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June 9th, 2009, 17:17 Posted By: wraggster
Shiny founder David Perry believes that the next logical evolution of the PSPgo is to include Sony Ericsson’s mobile phone service for the device.
Shiny founder David Perry believes that the next logical evolution of the PSP Go is to include Sony Ericsson’s mobile phone service for the device.
Perry – who proclaimed the potential of a PSP Go-like device as far back as 2007 – offers his view as part of Develop’s panel discussion on Sony’s new handheld, where eight leading developers give their verdict on the new device.
“The next logical step is to get Sony Ericsson involved, adding cell capability” he said, stating that he’s impressed with the steps Sony has taken so far in evolving from the original PSP.
Speculation linking Sony Ericsson to the PSP has surfaced numerous times in the past, most recently with Sony Ericsson president Hideki Komiyama expressing his interest in partnering with Sony’s game business.
Though none of the rumours have been met with confirmation from Sony, game consultant Perry has a history of pinpointing Sony’s next move.
As far back as 2007 he was calling for a PSP Go-like device, saying at the time: “The PSP should have had internally stored games. If you could download games and stick them on your memory card, then the battery life would go up exponentially, the machine could be smaller and things would be much cheaper. [UMD] was a bad idea to begin with.”
Back in February, Perry wrote on his confirmed Twitter account: “I hear Sony FINALLY has the PSP 2. And thank goodness, they’ve removed the stupid battery-sucking UMD disc drive. I’m excited!”
Today he sees a new direction for Sony to take. As well as incorporating cellphone technology into the device, he believes Sony should “supply a toolset that helps speed up the conversion process of PS3 source to PSP Go”.
He added that his main concern with the new handheld is its apparent omission of Flash. “I could find no mention of Adobe Flash in the menus,” he said, “I think that’s an essential component in any future web based devices.”
http://www.casualgaming.biz/news/287...t-logical-step
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June 9th, 2009, 17:13 Posted By: wraggster
PSP users have no hope of seeing the PS3 trophy system expanding to their portable, Sony has said.
Eric Lempel, director of PSN operations, put it simply: "You're not going to see Trophies on the PSP." But he has his reasons, "keeping it secure" being the main one.
There's a risk that the hacking and system exploits rampant on PSP could allow users to "artificially inflate their rankings and amounts of Trophies", which would "kill the whole [Trophy] system", he told Joystiq. Fair enough.
The PSP Go hits shelves on October 1 for $250 in the US (250 Euros in Europe). A UK price is yet to be confirmed.
http://www.computerandvideogames.com....php?id=217149
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June 9th, 2009, 17:12 Posted By: wraggster
Ubisoft's head of marketing in the UK, Murray Pannell, has told GamesIndustry.biz that he feels Sony is facing a big challenge to become the dominant player in the country's next-gen platform landscape - but also believes that if the PlayStation 3's value and price proposition is right, the brand still has a huge appeal.
Pannell, who spent over six years at Microsoft marketing the Xbox and Xbox 360, joined Ubisoft in March this year, and is happy, as a third party, to support all of the platforms increase installed base numbers in order to help his new company sell more games.
"So if I'm just looking at the UK specifically, we all know that Nintendo has done an amazing job, the 360 has solidified its position and is still doing well, and PlayStation I think would say themselves that they would have liked to have sold more hardware units," he said.
"Coming at it from a platform perspective, when I was at Xbox we never underestimated the power of the brand for PlayStation - despite the hiccups they had at launch, and the price particularly, there's still a latent demand for that product. And if they can get their value proposition right in terms of pricing and online, and a software line-up that's unbeatable, they're still a force to be reckoned with.
"But they will take a long time to even get their installed base up to that of the Xbox, let alone Nintendo's level, so they've got an uphill struggle in the UK.
"Obviously we support all platforms, and frankly, the more installed base you've got, the more games you can sell. So we'd rather have all the platform holders growing the IP as much as they can, so there are more people playing games that we can sell to.
"That's very much our hope, and we support all the platform holders where we can to push that, if that's exclusive games, or specific games for specific platforms to help drive those to new audiences."
Pannell was also confident that 2009 would be another strong year for the games industry, despite overarching economic conditions - but did query whether or not the market could sustain the kind of growth that it's seen in the past two years.
