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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 21st, 2009, 20:04 Posted By: wraggster
This morning, Joystiq received two images, from an alleged Norwegian GameStop employee, in which multiple PlayStation 3 250GB game bundle SKUs are visibly on display. In one image, claimed to be an internal email to all Norwegian GameStop employees, instructions on the difference between the rumored 250GB PS3 bundles and the current 120GB PS3 are found. The email "there is no difference" aside from storage space and posits four possible "PS3 250GB" bundles: One paired with "NFS" (presumably Need for Speed: Shift); another with "FIFA" (presumably FIFA 10); a third with Uncharted 2; and the final one with Assassin's Creed 2.
In the second image, our anonymous tipster supposedly snapped what looks to be the familiar GameStop clerk inventory screen, albeit with commands in Norwegian. It suggests yet another 250GB PS3 bundle, this time with "Ratchet" (presumably Ratchet & Clank Future: A Crack in Time) attached. If we're to trust these images, the bundles will be priced at 3799 kr ($644.16), a 500 kr ($84.78) increase from the current price of a 120GB PS3 Slim at Norwegian GameStops. No release dates are given.
We were told last week by Sony of America that an image of an Uncharted 2 PS3 250GB bundle was a "complete fabrication," and as such we've contacted Sony of America as well as Sony of Europe for comment on these images. We'll update this post as we hear more.
http://www.joystiq.com/2009/09/21/ru...ing-to-europe/
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September 21st, 2009, 17:02 Posted By: wraggster
The head of Activision's Guitar Hero franchise, Michael Sportouch, has told GamesIndustry.biz that's he's proud of the latest edition of Guitar Hero - Guitar Hero 5, which shot to the top of the UK chart last week - and that he's certain consumers are happy with the value for money that it represents.
At a point when criticism has been levelled at some companies for the price of the plastic peripherals on games that include multiple instruments particularly, Sportouch was clear that it's an issue that Activision always keeps in mind.
"On the question of price, we do a lot of research on Guitar Hero - we've sold 35 million games and we have a very active fanbase," he explained. "With Guitar Hero: World Tour's music studio we've had 250,000 created songs uploaded to our servers, which subsequently generated 17 million downloads.
"So we have active communication with our fanbase and consumers. What's the motivation behind buying Guitar Hero? Firstly it's the music selection, and secondly that it's an easy, social and fun gameplay experience.
"When we think about the pricing of our products it's about value for money for the consumer - we think today we didn't have a negative reaction from the consumer on our price, and our value for money.
"So it's not just about what the consumer price is, it's about what represents value for money - how many hours of entertainment are we delivering? And so far our audience has reacted very well."
He also explained that European price points were not set by anchoring them to US Dollar equivalents, but based on that concept of value for money.
"We don't work in US Dollar equivalents - I don't want to go into the details, but there are many reasons for that," he said. "Our P&L (profit and loss) is not always aligned with what the US is doing - even though there is communication, it's a decision that's made here.
"If I take DJ Hero we've got 90 unique mixes that you'll never find elsewhere, but they're coming from different artists that are exclusive to DJ Hero - so even if you were buying the song individually on iTunes, for example, even without the peripheral it would cost you USD 90, or Euro equivalent.
"When you add the peripheral to that, we're delivering an interactive experience. It's not only about listening to the music, you play with it - you create with it. We feel that we're giving the right value for money, but please be sure that we're always challenging ourselves on whether it's the right pricing, the right value for money, and are we delivering enough content?
"But we'll always be extremely careful on the value for money," he added.
http://www.gamesindustry.biz/article...alue-for-money
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September 21st, 2009, 04:03 Posted By: Art
Hi Guys,
Here's a time lapse photography session done with AVEC GPS connected
to a GPS via serial port, and the PSP Go Cam via USB at the same time.
The video is produced by saving one photo frame for every map screen image capture,
and saving them one after the other. Then I used an AVISynth script in Windows
to crop the images and stack the odd images vertically,
and Virtual Dub to produce a WMV video for upload.
Cheers, Art.
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September 21st, 2009, 01:53 Posted By: wraggster
Another week another podcast, heres some details:
Another week, another PSP Show. And another game that obviously has to be released on schedule, but perhaps needed a bit more work – yes it’s the movie tie-in PSP game of G.I. Joe, The Rise of Cobra.
