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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 3rd, 2009, 16:38 Posted By: wraggster
Isn't it just like the internet to propagate unsubstantiated rumors. The latest such rumor surrounding the upcoming survival horror shooter Resident Evil 5 may have given the game some free publicity, but Capcom has decided that enough is enough. It's squashing the rumor once and for all in its latest community blog post. The "action" controls will not allow you to move and shoot simultaneously. Chris Redfield's testosterone-filled body makes multitasking an impossibility.
"While RE5 is very action-heavy, the base RE game design mechanic of holding fast while shooting remains," says the Capcom blog. Newcomers to the series may need to make some "mental readjustments," but the controls have remained this way to establish a sense of risk and danger while in combat. The new controls will instead grant "more natural motion to the second analog stick on your 360 or PS3 controller," allowing you to strafe. We're sure there are strong advocates for both sides of the argument amongst Resident Evil 5's audience. Maybe not Chris Redfield strong ... but strong.
http://www.joystiq.com/2009/02/02/co...t-evil-5-ever/
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February 3rd, 2009, 16:37 Posted By: wraggster
James Bond is traveling to Japan this March when Quantum of Solace finally releases on the PS3, 360, PS2 and Wii in the region. Activision Blizzard has handed the publishing rights to Square Enix for the game's eastern release, where it will be named 007: Nagusame no Houshuu. Quantum of Solace's March 26th release date means it will be arriving a bit late when compared to the movie itself, despite it only just reaching Japan within the last week.
We're not sure how well Quantum of Solace is likely to sell in the far east, but presumably Square Enix thinks there's some money to be made from it. As Activision has shut up shop in the region, handing the publishing rights over to Japanese publishers looks to become a regular occurrence. We weren't expecting Square Enix to be the first to take advantage of this, but who knows, perhaps sticking its name on the box will actually help increase sales
http://www.joystiq.com/2009/02/02/ja...f-square-enix/
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February 3rd, 2009, 16:35 Posted By: wraggster
Capcom plans on supporting PlayStation Home in a big way. Famitsu has revealed brand new Home content based on Capcom's upcoming games, Street Fighter IV and Resident Evil 5. SFIV will receive a post-release patch that will allow players to meet in Home and then jump directly into a Street Fighter match.
In addition to game launching, Capcom will also sell costumes to wear in the Home world. This isn't the first time Capcom has released Street Fighter costume DLC on a PlayStation system -- LittleBigPlanet also features a handful of premium costumes for purchase.
Capcom is also developing a Resident Evil 5 game space, which looks remarkably like the game's opening level. Here, players will be able to congregate and participate in various RE themed events. We're not sure if those events will involve eating other Home users alive, but we hope so.
http://www.joystiq.com/2009/02/03/st...ystation-home/
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February 3rd, 2009, 00:26 Posted By: wraggster
Updated release from Xart
This is a simple to use and add to any software you develope for the PSP device, it is also works well without any issue of anykind with BenHur's intraFont so here is the SXLibary (coreXLib Replacment) that I mainly coded for myself.
I will be, now on! sharing my code online to any that would like it.
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February 3rd, 2009, 00:23 Posted By: wraggster
LEDA is a program that integrates into M33 custom firmwares to let some old 1.00/1.50 homebrew to run.
To avoid waste of memory, leda is only loaded when necessary.
Current compatibility is unknown as is still in beta.
Although it may work on previous m33 versions, it has only be tested on 5.00 M33.
The development of LEDA doesn't mean that development of 1.50 kernel addon will be ceased. 1.50 addon is very easy to code, and thus it will still be coded for almost full 1.5 compatibility, but LEDA has some advantages over it.
Advantages:
- It works on slim too
- It doesn't need much flash space
- You don't need to care about which folder your homebrew is.
LEDA first tries to load the homebrew program normally. If it works, then the homebrew is a 3.XX+ one, and leda terminates itself to not waste RAM. Otherwise, leda does some patches to load the 1.0/1.5 homebrew.
- Unlike 1.50 kernel addon, LEDA tries to be independent of firmware. This means that whenever a new version of M33 is released, leda will probably work without need of an update.
Disadvantages:
- Less compatibility. Anyways, I will try to make LEDA compatible with those old homebrew that are still useful today because they weren't updated or because they have a better old version.