"It's certainly not going to decline," he said. "The question is, how long can it continue to grow at the rate of the last two years? I think the jury's out on that, but we're expecting a good year this year.
"Ubisoft has got some great titles, and if you look at the broader line-up there are some great titles as well - Square Enix coming in with Final Fantasy should be great, no doubt about it, and Assassin's Creed, Call of Duty... there's a lot of competition out there, and we'll all be looking eagerly to see what's coming when, but I enjoy the challenge - and there's plenty of consumers out there to appeal to, so we'll make sure we're getting our marketing, PR and product right to make sure they have a good time."
http://www.gamesindustry.biz/article...m-space-pannel
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June 9th, 2009, 17:05 Posted By: wraggster
Sony showed us a lot of things at this year's E3 -- some expected, some rather less-so -- but they didn't show us the primary thing shareholders and fans were hoping for: a price cut. That most expensive of gaming consoles still retails its lead in the brutal MSRP wars, but a Sterne Agee analyst indicates that Sony is just biding its time. According to the always accurate "industry sources," the PS3 will receive a $100 drop sometime in the middle of August, just in time for the launch of Madden NFL 10. That would also coincide with back to school shopping, apparently a popular time for buying consoles by parents who want to give their kids every chance in the world to fail thanks to spending too much time robbing graves in Uncharted.
http://www.engadget.com/2009/06/09/s...dden-homework/
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June 9th, 2009, 01:52 Posted By: wraggster
Sony gave their perspective bending game a time twisting spinoff. Echochrono is closer to Cursor*10 than Echochrome. You still control a cast, but cast clones replace platform meshing.
The goal of Echochrono is to walk to an exit door. In the level I played pesky block walls impeded my path. I had to hit color coordinated switches to clear the way, but each cast can only be controlled for thirty seconds. After time runs out the cast turns into a shadowy echo that repeated my actions while I controlled a new cast.
Levels are designed so players have to use multiple casts to get to the goal. In the tutorial example you have to sacrifice a cast to fall in the pit so the active cast can walk to the door. Beating levels seems easier than Echochrome, but the challenge is to beat a level using the fewest number of casts. Sony set a par for each level, but casual players can go over it.
Sony doesn’t have a release date set for Echochrono, but a representative explained this game will be sold as a digital download and as a UMD release unlike Echochrome.
http://www.siliconera.com/2009/06/08...-cursor10-too/
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June 9th, 2009, 01:49 Posted By: wraggster
With Sony's Trophy system coming up on its one-year anniversary this month, we were eager to learn how Sony could enhance the service, leveraging the PlayStation brand and distancing itself from the Xbox 360's Achievements system. So, during E3 last week, we asked Eric Lempel – Director of PlayStation Network Operations – when Trophies would make their way to the PSP, newly invigorated by the PSP Go announcement. Lempel said, bluntly, "You're not going to see Trophies on the PSP."
Now, before you curse his name, hear him out, okay? Lempel explains that "there are a few reasons" you won't see Trophies on PSP and, chief amongst them is "keeping it secure." See ... the PSP has been hacked. A lot. Like, a lot a lot. Lempel says that "if people can artificially inflate their rankings and amounts of Trophies" via the PSP on a shared PlayStation-wide Trophy system then it "kills the whole [Trophy] system," PS3 included. So "keeping it secure, keeping it fair" is the best solution – but that means no Trophies on PSP.
And, since the PSP has that same promised 10-year life cycle (as evidenced most recently by the PSP Go) it'll be some time before we get an entirely new (and ostensibly secure) PSP platform upon which a functioning Trophy system might be grafted. See you in 2015!
http://www.joystiq.com/2009/06/08/so...es-on-the-psp/
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June 9th, 2009, 01:46 Posted By: wraggster
Polyphony Digital's "real driving simulator" Gran Turismo is finally coming to the PSP this October, some four years after it was announced as Gran Turismo 4 Mobile. But now it's just simply Gran Turismo. Why is that?
We sat down with Polyphony president Kazunori Yamauchi at E3 last week to find out more about the PlayStation Portable taking on the Gran Turismo series, who told us that the game is unassumingly titled Gran Turismo for a few reasons.
