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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 15th, 2008, 21:02 Posted By: wraggster
Damon Caskey and the guys over at Lavalit the Openbor Community (Massive Community of gaming modders of the game Beats of Rage/OpenBor) a few days ago (i am the very first outside of their site to find and post this) released a new version of Openbor for Windows, GP2X, Dreamcast and PSP
Heres whats new
Release 2.2000!
New features:
subject_to_minz {int} - Model header command. Toggles minimum Z bounding for model on playfield. Available to script methods getentityproperty and changeentityproperty as "subject_to_minz".
{int} - Default 1 for all except panel type models.
1: Entity cannot move beyond current minimum Z boundry.
0: Entity can move freely beyond current minium Z boundry.
subject_to_maxz {int} - Model header command. Toggles maximum Z bounding for model on playfield. Available to script methods getentityproperty and changeentityproperty as "subject_to_maxz".
{int} - Default 1 for all except panel type models.
1: Entity cannot move beyond current maximum Z boundry.
0: Entity can move freely beyond current maximum Z boundry.
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September 15th, 2008, 20:27 Posted By: Shrygue
via Kotaku
WipeOut HD is a "coming sometime in the future" game no more. Sony have announced when the game will be out, and friends, it will be out soon. September 25, to be precise, and when out on September 25 will set you back $20. For that $20 you're getting, amongst other things, 8 tracks, splitscreen racing (offline only) for two players, or if you're up for a bigger challenge, 8-player online multiplayer.
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September 15th, 2008, 09:37 Posted By: LyonHrt
Way back in 2006, Sony filed a patent (uspto.gov) for a handheld computer interactive device. The 3D game controller was designed to be held in your hands and can capture all your palm and finger movements, and then transmit them as commands into your PS3 or PC. The patent also reveals that it features tactile feedback. But we have not heard anything about this interesting concept for quite some time, who knows when Sony may strike with it if ever...
http://thejoypad.blogspot.com/2008/0...teresting.html
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September 15th, 2008, 01:46 Posted By: wraggster
Shadow-Aleth has just introduced its new homebrew: Mario Pong. As its name suggests it is a pong, but the colors playing Mario. The game is played (for now) to 2 on a single PSP.
The game has 3 difficulty levels and a pause menu.
What is planned for a future version:
A scenario
Additions Music
All good ideas
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September 15th, 2008, 01:35 Posted By: wraggster
News/release from Mr305
Heres the patch for the recent Alarm Suite release:
Changelog:
Quote:
-> You couldn't cancel an alarm that was already set by Pressing RTRIGGER. Fixed. This bug accidentally crept in due to a last minute change. Thanks to users for timely feedback.
Read the readme for instructions.
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September 15th, 2008, 01:28 Posted By: wraggster
News/release from Monkit
Sorry, have to wait until Moose help with with the links , till then, only able to see the pictures.
It took me a week to make the current SnowKillz engine.
My previous ragdoll game was delayed until problems could be solved.
Basically it is something like a top-down shooter.
It was previously one of my super old childish games on PC
My old SnowKillz on PC
But I ported it to PSP thinking that it would be fun
Anyway.. the Loading is very slow.. have to bear with it. >.<
The graphics and sound I would change later. Most graphics are from RPGmaker. Some I drew them, but the sound part are from War3 and RPGmaker too if I never remember wrongly.
The game is currently in alpha mode, gameplay is not there yet. But you could enter level mode and see how the game would be like.
Analog->move around
R-> Shoot
Triangle,square,circle,x -> move aimming
The menu just basically shows the AI part. That is the main thing I want people to see. A nice bloodly battle field that is rather cute... lolz
Heres the game!
Click Mi!
Things I would add later:
Level Mode
Survival Mode
Snowball Ammo
Better AI
Tutorial
and perhaps open source the whole thing after I complete it.
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September 15th, 2008, 01:19 Posted By: wraggster
News from our friend Uberjack:
My initial attempt at implementing state saving in RACE! turned out to be more successful than anticipated. I was able to save, then load Sonic The Hedgehog: Pocket Adventure successfully, with the exception of sound, and I have a fairly good idea where to look to fix the problem (possibly the program counter of the Z80 chip).
