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August 21st, 2010, 23:02 Posted By: wraggster
Sony has insisted that there is still life in the PlayStation Portable, and it’s a viable platform for games, as the handheld becomes increasingly targeted at a younger gaming audience.
This morning details leaked of new PSP hardware that Sony is currently pitching to the development community, featuring a touch-sensitive pad at the back of the system.
"We don't have anything to announce and nor are we giving anything away if we say we’re always looking at the future as well,“ said Denny when asked if Sony was working on new hardware in the PSP family.
"For now, we’re still concentrating on the PSP as a very attractive proposition."
"It's natural that in the lifecycle of a platform as the cost comes down they do skew younger and we’re having a lot of success with the more child-friendly products on the PSP and it’s certainly a great proposition to buy in on, and the PSP has life left in it yet."
Ubisoft's Alain Corre also agreed there is still a business opportunity on the platform, even as companies like LucasArts have canned work due for the machine.
"We have been happy with our last releases on PSP," he told GamesIndustry.biz.
"Assassin’s Creed did very well, Avatar did very well, Prince of Persia is doing good.
"It's true that the volumes of sales are not huge but still we are making a living on that. We also re-released our key games and franchises on the Essentials range, and that’s doing good. All in all we are making some good business on the PSP."
The PSP has shifted through four different models since it was released, including the poorly-received download-only PSPgo console, and sales have continued to decline over recent months.
But Denny pointed to the hardware as an ideal budget gaming system, that can still offer something for the hardcore: "It was our first attempt at a handheld and with 60 million units-plus, I think it’s been a great success for us."
"With the Invizimals sequel, the new EyePet with augmented reality, new Patapon and also a new God of War, when you marry that with the Essentials collection you’ve got 20 triple-A games there and another 20 that were just announced - people that are buying in to PSP now it’s a great value proposition."
http://www.gamesindustry.biz/article...life-in-it-yet
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August 21st, 2010, 23:01 Posted By: wraggster
Reports have emerged that a company has produced a USB-based full hacking solution for the PlayStation 3, and that is has back-up software now running on the Sony platform, according to Eurogamer's Digital Foundry.
If true, this would seem to suggest that it would be possible in theory for users of any PlayStation 3 retail hardware to run any kind of game code - even when running the latest firmware updates.
While such claims have been made before - and this one may end up as the latest in a long line - a video posted on a website appears to verify the reports.
If true, this will be a blow for Sony, especially as potential pirates won't require a Blu-ray burner to acquire copied games, as the hack works by streaming game data either from the internal hard drive or alternatively via USB flash drives or hard disks.
Sony representatives were unavailable for comment at the time of writing.
http://www.gamesindustry.biz/article...-now-a-reality
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August 21st, 2010, 20:58 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...6&view_reply=1
Full-bodied leap revision to one of the most famous emulators PSP PC . The coder Shadow and his development team carry out the project for some time totally amateur developed in Java that takes its name JPCSP . The 1734 revision introduced further improvements that integrate those already present in large number in the most recent versions .
Further details in the changelog below.
Changelog :
Quote:
Rev1729
Reverted TxtAppender settings in log deleted in r1728
Rev1730
Avoid NullPointerException When calling Memory.memmove with an invalid memory address
Rev1731
Remove the * functions inflate from the NID ignored list. They're from a VSH module and Some They can conflict with user module functions as seen on Metal Gear Ac ! d.
TODO : Update the loader to check the lib name too , not just the NID to Avoid Such Conflicts .
Rev1732
Improved export functions ' handling.
Improved sceUtility to utilities and related types with new findings.
Implemented sceUtilityMsgDialogAbort .
Improved draft for sceFontFlush .
Fixed a bug in sceKernelCreateMutex .
Added error codes to newly Discovered SceKernelErrors .
Improved Functioning scePsmfPlayer with new findings.
Added Kernel_Library drafts for new functions.
Implemented sceWlan module.
Rev1733
Restored changes from r1721 .
Rev1734
Improved scePsmf module.
Added to IoFileMgrForUser small New Findings .
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August 21st, 2010, 20:50 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...2&view_reply=1
It ' available for download a new revision , the 558, to the Daedalus X64, the only Nintendo 64 emulator for PSP. The update fixes some bugs that caused today's problems viewing menus and MegaMan GoldenEye addition to the usual minor changes, how to improve the overall stability of the emulator .