Yamauchi noted multiple times that the game is partly focused on new Gran Turismo players, the type of gamer who might be more hesitant to dive in to a 10-year-old series that's already four iterations in. He said that Polyphony Digital is hoping new players will be able to experience the thrill of learning how to drive, Gran Turismo style.
The car enthusiast also said that he'd considered naming the game Gran Turismo Portable or Gran Turismo Spyder, but didn't want to give the impression that the PSP entry was anything less than a "fully-specced Gran Turismo."
Shame, really. Gran Turismo Spyder is a pretty cool name. And Sony's already got rights to use spidery fonts.
We'll have more from our one-on-one interview with Kazunori Yamauchi tomorrow.
http://kotaku.com/5283612/gran-turis...turismo-spyder
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June 9th, 2009, 01:45 Posted By: wraggster
The PSP has a solid line up this year, but how many upcoming games will be available as digital downloads. The PSP Go doesn’t have a UMD drive and Sony has yet to announce a solution for physical UMD games. At E3 I asked a bunch of publishers what their plans are for the system.
Sony Computer Entertainment America plans to release all future first party games as downloadable and retail titles. That means you’ll be able to play games like Gran Turismo, LittleBigPlanet, and Echochrono on the slimmer and trimmer PSP Go.
Square Enix doesn’t have any plans to release a downloadable version of Dissidia: Final Fantasy yet. Shin Megami Tensei: Persona is sure to be another hot PSP title. Will it be a downloadable game too? “We can say for sure that there will be a UMD version,” said Yu Namba, Project Lead at Atlus. “I don’t know if we will be releasing it simultaneously digitally on the PlayStation Store.”
Koei plans to release legacy games possibly previous Dynasty Warriors games on the PlayStation Store, but as of now do not have any plans to release Dynasty Warriors: Strikeforce or the upcoming Warriors Orochi 2 as downloadable games. A representative from Tecmo explained Undead Knights will not be released as a downloadable game on day one either. Tecmo is taking a wait and see approach before pursuing a downloadable strategy.
Many publishers explained releasing a UMD game simultaneously as a downloadable game means the title will have to go through another round of testing.
All hope isn’t lost! Xseed is more optimistic about the PSP Go. Half-Minute Hero, a lightning fast RPG developed by Marvelous, and Lunar: Silver Star Harmony could make their way on the PlayStation Store. “I think both,” Jun Iwasaki, President of Xseed said. “Sony recommended publishers to prepare downloadable and UMD. We asked GameArts and Marvelous to prepare both versions. Maybe we will launch a downloadable and a UMD as well, but this is not confirmed yet.”
Namco Bandai appears to be backing the PSP Go with Soulcalibur: Broken Destiny. While a downloadable version was not announced at E3, Japanese website 4gamer has a video of Soulcalibur: Broken Destiny running on the new hardware.
http://www.siliconera.com/2009/06/08...ing-to-psp-go/
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June 9th, 2009, 01:44 Posted By: wraggster
Capcom’s super secret E3 game was Resident Evil Portable, which was shown for a split second during Sony’s press conference. Other than hearing it exists we don’t know much about it.
Chris Kramer posted a little more about Resident Evil Portable in a blog where he explains this is not a remake and it’s being made with “the PSP Go in mind.” The title is still early in development and Kramer teases, “all I am allowed to say is: Wow. Totally different for a Resident Evil game.”
This is total speculation on my part, but I imagine Monster Hunter Portable must have affected the design of Resident Evil Portable in someway. The game was a mega hit for Capcom in Japan and spawned tons of other ad-hoc social games like Sengoku Basara Heroes. Perhaps, Resident Evil Portable is going to be less like Resident Evil and a networked game like Resident Evil Outbreak.
http://www.siliconera.com/2009/06/08...ent-evil-game/
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June 9th, 2009, 01:43 Posted By: wraggster
The head of marketing for the PlayStation brand told us at E3 that Sony's new PlayStation 3 motion-control tech could be the thing to get hardcore players into "motion gaming."
We covered Microsoft's new motion-control system, Natal, heavily last week. And that's without us getting a firm release date for it.
But what of Sony's camera-and-wand PS3 tech, also debuting at E3 2009, and which is dated for a spring 2010 release?
During my interview with Sony Computer Entertainment of America marketing chief Peter Dille, I pressed for more details.