As well as that, the PSP Go is creating some waves in the retail stores, the new save state is revealed and Gran Turismo’s first reviews are online around the internet.
Listen here --> http://psp.thepodcastnetwork.com/200...rise-of-cobra/
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September 21st, 2009, 01:46 Posted By: wraggster
News via pspita
The coder Nick Swardh releases a new update to its PSPVC program that lets you convert your favorite videos in a format compatible with the PSP. In this new release, 3.75, was introduced compatibility with Windows 7 and updated version of the software AviSynth.
More to follow.
Changelog v3.75:
Quote:
- Compatibility with Windows 7
- Added an automatic check for updates CCCP (codec)
- New version of AviSynth
- The format subtitles SSA / ASS hours are selected by default
- Fixed a bug in the audio-delay feature
Download --> http://pspvc.nswardh.com/forum/viewt...a4a866d8bbffeb
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September 21st, 2009, 01:45 Posted By: wraggster
News/release from Totalnoob
Ultimate VSH Menu Revised by Total_Noob is alternative plugin to replace M33 and GEN official VSH menu. It is compatabile with custom firmware versions; 5.00M33, 5.02GEN, 5.03GEN & 5.50GEN. It will be a MUST HAVE for your PSP.
[Features]
- All functions of the official VSH Menu.
- The select button can either open the Recovery(in-VSH recovery), the VshMenu or nothing.
- The select button can be change via the combo R + L + [].
- Recovery can be open in the VSH Menu.
- An option in the VSH Menu to quickly start a homebrew (ms0:/PSP/GAME/VSHMENU/EBOOT.PBP).
- Convert battery option is available in the VSH Menu (convert battery to Normal, Pandora or Autoboot).
- Slim colors by Bubbletune integrated (for psp phat).
- Ability to hide MAC address in the system information.
- UMD update icon can be hide.
- Possible to take screenshots (NOTE, R + NOTE, L + NOTE, R + SCREEN, L + SCREEN or NOTE + SCREEN).
- Option to quickly change the game kernel (1.50 or 5.xx).
- USB charge can be change in the VSH Menu (only for psp slim).
- Ability to suspend the device in the VSH Menu.
- Support all psp models with CFW 5.00, 5.03 and 5.50
[Install]
Copy .PRX to seplugins folder on your memory card
Type .PRX path in VSH.txt
Enable in Recovery menu & enjoy
Download and Give Feedback Via Comments
thanks pspita for the file
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September 21st, 2009, 00:23 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13448.html
Gabest has released a new version of GSdx.
GSdx is a great GPU plugin for PCSX2 and PSone Emus. It supports DirectX 9 and DirectX 10.
To use it, you´ll need the newest Direct X Version, update it via the DirectX End-User Runtime Web Installer
All changes there are, as always in the extended text.
Quote:
Changelog:
r1846
Fixed GSDialog so that it doesn´t cause PCSX2 to minimize into the background when closing the config box.
PCSX2: Reloads plugins a little less often.
r1832
Yay, craploads of fixups for the new gui:
* Lots of crashfixes and threading rules compliance (like using wxYield instead of ProcessPendingEvents)
* Killed off some memory corruption
* Better error handling and reporting
* Much speedier suspend/resume during emulation
* Revamped entire savestate system to use a RIFF-style file format (untested, will work on it soon)
r1763
Reintegrated wxgui branch into trunk.
http://pcsx2.dyndns.org/index.php#GSdx
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September 20th, 2009, 11:19 Posted By: wraggster
News/release from liberty
Hi. Thanks sakya for the excellent audio player for PSP. It supports many fornats. But most music I have is extracted by EAC. The music is one cue sheet and one flac like this:
CDImage.flac
CDImage.cue
I hope you can support cuesheet in the further release.
I have coded a cue player for myself. I am a novice programmer and the code is of low quality and I have just get it working today. I hope it will help you.
Note, the player is already been compiled. So if anyone want to test, just copy the cueplayer directory to your PSP.
Also, to compile the code, libflac and vorbis are needed.
To use it, you have to place flac and cue file in the same directory with the same name like CDImage.flac and CDImage.cue.