Following the full changelog and download link .
Changelog :
Quote:
- Corrected regression from 540 That was breaking and Megaman GoldeEye 's menu.
- Added an exit dialog to return to the main menu
- Continued WIP for Removing Unnecessary non-native types in R4300
- Corrected regression BranchZ That was causing issues in Glover
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August 21st, 2010, 20:48 Posted By: wraggster
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August 21st, 2010, 20:46 Posted By: wraggster
There's no question that gaming on the Android platform has heretofore been relatively underwhelming, but that looks like it's all about to change. It seems that Sony Ericsson -- a company that has yet to even introduce an Android 2.0 device -- is at work on a project to redefine gaming on Google's mobile platform. We now know (via a trusted source) that the company is actively and heavily developing a brand new gaming platform, ecosystem, and device (possibly alongside Google) which are already in the late stages of planning. And we've got the goods on it.
Here's what we can tell you about the hardware: if you're a gaming fan, this is exactly the kind of phone you've been waiting for. The device is described as cross between the Samsung Captivate and the PSP Go -- in other words, it's a landscape slider with game controls in place of the typical QWERTY keyboard. The D-pad is here, but instead of the small joystick, the device will have what was described as a "long touch pad" for analog controls, along with standard PSP buttons and shoulder buttons. The phone has a large display, described as being between 3.7 and 4.1 inches with WVGA or better resolution, a 5 megapixel camera that we're told might not be final, and it'll likely have a 1GHz Snapdragon CPU on board. The phone is mostly black with some silver highlights, and the gamepad area is white / silver in color. Apparently it's currently branded as a Xperia device, but it looks like it will carry PlayStation branding as well. Those who've seen the phone say it looks "pretty damn sexy." The mockup above probably doesn't do the actual hardware justice, but it should give you an idea of what you'll be dealing with.
On the software side, it looks like the device will be running Gingerbread (Android 3.0) with a phone-specific skin, and there will be a new area of the Android Market specifically for the games. That content will be initially accessible only by the halo device, but from the sounds of things, these titles might be made available to other Android phones if their specs and button layouts meet requirements. Games will be graphically in the range of PSX or PSP games, meaning true 3D gaming is headed to Android. Titles currently being shown off seem to be focused around some older PSX as well as new PSP offerings, with God of War, Call of Duty: Modern Warfare, and LittleBigPlanet possibly on tap, and future plans for titles which incorporate augmented reality features.
In terms of release, it's possible that the phone and ecosystem could be introduced as early as October of this year, but we have yet to confirm.
Right now we're working on getting even more detail about the phone and partnership, but we can tell you now that this is not a random rumor -- we have reason to believe that what we've heard and seen is real and coming to market. It makes perfect sense in a way -- Google gets a much-needed push into the gaming and entertainment space for Android, while Sony (via its partnership with Ericsson) finally delivers the PlayStation phone users have been wanting. We see it as a major win for both companies and the consumer... and we always need another distraction. Stay tuned to this space for updates as we get them, and in the meantime, start socking away the pennies.
http://www.engadget.com/2010/08/11/e...aming-platfor/
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August 21st, 2010, 20:43 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&id=41855
New version released for PSPedict the homebrew designed by PixelDragon and currently developed by batanen that allows us to transform our beloved PSP in a dictionary Japanese / English ( for English / Italian then we arrange it the old way ) . The expanded version v0.5 has a dictionary and several improvements to the code. The coder announces that this is the last version he published the work begun by PixelDragon willing to leave to others the task of pursuing . Who will want to try it with this archive in the Annex to the procedure and the source code homebrew .
Following full changelog and downloads
Changelog :
Quote:
- New searchable dictionaries :
° Tanaka Corpus ( Divided into three parts)
° Kanjidic (for studying purposes)
° Surname ( Divided into three parts)
° Given female name ( Divided into 2 parts)
° Given bad name
° Given name gender not specified
° Place Names ( Divided into four parts)
° Railway Station
· Company name
° Organization name
° Product name
° name Unclassified ( Divided into three parts)
- Wrote the logic and added 300 kanji images . Help needed with Completing the set!
- Fixed a bug. Immediately Edict icon is now seen in menus When used SKIP / Stroke count search.
