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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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August 16th, 2011, 17:02 Posted By: wraggster
Recently the developers over at Gitbrew have been working on a number of neat projects around the PS3 Console, and we being in close contact with them, and gotten a preview of something that will make everyone more then happy in PS3 'Scene'! We are talking about NPDRM and the v3.60+ problem. -- Previously only those with an official Sony PS3 SDK could do anything, and still in a limited fashion, and recently the developers have been able to use a heavly modified PSL1GHT setup to do the impossible, sign a package for the v3.60+ system!
http://www.eurasia.nu/modules.php?na...ticle&sid=2839
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August 16th, 2011, 17:00 Posted By: wraggster
news via http://forums.ps2dev.org/viewtopic.php?t=13082
Hi all,
I'm proud to present you a brand new 2D graphics library, called gLib2D.
After few months of intense testing... beta 5 is released!
What's new ?
- Improved support of intraFont
- Renamed g* functions to g2d*
- Removed g2dSetCoord*Relative's third argument
- Using constants instead of bools for some g2d* functions (better readability)
- Dynamic allocation of the display list, no more artifacts with a small heap
- Replaced G2D_FALSE and G2D_TRUE by false and true
- Added a global scale factor : g2d(Set/Get/Reset)GlobalScale
- Better scaling quality
- Lots of code rework
- No more swizzling artifacts
- Smaller display list size, saves 3/4 megabyte
- Forced coordmode with an inverted object is no longer applied
- Corrected documentation
Now the library can be considered as stable.
Please, try it, break it!
Grab it on my own Github repository ! (download page)
Maybe you need the Doxygen documentation on my website ?
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August 16th, 2011, 16:37 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR 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 game 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 portable design 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
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August 16th, 2011, 15:12 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=2880
It is an Italian team, DiGiTaLAnGEL, we have this announcement. Twit From their, they would have accomplished the feat to downgrade a slim PS3 based on a firm by 3.70 to 3.55 KMEAW boot. dospiedra in contact with, they relied on the chip ProgSkeet and some modified files in it. A summary of the announcement: "We were the first to try the downgrade to 3.70 to 3.55 on a PS3 slim by making use of new and changing some ProgSkeet dospiedra files, excellent Spanish developer who had already given his method of passage Fw 3.41 from 3.55 on a PS3 FAT After several attempts, we managed to switch to FW 3.55, run the factory mode jailbreak and reinstall a 3.55 KMEAW in bypassing the security systems of the console. Following this manipulation, and after memory dump, it is possible to revert from 3.55 to 3.70 by a simple procedure. " Dospiedra also announced the availability of manipulations to perform and the files. If this continues, it is very good news for all the consoles currently blocked in 3.70.
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August 16th, 2011, 15:07 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=2877
After learning that the future JFW 3.41 DH will not have access to the PSN as announced in its infancy, the development team gives us today the first details of their alternative for JFW DH.
RNA "Real Network Access" is the name of the online service that will be offered to users of the future CFW Spanish (due next October 1). Under this name hides a range of options and features similar to those proposed by the NHP, but (for now) not yet online gaming! Hades Demon announced a few days ago that their CFW integrate a network gaming system by LAN similar to "XlinkKai". This one can be integrated into the "Real Network Access" in the future. It is the developer blip of JFW DH team behind this new product and presenting it on the forum DemonHades: As you can see on the Pictured above, this will be the primary design of the NAS with the few options available to the first version! Friends: Add your friends so they can see your profile, avatar and information, you also route their profiles and make comparisons. Trophies: Update your trophies to your friends to see. In a future release we will put a function to display your trophies through social networks such Facebook or Twitter. Network: Not active in the first version, but will be the meeting place. Create chat rooms and join other people would be one of the functions that will be available. Inbox: Send and receive messages with friends. In future versions, you could invite your friends. Quick Menu:
Using the arrow keys, the menu will change giving you access to options:
- Your profile.
- Friends list.
- Messages.
- Menu.
- Suggestions welcome. Progression (14/08/11 - 3:30 am): PHP server: - Login: 100% - Negotiation Process (security): 30% - File Creator Package: 100% - User Information: 0% - Trophies: 0% - Friends: 0% PS3 PKG: - GUI Basic: 80% - Interactions and Control: 40% - Dynamic and animations: 20% Overall Project Progress: 5% So the alternative of PSN JFW DH is revealed a little, certainly not yet online gaming but it will come see the capabilities of this team of developers in Spain. Wait & see.
