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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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December 7th, 2008, 20:47 Posted By: royale
Hello,
I have been working on a port of the open source game X-Moto for the PSP.
It is still very experimental, but I wanted to make the release to share with you the progress.
I worked on the 0.4.2 version of X-Moto, because the last version (0.5) introduces new dependencies, for example on SDL_net which is not available for the PSP.
The game is running, but there are still many issues:- It is very slow. I did not have the time to profile the game yet, so I don't know why, but I fear it might be because of the physical engine, so it might be difficult to optimize.
- There is no sound. Since it is not a big downside for this game, I did not investigate on this yet.
- No menus: currently, the menus are crashing the game on the PSP, and anyway there are too big for a 480x272 resolution. So the game is launched directly with the level you choose (like --level X on the PC).
- No network support: you won't be able to download new levels and upload your high scores...
- Hardcoded controls: you cannot change the buttons configuration for now.
But, at least, it is possible to play X-Moto on the PSP, I hope you will enjoy it
The game and source code are available from my website: http://royale.zerezo.com/psp/
The ZIP file is quite big, so I am not sure if I can attach it here...
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December 7th, 2008, 19:20 Posted By: wraggster
Well just checking some of the sites i dont check daily and 10 days or so ago a new release of the Video Converter for the PSP by the red kawa guys has occurred .
PSP Video 9 is a free PSP video conversion and management application. It can convert regular PC video files (avi, mpeg, etc) into PSP video files, as well as manage/copy these PSP video files between your PC and PSP.
This release includes a number of bug fixes including the MSVTagger issues for people with older firmware PSPs as well as improving the Queue and Start Conversion functionality for Power mode users. We have also dropped the resolution restrictions for those power users creating their own custom profiles.
If this is your first time using version 4, you should really check out the release notes for 4.03 and 4.02 to understand some of the major changes that were made in version 4 compared to 2 and 3.
4.04 Changelog:
Changed: Improved Startup Error Reporting
Added: Power Mode Error Reporting
Changed: Start Conversion Button Behavior
Removed: Resolution Checks for Custom Profiles
Added: Legacy PSP File Handler Library
Added: New Firmware to Lists
Downloads here --> http://www.redkawa.com/blog/post.php?t=41038
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December 7th, 2008, 19:15 Posted By: wraggster
Noeffex has updated his cheat device made for SOCOM: US Navy SEALs Fireteam Bravo 2
Heres whats new:
BakonICE, the one and only up-to-date Socom Fireteam Bravo Two cheat device. Developed by NoEffex with contributions of a significant amount of people.
Changelog
Slant Six added a new anti-cheat system. With this said, hotkeys will screw you over online. If you go online, use it, so you will get hit just like all the other online cheaters. Anyhow, I would like to thank them(Slant Six) very much for FINALLY making legitimate online play possible again
Added ability to save your current cheats
Ability to suspend the animation thread, as requested
Loading of modules from a .txt(ms0:/seplugins/bakonmods.txt, just like M33's game.txt, except they're always loaded, the reason for this is that there are a ton of various modules for this game that do things I refuse to do, and freeze up during the main module loading that M33 does.
Some fixups here and there
Crawl in water disabled, FINALLY. Keep forgetting about it..
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December 7th, 2008, 19:11 Posted By: wraggster
Nick has released a new version of the Video Converter for the PSP, heres whats new:
Ok guys, time for another PSPVC update - v3.30 is now available for download!
Note! If you Installed PSPVC 3.30 before 2008-12-06 or downloaded v3.30 from some other site and receive the "Codec Missing" message, please download and re-install PSPVC since a faulty DLL has been replaced.