Thanks to NeoPop’s existing state saving code (and thus neopop_uk), for pointing me in the right direction.
http://0xff.akop.org/2008/09/14/race...saving-update/
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September 15th, 2008, 01:16 Posted By: wraggster
Buunyan has released yet another PS3 BD-J Homebrew Game,
Jirai looks to be another puzzle type game, as with any BD-J release any firmware of PS3 can play so even if you have the newest firmware this type of homebrew is safe.
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September 14th, 2008, 22:08 Posted By: wraggster
Our friends at eastasiasoft were so kind to let us know more details about the upcoming PlayStation3™ PSN release of their shoot 'em up with the hard to pronounce name Söldner-X: Himmelsstürmer.
According to their latest press release announcement from earlier this week, the game is targeted to hit the PlayStation™ Network in North America in October 2008, with other territories expected to follow shortly after.
No matter if you have already enjoyed the PC version or are new to the game, you will probably be pleased to hear that SideQuest Studios (the developer of this game) have added plenty of new features to the PlayStation3™ port, including:
Visual improvements including y-scrolling, new background animations, newly added effects and more
Contains new enemies, including newly crafted standard foes and larger sub boss battles
Additional boss battle and berserker mode background music (seven brand new tracks in total!)
New sound effects added for an enhanced gaming experience
Rebalanced game play with an easier default difficulty
Rebalanced high score system, including new victory screens
DUALSHOCK®3 and optional SIXAXIS™ support
Trophies support
Visual improvements can been seen on their latest PS3™ screenshots. Below is a small excerpt only, you can find lots more on their official website.
Make sure to fill up your PSN wallet as Söldner-X: Himmelsstürmer will surely be a pleasant addition to your game collection.
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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September 14th, 2008, 22:04 Posted By: wraggster
Things have been fairly aggressive between the two presidential nominees as of late, perhaps largely due to a certain comment involving a farm animal and mouth-based cosmetics. That's why we were so glad to see them squash the beef in a recent Saints Row 2 advertisement (posted after the break), combining forces to wreak havoc across Stilwater (much to the chagrin of their respective campaign staffs, we imagine). We're also glad to see that the character customization in THQ and Volition's crime-riddled sandbox is so versatile. We've already begun planning our own presidential nominee superteams for when the game comes out -- we've always wondered what Roosevelt and Dewey would look like in a gang war.
http://www.joystiq.com/2008/09/13/mc...row-2-trailer/
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September 13th, 2008, 18:19 Posted By: wraggster
Another commercial demo for the PSP and its the game Neo Angelique
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September 13th, 2008, 18:11 Posted By: wraggster
MediumGuage has released a new version of his Filebrowsing and more app for the PSP, heres whats new:
general:
- enabled to access flash0 by kernel3 Filer. (thanks to Torch!)
filer:
- fixed a bug that Filer was crashed when removing un-opened folder.
- fixed a bug folders which have those extensions could not be opened :".ZIP", ".RAR", ".ISO", ".CSO".
picture viewer:
- fixed a bug that Filer was crashed when opening mono-JPEG file.
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September 13th, 2008, 18:04 Posted By: wraggster
Before there was Soul Calibur, there was Samurai Showdown. Fans of the weapons-based fighting series may remember the early days -- a time when all the cool kids had Neo Geos. Those were some good times, huh? Since then, the series has grown and spread its seed onto other platforms.
Gathering the SS titles together, SNK is taking the aging IP and putting all six appropriately numbered Showdown games onto one little disc; it's being called Samurai Showdown Anthology. With SNK around, there's never a shortage of these Anthology collections, now is there? The latest press release pins the game for a European release by winter 2008; a North American release was also mentioned sometime ago.
http://www.pspfanboy.com/2008/09/12/...eat-up-winter/
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September 13th, 2008, 18:03 Posted By: wraggster
PirataNervo has released a new version of his Shell for the PSP, heres whats new:
IF YOU NEED HELP YOU SHOULD ASK FOR HELP AT http://forums.consoleworld.net AND NOT ON OTHER FORUMS
This is because you will get a better(and you will get an answer for sure) answer from me or from my beta testers than from anyone else who uses only public releases and do not experience the problems that a beta release has.
