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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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February 17th, 2009, 21:59 Posted By: wraggster
News/release from lokiare1
Merc Roid v.0.25 (Alpha)
Ok, I've updated Merc Roid with many things. I've created a few new levels. I've added lava (damage, visual, and liquidyness). You can now pick up any upgrades that I put in a level. You can travel from one level to another (I don't have a loading screen yet, but it is relatively quick to load each level). I've added a few sound effects, but they are slow to load, and I've had some crash problems with them. I haven't changed the screenshots yet, but I will later. In 0.25 I've added the door shield that can require any attack type to open. I've implemented the missile pickup (you start with 10 I think each tank adds 5 more.) I've created the first boss, but he is not playable until the next update.
Controls:
L-Button - Jump (later I will have a system where you jump higher/further based on how much you do it).
R-Button - Shoot, hold for charge beam (shoots missiles when in missile mode, appears to charge but has no effect on the fire-power when in missile mode)
Analog-Nub - Aims the gun (moves the camera)
Triangle - Moves forward (move speed will vary based on how much you move)
Square - Strafe left.
Circle - Strafe right.
Cross - Move Backward.
Select - Switch between missiles and beam mode
Things still to do:
Create a story-line.
Create a menu screen.
Add a save feature.
Add doors that only open based on the attack that is used against them.
Add more monsters.
Add a few boss monsters.
Add zones that have different affects (water slows jump, move, and gravity speed, etc. etc...)
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February 17th, 2009, 21:45 Posted By: wraggster
News/release from Eskema
Well well its me again, ill bring u guys a new puzzle game, or maybe it is. You are a drunk guy who needs to go to the bar, so you "only" need to reach the bar (sounds simple huh?).
There are money in various colors and trashcans, so the green with green, blue with blue, etc,etc, each item unlock your way through the level.
You can carry only ONE item of each, if you try to get more than one, they be discarted.
If you stuck in any level you can restart it with TRIANGLE, select brings back to menu screen, and start select any menu option.
The game has only 5 levels, so if anyone want to contribute and make more levels i will be proud and include in final release. Contact me and i show you how the map's editor work.
Now the worse part, be adviced, this screens can cause you disorders and bla bla XDD
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February 17th, 2009, 21:38 Posted By: wraggster
News/release from manatails007
PSPBTCNF BIN tool v2 by manatails007(Seungju Kim)
This tool allows you to modify PSPBTCNF BIN files(pspbtjnf.bin, pspbtknf.bin, pspbtlnf.bin)
Usage:
copy PSPBTCNFtool to ms0:/PSP/GAME
Press X to extract BIN files to ms.
-it will be saved as text format at the root directory of memory stick. now you can edit it with your text editor
Press TRIANGLE to build BIN files
-convert your modified text files to BIN format
Press SQUARE to flash BIN files
-it flashes your new edited BIN files to flash0.
WARNING: PLEASE BUILD BIN FILES FIRST! OR THIS WILL BRICK YOUR PSP
ChangeLog
-v2 : added Slim PSP support
-v1 : initial release
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February 17th, 2009, 01:03 Posted By: wraggster
news via pspita
The coder Mickael2054 issue PSPNotes v2.0, homebrew for those who need to take some notes and through this program can do it on PSP.
More in the changelog below.
Changelog v2.0:
Quote:
Changelog:
-Added two new themes and an image to upload
-At the first start of the homebrew, you must select the initial settings
-Ability to transcribe notes 10
-E 'a Topbar showing some information on the PSP
-Rewrote the code for the USB mode
-Improved the characters
-New menu with various options
-Code completely rewritten
-Added the Spanish language, now the program is translated into: English, French, Spanish
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February 17th, 2009, 00:58 Posted By: wraggster
Mediumguage has released a new version of his file manager/browser for the PSP, heres whats new:
general:
- increased much of original OSK feature.