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August 21st, 2010, 20:33 Posted By: wraggster
News via http://wololo.net/wagic/2010/08/18/h...s-than-a-week/
Coder J416′ s announced a few hours ago that his port for HBL on 6.31 is ready.
He had encountered issues unloading the main module of the game (understand: freeing some Ram for homebrews) so his work was delayed and the port of HBL wasn’t as easy as expected, but he figured out a solution to this critical issue yesterday, and announced that his code is almost ready. He announced on his blog that the release, as planned, would be done this month, most likely in less than a week.
The game used for the exploit is available on UMD and its name will be announced soon as well. It hasn’t been confirmed yet if this game is available on PSN (I’ll update this post as soon as I know). JP, US and EU versions of the game exist, although for now the exploit only works on the JP version (mostly because no hacker has worked on the US/EU versions yet, but there’s a good chance the exploit exists in those versions too, which we will of course investigate).
I will keep you updated as I get more news, if you can read Japanese you can follow the news on mamosuke’s blog or j416’s blog. I am not directly involved with this port (which was entirely done by j416) so I haven’t personally tested it yet, but mamosuke and j416 have kindly kept me updated in the past weeks (thanks guys ).
I’m extremely excited to see the results. Please keep in mind that HBL “only” allows you to play homebrews, so when the name of the game is released, please don’t buy it for an insane price if you’re expecting to play pirated games, or you’ll be disappointed. Also be sure that Sony will patch this exploit soon after it is released, so I think people who are using HBL with the patapon exploit should keep using it. Upgrading to 6.31 for the ability of playing network games, or connecting to the PSN, will probably just last for a few days/weeks before the exploit gets patched.
Stay tuned
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August 21st, 2010, 20:19 Posted By: wraggster
PlayStation CEO and Chairman Kazuo Hirai says future PlayStation consoles will not be download-only.
Speaking in an interview with MCV, Hirai insists Sony’s digital-only PSPgo was a success, despite slow sales of the portable.
But the firm has no intention of adopting the download-only model for future PSP consoles.
“We are doing business not just in the developed nations of the world, but also in parts of the world where network infrastructure isn’t as robust as one would hope for,” he said.
“There’s always going to be requirement for a business with the size and scope of our magnitude to have a physical medium. Whether it a portable device or a home-based console.
“So to say we are going to put all our eggs into a network-only basket? I think that is taking that a little too far. In general, to think everything will be downloaded in two years, three years or even ten years from now is taking it a little bit to the extreme."
There will be more from our interview with Hirai in next week's issue of MCV magazine.
http://www.mcvuk.com/news/40528/Hira...load-only-PSP2
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August 21st, 2010, 20:15 Posted By: wraggster
News via http://psx-scene.com/forums/showthre...243#post493243
So as I wrote. Public PS2PSXe preview. Only command line version attached. Unfortunately I wasn't able to get current sources to work properly (I'm halfway with some major changes and it will take awhile to complete them). The one attached you can consider as "the last one that actually works", or simply rev168.
Now all the necessary stuff.
The emu supports both PAL and NTSC display, but I REALLY RECOMMEND leaving the default PAL output. Why? Well, it's the only mode I use. Many fixes were made to make PAL games show less glitches in PAL mode... When you switch the display to NTSC it most often will show more glitches.
The PAL scph7502 bios is recommended to run games.
PAL games are recommended due to two simple reasons:
1. PAL games require only 50fps to be at 100% speed (NTSC games require 60, so PAL games are easier to emulate).
2. PAL games should look nice when using PAL display mode... NTSC games will always look much worse.
(well, I live in Europe. It's PAL region, so everything has been coded with PAL games and PAL TVs in mind. Actually, the option to switch display into NTSC mode has been added in rev163... so no fixes for that)
So use NTSC display mode only if your TV doesn't support PAL (yes I know this sucks... Most TVs in Europe nowadays support NTSC... On the other hand, most TVs in US do not support PAL... What a crap...).
Many of the parts of the emulator (like cue/ccd parser) have not been changed/updated for few years (the time I created them in 2007 or so). I focused on the most important parts of the emu... Once the time comes, everything will be replaced by proper code rather than some temporary solutions.
You shouldn't experience any problems launching it if you know what you're doing... Otherwise it might crash before even showing you anything.