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August 16th, 2011, 15:05 Posted By: wraggster
via http://ps3.gx-mod.com/modules/news/a...p?storyid=2879
The Open PStore , one of the leading features of the much anticipated J aicrab F irm w are D emon H ades 3.41 proves to be a little more. And it matercrack one of the developers of the future Spanish CFW just to upload a photo and a video of the Open PStore, JFW DH exclusive menu that allows you to download your homebrew, emulators and backup manager preferred from the servers of the DH team directly to your console. The application will be functional on launch day of JFW DH 3.41, ie 1 October next . On this occasion matercrack PStore confirmed that the Open is over at 90% and will certainly go! Developers working on this project: -Blip -the_marioga -matercrack dantehades
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August 16th, 2011, 14:56 Posted By: wraggster
via http://mobiles.gx-mod.com/modules/ne...p?storyid=9660
He was behind the famous feat 6.38/6.39 kernel that gave new life to PSP stuck on top of the OFW 6.36. Now he is back with a new kernel exploit for firmware 6.60!
PSP Developer some1 wololo.net forum about to launch its new KXPLOIT 6.60 and works together on a 6.60 downgrader for all PSP.
The information was revealed by some beta testers who have had the chance to test his new jewelry, it has also been confirmed by some1 himself on the forum wololo.net. With this innovation, it is clear that the new official firmware from SONY could not resist a lot of different developers in front of the stage, something that was expected, however, saw some1 once said he found three flaws in the firmware 6.38/6.39 one of which is currently used for the downgrade, CFW 6.39 PRO LCFW ME and 6.39. Grosso-mode has done well to keep two on hand for this newcomer. Will we see CFW 6.60, wait & see, response in the near future . Here is a proof-of-concept in video :
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August 16th, 2011, 14:55 Posted By: wraggster
via http://mobiles.gx-mod.com/modules/ne...p?storyid=9663
As the title suggests, this is a Mac application that allows you to prepare a magic MS memory card, it could with the PSP pandora battery débricker compatible, but also to downgrade the CFW install some permanent with custom IPL. This application MAC is in development for over a year Lazboy100 , she has spent recently in version 2.0 with some new features: - The GUI of the application has been reorganized. - New option to include the CFW 5.00 M33-7. - Option to include similar install ME-8 6.39. - New icon for the application. This type of application already exists on Windows but this is the first on the Apple operating system, so it will greatly facilitate the task to "MAC lover's" who want to make a magic MS without PSP. More than to bring a pandora battery and embark on the adventure .
via http://lazboy1000.zxq.net/
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August 16th, 2011, 12:39 Posted By: wraggster
News via http://www.play-asia.com/SOap-23-83-...-2yx-84-n.html
Torn asunder, the delicate balance of power between the kingdom of Ehb's powerful factions has fallen apart.
As one of the few remaining members of the disgraced protectors of the land, the 10th Legion, it is up to you to rebuild the once great Legion and stop Ehb from falling into darkness.
Joined by a group of unique companions, you will travel through the striking land of Ehb defeating all manner of villains and beasts through a combination of heroic abilities, screen shaking magic and pure cunning.
The Limited Edition contains 4 exclusive items of content that will enhance and increase your character abilities as you venture forth through the kingdom of Ehb:
•The Burning Band of Scorch
•Bite of the Arakun
•Talisman of the Grand Mage
•The Sacred Heart of the Legion.
Travel to the fantasy at a new low price. Dungeon Siege is available to PlayStation3 players at new low prices. The Regular Edition is US$ 16.90 while the Limited Edition is available for US$ 19.90 only. The Asian versions are region free and in English. The maximum amount of purchase is set to 1 copy per customer for each version.
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August 16th, 2011, 12:36 Posted By: wraggster
via http://psp.dashhacks.com/2011/08/12/...6-60-released/
Sony’s latest PSP firmware — firmware 6.60 — has been cracked wide open, which doesn’t really surprise me. In a futile attempt Sony again changed up their keys — keys that handle the encryption/decryption routines for said firmware — and those keys are now present in Psardumper, letting you dump/decrypt 6.60 in its entirety.