Improved subtitle alignment
Added "Drop Shadow", "Shadow Opacity" and "Shadow Distance" options for subtitles
Added support for domain entry in PSPVC Server
Replaced "Sharpen" with "LimitedSharpen"
Unlocked "CMP" (Motion compare functions) in "Advanced" tab for stronger compression
Fixed an *.srt subtitle bug
Fixed an "Auto Audio-Delay" bug
Fixed an "Auto Volume" bug
Fixed a "Shutdown Computer" bug
Updated PSPVC Server to v1.4
A few new presets added
Download PSPVC v3.30 here --> http://pspvc.nswardh.com/download.php?file=pspvc
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December 7th, 2008, 19:08 Posted By: wraggster
Slasher has released a new build of his space shootem up for the PSP, heres the release details:
This is Asterz Build #6, over a year since the last build was released.
I started working on this once again and this is what has changed from build #5b:
- Core code completely redone. I physically deleted it and redid it
- New TEDGE Team Duck particle engine being used, so particle look much better
- GU lighting added, giving shape to models
- Makeshift anti-aliasing added for smoother edges (thanks Raphael for dither matrix)
- Basic menu added
- Ability to choose different ships (3 are available in this build)
- Ship physics tweaked a bit
- Ability to barrel roll with ship now
- Level setup now complete, I just need to make the levels
- Added D-PAD movement support
- Probably other things that I forget right now...
Please keep in mind that this is a test build. It's not a fully functional game. You can only get up until about Level 3 and then you can't kill the enemy so you can't proceed, in which case you can press SELECT at any time to go back to the menu if you wish.
Also, powerups are available, but they don't actually give you ammo. You have unlimited ammo right now.
Controls:
~ Analog/D-pad = Movement. Left/Right turns ship & Up/Down Accelerates or Reverses
~ LTRIGGER/RTRIGGER = Change weapon (Only regular gun, and missile works right now)
~ HOLD DOWN SQUARE + LTRIGGER/RTRIGGER = Barrel roll your ship sideways
~ CROSS = Fire selected weapon
~ SELECT = Go back to menu
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December 7th, 2008, 19:03 Posted By: wraggster
Bubbletune has updated his Game Categories Plugin for the PSP, heres whats new:
[Version: 3 - Improved compatibility]
[ http://bubbletune.x-fusion.co.uk]
Changes:
- Added support for the custom firmware 5.00 M33-4 (due to the new Shutdown option being added, a lot of offsets changed).
This plugin allows you to categorize your game menu and keep it more organized.
Requirements:
- A PSP with 5.00 M33-3/M33-4 or higher (it may break in the future, therefor I will update it as soon as I have the chance to do so).
Instructions:
- Copy 'game_categories.prx' and 'vsh.txt' to the seplugins folder, if you already have a 'vsh.txt', modify it instead of copying the included one.
- Enable the plugin in the recovery menu.
- Create folders prefixed with 'CAT_' in the GAME, GAME150, GAME5XX or ISO folder.
- Fill them with everything you want to appear for that specific category (if you have the same category name in two or more folders they will be mixed).
- Keep the Sony file length limitations in mind, due to the name of the category being added to the total length, the length of each filename will increase even more. If a corrupt icon shows up, try lowering the length of the filename.
- Boot your PSP, open vshmenu and select the appropriate category (a new option will be added by the plugin, this will happen seamlessly and everything should keep working).
Notes:
- If you change category while currently in the game menu, it will automatically leave the game menu and recache the directory.
- A 'Show all' and 'Uncategorized' option are available in case you need them.
Have fun.
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December 7th, 2008, 19:00 Posted By: wraggster
Art has posted a new release of his Multimesh Homebrew for the PSP:
Hi Guys,
Well this one was supposed to be an XMB screensaver controlled by a plugin.
I got it all working, but the problem is the screensaver was always activated
after a certain time, even if the music/video player, USB, or Web browser was working.
I haven't found a way to detect if the XMB is really idle, so I've just released it as an eye candy eboot demo.
Actual app is a lot smoother of course!
This will be the last one unless I can sort out the screensaver plugin side of it.
Cheers, Art .
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December 7th, 2008, 18:53 Posted By: wraggster
News/release from nononux
Hello,
PSP4 is my first homebrew, it is a power 4 for PSP.
It is written in C + + with SDL.