New version 0.05:
1. Major Skipping track bug Fixed with improved algorithm
2. Display improved, can display the disk information.
3. More tolerant to ill flac file.
4. Bookmark function.
Here is the button summary:
TRIANGLE: Goto file selection screen and stop player. It will automatically BOOKMARK now.
CIRCLE: Pause/ unpause player. DO NOT SEEK WHEN PAUSED. It is buggy.
CROSS: Goto the first track.
SQUARE: Load bookmark.
L_TRIGGER: Previous track
R_TRIGGER: Next track.
To exit player, press home button. It will not bookmark though.
FULLY USABLE NOW.
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September 20th, 2009, 11:12 Posted By: wraggster
Kreationz has posted a new release of the Nintendo 64 Emulator for PSP, these releases arent classed as stable but are ruddy decent anyway
Heres whats new:
- Debug console should not be initialized in Release mode - Salvy
- Reverted Change to GBI2_ModifyVtx from Rev 416 (Fixes a couple titles that broke) - Salvy
- Removed CFW 3.71 support (We require higher firmware anyway, fixes a few warnings)
- Properly defined the FlatShadeDisabled hack and Added to options on Debug Build
- Reduced Slim RAM cache for texels to same size as Phat (Large Cache is no longer needed and doesn't improve performance and can be used elsewhere)
- Reduce Texel Cache size after large Texel ( >64K ) is used. Fixes crash on Phat (Tetrisphere goes in game on Phat and SSV doesn't crash when using select.)
- Reduced intrafont memory usage (Used low mem font options)
- Changed default deadzone to 28 to work better with "Well loved" PSPs
- Cleaned-up more compiler warnings
Download Here and Give feedback Via comments
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September 20th, 2009, 10:13 Posted By: wraggster
New from Superufo.com
This "Pure Slip Pouch" is, easily judged by its initial, designed specially for PSP. It is made of soft and comfortable materials, which offer your console the best protection against hit, impact or other unexpected accidents on it. The opening can be easily enlarged, so that the console can be conveniently slipped in or out. The pure colour, which is reflected in the name, is easy to look at, and also makes the pouch simple and practical.
Smart and stylish outlook
Made of comfortable quality materials
Offer good protection for your console
Elastic opening for easy use
Compatibe with PSP1000, 2000 and 3000
Available in lots of colours
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September 19th, 2009, 18:07 Posted By: wraggster
Shadow has posted a photo of the frontend of the PSP Emulator for Windows:
Let me introduce the new XMB like broswer that pcsp team is working on.
Note: None of these games work yet so don't ask.
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September 19th, 2009, 18:04 Posted By: wraggster
Sports Interactive & SEGA of America, Inc. today announces Football Manager 2010 formerly known as Worldwide Soccer Manager in North America. The game will be available on multiple platforms including the PC, Apple Macintosh and for the first time ever Football Manager Handheld 2010 will be available via download for the PSP (PlayStation Portable) system in North America. The game will be available for download purchase on October 30th, 2009; boxed editions will be available on November 2nd, 2009 exclusively at Amazon.com.
Football Manager 2009 is the most successful in the Football Manager series to date, selling in over 1 million copies worldwide. According to data gathered from Football Manager 2009, people played the game for an average of 240 hours each and developer Sports Interactive has spent the last year working closely with consumers and the Football Manager community to implement key improvements to this year's game. Football Manager 2010 features new tools and changes across the board including some big additions to improve ease of use, navigation and feedback from the game with the introduction of a brand new match tactics system, the debut of a Match Analysis tool, a completely new look and new User Interface among other features.
"We have worked very hard with the Football Manager community to target not only the areas of the game that needed re-working but also what we could add to improve what's already there. We've also conducted extensive usability studies which has led us to overhaul the whole presentation of the game, which we're really excited about," said Miles Jacobson, Studio Director at Sports Interactive. "There has been a lot of polish to existing areas of the game but it's also driven us to introduce changes to answer some of the feedback. We're very confident that having done that we will deliver the very best Football Manager to date in October."
The introduction of a Tactics Creator makes it easier to instruct the team to play the way the manager wants, alongside the introduction of touchline 'shouts' and quick tactic changes for instantly altering your team's playing style during the match. Working with coaches from various levels of football, alongside some of the Football Manager communities most respected independent tacticians, the game now has an extensive array of pre-set tactical options allowing the user to select a player's role in the team (such as 'Ball winning midfielder' or 'Deep lying playmaker'), however the option to use the old 'slider' controls remains.