The emu doesn't provide any drivers or modules other than the parts of the emu itself. But thanks to this it supports any devices that you will load modules for. I've tested it with internal hdd, usb, lan, dvd and even ps2 mc. I recommend using internal hdd or lan (host device). You can use usb, but the asynchronous cd plugin is tweaked for high bandwidth media... So when using with usb, some stuttering might occur here and there.
There is no real requirement for the modules present before the emu is launched except one. The emu REQUIRES IOMANX module to be loaded before launching it (older PS2link versions were loading it by default, but you will have to load it manually for newer ones or change it and recompile it).
Default ps2client versions will always truncate the files opened for writing and reading (even if O_TRUNC is not specified). Use the one from uLE or just change it by yourself).
Now the options:
-cdimage=PATH
Path to the cd image. 2352 bytes/sector images supported. CUE and CCD cuesheets are supported. Multiple tracks in ccd/cue are supported but only if all tracks are in a single file (no multiple files). For multiple files just point to the first track (it contains the data). PATH can be either relative to ps2psxe executable or full path.
-exepath=PATH
Launches PSX exe file (for intros, demos and such).
-bios=PATH
Bios path (bios/scph7502.bin by default)
-digitizepad
Internally switches pads into digital only mode (visible to PSX code). If you then manually enable analog mode (small analog switch at the center of the pad), then the left analog stick will act as D-PAD and right analog stick will act as R1/L1 horizontally. It's a nice features for games that do not support analog sticks at all (like FF7)
-spfix
Stack pointer fix. Try it if something goes wrong. It might be able to fix some games. It disables one of the optimizations (not many games make any use of it anyway)...
-xoff=OFFSET and -yoff=OFFSET
Positions the screen on TV. You can use it to correct the image position if your TV leaves eg. black bars at right or left side.
-sub
Enables subchannel support. It is really necessary only for libcrypt protected games... For two years or so not even for them. It's kind of obsolete as the emulator has automatic patch for libcrypt, so unpatched games like FF9 PAL will work even without subchannel data. The subchannel file has to have the same name as the img/bin/ccd/cue, just with the extension being .sub (so if the image is ff9pald1.cue, then the subfile is ff9pald1.sub). It's not really necessary anymore.
-excep
Disables some exception stuff. Use it if a games experiences problems. I believe this one should not be necessary anymore, but I left it... Didn't see a game that would need it in year or so.
-4ever
Disables most of the automatic libcrypt patches (not all of them though). It's there just for testing, really. You won't have to use it until you want to test subchannel file support.
-32bpp
Switches into 32bpp mode. I really RECOMMEND using it unless the game has texture problems (clut problems to be exact). It's not default only because it's not native PSX format . So use it unless it causes problems.
-nofps
Disables resolution/mode/fps display (the yellow crap at the top)
-nosprtf
Disables filtering for sprites. (2d images, though not all 2d images are sprites). Needed for 2d backgrounds in many games (a must for all final fantasy games - all ff games).
-nopolyf
Disables filtering for all polygons that are not sprites .
If you specify both -nosprtf and -nopolyf, filtering will not be used at all.
-nodith
Disables dithering in 16bit mode.
-ntsc
Switches display into NTSC mode. DON'T use it unless you really have to.
Savestates are screwed at the moment (search the information in the other ps2psxe thread - I posted the reason a month or so ago).
Use (l1+l2+r1+r2+triangle+circle) to save screenshot in "snap/" directory - always using executable (slesxxxxx) with counter (always checking for files that are already there, so it doesn't overwrite files if used in multiple sessions). Screenshots are saved in tim2 format.
(now some info taken from a mail I've sent some time ago to dlanor) Because the gpu doesn't yet support offscreen drawing nor drawing on the same buffer that is displayed, quite often instead of menus (even the fps counter may die, but everything will work once the correct button is pressed), black screen will be displayed. You will have then to either try you luck by pressing common buttons (start, x, o) or to check how it in fact looks on some other emu and then make the choice. Movies should be displayed now in most of the cases, but sometimes all you will see is a black screen... Wait or press start/x/o to skip it (it's not that often, it usually works). Some things are just really hard to do in hardware accelerated gpu... I'm not sure why yet, but the emu has a tendency to freeze for few seconds from time to time (quite rare actually), so don't worry if it seems to freeze... Just wait and it should unlock (unless it takes more than 10 seconds, then it is a complete freeze).
