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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 18th, 2010, 00:39 Posted By: wraggster
The new, slightly rejigged PSP designed to launch alongside Capcom's Monster Hunter Portable 3rd will not be released in Europe, Sony's confirmed to Eurogamer.
Sony has "no plans" to bring the special edition PSP, unveiled at the Tokyo Game Show this week and due for release in Japan on 1st December this year, to our shores.
While the console's Japanese exclusivity comes as no surprise – Monster Hunter is infinitely more popular in Japan than in the West – fans will be disappointed.
The redesigned handheld has grips that click out from the back of the machine, giving Monster Hunter players more to hold on to.
It has a new, larger analogue stick with an indent in the middle. There are a number of cosmetic additions, too, including various Monster Hunter insignias in gold on the front and back of the console – the silver circle and 'PSP' lettering on the back are also in gold.
The cross-media bar has been completely reskinned with tribal Monster Hunter designs, and the speaker holes have been redesigned to look like Felyne paw prints.
http://www.eurogamer.net/articles/20...psp-not-for-eu
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September 18th, 2010, 00:36 Posted By: wraggster
The PSPgo is a successful platform for Sony and met sales expectations, SCEA senior vice president Peter Dille has insisted.
"People, I think, have a mistaken perception that the Go is its own platform," Dille said in an interview with Joystiq.
"The Go is a form factor for the PSP platform, and it was always intended for a specific consumer: the high end of the food chain that's very comfortable with digital. That's not everybody, and therefore, our expectations weren't that this was going to replace PSP.
"It's met our expectations, it's part of a bigger ecosystem and it also helps us evangelise a digital lifestyle that we think will continue to plant its roots. In that regard, it's been a success."
The PSPgo was launched in 2009 as a digital-only alternative to the standard UMD-enabled PSP. In June, Sony offered 10 free games as a purchase incentive to boost flagging sales.
http://www.eurogamer.net/articles/20...s-expectations
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September 17th, 2010, 18:46 Posted By: wraggster
We're not sure what we were expecting to experience when we picked up this gun-style "shooting attachment" for the PlayStation Move, but it was hardly full of surprises. Basically, it's a comfy, lightweight attachment that makes holding your Move controller feel like holding a gun, and pulling the trigger button feel like pulling a trigger. We do love the retro look, quality Sony construction (we're pre-rolling our eyes at the inevitable crappy third party versions and their inferior plastics) and pretty much everything else about the attachment. The biggest perk is that for shooting games you'll be able to hold your arm out straight more naturally, instead of pointing "up" at the screen with the traditional Move controller grip. Unfortunately, the Big 3 Gun Shooting title we tested it on wasn't showing off 1:1 aiming to really let us know how this would feel in that scenario, but for the on-rails-shooter lovers out there (the attachment puts the face buttons out of thumb's reach, so it's useless for more in-depth games like SOCOM 4 or Killzone 3) we'd say there are worse things you could spend $20 on. Check it out on video after the break.
http://www.engadget.com/2010/09/17/p...a-shooting-at/
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September 17th, 2010, 18:40 Posted By: wraggster
Intel has confirmed that the leaked HDCP master key protecting millions of Blu-ray discs and devices that was posted to the Web this week is legitimate. The disclosure means, in effect, that all Blu-ray discs can now be unlocked and copied. HDCP (High Definition Content Protection), which was created by Intel and is administered by Digital Content Protection LLP, is the content encryption scheme that protects data, typically movies, as they pass across a DVI or an HDMI cable. According to an Intel official, the most likely scenario for a hacker would be to create a computer chip with the master key embedded it, that could be used to decode Blu-ray discs.
http://hardware.slashdot.org/story/1...ray-Is-Cracked
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September 17th, 2010, 01:33 Posted By: wraggster
News / release from vandurol123
****Install Instructions****
1) Drag the "Spooky Maze" folder into your PSP "GAME" Folder. On the hacked PSP it should be:
ms0:/PSP/GAME/ where ms0:/ is the root of your PSP's memory stick
2) Restart PSP and go to games.
3) Start it up
****Known Bugs****
that I won't be able to fix nor know how to fix since I'm leaving for vacation:
1) It lags from changing screens, this maybe due to wait(milliseconds) function
but I needed it there to stop waitkey from going out of control.
2) It sucks, yea I know.
3) The sprite is laggy too or cannot keep up with it, I dunno how to fix that.
4) Sometimes I cannot exit out of the game properly with Home>Exit. Well this is because on the last screen
its on a while command there for it has an error to exit the game while trying to complete the while loop
thus making a crash. Although sometimes it DOES work. It depends on PSP speed, version, and firmware.
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September 17th, 2010, 01:28 Posted By: wraggster
News / release from pihas
Short discription
In several words it is survival game, where you have to do simple missions,
clean city from zombies, rescue people and so on.
