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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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October 12th, 2010, 16:54 Posted By: wraggster
The PSP2 is already in the hands of developers, but will Sony take the right direction in the portable sector? Following a recent op-ed on fixing the PSP business, leading game industry analysts came to the consensus that the best avenue for Sony to take is to offer a PlayStation Phone, and a strong partner like Google would do just the trick. 'Sony has the opportunity to redefine the portable games category. I think the best move would be to get out in front of Microsoft's inevitable Xbox LIVE Arcade Mobile and take on the App Store and carrier deck portals. ... They could put out a proper PlayStation Phone (and a PlayStation Pad) but these should compete with smartphones and tablets, not dedicated gaming devices. To do this quickly, Sony could partner with Google and take advantage of Android's considerable momentum,' said Billy Pidgeon of M2 Research
http://games.slashdot.org/story/10/1...yStation-Phone
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October 12th, 2010, 16:51 Posted By: wraggster
Konami's revamp of the old X-Men arcade game - coincidentally named X-Men Arcade - will be released this autumn on PlayStation Network and Xbox Live Arcade.
We also now know that the developer is Backbone Entertainment - the studio favoured by Capcom for all things PSN/XBLA: Super Street Fighter II Turbo HD Remix, Marvel vs. Capcom 2, 1942: Joint Strike, Commando 3. There's some experience on the two platforms, then.
Available to play in X-Men Arcade will be Cyclops, Colossus, Dazzler, Nightcrawler, Storm and Wolverine. They'll need to work together to take down the Brotherhood of Evil Mutants, key enemies in which are Pyro, Blob, Wendigo, Mystique, White Queen, Juggernaught and Magneto.
Up to four people can co-operate locally, and up to six online. Online drop-in means you can hop in and out without faff. Just select your preferred amount of players, difficulty and level and you'll be matched accordingly. Alternatively you can create your own and play host.
X-Men Arcade will be wrapped up in high-definition graphics, which span gameplay, HUD and menus. There's leaderboard support, too.
http://www.eurogamer.net/articles/20...s-x-men-arcade
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October 12th, 2010, 16:50 Posted By: wraggster
Although evidence continues to mount that Sony may be planning to bring in a new-generation handheld, the elderly PSP looks to have had a bumper year in Japan.
Hirokazu Hamamura, CEO of Enterbrain (publisher of Famitsu magazine) was highly optimistic about the PlayStation Portable's recent performance, reports Andriasang.
"This year will be the PSP's biggest year," he told an audience of journalists and analysts at his twice-yearly industry seminar on Friday.
Key to this was the success of third party titles, in sharp contrast to Nintendo's rival DS. Monster Hunter Portable 3rd looks to be best-selling PSP game of 2010 in Japan, with Hamamura predicting possible sales of 5 million - a million more than its predecessor.
Hamamura also predicted that "the PSP will expand its market," pointing to the 500,000 sales success of Monster Hunter spin-off Poka Poka Felyne Village. Publisher Capcom has claimed this has attracted a 50 per cent female audience, thanks to more accessible play and a Hello Kitty tie-in.
The PSP has now sold over 15 million units across its various SKUs in Japan, 1.5 million of which were this year. Combined Japanese DS sales for the entirety of 2010 look set to outdo it by a few hundred thousand, however.
http://www.gamesindustry.biz/article...gest-ever-year
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October 12th, 2010, 15:26 Posted By: bandit
Here is a tech demo for a first person shooter I’m working on. Everything in it is now and will continue to be completely destructible. Use the left analog stick the move, right analog stick to aim, R1 to shoot. There is no gravity at the moment but you can use the triangle and X buttons to move up and down. There is also no set objective or challenge at this point. It really is just a pure tech demo. But I think its still pretty cool already. So have some fun digging into walls and let me know what you think of it.
Controls:
Left analog – Move
Right analog – Aim
R1 – Shoot
Triangle – Up
X- Down
Source: PSX-Scene
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October 12th, 2010, 15:26 Posted By: bandit
Here is a tech demo for a first person shooter I’m working on. Everything in it is now and will continue to be completely destructible. Use the left analog stick the move, right analog stick to aim, R1 to shoot. There is no gravity at the moment but you can use the triangle and X buttons to move up and down. There is also no set objective or challenge at this point. It really is just a pure tech demo. But I think its still pretty cool already. So have some fun digging into walls and let me know what you think of it.