Feedback from matches has been improved to give the user better insight into where their team is going, wrong or right. A new Match Analysis tool lets players see where shots, passes, crosses, headers, tackles, fouls and interceptions have been made on the field for all players on the pitch. Managers can view this analysis both live in-game and post match, allowing them to pinpoint the strengths and weaknesses of both their team and their opponent's and adjust their tactics accordingly.
Football Manager 2010 features a brand new User Interface, with a light or a dark skin to choose from as part of a vibrant new look and has undergone a complete navigational overhaul. The side bar navigation of previous years has been replaced by an intuitive tab system at the top of the screen, making Football Manager's famed depth easier to navigate and will make the game more accessible to new players.
A brand new Data Editor will allow the addition of new divisions to existing leagues and of entirely new leagues as well as making it easier to keep the game up to date for free. The delivery of information to the manager has been refined now allowing users to sign up to the News Center, an in-game subscription based newspaper that lets you get the news that you want about the football world and filter out the stories that you do not need, making the football world as immersive as you want it to be.
Football Manager 2010 will also feature the return of officially licensed United States Major League Soccer teams and players. As of March 31, 2009, MLS featured 128 players born in 47 countries outside the United States, demonstrating the diversity of Major League Soccer. Among the five major team professional sports leagues in the United States, MLS is the most diverse.
Following the debut of a 3D match view in Football Manager 2009, this year's release sees a revamp with improved AI, over 100 new animations for the 3D pitch view, new stadiums, crowds, realistic pitch degradation and better lighting, creating an even more realistic match experience.
Additional new features will be announced via a series of blogs in the months leading up to the game's October release date which will ensure that Football Manager retains its position as the most realistic, most played, highest reviewed and best selling football management simulation in the world.
Football Manager Handheld 2010 for the PlayStation®Network also has a host of new features and improvements, including a brand new skin for the game and improved match engine AI.
For further information please go to www.sigames.com or www.footballmanager.com.
from a personal point of view im very pleased to see a new version of this manager game for the PSP, this game in its 2009 version has been in my psp for 4 months now.
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September 19th, 2009, 18:00 Posted By: wraggster
News via pspita
New update from DekraN for his homebrew LUA developed AlphaBase, a good bash debug your PSP come to version 3.0.0. In this new release have been added to the commands 'test', 'fman', 'twrite', 'tread', 'seek', 'ffind', 'adm' and 'usage'. In addition those already have been optimized and fixed some bugs in the program.
More to follow.
Changelog v3.0.0:
Quote:
v3.0
- Added the command 'test' (clearly not the previous one), 'fman', 'twrite', 'tread', 'seek', 'ffind', 'adm' and 'usage';
- Fixato a bug in the command 'alarm', which was not performed because of two logical errors LUA;
- Fixato a bug in the command 'slvl', which removes a suspension, if it had been applied, the user data;
- Fixato a bug in the last commands macrolist, due to incorrect indexing variable;
- Fixato a bug in the process output, which shows a countdown of 3 seconds if the number of written system was greater than 27;
- Optimize the commands 'believes', 'goto', 'alarm', 'write', 'ban', 'LVL', 'slvl', 'log', and 'find';
- Optimized the A. E.S.S.S. (System Support Subscripts), using metatables. You can now use its functions in more subscripts, even in the same script.lua of AlphaBase (that is, the command 'cred' now has three dedicated function);
- Optimized syntax checks at the beginning of the program;
- Optimized the system that checks whether a user is suspended or not in the command 'log';
- Added a check on the INI variable cpu_clock beginning of the program;
- Now type the command 'ban' without parameters will display the bank lists (suspension) if the program is Normal mode, otherwise the normal use of the command;
- Now typing 'lvl' without parameters will display a list of levels for each user;
- Now you can call a command from OSK by typing its ID (identifier);
- Strengthen the E. S.M. (System Security Environment) optimizing the system admin-proof. Now give as parameter NICKNAME themselves, not by chance forbidden;
- Removed the validation system as dysfunctional and couples control mode program - validation system were poorly structured and therefore not entirely useful. All its controls are now diverted on how the program;
- Syntax of language optimized;
- Command Syntax optimized environment;
- (Renamed the command 'helper' in 'hlpr' and 'credits' in 'cred');
- Code optimized;
v.3.0.1
- Optimize system Splash, introducing the effect fader and adding a check on the existence of the image file used as a splash;
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September 19th, 2009, 14:37 Posted By: wraggster
Newly released today:
A new first-person fighting engine enables players to trade punches with an NHL tough guy. Feel what it’s like to be on the ice in the skates of an NHL player to throw and dodge punches. Grab and tug an opponent’s jersey to land a punch that ignites the fans and sparks your team to victory. Challenge a skill player and an opposing team tough guy will step in to settle the score.
