version, dubbed Max & The Magic Marker: Gold Edition, adds updated HD visuals and Move support.
The game is currently also available on iOS, Mac and PC.
"There's plenty to like about Max and the Magic Marker, such as challenging puzzles, novel ideas and great gameplay mechanics," read Ellie Gibson's Max & The Magic Marker Wii review.
"But the emphasis on creativity won't appeal to everyone - especially those who remember when this was all just fields, pipes and clinky gold rings."
http://www.eurogamer.net/articles/20...-coming-to-psn
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September 25th, 2011, 18:53 Posted By: wraggster
The revamped PlayStation Home will launch this autumn with a free-to-play multiplayer FPS game called Bootleggers.
ShackNews says the "admittedly rudimentary" game will let you unload clips of bullets into and frag fellow avatars.
Described as "a surprisingly violent twist to the PlayStation Home world", it'll be available in Home's Action district, where you'll be able to jump straight into a matchmaking lobby.
Sony released the first details about the revamped Home last month. The core experience will feature a "hub and districts" design that will help you find games, people and places that fit your favourite game genres, according to the platform holder.
http://www.computerandvideogames.com...ltiplayer-fps/
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September 25th, 2011, 01:04 Posted By: wraggster
Sony's slick 3D headset will be a massive game-changer, according to the platform holder.
The device features dual 1280x720 0.7-inch OLED panels mounted in front of each eye (apparently offering an experience similar to viewing a 750-inch screen from 20m away), as well as 5.1 surround sound from integrated headphones.
Named the HMZ-T1 Personal 3D Viewer, it's set to hit Japan on November 11 for 60,000 yen (£481). There's no word on European release plans yet.
"Packed with groundbreaking technology and fitting easily around your eyes and ears, the Personal 3D Viewer is set to revolutionise the way you experience games and movies forever," Sony says.
"... You'll soon be able to immerse yourself completely in a private world of entertainment. Slipping the straps of the device around your head, you'll feel as though you're sat in your own personal cinema.
Watch in HD No comments yet, be the first!
"Two crystal clear OLED screens - the same technology that provides the spectacular display on the PlayStation Vita system - can be adjusted to suit your viewing preference, so you can watch and play in absolute comfort," Sony adds.
"A wide viewing angle is designed to draw you fully into the world in front of you, while all-encompassing sound lets you hear footsteps approaching you from behind, or gunfire blasting from all sides, thanks to three-dimensional Virtual Phone Technology."
The visor plugs into 3D games and movies using an HDMI cable, while built-in controls let you adjust the volume and change settings.
http://www.computerandvideogames.com...ovies-forever/
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September 25th, 2011, 00:41 Posted By: wraggster
A quick heads-up for our friends across the pond: Sony will be taking down a combination of 13 games, websites and services between 5 a.m. and 12 p.m. BST tomorrow, September 25, which is about twelve hours from now. Ish. Look, we're not Time Lords, okay? We can barely grasp the concept of timezones as it is.
Sony also says that maintenance may be extended for some titles/services/websites beyond the estimated window for "testing purposes," which we originally read as "testing porpoises," which seemed way more interesting. Click on through for the list of affected titles.
http://www.joystiq.com/2011/09/24/ps...ct-titles-tom/
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September 23rd, 2011, 23:38 Posted By: wraggster
The Xperia Play's incoming Android 2.3.4 updateappears to add an extra nugget of functional goodness in the form of high-definition video-recording. What, the Xperia Play didn't do so already? Nope, Sony Ericsson neglected to add that functionality to the phone's five megapixel shooter from the start. Fortunately, the new software update rectifies this, so when you're not blasting those PlayStation hits of yesteryear, you'll be able to chronicle your pet's adventures in crystal clear 720p. Courtesy of XDA Developers, see proof of the Play's new HD recording abilities after the break.
http://www.engadget.com/2011/09/22/x...up-with-smart/
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September 23rd, 2011, 12:07 Posted By: wraggster
The Lavalit guys have released a new of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portabledesign inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
r3465 | utunnels | 2011-09-22 19:18:19 -0400 (Thu, 22 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Allow float argument for forcemap since it uses second.
------------------------------------------------------------------------
r3464 | utunnels | 2011-09-22 01:01:13 -0400 (Thu, 22 Sep 2011) | 1 line
Changed paths:
M /engine/source/gamelib/transform.c
More clip check for watermode 3.
------------------------------------------------------------------------
r3463 | utunnels | 2011-09-21 19:54:26 -0400 (Wed, 21 Sep 2011) | 1 line
Changed paths:
M /engine/source/gamelib/transform.c
Fix a minor problem in watermode 3 clipping.
http://lavalit.com:8080/
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September 23rd, 2011, 12:03 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=2947
The update 3.72 coming out, it was questionable whether any action against the hack was implemented, it would seem not.
It did not take long for Team E3DIY to show the dual-boot 3.72-3.55. The downgrade 3.72 to 3.55 is also functional. The team also announced a new clip included in the pack limited 3K for the same price, for not being welded. So all the PS3 Slim and Phat NOR are compatible and requires no welding. The original deadline for Commercialization is delayed for adding this new clip in the package.
Official website: www.e3-tech.net
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