Source: PSX-Scene
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October 12th, 2010, 13:28 Posted By: wraggster
A survey of US consumers conducted by Lazard Capital Markets has revealed that interest in PlayStation Move and Kinect is high.
According to the results of the survey, demand is healthy despite the relatively high price points of both products and the lack of supporting games.
The survey "suggests healthy demand for Kinect and Sony Move", said Lazard analyst Colin Sebastian. "We are somewhat surprised by the positive reaction given the relatively high price points ($149 for Kinect and $99+ for Move) and the lack of many compatible games for the devices.
"We believe that Sony's Move is off to a good start at retail, with limited supplies, and our survey also bodes well for the launch of Kinect."
However, the survey also suggested that the motion control devices might not have a significant impact on console game sales in the short-term.
"While motion controllers are unlikely to materially impact console game sales in Q4, we do think they could act as a catalyst for stocks, as indicators of future demand for software."
This contradicts Wedbush Morgan analyst Michael Pachter, who thinks Move had only "a modest launch".
http://www.computerandvideogames.com...VG-General-RSS
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October 12th, 2010, 13:27 Posted By: wraggster
As publishers continue to dabble with new ways of offering ‘added value’ to gamers through digital content, THQ has revealed a new model to accompany the release of WWE Smackdown vs Raw 2011.
Those who buy the game will be offered the chance to buy a ‘Fan Axxess’ pass. Doing so will allow them to download all future DLC for the title at no additional cost. Content will include playable characters, alternate costumes, new arenas, a character customiser and an in-game badge to “recognise the game's biggest supporters”.
Fan Axxess will cost 800 Microsoft Points, or $9.99 on PSN.
“The Fan Axxess program for WWE SmackDown vs Raw 2011 offers consumers a very attractive value proposition to significantly enhance the virtual WWE experience,” THQ’s executive VP of core games Danny Bilson stated.
“We have some of the most passionate fans in the industry, and we are pleased to offer them an opportunity to access premium gameplay content, customization features and recognition for their loyalty for one price point.”
THQ has already announced that the game will ship with a single-use DLC code that is required to access the online mode. Pre-owned buyers will have to pay extra to take the game online.
http://www.mcvuk.com/news/41291/THQ-...s-WWE-DLC-deal
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October 12th, 2010, 00:18 Posted By: wraggster
The PlayStation Move is out, and gamers everywhere are throwing away their DualShock controllers, spirits carried aloft by the liberating breeze of motion gaming. Okay not really, but if more traditional games had Move support baked-in that might be the case. 256-player MAG has recently been given a taste, and level designer Ben Jones is taking a moment to show off how motion gaming looks in this uber shooter. As you can see, the baton acts for aiming, turning, and shanking, while a nunchuck (or second controller) handles the moving duties. We're not entirely convinced of the accuracy playing in this mode, especially given how the video focuses almost entirely on close-range, full-auto carnage, but Mr. Jones says he believes this to be a "lateral transition from keyboard and mouse?" So, PC gamers, you buying it?
http://www.engadget.com/2010/10/11/m...int-and-spray/
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October 12th, 2010, 00:01 Posted By: wraggster
News via http://streetskaterfu.blogspot.com/2...hout-icon.html
All information should be free. So here another part of the Custom Firmware research.
My previous post already explained some changes they enable. One nice one I didn't mention yet is, that it activates the Debug Options.
The options are enabled now, just the icon is missing. But there is a different way you can handle them. As we already knew, the xregistry.sys (dev_flash2/etc) stores all actual settings.
With the changes mentioned in last post, if you tried those; you may have noticed a debug message in the upper right corner. This actually proves the debug options are unlocked to use.
Just extract the xregistry.sys now and find the debug options. Activate them with a 1 instead a 0. I didn't test all so far, but seems most is fine.
Needa give credits to iQD, KrisAbsinthe, Stoker25 and Comgenie.
- SKFU
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October 12th, 2010, 00:00 Posted By: wraggster
News via http://streetskaterfu.blogspot.com/2...-progress.html
While the USB Loader by Jaicrab has some trouble rebooting all correctly it seems for a final CFW we need to overwrite dev_flash instead just loading live from USB mass storage.
Some things you can already do for a nice working CFW:
1. Replace all in "/vsh/module + /sys/external + /sys/internal" with the content of a 3.41 debug dev_flash.
2. In "/vsh/resource/explore/xmb/category_game.xml" add this in the "view id=root" Items section
CLICK TO VIEW CODE
This will bring the "/app_home/GAME" and "Install PKG" options back.