Do not bother to report glitches and bugs. I know about them. You won't help this way. This is PREVIEW, not a public beta for testing. Either use it or not... It's as simple as that.
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August 21st, 2010, 12:58 Posted By: wraggster
Newly released
Kane & Lynch 2: Dog Days is a raw and brutal crime shooter designed to take players on an even more intense story experience, following two of gaming’s most disturbed criminals, through the gritty Shanghai underworld. Introducing a new visual experience, Kane & Lynch 2™: Dog Days is inspired by documentary filmmakers and the user-generated era. Every aspect of the game has been designed to deliver a fresh perspective to the words ‘intensity’ and ‘realism’ in video games.
http://www.play-asia.com/SOap-23-83-...j-70-3emc.html
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August 21st, 2010, 12:55 Posted By: wraggster
Newly released
features•Hi-end next generation arcade style controller.
descriptionThe Hori Premium VLX fighting sticks don't just simulate your arcade gaming experience; they are the real deals. They perform all the functions of their arcade counterparts. They also provide the connect shot function for shooter maniacs, with these sticks, you can shoot from 5 bullets per second to 10 and then to 20.
Created through the joint effort between Taito and Hori, these sticks use the exact buttons and joysticks of the VELIX controllers in the arcades. Everything is assembled, not only to the same dimensions (50cm x 20cm), but to the same angle.
During maintenance, you only have to lift the face board up and do your cleaning or replace buttons. If you want to replace the joysticks, the Premium VLX sticks are compatible with Sanwa JLF-TP-8YT-SK and Seimitsu LS-32-01.
The special ergonomic design gives you space to place your wrists and is absolutely steady, even as you mash your buttons. The option board that comes in the package will provide you with more support and will keep it firmly on your desk.
http://www.play-asia.com/SOap-23-83-...j-70-3py1.html
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August 21st, 2010, 01:15 Posted By: wraggster
mfcas has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: mfcas
Projet name: Attractive pixelart app
From: Poland
Division: Retro APP
Platform: PSP
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description:
Since psp has a d-pad and d-pads are ideal for pixelart, i made an application so you can make some wonderful pieces of art wherever you go!
How to use:
In PENCIL mode you can:
-Draw pixel by pixel pressing CROSS button.
-Fill pressing TRIANGLE button.
-Pick color from wherever you want pressing SQUARE button.
-Undo fill/drawing pixels by pressing CIRCLE button.
-Zoom out/in using LEFT/RIGHT buttons.
-Toggle scanlines using START button.
In Pick Color mode you are transported to a separate view where you can pick your color. Since choosing right colors is insanely important, choose carefully! You can change hue and adjust saturation/brightness on the graph. You can also compare previous color to the new one.
In SELECTION mode you can:
-Select individual pixels by pressing CROSS button.
-Copy selected pixels using CIRCLE button.
-Move selected pixels using SQUARE button.
-Fill selection to bounds or clean selection using TRIANGLE button.
-Inverse selection using START button.
-As in PENCIL mode, you can also zoom in/out.
In directory view mode you can:
-Save your work in a current folder by pressing SQUARE button. Saves only to a .png!
-Load a .png file pressing CIRCLE button. Note that the file must be not larger than 256x256[px].
-Move up and down through directory tree.
To acces menu where you change modes you must press select.
In MENU:
-Select wanted mode and press CROSS to acces it.
-To select PENCIL press LEFT.
-To select COLOR_PICKER press UP.
-To select SELECTION press RIGHT.
-To select DIRECTORY_VIEW press DOWN.
-To select QUICK_SAVE push analog to the left.
-To select QUICK_LOAD push analog to the right.
To change background color just press LEFT and RIGHT at the same time, background will be changed to a current color.
Sorry for the eboot, but I couldn't customize it, seems like there was something wrong with my .PNGs and i just was getting corrupted data. I had no time to repair that.
Credits:
PixelArt at the beginning: Neoriceisgood
Others that i have not remembered to tell you about!
Hope you like it!
http://www.neoflash.com/forum/index....ic,6307.0.html
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August 21st, 2010, 01:12 Posted By: wraggster
Arber has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: Miguel Arber
Projet name: Cristal Vista 7.0 DEMO
From: Spain
Division: Retro APP
Platform: PSP
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description:
Ever dreamed of having a complete Windows environment in the palm of your hand without paying anything for it? Cristal Vista 7.0 makes your dream come true. Explore the entire contents of your Memory Stick, view pictures, listen to music, browse the web, run your homebrew and ISOs ... and more. The final Shell has come to your PSP, you miss it is the eighth deadly sin.