Content:
- Story mode (Currently i have in mind 5 different levels)
- Multiplayer (Ad Hoc)
What makes this game scary?
* Graphical effects (etc. Shadows, Night time)
* Sound effects (Audio track, heartbeats sound)
* "Zombies"
Development tools:
Ubuntu 10.04 + psptoolchain + LTE engine mod
Graphics side:
Gimp + Blender
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September 17th, 2010, 01:25 Posted By: wraggster
News / release from gorglucks
The aim of the game is to kill waves of aggresive zombies before being killed, to get the best score .
Gameplay and graphics are inspired by the Thing Thing series.
Progression : 100%
Characteristics :
- Game coded in C++ with PGE library
- 10 unlockable weapons
- Savedata
- Global ranking (Here)
- AI
- Adhoc mode
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September 17th, 2010, 01:23 Posted By: wraggster
News / release from psp_kevin17
Description:
A old type Mario game that we all love and enjoy with a few extra scary twists too it!
Game:
Levels- like old mario games
New Characters
Selection mode
Might be later added:
Zombie Mode
Co-Op
Development Tools:
PSPSDK
OSLib
Dev C++
Currently Working on:
Menu (Almost Done)
Animations
Sound- Being done
Main Programming
***Work***
May 29, 2010- Hoping to finish Koopa animations with the help of Hardhat
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September 17th, 2010, 01:21 Posted By: wraggster
News / release from fllipperr
Hey everyone!
This is my first game for the psp.
Developer: Fllipperr
Status: Under development
Name: WTF! Zombies!!!
Type:2.5D sidescroller
RELEASES
Lots of new stuff!!!
Test Release 2: http://www.mediafire.com/file/s0tlspaxafrjuve/WTF!.rar
Tested on
5.50Gen D3/Prometheus
5.00 M33-6
UPDATES
Particle engine done.
Texture loader done.
Sound engine done.
Basic scripting implemented.
Tile engine done.
Basic collision system done.
Map loading and saving system finished.
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September 17th, 2010, 01:12 Posted By: wraggster
News / release from hardhat
So I have really enjoyed looking at all of the WIP games for the compo. I am helping on a couple of projects which I hope are released soon. In the mean time I got inspired to make this game by a post by nb50. Hopefully I've got him happy now.
For a horror theme, I thought about many ideas. But today I wanted to talk about drowning. It is a basic fear, like fear of the dark. So I hope you enjoy it, even with the lack of traditional gore or zombies.
I'm sure I'll be making improvements. It is currently single player. But my son wants competive over adhoc, and of course I'd like to see a leader board. So I might add that too.
Currently you win if you get around 16000 m above the ground or so. I'd also like to hear people's high scores until I get the leader board going.
Tips:
Wall jumping is a must to get out of tight spots. Just cling to the wall and keep hitting the jump button.
Jump off the left or right as a shortcut to the other side.
Updates in 1.10:
- new font for a new look in the menus
- fixed fps bug for frame rate independent physics
- added tet mode for some interesting variety (a harder challenge)
- saves high scores between sessions
- select your own character
- pause with the START button
- better wall jumping with a push off
- better hit box for less unexpected squishing
- better head bumping physics
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September 17th, 2010, 01:09 Posted By: wraggster
News / release from random_code
Hi everyone. This is my entry to the Homebrew Horror Show Competition.
It is a 2D puzzle game. Where you play as Gilbert, a student who is doing his book report for his literature subject. Little does he knows that the book "Castle Medieval" is cursed. Thus sucking him into the alternate reality world of the Castle Medieval.
The only way out of his predicament is to collect all the soulstone that is scattered in each chamber of the Castle Medieval.
In doing so it would release all the souls that are trap inside the soulstones and destroy the curse of the castle medieval.
But beware, you only have 8 minutes to exit each chamber. Failure to do so, you will became trap inside a soulstone just like the others. . . .
The game has a auto save feature where you may "continue game" (where you left off )the next time you play the game again.
HINTS:
1.) Chest can be move but only one at a time.
2.) Lock door can be open with the key of the same color.
3.) Chest can be use to fill out the abyss in the floor.
4.) Only Gilbert is strong enough to push metal chest.
5.) Switch can make things appear or disappear.
6.) Some switch need to be weight down to remain on.
7.) Chest can also be transported through portals.
8.) Cross can prevent dead while stepping on curse floor.
9.) Directional poison(the potion with arrows) can cause you to move in the opposite direction.
10) Poison( the potion with the skull) can cause you to walk continuously until you hit something.
11) Healing potion can be use to heal "poison" and " directional poison".
12) Skelington can not activate switches.
installation:
1) download from the link below.
2) extract to you hard disk .