3. In "/vsh/resource/explore/xmb/category_psn.xml" switch "root" and "tool_root".
This will add Title Store previews in the network section.
4. In "/sys/external" you grab liblv2dbg_for_dex from a debug unit and rename it liblv2dbg_for_cex. Replace liblv2dbg_for_cex with your new one and also add the debug liblv2dbg_for_dex.
Now you also have the debug options enabled. I don't know how to show up the debug options icon yet, but you can modify the settings via the registry.
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October 11th, 2010, 23:59 Posted By: wraggster
News via http://www.psp-hacks.com/2010/10/07/swarm-v2-released/
Swarm v2 has been released by Stinkee2. And what’s new? Well, take the below video, which demonstrates Swarm v1.0, and multiply that by like 50 — 50 degrees of complete and utter craziness. For real. If you suffer from epilepsy you’ll probably want to hold off on this version; Swam v2 packs all sorts of wild visuals that only makes the game that much harder
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October 11th, 2010, 23:55 Posted By: wraggster
News via http://www.psp-hacks.com/2010/10/08/...o-be-released/
Breathing a little life back into the scene is Total_Noob, well known and respected PSP hacker / developer, who has claimed to discover a kernel exploit in PSP firmware 6.20. Yessir. Total_Noob is currently working on 6.20 TN, which behaves like HEN. Remember HEN? It’s a homebrew enabler unlike HBL. HEN remains active & resident in memory leaving you able to launch homebrew directly from the XMB after HEN’s initial execution, which appears to be done through HBL.
The video demos the kernel exploit; though it isn’t that clear. You can see Total_Noob executes something from an HBL menu and the screen flashes purple near the end. That purple flash indicates the exploit was successful. No mention of whether or not firmwares > 6.20 are exploitable by the same means.
This all seems very promising, and with a kernel exploit, the possibilities are nearly endless. Perhaps soon we’ll see fully hacked PSP-3000s and PSPgos! Total_Noob is aiming to release 6.20 TN before Christmas. So whatever you do — do not update past 6.20 — if you haven’t already.
Good lookin’ Total_Noob
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October 11th, 2010, 23:49 Posted By: wraggster
BwwD has released a Beats Of Rage Mod for the PSP, heres the details:
-7 Playable characters :
Kento,Rhajang,Tong Lee,Yuri,Amon,Cheng Fu,Billy Lee(and Jimmy when you switch pallette ,so basically 8 if you count Jimmy/Billy Lee)
-Story Mode
-VS Mode
-Combo Arena mode to practice juggles and combos and just to have fun
also after beating the game you have boss battles and one life story mode if regular story mode was too easy(it has different ending than regular story mode)
I based gameplay on juggles and combos ,i hope you enjoy it as i did making it,its my fastest mod made i think ,about a month ,just had one week of break from making it.
http://lavalit.com/index.php/topic,5....html#msg70567
Download Here
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October 11th, 2010, 23:46 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2071
Squarepusher proposes a new version of his port of Snes9x (SNES emulator) on PS3.
New / fixed:
- Backup Management: Press R2 + R3 for backup, and R3 + L2 to load a backup. You can change the slots for backups via the new Settings menu.
- Integration of a screen to the settings (Settings)
- Significant improvement in performance through the switch to a more recent SDK. Parodius Jikkyou Oshaberi now works correctly despite a slight drop in framerate at 57fps at the character selection, but then runs normally (60 fps in 480p).
Explanations on the new Settings menu:
- Display framerate = fps displays on the screen
- Sound Input Rate = The rate of input audio processor audio SNES. Functioning properly at the default rate (31 942)
- Transparency Effects Transparency = Disable (*)
- Frame skip = parameter frame skipping - normally set to AUTO (*)
- Disable = Disable the Windows graphic graphics (*)
- Current = save state slot to setup the backup slot. You can manage multiple backups and switch from one to another.
* Function which will probably be removed in the future due to use unattractive.
The archive contains a version 480p, 720p version and sources.
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October 11th, 2010, 23:38 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2068
An updated official PSGroove has been added to GIT update to the payload support the installation of commercial PKG.
This is similar to that of the patch Waninkoko Hermes V3 but changes the method of installation of PKG. It seems that the method Waninkoko, although functional, is prone to creating problems when installing some PKG. The official update will correct this PSGroove concerns and stabilize the function.