How to use:
Just install it on your PSP and execute it form your XMB. Choose the language between spanish and english. And use just like a PC, move the mouse with the analog stick or d-pad and click on the elements by pressing cross, really easey!!
If you want a full tutorial just visit the official webpage -> www.cristalvista.at.ua (spanish)
http://www.neoflash.com/forum/index....ic,6304.0.html
Download coming soon
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August 21st, 2010, 01:06 Posted By: wraggster
Gefa has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: Gefa
Projet name: PSPDictionary
From: Italy
Division: APP
Platform: PSP
Original enter: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: Yes
Project description:
PSPDictionary is a multi-language translator for PSP (PlayStation Portable) written in Python, distribuited under the GNU General Public license.
PSPDictionary allows you to translate a word or a phrase from six language: English, Italiano, French, Deutsce, Spanish and Latin.
It’s possible to translate remaining offline. In this case, the program supports the translations freely distributed by Wikctionary ( http://wiktionary.org ). There are about 6000 translations for each language.
Besides, it’s possible to translate a word/phrase connecting your PSP online, choosing an online translation service. This can be: langtolang (www.langtolang.com), Yahoo! Babel Fish (www.babelfish.yahoo.com) or Google Translate (www.translate.google.com).
How to install
First of all, I remember you that this program works only on a PSP Far or Slim with a Custom Firmware by DAX.
So, download PSPDictionary from www.gefa.altervista.org
Then, extract the downloaded package, and copy the ‘python’ folder in the root of your memory stick, and the ‘PSPDictionary vX.X.X’ folder in the path X:\PSP\GAME
Congratulations, you have successfully installed PSPDictionary.
Changelog
Quote
## PSPDictionary v3.0.0
## ChangeLog
v1.0.0
- First Public Release
v1.1.0
- Added the langauge francese, tedesco and spagnolo.
v2.0.0
- Code rewritten in Python
- Added an online mode. To change the modality (between offline/online) you must press the buttons L(offline) or R(online).
- Added a chronology, that shows the last ten translated words.
v2.1.0
- Improved the online translations. Now, to translate (online) a word you must first indicate the fists language and then the language of the translation.
Moreover, the online translation is most fast
- Solved a bug in the chronology
v2.2.0
- Now the servers supported are two: langtolang.com and babelfish.yahoo.com. Using babelfish.yahoo.com now it is possible to translate, besides words, also phrases
v2.3.0
- Added the support for Google Translate. I want to thanks bibo aka bigboss for his help :-)
- Some little improvements
- Now the program seves in the file translations.txt the translations
For example, when you translate 'che cosa farai questa sera?', from italian to english, connecting your psp online at the server Google Translate,
in the file translations.txt will be written:
Mode: online
Server: translate.google.com
Word\Sentence: che cosa farai questa sera?
Translation: what to do tonight?
-----------------------------------------------
v2.4.0
- Now the program is distributed under the GNU General Public License.
- Improved the offline mode, adding the support for the translations freely distributed by Wiktionary. Now there are about 6000 translations for each language
Besides for the offline mode has been added a new language: the latin.
- Some little improvements
v2.4.1
- Added the NeoFlashCompo2009 splash screen.
- Solved a bug in the langtolang translations. Now the program shows all the translations.
v3.0.0
- Added the IWDC official splash screen
- Code re-written by using the OSLib MOD library, which is ported to Python by Sakya
- Added Sony's official dialogs
- Now PSPDictionary is compatible with WIFI connections protected by WPA
v3.1.0
- Solved some bugs
- Graphic improved
- Chronology mode improved. Now is possible to see all translations done too, not just the name of the word translated as in past versions
http://www.neoflash.com/forum/index....ic,6300.0.html
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August 21st, 2010, 01:03 Posted By: wraggster
leooomichel has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Developpers: Léo & FlavR
Projet name: Undead Terror (Demo version)
From: France
Division: Retro GAME
Platform: PSP
Original enter: YES
In last NEO Compo this project have won in the top 10: NO
Project description:
There are three rules about Undead Terror, shoot, shoot again, reload and shoot even more.
If you missed one, zombies will get you, no doubts.