Install instructions:
Copy LEDA folder to /PSP/GAME and run it. The program will install a prx in the system, this will be done very quickly. After this, you can already try to run 1.0/1.5 homebrew normally from XMB; LEDA folder is not needed anymore in the ms and you can delete it if you want.
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February 3rd, 2009, 00:19 Posted By: wraggster
Davex has released a new Unofficial version of the CPS1 emulator for PSP:
Hi everybody,
One feature missing of the great NJ emulators was cheat support. Maybe one day NJ returns to amaze us with their fabulous creations, but meanwhile I have been working adding cheat support to his CPS1PSP emulator.
This Unofficial Work In Progress version supports the cheat format used in FinalBurn Alpha and is ready for anyone who wants to test it.
DAVEX
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February 3rd, 2009, 00:12 Posted By: wraggster
Davex has released a new Unofficial version of the CPS2 emulator for PSP:
Hi guys,
This Unofficial Work In Progress CPS2PSP version adds cheats support to NJs CPS2 great emulator.
Enjoy,
DAVEX
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February 3rd, 2009, 00:03 Posted By: wraggster
News/release from Mapsp95
Hello everyone,
yesterday I finished my homebrew and I've posted on my blog but not here because I had a little lack of time.
Well, forget this grave sin!
The name is PSPInfos I've developed in 1 week, as its name suggests, it gives you lots of info.
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February 2nd, 2009, 23:06 Posted By: wraggster
The JPCSP Team have released a new build of their Java PSP Emulator for Windows,
Heres whats new:
r912 fixed system time (nanos -> micros) Jan 25, 2009 pfft.whatever
r911 more patches thanks to raziel1000 Jan 22, 2009 geo...@moralis.gr
r910 Fix divide by zero (Issue 66) Jan 21, 2009 gi...@web.de
r909 Patch for Patapon provided by raziel1000 Jan 20, 2009 gi...@web.de
r908 fixed SceKernelSemaInfo Jan 19, 2009 pfft.whatever
r907 ops i commented out something by accident Jan 19, 2009 geo...@moralis.gr
r906 fixed a small bug in sceKernelThreadInfo (write was 2 bytes wrong ) Jan 18, 2009 geo...@moralis.gr
r905 Patches for Castlevania X and Patapon provided by raziel1000 and snkmad. Jan 18, 2009 gi...@web.de
r904 ... messed up the last commit. This time: updated ResolveUnmappedNIDs tool, you can now copy paste lines from html logs as well as output directly copied from the log window. Last time: fixed thread issue in pspge. fixed endianness issue in mpeg module. tweaked devctl 0x02425818 to 32mb empty ms (values still guessed). Jan 16, 2009 pfft.whatever
r903 updated ResolveUnmappedNIDs tool, you can now copy paste lines from html logs as well as output directly copied from the log window. fixed endianness issue in mpeg module. tweaked devctl 0x02425818 to 32mb empty ms (values still guessed). Jan 16, 2009 pfft.whatever
r902 +1 Implemented sceUtilitySavedataInitStart mode 8 (Issue 51). Enhanced test program SavedataTool to test mode 8. Jan 16, 2009 gi...@web.de
r901 improved io seek. added fatms0 mapping to ms0 (untested). removed context switch from fast check sema when inside callback, who knows what will happen if the sema wanted to wait. converting ge sync(type=queued) to sync(type=done). Jan 15, 2009 pfft.whatever
r900 fixed PSF write (value offset was not getting updated) Jan 15, 2009 pfft.whatever
r899 fixed ioXXXAsync -> context switch -> waitAsync blocking forever. added devctl 0x02015804, 0x02015805, 0x02425823. Jan 14, 2009 pfft.whatever
r898 accidentally left GE callbacks disabled in the conversion - restoring Jan 14, 2009 pfft.whatever
r897 Fixed 2D display to no longer ignore depth information. - ZTST: fixed for 2D. Not yet fixed for 3D. - CLEAR: set DepthFunc to GL_ALWAYS instead of clearing the depth buffer Tested with 2dstudio.prx and different games. E.g. display problems in ToE are now fixed. Jan 14, 2009 gi...@web.de
r896 Fixed 2D display problems: - ATST: do not disable ALPHA_TEST when reference value is 0 - CLEAR: ALPHA_TEST is always disabled in clear mode - TME, ABE, ATE, ZTE: they have no effect in clear mode (other flags not tested) Tested on a real PSP using 2dstudio.prx Jan 14, 2009 gi...@web.de
r895 +1 Added test program 2dstudio.prx to test different parameter combinations when drawing 2D objects. Jan 14, 2009 gi...@web.de
r894 Added jaxen and jdom to .classpath for Eclipse Jan 14, 2009 gi...@web.de
r893 oops, didn't comment out a test properly Jan 13, 2009 pfft.whatever
r892 missed a file for the last commit. other minor changes. Jan 13, 2009 pfft.whatever
r891 re-wrote emu thread <-> graphics thread interaction. list sync implemented. old code/files will be removed later. Jan 13, 2009 pfft.whatever
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February 2nd, 2009, 22:33 Posted By: wraggster
This news originally came out as a rumor, but the PlayStation 2 port of Wipeout Pulse is almost palpable. Sony Computer Entertainment Europe has yet to announce it, but the USK (Germany’s ESRB equivalent) knows a thing or two about it. Recently, they rated it confirming that a Wipeout Pulse port is in development and perhaps on deck for a release soon.