- enabled to use built-in OSK (kernel3 version only).
filer:
- fixed a bug in copy window if you created a new folder, you could not move cursor to the folder.
- changed a destination device to copy from ms0 to the device where source files belong.
binary editor:
- fixed a bug that have shown wrong message on saving.
text viewer:
- added a feature of line editor.
note: edited files will be forced to be shift-jis encoding when it is saved. And, non-shift-jis file and binary file may not be edited & saved correctly.
- able to read UTF-16 encoding.
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February 16th, 2009, 23:37 Posted By: wraggster
The jpcsp team have released a new build of the JAVA PSP Emulator for Windows:
heres whats new:
r920 Fixed video command TMATRIX: texture matrix is 3*4 (spotted by raziel1000) Feb 13 (3 days ago) gi...@web.de
r919 Update patch for Bust A Move Deluxe: allow sceAudio Feb 11 (5 days ago) gi...@web.de
r918 +1 another system time fix (spotted by shadow) Feb 05, 2009
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February 16th, 2009, 23:10 Posted By: wraggster
New from SUccessHK and on worldwide import:
Take a trip back in time with over 40 titles from the SEGA Genesis era, including your Sonic The Hedgehog favorites. In classic single-player and multiplayer battles, you'll take down a huge variety of enemies, including Sonic's nemesis Dr. Eggman (AKA Dr. Robotnik), shuriken-flinging ninjas, hordes of altered beasts and the world's greatest fighting champions.
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February 16th, 2009, 23:03 Posted By: wraggster
Newly released today:
features
1000 Units: Players will get 1000 lives to beat the toughest action sidescroller!
Lift & Throw: Prinnies are able to lift and throw objects on the battlefield.
Vehicles: Steal and control powerful vehicles, like tanks and UFOs.
Hip Pound: Jump and pound enemies to stun them. Then you can inflict multiple combo attacks for extra damage.
3D World with 2D Characters: In Prinny, character art is created using fluid 2D sprites, giving it a classic look with a comical tone. Battlefields and backgrounds, however, are created with 3D models. This allows for a smooth and unique combat action where certain attacks are rendered in a 3-dimensional view.
description
As Nippon Ichi Software's first pure action game, Prinny is the most heartpounding and challenging sidescrolling action game ever. Players control an unlucky penguin dude called a Prinny and slash their way through various Netherworlds. For this tough-as-nails action game, you're given 1000 units to accomplish your mission, but even with those 1000 units you will have to use everything you find on the battlefield to survive. Lift and throw objects, stomp enemies, even pilot tanks and planes to bombard whatever gets in your way!
http://www.play-asia.com/SOap-23-83-...j-70-36pq.html
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February 16th, 2009, 22:25 Posted By: wraggster
We've heard that Street Fighter IV has sold out in Japan. While we don't doubt for a New York minute that the game is selling well, but sold out in Japan? Like all of Japan?
Over the weekend, website CheapAssGamer did the detective work and discovered that the game is readily available at his local Japanese retailer TSUTAYA. The game was and is also available at retailer Yodobashi Camera. Click here to check the PS3 version's availability. (在庫あり means "in stock", and he blue circle means "yes.")
However! The Xbox 360 version of the game is sold out at Yodobashi Camera. That's only one retailer, however, and does not mean the Xbox 360 version is sold out at every store in Japan.
On this past Friday, Saturday and Sunday, CheapAssGamer went to approximately seven stores (Yamada Denki, Enterking, Toys R Us, etc.) in the greater Tokyo area — all of them had SFIV in stock.