How to use:
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
I think I have quite introduced the game, I let you look at the screenies:
EDIT: New Demo version, Survival Mode added, you have to kill the most zombies as you can, and stay alive!
Download Link:
New Link, with Survival: http://www.mediafire.com/?zvmbvjgl08qu2s4
Old link, without survival: http://www.mediafire.com/?1t22b2ctw313ru2
If you have something to notice with the game, tell us, and it may be added in a future version
Thanks for reading, an eventually for playing.
Hope you liked the game
http://www.neoflash.com/forum/index....ic,6279.0.html
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August 21st, 2010, 00:58 Posted By: wraggster
Geecko has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: Geecko
Projet name: PSP_Bot
From: France
Division: Retro GAME
Platform: PSP
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description:
PSP_Bot is a reflexion/logic game, coded in C and using intraFont-G & pspgu. This is the port of Light-Bot flash game by Coolio-Niato. The original idea comes from Matt Chase with Bill the Robot game. Graphics are made by CaptainKill with the help of Kavel Inox. The game is supplied with sources, under the Creative Commons BY-NC-SA license.
Your goal is to light up all the blue tiles, by programming your bot using 5 basic functions. You can move forward, turn left, turn right, jump and switch light. However, you can also use 2 functions, f1 & f2, in which you can put up to 8 commands each. In the main method you can put 12 commands. There is recursivity support !
There is 12 levels with a growing difficulty. This is a really good introduction to real-world programmation.
At the end of the game, you know how many commands were used, this is your score; the less is the best.
How to use :
Square : switch robot configuration
Cross : Select/Stop/Put
L/R : Select a function
D-Pad : Navigate in the function matrix
Circle : Delete a function
Select : Delete the whole matrix
Start : Run program
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August 21st, 2010, 00:54 Posted By: wraggster
Geecko has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: Geecko
Projet name: BreakOut4PSP
From: France
Division: Retro GAME
Platform: PSP
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description:
BreakOut4PSP v0.8 is a breakout game coded in C, using intraFont & pspgu, started 2 years ago : this was my first projet.
The game features 36 levels, 5 types of brick (including moving ou explosives bricks with chain-reaction !), a smooth gameplay and a complete ingame level editor... it is translated into 5 languages et and has theming support. It is also supplied with the sources !
The graphics have been made by Kavel Inox.
How to use :
Ingame :
D-Pad or joystick : move the racket
Cross : Launch
Start : Pause
L/R : Switch level
Editor :
L : Level menu
R : Brick menu
Cross : Select
Square : reset move/size of the selected brick
Left/Right : Move/Displace/Resize/Change Type of a brick
Up/Down : Displace a brick
http://www.neoflash.com/forum/index....ic,6305.0.html
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August 21st, 2010, 00:21 Posted By: wraggster
Liquid Pro Quo has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: Liquid Pro Quo
Project name: Mario Masochism v 0.2
From: USA
Division: Retro GAME
Platform: PSP
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description:
Mario Masochism is not by any means your standard Mario clone. Prepare to be thrown into an unfair world, full of chaos and utter ridiculousness at every turn. It's King Koopa's dream world, where Mario simply doesn't have a chance =D . Masochistic in every way, but too addictive to put down. This version of the game includes the full first world (a few hours of gameplay) including a boss and a sneak peek bonus level into the Ghost World. Prepare to wear out your L trigger, but keep coming back for more, its Mario Masochism.
Written in C++, the game is written from scratch using a custom built engine. And has an easy level design mechanic for anyone who feels they'd be creative enough to contribute to the project. Game Features an autosave feature activated after completion of every level, so that when you come back for more torture, you won't have to start from scratch again.
and Here's a game play video:
Warning! Spoiler! as video contains level walkthrough:
Level 4 Walkthrough:
How to play: Controls are listed in the game (the readme and for a reminder you can also press L on the title screen) but here they are again for reference:
* Arrow Buttons: Move Left/Right
* X: Jump/Double Jump
* O: Toggle Music
* Square: Hold to Run
* Up: Press and hold to use exit portals
* L: Reload Level
* Start: Pause
* Select: Back to main menu [while on pause screen]
Basic goal of the game is from level to level to simply get Mario from his starting point to the exit portal, easy peazy ;]
Give it a try!
http://www.neoflash.com/forum/index....ic,6296.0.html
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