The Sony approach involved a showcase of a player holding one or two wand-shaped controllers in his hand. A PlayStation camera detected some of the positional information of the controller. Holding the controller allowed the player to precisely write words on a virtual canvas and to tightly control a bow-and-arrow or a gun in shooting demos. The PS3 was also able to render the wand as a virtual object, even when showing a video feed of the person holding the wand (that wand appearing as a giant gold gun or a tennis racket, in the demos).
First, I asked Dille, did I miss a name for this thing?
"You didn't miss it," Dille said. "There is none yet. We were careful to say that Rick Marks is the engineer. We're announcing the technology, not the product or game. He also wanted people to know the form factor of the wand is a prototype. I think it is representative of what the product will include. In other words, it will have buttons. It will have the ability to have a trigger if you're having that style of game. The button in the archery demo was key to how far you're pulling [the wand] back. And the light is detecting that. So the other key is the light on the tip of the wand. So no product name, no pricing, no specifics on the product aspect."
What Dille did confirm is that the camera used in the demo was a regular PlayStation Eye camera.
Microsoft's Natal showing suggested that motion-control's future might not involve a controller. Dille, however, thinks that having a controller in your hand even for motion-control is important, especially given the new target market he thinks Sony can hit with their device:
"It's not only relevant." he said, referring to the controller being a tangible, holdable object. "From our perspective we have the technology that provides better precision. And that gives us the opportunity to do the best of both worlds. If you want to do what we're referring to as casual motion games, the PlayStation Eye and the motion controller do that quite nicely.
"The point that the demo was trying to articulate, I think, is that there's a level of precision that the wand provides, whether it was in the handwriting demo that gets down to millimeters, that is going to allow game developers to create entirely new types of games that we believe have the potential to appeal to core gamers who, up until now, maybe haven't embraced motion gaming as much as casual fans. So it's a very robust technology that gives you the opportunity to do both."
http://kotaku.com/5283062/sony-expla...-a-little-more
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June 9th, 2009, 00:02 Posted By: yonaba
Hi all,
well there's been a long time i've posted here.I have been, but i'm back for a while, so i can take the time to work on old project.
I spend a long time learning a bit about pathfinding algoritm techniques, specially Dijkstra's Algoritm and A-Star.After working a whole night long, i've been able to add this for units move.
So I share this with the whole community.The main problem will now be able to move many units at the same using the same pathfinding procedure.
I thanks LMelior for A-Star Pathfinding tutorial, and Altaïr for the Algorithm.
Pathfinding - Age of Nations WIP
Lua Coded By Roland Y. (a.k.a. SeanPaul223)
Credits to :Altaïr's A-Star Algorithm & LMelior Tutorial
What's This:
This a single demo release for Pathfinding Algorithm.
I've developed it for my RTS project Age of Nations.
The main aim of this is guiding a unit on a map.
Basics Commands:
Arrow keys & Joypad: Move Selector
Cross: Set a target for unit move
SQuare+D-Pad: Browse Map
L: Activate Debug Mode
R: Disable Debug Mode
Known bugs:
When you click on a house to order the unit to move, the howmebrew crashes.This should be linked to the way the code is.
Anyway, i'll try tofix later.
Compatibility:
Works Slim & FAt PSP.
EXtract contents into ms0:/PSP/GAME/
Download: Pathfinding
Video:View Video
Contact:
Roland
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June 9th, 2009, 00:01 Posted By: wraggster
News via psphacks
Just for shits and giggles — Playboy21’s iPhone-inspired version of Urinal Test for the PSP. I know where to piss accordingly — I rank in the upper echelons of urinal etiquette practitioners. What’s your urinal intellect?
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June 8th, 2009, 23:54 Posted By: wraggster
News/release from jojojoris
Someone asked me is i would make an app wich removed egghunt.bin from the root of the memorystick because it should prevent ChickHEN R2 from running properly.
I dont use ChickHEN R2 myselfe but it should work.
So for everyone who needs this.
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June 8th, 2009, 23:52 Posted By: wraggster
News/release from Total_Noob
The unofficial CXMB for 5.03 M33/GEN uses 5.02 CTF themes.
So you can load themes on PSP-3000 and PSP-2000 v3 without a brick risk.