You can thank some1 and Proxima for this Psardumper release; neur0n also, who has readied a beta version of CFW 6.60 ME. But because 6.60 ME is not an official release just yet, I’ll ask you download it here if you’re interested. Note: You must be using a current HEN or CFW to activate and it’s for PSP-1000/2000 only
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August 16th, 2011, 12:28 Posted By: wraggster
via http://thatotherdev.com/2011/08/15/w...%e2%80%93-ps3/
We Are Nowhere is a brief nonsense conversation with the deranged and disembodied and this is a PS3 port of it.
Its short, simple and not really a game. I don’t really expect many people to like it. But I’m still very interested to hear what people think of it.
If anyone is interested in translating it or writing their own conversations or choose your own adventure stories then let me know and I will fix it up a bit more and externalize all of the text.
PS3 controls:
Directional pad = change your selection
X button = select what you want to say
Links:
Download the PS3 version
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August 16th, 2011, 12:26 Posted By: wraggster
via http://thatotherdev.com/2011/08/12/t...-v0-2-–-ps3/
Here is an updated build of The Unmapped Forest. At the moment it is still using placeholder graphics.
What has changed:
I’ve fixed the problem that caused it to freeze at a black screen when running at certain resolutions.
You have health and can be hurt.
You can now kill monsters.
You gain experience for killing monsters and you can level up infinitely (there is no level cap).
When you level up your maximum health is increased and you are fully healed.
When a monster (or its corpse) and its spawn point are both out of view then the monster is given full health and returned to its spawn point to wait for you to approach.
There are now five types of monsters.
The world has been expanded upon. For anybody that wants to further edit the game world you can easily do so by modifying the file “/dev_hdd0/game/UNMAPPEDF/USRDIR/world.dat” with any text editor.
The camera is zoomed out further.
You can now use the right analog stick to move the camera around.
Movement speed has been slightly increased.
I have improved the way that sprites are layered (there is still a problem with things occasionally being incorrectly drawn in front of trees that they are standing behind but this will be fixed soon).
Improved collisions.
PS3 controls:
Left analog stick = Move
Right analog stick = Look
X button = attack
Links:
Download the PS3 version
The sprite sheet
The sprite sheet (with extra info)
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August 16th, 2011, 12:23 Posted By: wraggster
via http://wololo.net/wagic/2011/08/15/r...-still-has-it/
While we’re all waiting for a new Kernel exploit, a Hen, or a CFW on 6.60, we might want to enjoy some homebrews on the latest Sony firmware. For that, you currently have two possibilities. Either give a try to the the hundreds of signed homebrews that are available, or if you find a homebrew that is not signed, run it through HBL. I said a few days ago that HBL would run out of the box on firmware 6.60. This wasn’t true, some additional security was added that prevented HBL to run. But thanks to the work of JJS, only a couple days after the release of OFW 6.60, we are able to provide you a version of HBL that runs on the latest Sony firmware. This one is a full release build, so it runs faster than the debug builds you might have seen recently
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August 16th, 2011, 12:21 Posted By: wraggster
via http://wololo.net/wagic/2011/08/14/6...test-firmware/
I rarely talk about neur0n’s work, mostly because it is only compatible with hackable motherboards (PSP 1000/2000) and that was not where my interest was over the past months. But neur0n keeps regularly improving his CFW, making it a real good alternative to Pro CFW, or to M33 for those of us who are still running the good old m33.
A few hours ago, after a few beta releases, neur0n published a “version 1″ official release of his 6.60 ME (Minimum Edition) CFW. That’s basically a Custom firmware with the latest improvements from the Official Sony updates
Before people jump and ask, this does not allow you to run a CFW on a 6.60 OFW PSP. This tool can only be installed on a hackable PSP that is already running a Custom Firmware. Check the readme in the archive for more details.