You can play 1 or 2 players on the same PSP.
It has several themes, and can create others (see the README).
The keys: the arrow keys for navigation, X to confirm, and START to PAUSE.
Other keys are listed in the game
Other images on my site: http://nononux.free.fr/psp4.html
Put it in ms0: / PSP / GAME for example.
Play your part!
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December 7th, 2008, 17:25 Posted By: wraggster
Finding themselves in need of a thermometer that could communicate with the computer, The Cheap Vegetable Gardener resorted to a bit of hacking. They created this PS2 controller thermometer by attaching some thermistors to the analog stick inputs. Each PS2 controller could collect data from up to four thermistors. There is an auto shutoff feature built into the controller that shuts off the analog signal after a period of non use. To overcome this, they simply taped the L2 button down.
http://hackaday.com/2008/12/07/ps2-c...r-thermometer/
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December 7th, 2008, 05:28 Posted By: Christuserloeser
SX posted a beta build of OpenBoR for PS2 at LavaLit.com:
Does anyone want to try out a build I've finally been able to compile. Its the same version as Pixel's Port 0.1b but I have managed to get it to compile using the latest SDK. Feedback required. Lets see if it runs since I don't have a PS2 to test with...... Just replace your working elf with this one.
Only existing users of Pixel's PS2 BOR Port are required to give me feedback since I don't know what the file layout is for Pixel's Port.
Here is a quote from Pixel's How-To from psx-scene.com on how to use Pixel's port. See if this helps:
The software will look for the file "bor.pak" on the same location it was booted. For example, if you use ps2link to boot it from host:, it will try to load the bor.pak file at host:bor.pak. It doesn't reset the IOP, so, it should be able to get benefits from any previously loaded irx, and thus, it should maybe load magically from hdd. No idea though...
Now, you can force the boot location by renaming the binary. If it starts with "cd" (like "cd_bor.elf") it will try to load the file cdrom0:\bor.pak, if it starts with "dvd", it will try to load the file cdrom0:\bor.pak, in DVD mode, if it starts with "host", it will try to load the file host:bor.pak, and finally, if it starts with "mc"... duh... forget about it
The options should be automatically saved on the memory card. Beware, it doesn't tell when it does... but just don't remove the memory card, the joypads, or switch off the console when it does, that is, when you exit the settings menu, or when you finish off the game.
To download, register at LavaLit and check the attachment in this post:
http://lavalit.com:8080/index.php?topic=2186.0
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December 7th, 2008, 01:34 Posted By: CoderX
Well the Holidays are here again and as I promised you all this is my annual winter update for Penguin Snowboarding (aka PengBobsled). Allot has changed about this game other than just it's name. In this release I've added so many new features and squashed so many bugs that I've actually surprised myself with the outcome of my work. Without more to do and created just for all of you is version 3.0 just in time for the snow.
Changes in (Penguin Snowboarding 3.0)
1. Interface and Graphics Rewrite.
2. Cleaner Code and Smother Buffering
3. PengBooster - Make playing the game more exciting
4. Coded Completely updated based on Halloween Edition.
5. Crash caused by running out of health "fixed"!!!
6. Other small Bug Fixes
7. "Much Much More"
So to everyone that enjoys this game because I lived making it, please let us know what you think of it!!
Also if your at all unsure this game has been under development for three years and is truly a great game and you will all love it as long as you give it a chance.
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December 6th, 2008, 21:03 Posted By: wraggster
Shadow and the rest of the JCPSP Team have today released a new build of their PSP Emulator for WIndows written in Java that plays commercial games.
Download and Give Feedback Via Comments, Post any compatability reports also.
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December 6th, 2008, 20:39 Posted By: wraggster
The Gundam tap never runs dry at Namco Bandai Games. Mobile Suit Gundam: Gundam vs. Gundam came out like two weeks ago in Japan which means its about time for them to announce a new Gundam game.
Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui V is a follow up to Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui which came out for the PSP last February. Unlike Gundam vs. Gundam, the Gihren no Yabou branch of Gundam games are more like Risk.
While Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui was only a PSP game, Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui V is in development for the PS2 and PSP. Both versions will be simultaneously released in Japan and probably only in Japan on February 12. The PSP version is 1,300 yen cheaper and as a bonus anyone who bought last year’s Gihren no Yabou PSP game can load their play data to unlock 14 scenarios from the beginning.
This isn’t the only Namco Bandai game to get a simultaneous PS2/PSP release. They are using the same strategy with Soul Eater: Battle Resonance which comes out this January. It seems like only their anime games get this treatment, though. Still, it’s interesting to see publishers like Namco Bandai keep the PlayStation 2 going well into 2010 with PSP ports.
http://www.siliconera.com/2008/12/05...p-gundam-game/
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December 6th, 2008, 20:39 Posted By: wraggster
The Gundam tap never runs dry at Namco Bandai Games. Mobile Suit Gundam: Gundam vs. Gundam came out like two weeks ago in Japan which means its about time for them to announce a new Gundam game.
Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui V is a follow up to Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui which came out for the PSP last February. Unlike Gundam vs. Gundam, the Gihren no Yabou branch of Gundam games are more like Risk.
While Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui was only a PSP game, Mobile Suit Gundam: Gihren no Yabou Axis no Kyoui V is in development for the PS2 and PSP. Both versions will be simultaneously released in Japan and probably only in Japan on February 12. The PSP version is 1,300 yen cheaper and as a bonus anyone who bought last year’s Gihren no Yabou PSP game can load their play data to unlock 14 scenarios from the beginning.
This isn’t the only Namco Bandai game to get a simultaneous PS2/PSP release. They are using the same strategy with Soul Eater: Battle Resonance which comes out this January. It seems like only their anime games get this treatment, though. Still, it’s interesting to see publishers like Namco Bandai keep the PlayStation 2 going well into 2010 with PSP ports.
http://www.siliconera.com/2008/12/05...p-gundam-game/
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December 6th, 2008, 02:14 Posted By: wraggster
news via psphacks
It’s new and improved — Playboy21’s TrickBrick v5. Revamped using moonlight’s vlf library to give TrickBrick that convincing legitimate look; you’ll without doubt drive anger, frustration, sadness, and plenty other emotions through your friend(s) after they believe their PSP was just bricked.
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December 6th, 2008, 02:11 Posted By: wraggster
Shadow and the rest of the JCPSP Team have today released the first build of their PSP Emulator for WIndows written in Java that plays commercial games.
Download and Give Feedback Via Comments, Post any compatability reports also.
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December 6th, 2008, 02:01 Posted By: wraggster
Another release from Art:
Here's a demo that shows colour inverted output from the GoCam on the PSP screen in real time, as well as two other colour effects. This is based on the Chotto cam sample at ps2dev.org.
It does nothing else, no saving of photo or video, just an experiment done with the same sample I started on for Laser Invaders.
I considered making a GoCam program around the time I did Laser Invaders, but don't imagine I'll continue what I originally had in mind. I might do something that responds to visual or audio ques to take photos because the PSP is in a case and I need a way to start and stop underwater.
And an entirely unrelated YouTube video shot underwater! The whole PSP and GoCam in a Pelican case is submerged, and the camera is viewing through the polycarbonate lid:
http://au.youtube.com/watch?v=_GJVnLl52vc
Cheers, Art.
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December 6th, 2008, 01:59 Posted By: wraggster
News/release from KiNGxLeGiTx
This is my first homebrew game i have made the games called Genetic Art its a beta not quiet done yet but try it out please dont talk trash this is after all my first homebrew game
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December 6th, 2008, 01:54 Posted By: wraggster
Art has posted a new release for the PSP:
Hi Guys,
Here's a little demo done with Easy Image Library.
The animated gif is a bit choppy, but the program itself is not an animation.
Not sure exactly what to do with it yet ... Harder than it looks though.
Art.
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