3) copy only the folder with the name castle medieval and all its content to your ms0:\psp\game or ms0:\psp\game5xx folder.
tested on:
psp1000 with 5.50Gen D3
psp2000 with 5.50Gen D3
Castle Medieval v1.1
- increase number of playable chambers from 23 to 33.
- increase the number of portal from 5 to 8 in game play.
-added animation:
1) Gilbert turning to a soul stone as timer reaches 8 minutes
2) Gilbert burning up as he is standing on curse floor.
- bug fix:
1) chest overlapping and became one on the exit of portal when two consecutive chest is transported thru a portal.
2) Gilbert is display again even when he is suppose to be dead. This happen when you fall into the abyss while a monster hit a certain switch.
NOTE: Save file on the old version will still work on this new version1.1.
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September 17th, 2010, 01:05 Posted By: wraggster
News / release from leooomichel
Hi everyone!
I'm here to present you a game I'm currently developing, with FlavR, and that we are proud to throw into the fight to death that will be that competition! (I am doing too much?)
Here are some info:
Devs: FlavR & I (Léo)
Style: Defence (you know, those kind of games in which you are in your house, and try to defend it by fair means or foul.) / horror (you know those kind of games in which you feed your dog, go to work... yeah? Well it's the opposite.)
View: 2D
Language: C using libge (but who cares?)
You wil have to defeat zombies in 10 stages, everyone is ended by a QTE scene, don't miss it or you will loose. To complete a stage, juste kill the appropriate number of zombies ( or more of course) and complete the QTE sequence.
The commands are simple, use up and down or stick to target, press cross to shoot, sqarre to reload, triangle to change weapon.
There's 10 levels, three differents backgrounds.
The story isn't finished, we don't have already done all the pics, but all stages are ready, and you can play them of course.
We want to thank:
NeoFlash.com for the Neo Summer Retro Coding Contest 2010 (of course )
Xtreamlua.com for its community
PSP-Hacks.com for the Homebrew Idol 3
SceneryBeta.com for the Scenery Beta 2010 ISH
JiiCeii for the blood pic and the BorderedPrint function
Metal Slug for the enemies sprites
and kevinr for memprx and his help to learn Léo C-Programming
When you play, you can choose between 4 weapons(switch with triangle):
-The pistol, 7 bullets in a magazine, 30 damage per bullet.
-The Uzi, 25 bullets in a magazine, 20 damage per bullet.
-The M16, 30 bullets in a magazine, 15 damage per bullet.
-The Machinegun, 70 bullets in a magazine, 10 damage per bullet.
There are 4 types of enemies:
-The Basic, 100 Health Points(HP)
-The Teacher, 130 HP
-The Female, 160 HP
-A last enemy we let you discover
You have to choose a difficulty, it just change reloading time.
You can see your best score at the scoreboard.
I think I have quite introduced the game, I let you look at the screenies:
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September 17th, 2010, 01:02 Posted By: wraggster
News / release from highronn
Title : Hide-And-Seek
Descript : Hunted down by a chaser, a victim has to survive in a closed structure during a limited time. You play victim part against an IA or a friend who take chaser part.
Gameplay : Isometric view in a 3D environment
Type : Hack'N'Slash
Language : C++
Multiplaying: 2 players
FIRST RELEASE
Here is the first realease of our game
Extract directly on letter where your psp is open - Hide-And-Seek folder must be in PSP/GAME/ folder
To be honest, we are a little bit disappointed in the result ... we really worked hard to have a good gameplay and wanted a real own identity for this game.
Maybe we expected too much, we were 14 people in the beginning, 16 in the end. We thought we could go very far but we had lots of problems (it is hard to develop without appropriates dev tools and it's also difficult to manage so many people). We wanted to have everything homemade (that is the purpose of the contest right ?? ) so we did create the concept, the drawings, the sounds, the engine ...the only thing we didn't do ourselves were the homebrew libraries that we used (and we are thankful for the guys who did them) .
We did everything we could considering the time we had. Just hope that you will like the game and if you do, we may continue this project because we really want to finish it. And if you don't then it's ok, we are glad to have worked together and learned stuff
We'll keep you posted for further updates
Known bugs:
- Some bounding box problem in level - you might blocked at some places - but nevertheless its helpful for the gameplay
- Ground clipping problem
- When you lose the game - there is no return in the main menu (it will be fix quickly)
- When you click Home + Quit -> psp will block - you need to up starting button until it stop
- When you launch the game loading screen may or not appear
- Movements with joystick might bug when you turn the camera - press L to put it behind and fix movements
We're even proud of what we have done - Thanks for your comments and we hope that you will be afraid - that is our goal
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September 17th, 2010, 00:58 Posted By: wraggster
News / release from Calv!n
Yes folks, the long awaited Zombie Desert is finally here. Blast your way through hordes of zombies.
The bottom line: if it moves, shoot first ask questions later!