On ice toughness and intimidation is taken to a new level in NHL 10 where winning one-on-one battles for possession of the puck along the boards becomes a test of will and skill. Utilizing an all-new board physics engine, players can use their body to shield the puck on the boards and then kick-pass it to teammates. Bigger, stronger players pin opponents to the boards while fanatical fans bang on the glass, just like real life. Fore-check defenders, pressure the puck and finish checks to intimidate your opponent into mistakes. Players fatigue, bobble passes, and avoid collisions under threat of constant physical pressure. Inspire teammates, ignite the fans and change the momentum of a game by instigating scrums, drawing penalties, and mixing it up — all after the referee blows the whistle!
http://www.play-asia.com/SOap-23-83-...j-70-3et0.html
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September 19th, 2009, 14:27 Posted By: wraggster
Newly released today:
features
Use wacky and fun gadgets Flint invented to move, transform, and detroy giant pieces of food!
Explore 20 levels and environments from the movie and beyond, from Jello-Land to Ice Cream Falls!
Have fun with friends in two-player co-op mode starring Steve, Flint's sidekick monkey
description
Play as Flint, the wacky inventor who creates a machine that causes food to rain from the sky! When the machine spirals out of control, it's up to you to save the town with a variety of outrageously fun and wacky gadgets. Hurl hamburgers, sling spaghetti, and join the most hilarious food fight ever!
Play Flint, hero of the movie, and save the town from the rain of food!
http://www.play-asia.com/SOap-23-83-...j-70-3df6.html
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September 19th, 2009, 14:26 Posted By: wraggster
Newly released today:
features
A variety of visual cues delivers the true driver’s experience including a three-dimensional HUD that mimics driver head movement, inertia and G-forces
What kind of driver are you? Driver profile tracks the player’s evolution as a race driver from event to event. This system is made up of a driver’s personality on the track, their success rate and any profile points and badges accrued all of which work together to create a tailor-made career and gameplay experience
When the player hits a static object or opponent car, the player will feel like they are 'taking damage'
Need for Speed SHIFT features a comprehensive customization option that lets the player tailor every aspect of the cars performance and styling
Nearly 70 licensed cars are available including the Pagani Zonda F, Audi RS4, and Porsche 911 GT3 RSR
description
Need for Speed™ SHIFT is an all-new simulation racing IP that combines the true driver’s experience with real-world physics, pixel-perfect car models, and a wide range of authentic race tracks. Need for Speed SHIFT takes players in a different direction to create a simulation experience that replicates the true feeling of driving high-end performance cars.
Players are thrust into the loud, visceral, intense, athletic experience of racing a car on the edge of control from the driver’s perspective through the combination of perception based G-forces, the hyper reality of the cockpit view, and the brutal experience of a first person crash dynamic. Need for Speed SHIFT features an accurate, accessible physics-based driving model that allows you to feel every impact, every change of track surface and every last bit of grip as you push yourself to the edge.
The all-new driver profile is the ultimate extension of the true driver’s experience. This system gives each player a unique persona based on a player’s driving skill and style - aggressive or precise. Driver profile impacts how a player unlocks cars, overall career progression and online matchmaking. In Need for Speed SHIFT, how you drive is who you are behind the wheel.
Need for Speed SHIFT is being developed by Slightly Mad Studios in collaboration with Black Box and senior vice president Patrick Soderlund at EA Games Europe. Slightly Mad Studios includes developers and designers that worked on the critically acclaimed games GT Legends and GTR 2.
http://www.play-asia.com/SOap-23-83-...j-70-3cs6.html
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