[Changelog]- You can disable the theme:
1. Go to Settings->Theme settings->Theme
2. Apply the original(Sony) theme
3. Delete the Custom Theme¨
4. It reboot to the Sony theme
- Fixed the wallpaper bug
- Supported all FWs of CXMB 3.3 by Poison and 5.02
- In the zip is also a CTF_converter.exe to convert 5.00 CTF themes for this unofficial cxmb
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June 8th, 2009, 23:49 Posted By: wraggster
News/release from sg57
Light Cycle 3D
by SG57
This is a PSP clone of a Tron Light Cycle racing game. Objective of the game is to make your enemies collide with the trail you leave behind you as you speed along the grid in cyber space.
Features:
- Variety of different skins from a Default black grid in cyber space to the classic environment from the Movie to a more 21st century-esque metal arena.
- Variable number of enemies; go 1v1 or All v All with 4 speeding cycles in one cramped arena - good luck heh..
- Variable speed allowing for greater or lesser difficulty (and chaos)
- Custom paint jobs on your light cycle with 5 customizable components of your cycle; Hull, Window, Rims, Top and Chassis
Under the Hood:
- Uses Brick's LTE Lite Mod (with a Fader addition)
- Particle Effects for explosions (more to come)
- Framerate Independent Movement
- A smooth 'chase' camera (to be used in my next project) and you can cycle through targets
Future:
- Online Multiplayer for sure! Race against your mates across the world hah...
- Free-turning, no longer restricted to 90-degree turns
- Free-riding, no longer restricted to a flat playing field, add some hills, some loops, some jumps
- Different game types; adds some guns, missiles, blinding flashes, tar, invisibility, you name it
Bugs going to be fixed in the next 3 days (and then some if finished early):
- Graphically, there is a reddish tint to the material colors of the cycle (will consult with Brick as to why), could be a simple variable mixup.
- The placement of the tracers behind each cycle needs to be offest a bit more as to eliminate the gap between new ones and old ones
- No sound yikes! My audio driver wasn't co-operating with me and got put on the backburner for a while and didn't find itself in time for this release (custom MP3, tron sfx)
- I was not aware that the tracers behind a blown-up cycle are supposed to sink into the grid and be gone from play - quick fix soon!
- The AI has issues on the 'insane' speed setting, very peculiar bug..
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June 8th, 2009, 23:45 Posted By: wraggster
The Fusa team have surpassed themselves and have released a driver for windows that turns the PSP into a Gamepad for windows.
Alright if you dreamed to turn your PSP into USB Gamepad, the time has come
With help of new tiny application from -=FuSa TeaM=-
FuSa GAMEPAD
It's very easy now, just launch FuSa GAMEPAD and attach usb cable - and that's all!
(I recommend you first connect usb cable and then launch application)
No drivers are required!
After you've connected your OS will recognize PSP as GAMEPAD with 2 Axises and 8 buttons.
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June 8th, 2009, 23:39 Posted By: wraggster
News via PSPita
Xenogears Becus25 and continue the development of Custom Firmware Enabler, he allows homebrew to enable, through ChickHEN firmware 5.03 features of the Custom Firmware M33, which leads to version 3.0. Among the novelties of this release is finally compatible with the PSP-3000.
More to follow.
Changelog v3.0 - 3.01:
Quote:
Changelog v3.0
- Added support for PSP-3000
- Improved GUI
- Added update system via Internet
- Added system to block the official updates
- Free UMD Region
- CFWEnabler Online Update
- Added option to hide PIC0.png and PIC1.png
- Fixato a crash bug that was when the console was not detected alcjun plugin
- It 's possible to use the file version.txt
- Added Registry Hacks (Edit buttons, Enable WMA, Enable Flash Player)
- Added a menu to configure the version.txt
- Added a menu to configure the CPU speed (VSH and GAME).
Changelog v3.01
- Fixato a bug that did not allow to load the plugin in VSH
Note: This is finally the official program uninstaller, which removes the modules from the flash of CFE.
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June 8th, 2009, 23:35 Posted By: wraggster
News via PSPita
Moscas user of our forums, releases a new update for GoblinPSP, multifunction utility for PC, which leads to version 2.5.0.1. Goblins PSP will allow you to perform backups of data on your memory stick, load and / or delete the backup of your UMD, launch programs like the RemoteJoy and USBIsoloader, update your Custom Firmware and manage your plugins.