Wipeout Pulse was originally released as a PSP game with online play as one of the main highlights. Downloadable expansion packs for Wipeout Pulse were also sold over the PlayStation Store. Since the PlayStation 2 version hasn’t been given a formal unveiling we don’t know if either of these features will carry over on the PS2.
If Sony is going to continue porting PSP games to the PlayStation 2 they mind as well shoot for some of the creative ones like Patapon. More people should have a chance to play Patapon.
http://www.siliconera.com/2009/02/02...-pulse-on-ps2/
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February 2nd, 2009, 22:27 Posted By: Shrygue
via Joystiq
Keeping to the promise of being exactly one week late, Capcom's playable demo for Resident Evil 5 has finally hit the PlayStation Store worldwide. While touted as being identical to the one we've seen hit Xbox Live, it's slightly bothersome to note that the PS3 version eats up double the amount of hard drive space. That's 942MB to be exact.
Regardless of footprint disparities, the demo finally allows North American and European PS3 owners to try out RE5's online and offline split-screen co-op gameplay. However, those who disdain pairing up with another person can still get their shrill kicks playing solo.
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February 2nd, 2009, 22:26 Posted By: wraggster
Newly released today
features
Assume the role of Nobunaga, or of a rival warlord, in a quest to bring Japan under one rule
Covering the breadth of Japan with over 60 castles and 30 port towns, this incredible simulation spans one massive 3D world map; a first for the series
Complete camera control and a degree of magnification lets players rotate the map view and focus on regions or towns
A new approach to the concept of learning creates a much stronger association between technology suppliers, the military and the government - the Iron Triangle
Over 1,000 daimyo and sub-officers, each possessing varying levels of aptitude which will affect their decisions on domestic policy and battle
Create fictional characters and modify attributes of historical figures with the game’s character creation feature
Select a daimy to control, and choose from among four historical scenarios and one fictional, and then unlock more scenarios as you progress. Nine scenarios in all!
Three modes of play: “Unification”, “Region”, and “Challenge”
A moving score composed by Kosuke Yamashita
description
In the latest edition of this classic simulation series, the acquisition of knowledge and a firm grasp of technology are even more crucial to establishing the groundwork for the future of the country.
Players must embrace technology, govern wisely and shrewdly, and prepare a near-invincible military force for war on land and at sea. Only with the mastery of these three elements, the Iron Triangle, will Nobunaga’s Ambition be realized and a nation united under one sword.
http://www.play-asia.com/SOap-23-83-...j-70-37s9.html
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February 2nd, 2009, 22:20 Posted By: wraggster
Newly released today
features
Play as Coraline and interact with all of the colorful characters in this fantastical interactive adventure
Explore two distinct, fully interactive worlds like never before – the brooding Normal World and mesmerizing Other World
Graphic style and tone inspired by the amazing stop-motion animated film and the eerie storyline
description
Based on Focus Features and LAIKA Entertainment’s upcoming film, CORALINE is a whimsical exploration game that combines puzzle solving, character interaction and item collection with traditional action gameplay. About CORALINE (The Movie) From Henry Selick, visionary director of The Nightmare Before Christmas, and based on Neil Gaiman’s best-selling book, comes a spectacular highdefinition stop-motion animated feature. A young girl walks through a secret door in her new home and discovers an alternate version of her life. This parallel reality is eerily similar to her real life - only much better. But when this wondrously off-kilter adventure turns dangerous, and her counterfeit parents try to keep her forever, Coraline must count on her resourcefulness, determination, and bravery to get back home.