Japan's got lots of stores, so to sell out in Japan isn't easy. But hey, like we said, we don't doubt that SFIV is doing very well. And yes, games do sell out in Japan — most Pokémon for example. But it's not always a mark of smash hit success, but often, simply a supply underestimate, and it should not always be used as a yard stick for sales. That's what the weekly sales figures are for.
http://kotaku.com/5154046/is-street-...apan-not-quite
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February 16th, 2009, 22:09 Posted By: wraggster
It seems 1UP has the first details on Volatile Games' upcoming third-person shooter slash dog-commanding sim, Dead to Rights: Retribution. The game will reportedly be an origin story, setting up the history of longtime Dead to Rights series protagonist Jack Slate and describe how he and Shadow (the game's iconic dog) "first come together as partners against those who would bring the once great city to its knees."
Namco Bandai claims the game will feature a "hybrid combat system," which combines hand-to-hand combat and shooting, but the first screens do little to show off this concept. You also get to push people down stairs!
To keep you in the loop, we've created a handy list of things we know about Dead to Rights: Retribution so far:
The game is named Dead to Rights: Retribution and it's an origin story.
It's coming to Xbox 360 and PS3 in Q4 2009 according to Namco Bandai, the game's publisher.
There's totally a dog in it.
http://www.joystiq.com/2009/02/16/de...eens-revealed/
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February 16th, 2009, 21:39 Posted By: wraggster
For more than a year, you've been reading about James Grayson's impending war with the Chimera -- a tale that'll fill in the gap between Resistance: Fall of Man and Resistance 2 -- and you've been salivating. You've been dreaming of firing your shotgun on the PSP, infecting the game with your PS3, and taking down conversion centers with your bare hands.
In one month, Resistance: Retribution will be upon us.
Still, that's a long time to wait, and rather than leave you desperately screaming into your pillow for 30 days, IGN's bringing you four behind the scenes videos straight from Sony Bend. That's right, you're going to be getting the inside scoop on everything related to R:R -- the story, the voices, and more. Can't wait? You don't have to. Click the videos below, my friend.
vids here --> http://uk.psp.ign.com/articles/954/954400p1.html
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February 16th, 2009, 21:24 Posted By: wraggster
Difficult though it may be to believe, Panasonic showcased a conceptual in-dash BD deck of its own back in October of 2007. Obviously, nothing has really come of that, so Mitsubishi's stepping in with a prototype of its own. It's stated that the player has only a third of the volume compared to a traditional "home Blu-ray player," with it somehow being able to slip into a standard single-DIN opening. Better still, we're told that the final unit -- which is slated to hit production during fiscal year 2009 -- could also boast a mobile TV tuner in select markets, giving us even more reason to not pay attention to pedestrians, road signs and stop lights while taking that Sunday cruise.
http://www.engadget.com/2009/02/16/m...lu-ray-player/
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February 16th, 2009, 19:14 Posted By: Shrygue
via Computer and Video Games
Metal Gear Solid 4, one of the PS3's best exclusives, will cost you not a penny more than £24.99 as of March 5, Konami has confirmed. And if you look hard enough, you'll probably get it cheaper.
"Konami Digital Entertainment has announced that its heralded PlayStation 3 epic Metal Gear Solid 4: Guns of the Patriots will be released as part of the budget Platinum range from March 5th in (((insert country)))," says the slightly unfinished press release.
It doesn't specify how many copies of the game have been sold worldwide so far, but Konami does confirm that Snake's latest outing pushed total sales for the Metal Gear series above to 26.5 million units mark.
Pat on the back for Kojima, then. And if you haven't bought MGS 4 yet, you bloody should. It's brilliant.
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February 16th, 2009, 19:09 Posted By: Shrygue
via Eurogamer
Namco Bandai's Keita Takahashi had admitted that even he has no bloody idea what Noby Noby Boy is all about, or why he made it.
Writing on the PlayStation Blog, Takahashi reiterated how it works: the player controls Boy, stretching him with the analogue sticks, with the final measurement being uploaded to a persistent character called Girl.
Girl's length is also supplemented by the Boy-stretching antics of other players around the world, and when she hits certain milestones new levels are unlocked for everyone.
"How come it's hard to explain, you ask? It's because I wanted to make a game that cannot be expressed by words in the first place," wrote Takahashi.