It only remains to wait for the 1st card HEX development incorporating the features.
Official site: http://github.com/psgroove
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October 11th, 2010, 23:36 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2065
Luckluka offers a Win32 application that allows you to patch the file Dev_Flash this on your PS3 and to authorize the launch of the original PS1/PS2 games.
This patch only works on the PS3 backwards compatible (4 USB ports) and in conjunction with the jailbreak.
Use:
Prerequisites:
- A PS3 for the Jailbreak
- The file from your PS3 DEV_FLASH
- Firm's JaiCraB Loader v0.3
Step 1: Log on your PS3 via FTP and retrieve your file dev_flash
Step 2: Move your file and dev_flash nXMB in a new folder (not the folder contents DEV_FLASH but the directory itself).
Step 3: Open nXMB and let it make the patch
Step 4: Copy the contents of your dev_flash on your USB / USB HDD
Step 5: Run Firm USB Loader on your PS3
Your console will mount your USB / USB hdd as dev_flash.
You will not see "Install Package Files" but you can run your original PS1/PS2 games and you'll also have access to your memory cards.
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October 11th, 2010, 23:27 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2063
Waninkoko proposes a new version of its console port of PSFreedom Dingoo.
News / correction:
- Identical to the v1.4 version
Use:
1. Place the zImage file on your mini-SD card (important: choose the one that works on your LCD screen!).
2. Dingux run and wait for the kernel boot fully.
3. Your console can now be used as PSJailbreak.
If you do not know which version of your screen:
- Enter the menu "System Setup"
- Click on "About" at the top
- Then do ↑ → ↓ ↑ → ↓ (Top, Right, Down, Up, Right, Bottom)
- Look at the line LCD Module to see your screen version: ILI9325 or ILI9331.
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October 11th, 2010, 23:18 Posted By: wraggster
Heres the latest version of the Java Written PSP Emulator for Windows.
Heres whats new:
Fixed timestamp reading in sceMpeg and scePsmf (spotted by gid).
Fixed a bug a SceKernelThreadInfo.
Cleaned up and provided small fixes for IoFileMgrForUser and ModuleMgrForUser.
Implemented SceKernelLMOption and SceKernelFplOptParam.
Activated thread reschedule in scePsmfPlayerSetPsmfCB.
Avoid BufferOverflowException in sceDisplay.
http://buildbot.orphis.net/jpcsp/
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October 11th, 2010, 23:09 Posted By: wraggster
News via http://forums.daedalusx64.com/viewto...t=2640&start=0
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 583
[+] Rewrite fillrect using ucodef and integers (about 2x faster) Thanks Corn!
[!] Tweak scissoring in texrect to use integers (Corn)
[!] Huge clean up in our blendmode file, also made first cycle check in blends optional ( we'll see if anything gets broken..)
[+] Added "gold color ip" to help to create blends that need gold effect (just call c32::Gold withing blends)
[~] Corrected OOT mystical stones blend (doesn't look null anymore)
[~] Corrected OOT's horse dust blend (Corn)
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October 11th, 2010, 23:02 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...8&view_reply=1
Updated to version 4.3 the GUI CTFtool, the PC application designed by Japanese coder patpat that coconsente to create CTF themes for PSP compatible with the latest available version of the plugin CXMB. The today's update introduces some new features and fixes bugs present in previous releases.
A complete changelog and follow the link to download.
Changelog:
Quote:
Note: The following files were removed from the archive:
- Base Folder (5.50): game_plugin.prx, game_plugin.rco, msvideo_main_plugin.rco, msvideo_main_plugin.prx, music_main_plugin.prx, paf.prx, visualizer_plugin.prx, vshmain.prx, common_gui.prx
- Base Folder (3.71 - 4.01): common_gui.prx, vshmain.prx, paf.prx
- Base Folder 5.00: common_gui.prx, vshmain.prx, paf.prx, visualizer_plugin.prx, msvideo_main_plugin.rco
These files have been removed because, for a range of domestic policy of PSP-ITA, are not allowed to post on the forum.
To seek, you must use the PSARDUMPER and extract them from their firmware.
- Rewritten CTFtoolMenu with VC
- Integrated PRXeditor v1.1
- Added new model of wave
- If no conversion, prx and RCO will be deleted
- Fixed some bugs related to file Pspboot_plugin.prx
- Fixed more bugs
We thank you for reporting sanoman
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