http://www.play-asia.com/SOap-23-83-...j-70-2w29.html
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February 2nd, 2009, 21:57 Posted By: Shrygue
via Kotaku
PlayStation 3 owners will be getting a bit more time with Killzone 2 before release than originally anticipated, as Sony's semi-official blog ThreeSpeech announces a demo for the eagerly anticipated game dropping this week.
A demo for Killzone 2 will be hitting the PlayStation Network on Thursday, February 5th, several weeks ahead of the originally announced February 26th date, which would have placed the demo a mere day before release. In North America, this is the exclusive GameStop demo, with those not pre-ordering from the retailer still having to wait until the 26th.
The demo will feature the first two parts of the first level of the game, giving players a chance to learn the controls in advance of the title's official release.
Between this and today's Resident Evil 5 demo, PlayStation 3 owners will have a good bit less hard disk space by the end of the week.
UPDATE: Sony Computer Entertainment America contacted us to let us know that the demo would still be a GameStop exclusive in North America until the 26th of February. We've updated the article to reflect this.
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February 2nd, 2009, 21:55 Posted By: Shrygue
via Eurogamer
Sony has told Eurogamer that attractive PSN game Flower will cost GBP 6.29 when released next Thursday 12th February.
Flower costs USD 9.99 across the pond, which left us expecting a slightly higher conversion, so this is pleasing. And so is snow.
Flower - developed by thatgamecompany of flOw fame - has players restore vibrant colours to the dreary dream-worlds of city flowers. To do this, petals must be steered around on the wind and clattered into other flowers, sending up more petals to join the cause.
The effect is rather pretty and quite serene, as our hands-on impressions of Flower point out. Look out for our review soon.
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February 2nd, 2009, 21:42 Posted By: Shrygue
via Eurogamer
Portuguese developer Seed Studios has lifted the lid on PS3-exclusive RTS Under Siege.
Due out later this year, the game will place "special emphasis" on user-generated content, according to the official website, and be tailored for console gameplay and controls. Multiplayer and community features will be important, too.
There's not much else to go on, other than some pre-alpha screenshots, which show rural areas and what appear to be tribes and explorers. We can't see much evidence of technology, and the silhouettes on the site suggest swords are the staple weapon-type.
Under Siege doesn't appear to be have publisher yet. We'll let you know more when we do.
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February 2nd, 2009, 21:21 Posted By: wraggster
We've seen plenty of semi-portable mashups from modder extraordinaire Bacteria, and now he's back with another luggable system that turns a PSone into a fully integrated handheld. The system is naturally made from a PSone console itself as well as a travel screen, a third-party controller, custom case, and, most importantly, a lot of skill and patience -- roughly 100 hours worth. You cay buy the tangible bits in a kit on eBay for £49.99 (about $70 US), then follow Bacteria's stupendously comprehensive instructions to build your own.
http://www.engadget.com/2009/02/02/b...ng-portable-p/
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February 2nd, 2009, 21:08 Posted By: wraggster
New from Divineo China (worldwide delivery)
Follow Afro Samurai as he fights to become the number one warrior, a title currently held by Justice, the man who killed Afro's father when he was a child. The game follows the plot of the original series with added material and background for fans and new comers alike.
Blood is beautiful in this hip hop infused action adventure as Samuel L. Jackson reprises his role as Afro and Ninja Ninja. A striking art style gives Afro Samurai a truly unique look and feel across beautifully animated open environments as he wages war against his adversaries to become number one. Using an innovative gameplay system, enemy AI is affected by the beat of the musical score produced by RZA of Wu-Tang Clan fame. These dynamic battles ensure stylized encounters throughout the game that affect the overall tone of gameplay. Slice and dismember opponents as Afro acrobatically leaps from one location to the next, interacting with anything and everything in the environment to help him on his journey.
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