"By making an undefined and ambitious game, I want the player's reaction to be something like, 'I don't know why, but it's somehow interesting. I can't stop playing.' In that way, I would feel I have succeeded at creating what I wanted, that is, creating something that's not easily describable. Anyway, it's been a fun experience working on Noby Noby Boy.
"One big question most people have asked is, 'Why did you want to make such a game?' Seriously, I don't know. When I figure it out, I'll share it on this blog," he added, before adding slightly more after a video:
"As I mentioned earlier, this game is indescribable, and some people may say, 'This isn't a game!' But, what is a game? Should there be a definition for a game? That's the way I feel."
Noby Noby Boy is due out via PlayStation Network on 19th February and is expected to cost less than USD 10.
We'll have our review of the game (or however you care to describe it) in the next couple of days, so look out for that if you can't make your mind up. In the meantime, check out the Noby Noby Boy gamepage for screenshots and video.
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February 15th, 2009, 16:22 Posted By: wraggster
DaveX has released a new version of the NeoGeo MVS Emulator for the PSP with cheat support:
Hi guys,
Strictly speaking, since NJ added support to the Universal BIOS (UNIBIOS), MVSPSP has been with cheat support. But UNIBIOS support requires raster effects enabled, which may cause graphical errors and performance issues in some cases.
This Unofficial Work in progress MVSPSP version adds cheat support without requiring UNIBIOS. Also adds support to UNIBIOS version 2.3 if you prefer.
The UNIBIOS 2.3 used must be downloaded from The Universe BIOS Official Homepage (google it), because other UNIBIOS modified won't be recognized.
Enjoy,
DAVEX
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February 15th, 2009, 16:17 Posted By: wraggster
Nick Swardh has released a new version of his PSP Video Encoder software:
For one, there's a new subtitle option in town to keep the layout and all colors in style .SSA/ .ASS subtitles intact. And then a preview feature has been added as well, for you to check first the changes you've made before finally converting the video.
If you want to be really hawk-eyed about it, then you can also preview the video during the conversion. There's a "Preview" checkbox by the "Trim" option, through which PSPVC will show the current converted frame. Pause option has been added to the "Process Priority" list now, too, so no need to worry about pausing PSPVC even in the middle of a conversion.
The rest of the changelog are:
Added a "preview" option that displays the current converted videoframe
All settings (Framerate, Resolution, Image Tweaks and Subtitles) can be previewed when using the "Trim" options for instant view of changes in the setup
Added a "Pause Conversion" option to the process priority list
Added a VobSub filter for subtitles (now activated by default)
Added option to show/hide all video settings (now hidden by default)
Easier to select a preset
Improved "Tweak Image" options
Improved extraction of embedded subtitles
Added new presets
Misc improvements
Minor changes in the GUI layout
Download Here --> http://pspvc.nswardh.com/
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February 15th, 2009, 16:15 Posted By: wraggster
News/release from roe-ur-boat
Here's a small game originally by Darkchild I've ported to the PSP from the DS. As you can probably guess from the title, it's a memory game.
The object of the game is to recreate the patterns shown to you. An extra life is awarded every now and then depending on the difficulty you choose.
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February 15th, 2009, 16:05 Posted By: wraggster
News/release from hitchhikr
I recently (today as a matter of fact ;D) made a psp replay routine for my softsynth tracker program available here:
http://protrekkr.googlecode.com/
The tracker is tailored for much faster machines so this is more an experiment than anything else.
If you intend to use it to create music for the PSP you'd better go very easy on the dsp effects and channels polyphony, especially the flanger fx is a really heavy toll because the media engine doesn't have any integrated hardware sin/cos or pow instructions.
The replay routine of the tracker uses the 2nd processor so the occupation time of the main CPU is really minimal.
Samples depacking with the PSP codecs isn't implemented yet (so samples packing should be set to "none" in that case).