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August 16th, 2011, 12:18 Posted By: wraggster
via http://wololo.net/wagic/2011/08/14/h...getting-there/
Two days ago I mentioned that Half Byte Loader was a good way to still run homebrews on official firmware 6.60, if you’re one of the poor souls who updated. It turns out I was wrong, as HBL, for now, doesn’t run on Firmware 6.60, due to some tricky changes in the PSP firmware. JJS found a workaround however and published a Debug version of HBL, that runs on 6.60. Since the download also contains a patch file, it is fairly easy to compile a “release” build for those who want to, but JJS announced he still wants to add a few tweaks before we feel confident to publish a release build.In the meantime, if you are on 6.60 and definitely need to play homebrews, you can check ToBSucht’s great list with hundreds of signed homebrews, or you can try JJS’s debug build of Half Byte Loader.
This is of course, until a downgrader or a Hen appear for 6.60, which should happen sooner than later
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August 16th, 2011, 12:14 Posted By: wraggster
Engine02 is a script-driven, multiplatform 2D game engine with builds for DOS, Windows, Linux, Intel/PPC MacOSX, PSP, Wii, and GP2X Wiz.
Complete documentation for creating games is downloadable from within the interface in PC and Mac builds, and is also available on the website. A generic template from which to build new games is also available from the in-program downloads list, as well as an open example of fully-featured gameplay.
Games created or hosted by the author and his team are directly downloadable from inside the program. Updates for the program, or any installed game, can also be downloaded from the same interface when they become available.
What's New (v11.08.11)
View complete "What's New" document
Features
A new build is now available for the GP2X Wiz
New Script Commands (1440-1472, see index in "Functions" doc)
Manual opening/creation of and reading from or writing to data files, making possible demo recording/playback, game progress saving, custom data editing, etc
Load new Player Character data into any existing Player Character slot at any time during gameplay to allow many Character types in a single game without having to expend the RAM to store them all at once
Load a new set of Global Palette Colors from a PCX/TGA image file at any time during gameplay
(Re-)Obtain a Tile Map for a Tiled Level Object from anywhere on any existing Tile Plane at any time during gameplay
Save standard Level Layout and/or Tile Data to the files that were last loaded, or a new location specified by Script Text
The _SaveObjects Command now accepts a "Register" for the Text ID parameter
Modify or retrieve (for value testing) the contents of Game Text Strings, enabling visible entry and use of names, passwords, etc
The Tile Editor has been rearranged to make better use of available screen space, and updated for functionality
The tiny, hard-to-click arrows have been removed; click options are now activated by left- or right-clicking the option label or its displayed value
The entire 256-color palette is now available all at once
An option is now available to place a smaller, less-featured version of either the Tile Selector or Level Editor in the lower-right corner for more quickly selecting tiles from the list or the level layout, drawing to the level layout, and instantly viewing changes to the overall layout image while editing a tile
Palette entries can now be swapped within the editor for easily organizing colors in preparation for Palette Animation, or any other purpose
An "Alias" system has been added so that more-easily-memorizeable names can be used for Commands, Variables, settings, etc. in scripts instead of their internal ID numbers. Aliases for standard IDs are included and listed/used in the documentation, and users can modify them and/or add their own for game-specific IDs
Tile Animations can now be set up more quickly and easily by means of the new automatic Tile Animation frame insertion, which uses the Level Editor's Tile Plane section selection/copy feature
Shortcuts have been added to both the Tile Editor and Level Editor for filling either an entire Tile or all non-transparent pixels of a Tile with any of the four solidity types
Sprite Editor "Dumps" of Player Character Sprites will now save these changes directly to the selected Character's Character Def File by default. The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
Sprite Editor "Dumps" of Object Sprites will now save these changes directly to the appropriate Object Def File by default (depending on which set the currently-selected sprite set resides in). The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
When viewing Object Sprites in the Sprite Editor, the Status element that displays the currently-selected set number will now display the set's ID relative to the Object Def that loaded it, rather than its E02-internal ID (Ex: If there are 28 Game-global Object Sprite Sets, the final set's ID will be shown as "27G", while the first "Zone" set's ID will be shown as "0Z" rather than "28"). The same principle has also been applied to the "Ani ID" element