Changes/Additions:
nosautoboot.prx: now it is more stable (both autoboot plugins) and fixed a problem that caused the XMB to not load sometimes.
System Info: Free Ram uses a different function now.
Unpacker: Added unrar support
Unpacker: Added 7z support
When typing your password in log in (not in recovery), it shows the password as *
Adhoc File Transfer
NervOS Configurator: Now opens the file browser when you choose the font option.
NervOS Configurator: Now opens the file browser when you choose the user image option.
Picture Viewer: added GIF support (animated GIF's too, maybe not all gif's are displayed right (specially the black and white colors))
Picture Viewer: added BMP support (16 bit BMP can be loaded but may not be displayed correctly. 24 bit BMP files are displayed correctly. 32 bit may not be loaded or displayed correctly)
Picture Viewer: fixed 1 bug
Increased compatibility with PRX plugins
File Browser: Fixed 2 bugs and 1 typo
NervOS Installer: remade the graphics and added some sounds
NervOS Configurator: when changing theme, does not restart anymore.
USBHostFS: No need for UMD discs anymore when you want to play an ISO (if no UMD is inserted, it uses OE Isofs)
Added 3 new icons under applications: NetHostFS, Unpacker, Adhoc File Transfer
File Browser: Added usbhostfs0 and nethostfs0 to root directory so you can navigate through there.
File Browser: Added "Send file via Adhoc" in tools window
ISO Browser: fixed bug when reading ICON0.PNG.
NetHostFS does not work !! (at least for me it does not) but NervOS is ready to work with it. So the next release will have it.
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September 13th, 2008, 17:50 Posted By: wraggster
Mathfacts has posted a new homebrew app for the PSP:
The object of the game is to have the lowest score when a player reaches 500 points.
Each player receives 7 cards.
One card will be turned face up.
To play, select a card that matches the color or the number/text
If you cannot play you must draw until you can play
Special cards affect the play:
Skip - skips the next player
Draw # - the next player draws # and skips their turn
Reverse - changes the direction of play
Wild - You can change the suit to any color
Wild +4 - you can change the suit to any color and the next player draws 4 cards and skips a turn
If you have one card left, YOU MUST press the right bumper to indicate it is your last card
If you fail to do this, you will be forced to draw 2 cards.
When a player plays their last card, each player will gain points based on their cards.
Wild cards = 50 points
Rev/Draw/Skip cards = 20 points
Number cards = their value
Play:
Left-Right = select card
X = play card
O = Draw card
Right Bumper = Last card
start = quit
select = restart
Though it is fully playable, I am going to continue to work on the game. I need to Enhance AI, add option screens for score, players, wild play type and other stuff. I consider this an alpha. More to come.
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September 13th, 2008, 17:44 Posted By: wraggster
News/release from raptor85
What this is, is a test game for my 2D game engine, which is written to be able to quickly develop and deploy a game for windows, linux, and the psp, only having to write simple "entity" code then add an entity of that type to a level. (the idea is pretty much taken from the years i spent modding UT2004)
This is a very simple test game created on top of the code i have so far, i created a player class that accepts input, moving platforms, triggers that can turn movers on/off, reveal hidden coins, kill players, etc..., and teleporters. There's no real physics, just simple bounding box collision, it's automatically calculated off of the sprite file you set each entity to use in the level file. Everything is stored in XML, just take a look in the data directories, it should be fairly easy to figure out, and even though i haven't written the editor yet you could make some fairly complex levels using nothing but vim or notepad.
when it's a little bit more complete, the full source code will be released under the GPL for anyone to use/modify.
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September 13th, 2008, 17:32 Posted By: wraggster
Mr305 has released a new version of his Alarm Suite for the PSP:
Ever wanted an Alarm application that looks neat and does it’s job perfectly? Look no further, because this is it.
This is an Alarm application which utilizes the PSP's Hardware Capabilities, setting an Alarm that will wake up the PSP from either Sleep Mode or Powered Off (standby) mode. It is compatible with ALL PSP's including Slim & Light.
Since the early stages of this applications development, the main motive has been ease of use and a clean, appealing interface.