The tracker itself is open source and available on Windows, Linux and Mac OS X.
Here is a quick little test using one of the 303 unit (tested on 1.5 and 3.40oe, older consoles):
http://pagesperso-orange.fr/franck.c...p_ptk_test.zip
Have a nice day,
f.
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February 15th, 2009, 16:01 Posted By: wraggster
New update from the PCSX2 blog:
Zerofrog documented the concepts of Virtual Memory a few years back. So now I figure it's VTLB's turn, since it's the new exclusive memory model used in current SVNs and any future releases.
So what is VTLB? VTLB stands for Virtual Translation Look-aside Buffer, which for most of us is a lot of common everyday words that, when put together like that, don't mean much at all.
Firstly, the memory model names VM and VTLB refer to the systems in place inside PCSX2 for emulating the Playstation2's memory, and don't actually refer to what's being emulated. In fact, neither VM or VTLB builds emulate the PS2's own TLB memory model, which can be misleading since VTLB contains the letters "TLB." The VM build was incapable of emulating the PS2's TLB without significant speed penalties and complications. VTLB on the other hand has the potential to emulate the PS2 TLB, but we haven't added functionality for it since it also depends on some other not-yet-complete areas of emulation (namely MIPS TLBMiss exceptions). As Zerofrog explained in an earlier blog, very few games utilize the TLB features of the PS2 anyway, so it's pretty much at the bottom of our wishlist at this time.
Conceptually, VTLB is surprisingly simple. It works by building a look-up of the PS2's physical memory on a per-page basis, and then defining actions or "handlers" for some pages, and defining other pages as "direct access" (fast mode). A page of memory is 4096 bytes long, so the PS2's 32Meg physical address space translates into 8192 total pages of memory, which ends up being a pretty small and efficient size as far as lookup tables are concerned. By comparison the current EErec uses a lookup table with 8 million entries!
So when a PS2 instruction performs a memory operation (usually referred to as a memOp), the VTLB grabs the lookup address. If the address has the "special handler" bit set, it routes to that handler. If the handler bit is not set, the address is treated like a normal pointer to physical memory. As an optimization, VTLB uses the sign bit of the 32 bit address for the purpose of differentiating handled memory pages from direct memory pages.
The pseudo-code looks like this, as performed for a write memOp:
Code:
uint page = ps2_addr/4096;
uptr pc_addr = vtlb_lookup[page];
if( pc_addr & 0x80000000 ) // sign bit check
*pc_addr = data;
else
{
handler[page]( ps2_addr, data );
}
By default, Pcsx2 utilizes the VTLB's handlers for several areas of Ps2 memory that hold hardware registers. Hardware registers are memory addresses that control the whats, whens, and hows of the Ps2 -- write to a specific memory address and the PS2 starts a DMA transfer, or changes the video mode, or plays a new audio sample. These writes have to be intercepted and handled by the emulator. The VTLB allows us to do that very efficiently.
The reason why VTLB is able to emulate the PS2's own TLB is thanks to the handlers, which can remap memory anywhere at any time, with any set of permissions. If a game decided to remap some pages of memory to a different virtual address, those pages would have the "handler bit" set TRUE, and then the handler for those pages would be instructed to remap the memOp to the appropriate physical address.
Thus, the flow would be as such:
Ps2_Virtual_Address -> VTLB_Lookup -> Handler -> Ps2_Physical_Address
The benefits of this model are three-fold: efficiency, extensibility, and ease of debugging. If a game doesn't use the Ps2's TLB, then the VTLB will simply use direct memOps (fast!). If a game does happen to use the TLB, then VTLB can remap the memory as needed, allowing that game to emulate correctly also without having to needlessly burden other games with the overhead of virtual memory remapping logic. And to top it all off, handler mappings can be traced and dumped quickly and easily at any stage of emulation.
http://www.pcsx2.net/blog.php
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