When viewing Player Character Sprites in the Sprite Editor, the Status element that displays the currently-selected "Animation Function" will now display the set's ID relative to the "Player Character Common Functions" list or the selected Player Character's "Character Specific Functions" list, rather than its E02-internal ID (Ex: If there are 33 Player Character Common Functions, the final Function will be shown as "32C", while the first Player Character's first "Character-Specific" Function ID will be shown as "0P" rather than "33"). Also, the selection will default to the Player Character's first "Character-Specific" Function, and "Character-Specific" Functions belonging to Player Characters other than the one that is currently selected will not be accessible
A new error message has been added to report when Sprite width and/or height are defined as 0 (or less) for both Player Character and Object Sprites, eliminating crashes due to such settings. Please use a 1x1 sprite that loads a single transparent pixel for "invisible" Sprites or Sprite Frames
Further optimizations have been made to level collision testing for both Players and Objects
Message system messages have been made easier to read; each string is now drawn with a background color rather than allowing the game/editor/interface screen to show through
On program startup, there is now a three-second delay on updates testing that provides time to cancel the connection attempt. Also, when pressing F8 to return to the main menu, the menu comes up immediately instead of again testing for updates first
The current FPS has been removed from the Level Editor's Status display, since the display toggled by F10 makes it redundant
Bugfixes
_???=TileInfo(???) commands were treating incoming position values as unsigned rather than signed, which caused negative values to read as extremely high positive values and fail to wrap around the level or looping section boundaries correctly, causing crashes due to out-of-bounds reads. This has been corrected; passing variables containing negative X and/or Y position values will now cause the position to be wrapped properly, eliminating the crash and returning the correct tile data
Sprite Editor "Dumps" would fail without displaying an error/warning if the "dump" folder didn't already exist in the currently-loaded game's Game Folder. These features now automatically create this folder when appropriate
"F" for vertically flipping a single Tile Frame in the Tile Editor wasn't working at all, and "M" for horizontally mirroring the current Tile Frame was only functioning on Frame 0 rather than the currently-selected Frame. Also, these features were not functioning correctly in the DOS build with a "vmode" setting greater than 2 (default is 3). These features now function the way they were intended
All TGA image dumps were output with a single incorrect byte setting in the header, causing them not to load properly or at all in the majority of image editors (except, conveniently, the one that was used for testing). This has been corrected, and TGA image dumps for screen shots, level maps, sprite editor dumps, etc. should now open properly in all editors that support 8bit indexed-color RLE-compressed TGA images
http://stealth.hapisan.com/E02/
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August 15th, 2011, 22:33 Posted By: wraggster
There may not be many people willing to pay over $1,000 for an Xperia Play, but it turns out there's at least a few willing to go nuts when there's some Minecraft involved. That limited edition model pictured above will be given away to a few lucky winners at the upcoming Gamescon conference in Germany, but Minecraft developer Mojang has decided to let one loose on eBay beforehand, where the bidding has already topped a grand with a full six days left. Adding a bit of extra incentive for those with deep pockets, Mojang says that it will also donate all the proceeds from the auction to an as yet unnamed charity.
http://www.engadget.com/2011/08/15/m...-play-on-ebay/
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August 15th, 2011, 22:26 Posted By: wraggster
With a lack of new games recently it's no wonder there's very little chart movement lately. Once again, Dirt 3 takes No.1 on the official UK PlayStation 3 sales chart.
It's followed by a pair of non-movers in the form of LA Noire at No.2 and Call of Juarez: The Cartel at No.3, while InFamous 2 is at No.4, ahead of Sniper: Ghost Warrior at No.5.
Lego Pirates of the Caribbean comes in at No.6, Assassin's Creed Brotherhood is at No.7 and FIFA 11 at No.8. Red Dead Redemption returns to the top ten at No.9, followed by Tiger Woods PGA Tour 12: The Masters.
GfK/Chart-Track PS3 Top 10 (week ending August 13):
- 01. Dirt 3 (Codemasters)
02. LA Noire (Take 2)
03. Call of Juarez: The Cartel (Ubisoft)
04. InFamous 2 (Sony)
05. Sniper: Ghost Warrior (City Interactive)
06. Lego Pirates of the Carribean (Disney)
07. Assassin's Creed Brotherhood (Ubisoft)
08. FIFA 11 (EA)
09. Red Dead Redemption (Take 2)
10. Tiger Woods PGA Tour 12: The Masters (EA)
http://www.computerandvideogames.com...3-leads-again/
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