Following the changelog of this release and the link to download.
Changelog v2.5.0.1:
Quote:
-If you are upgrading from a version lower than v2.0.0.0 you must remove GoblinPSP
-Fixed some bugs in the program
-Review the display of the list of CustomFirmware for the management of Custom Firmware
-Added the option to install the new CF 5:03 thanks to Tool PSPGen
-Added the ability to load in HB CF 3 folders: GAME, GAME150, GAMEXXX
-Updated 5.03GEN CF-A HEN
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June 8th, 2009, 23:33 Posted By: wraggster
News via Pspita/pspgen
It 'just been given the correct version of the Custom Firmware 5.03GEN for HEN-A, which solves the problems that arise with the PSP-2000.
More to follow
Installation - Features:
Quote:
.: Install:.
Note:
• E 'must have the official firmware 5:03 installed on your PSP and ChickHEN R2. Refer to the guide in the Tutorials section.
• E 'requires the presence of the latest version of NET Framework on your PC for proper setup.
- Extract the contents of the desktop
- Connect your PSP to your PC via USB cable and start the USB connection
- Start the file-LAUNCH ME
- Choose the model of PSP in your possession
- Check the option FULL and select YES in the Install PSP
- Select the units that have been allocated your PSP
- Click Start, and will copy the necessary files on your Memory Stick
- Disable the USB and then
- Go to Games / Memory Stick and run the application INSTALLER-LOADER
- Then get a screen with several options:
• QUIT
• flashing or on the console
• to launch the Custom Firmware
- Since this is the first time you run it, the press or flashing on the PSP forms for the CF
- Then press to initiate the CF
- Enjoy
.: Note Post-installation:.: Once installed, then to start the Custom Firmware is just press the button.
.: 5.03GEN characteristics of CF-A:.
- Compatible with PSP-2000 TA-088v3 and PSP-3000
- Start of PS1 games
- Launching of ISO / CSO
- GEN VSH MENU available
- Access to Recovery Mode (which has still some bugs)
- Access to PSN
.: Functions of the Recovery Menu:.
- Toggle USB (running)
- Configuration:
• Skip Sony Logo (not working)
• Hide Corrupt Icons (not working)
• Game Folder Homebrew (working)
• Autorun EBOOT (working)
• Fake Region (working)
• Use VSH menu (working)
• XMB USB Device (functioning)
• USB Charge (working)
• M33/GEN Network Update (working)
• Use Version.txt (working)
• MAC Address Hide (working)
- Game Categories (working)
- Reboot with OFW (not working)
- Run program at advanced Menu
- Advanced CPU SPEED
- CPU SPEED Plugins
- Plugins registry hack
- Registry hack suspend device
- Suspend device reboot in firmware officiel
- Reset system quit
.: Note to the Recovery Menu:.: Some options are n
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June 8th, 2009, 23:28 Posted By: wraggster
News/release from pspflashsystem
Hi,
Description:
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labKillHomer3D proposed here is available in PSP and PC (windows) (linux version and the wii is in preparation).
Thursday:
Your goal is to leave the labyrinth. For this you must kill homer: p
Map editor:
You can create your own maze! To do this, there are four elements to paste (wall, empty joeur, homer and exit) to paste on the surface and you can save the map with the name you want through the keyboard of the editor
COMMANDS:
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On the menu:
Up or Down to move the cursor
Right or left to change the language sounds homer (english or french)
Cross to select your choice
In the game:
Cross, triangle, square or circle to move the player
Analog stick to move the camera
L + analog stick to move the camera more precisely (good thing if you want to aim better homer)
R to draw
Select to go to the sky to see how comprehensive unevue the labyrinth
Start to go to main menu
In the map editor:
R to change the current item
Cross to paste the item
Start to access the menu
up, down, left or right to move the cursor
Analog stick to move the cursor faster
INFORMATION:
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Remember that my code is under GNU license: So thank you to abide by the terms and conditions.
I coded my 3D engine at the same time as my game called PFST3DEngine. This engine allows you to use:
the frustum culling, a 2D mode, freefly camera, collision circle font (ttf font or image), download the. obj and. md2 a system of particles optimized timer, list the files in a directory, use texture images and more ...
To use my engine, you must have the SDL library (and by lib (SDL_TTF. ...)) and pspgl installed.
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