Pistol not hot enough for you? Get your hands on a blazing chain gun, or better yet, a pump action shotgun fit for the Terminator himself! Do work as waves of zombies seek to gorge themselves on your brains.
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September 17th, 2010, 00:56 Posted By: wraggster
News / release from Oby1Chick
Hello guys,
I have finally chosen to reveal the game I made for PSP-Hacks' 2010 Horror show, also named as Homebrew Idol 3. I have been developing it for a while, anyway, here are the game main characteristics :
Republic of Zombies
Republic of Zombies is a 3D 1st person view survival based on the same principle as Nazi zombies mode in Call of duty series. The scene takes place during the cold war, in a hospital in Russia, where chemical experiments have turned all the patients into.. zombies ! You have to survive endless waves of attacking, groaring and moaning undeads and repair barricades to keep them out of the part of the hospital that you try to keep safe.
There is no limit to the levels. Zombies become stronger and faster upon completion of each round. There is only one map for the moment, but if people like my work, I may expand the game. I am sorry but there is no any kind of multiplayer gameplay currently, and I don't think I will have enough time before the deadline to add one . However, that may be an other thing I'll try to add if you enjoy my homebrew .
By the way, you have 8 weapons available to kill those damned zombies.
4 primary weapons : Gun, Heavy gun, Minigun and Rifle.
4 secondary weapons : Baseball bat, Chainsaw, Crowbar and Shovel.
You need to choose one primary weapon and one secondary weapon at the beginning of the map. I will maintain the suspense a bit longer and won't post any screenshot for the moment, but I can tell you that the project is going very well. I'm using Blender and the LTE Game engine for my whole game. I use PSPSDK without cygwin shit and my homebrew is Compatible with all PSP's - maybe HBL I just don't know as I have only a PSP-1004.
I am done with the scene (fully low-poly textured environment that runs smoothly on PSP, even fat) , the collisions (Aaaw, those were a pain in the ass, with transparent walls and flyings fans going through the walls at 200m/s lol), the shading (Dynamic lighting, even for weapons and zombies), the menu, the weapons attacks, and the zombies (A lot of different actions available in the 200 frames they have for their animation). I still need to setup the round system, to make zombies spawning correctly and to add sounds - that I've already chosen, with a freaking dreadful background ambiance .
Oh and by the way : I am alone, and not so experimented in 3D game engines. I was already making a 3D car game, C3D Burning Wheels, but I had to stop it for the competition and I will continue the project once I will be done with Republic of Zombies.
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September 17th, 2010, 00:46 Posted By: wraggster
News / release from dan369
The game is a zombie top-down shooter. It's a pretty basic kill X amount of zombies in a round, whilst trying to stay alive, and picking up ammo boxes to re-fill your ammo.
Controls:
Rotate the analog stick to rotate the cursor.
Pressing the RTRIGGER will move you in the direction of the cursor.
Press Triangle to swap through your guns.
Press X to shoot.
Press the LTRIGGER and RTRIGGER at the same time to run, though you can only run for a limited time (watch the red meter on the screen).
Version 1.1
--------------------------
-Fixed running bug
-Changed The reloading status to also having a bar, gives the player a better visual reference onto when reloading will be done.
-Added in Background, it's just some nice blood effects but looks rather cool (IMO)
-Added in 4 sounds, 3 are for the guns, the other sound is for when the bullet hits the zombie
-Misc changes: Zombie are a tiny bit faster, death animation faster, how long dead zombies stay on screen has been reduced, limited the number of ammo boxes available at any time to 5 (So hopefully, no more constant spraying with the machine gun )
-Probably forgot one or two other things .
Known issues:
-Does lag after round 6-7 if i remember correctly, due to the amount of zombies on-screen. I could limit this but i thought it would take away the challenge of the game.
Btw, thanks to elite for help with the sounds . Saved me loads of time searching through the vast array of possibly useless sounds.
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September 17th, 2010, 00:41 Posted By: wraggster
News / release from Marach
Hello, my first post.
This is my PSP port of a game Meritous by Asceai.
I hope you like it like I do. Please report bugs, comments, complains and love letters in this thread.
Meritous PSP 1.4
INFO:
It's a dungeon-crawl-action game. You travel through thousands of rooms killing monsters, finding artifacts and dealing with bosses. Controls are explained in readme file. Plot and more game help is explained in the in-game help file opened by pressing Select. The game has 3 endings! Wuss mode is for less experienced, but I recomend playing always in normal mode. Game fits into PSP screen - all content is reordered to fit.
Know issues:
- HOME button not working
- Attempting to quit freezes the game; the only way to quit the game is taking off the battery
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September 17th, 2010, 00:34 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 576
[+] Using a dither to make 16bit mode look like 32bit mode (just like the old 3DFX voodoo days)
http://forums.daedalusx64.com/viewto...t=2640&start=0
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