Main Features:
+ Internet Time Synchronization with NIST Time Servers
+ Currently the only Alarm Application compatible with ALL PSP’s including PSP SLIM.
+ Sleep Mode Alarm with support for custom MP3 Audio file.
+ Power Off Mode Alarm that plays sound in XMB with support for Cutom Sound; Consumes virtually 0% POWER
+ 12/24 Hr Time Formats
+ Fully Compliant with DAY TIME PROTOCOL (RFC-867) with support for Daylight / Standard
+ More Accurate time keeping than XMB’s DNAS service, with Network Delay compensation; automatically adjusts for network delays of transmission from server.
+ Display's Hour's and Minutes remaining as the Alarm time is being set; updated in real time.
+ Alarm can be set up to 23 hours 59 minutes in future.
+ Alarm Accurate to the Second.
+ Streamlined, extremely easy to use interface.
+ Shows Seconds & Milliseconds;
+ Aligned Time Display (Constant Length).
+ Checks to make sure if an alarm was already set last time, if so, sets the alarm to that time. Reads time from ms0:/seplugins/HAPoweroffSupport.305 if it exists.
Quote:
Originally Posted by Main Changelog
PSP Hardware Alarm Suite v2.7 bld 1727:
-> CORE: You can't change to Alarm set mode UNTIL you STOP the alarm
-> CORE: As Per user feedback, You can now snooze for 5 mins, once the alarm is playing.
-> INTERNAL: Changes to graphics module to accomodate changes along with other optimizations and cleanups
-> GUI: Improved exit/poweroff/sleep mode animation: Now uses 5 Random effects; Further smoothened animation -- no more choppy borders!
-> CORE: Now uses SQUARE to stop alarm; to make it more similar to Poweroff Alarm Module/
-> GUI: Changed intro.
PSP Hardware Alarm Suite II
-> CORE: Internet time synchronization added. Edit config_hasuite.ini according to your local region.
-> CORE: Power off Alarm NOW works on ALL FW's including 3.90+. (Cause: Changes made to scePower_service module since FW's 3.90+, one of the eventflag handling changed)
-> CORE: 24 Hour time system implemented as per users feedback! Keep 'em comin. You can choose between the two 12Hr/24Hr.
-> CORE: Added option to Toggle USB at any time; No more hassle of going back to XMB just for USB; Uses safe USB dismounting (no corrupt files or File System).
-> CORE: Alarm now also works in normal mode ie. even if PSP is not put to sleep or powered off (Best for PSP DOCKS / people who dedicate this application to their PSP's 24hrs).
-> CORE: In previous version, There was a 1% chance that unit woke up a minute after alarm time or not at all. Fixed. Now, 100% Probability that alarm wake up at all times.
-> CORE: Added Informative Message Dialogs for those not patient enough to read readme's carefully
-> GUI: Every Single GFX recreated from scratch and edited pixel-by-pixel.(C'mon I need a GFX artist next time!)
-> GUI: Major rework of color schemes with hand-picked colors to match the BG.
-> GUI: The colon now ticks every half-a-second.
-> GUI: Added nice subtle sounds to GUI.
-> GUI: Extensive changes to physics; now uses smooth scrolling.
-> GUI: Removed every trace of DebugText; now uses intraFont unless there's a fatal error.
-> CORE: You are now able to void(cancel) an alarm at anytime.
-> CORE: Power off Alarm time if existed in(ms0:/seplugins/Hapowersupport.305) was read but hours weren't correctly read, if hours were less than 10 ex: 09 would become 12 or 00 based on time format. Fixed.
-> CORE: Alarm, when resuming from Sleep Mode, was off by 1 second. Fixed.
-> CORE: Now, you can't set the alarm if it’s invalid; this caused abnormal behaviour in previous version.
-> CORE: As a safety feature. The minimum duration of alarm is now 2 minutes.
-> CORE: Sometimes seconds or minutes went up to or above 60. Fixed.
-> GUI: Added an Option bar at bottom since OSD is fully crowded.
-> GUI: Changed Button texts to real button images.
-> CORE: Now shows detailed version info during splash.
-> INTERAL: Massive code cleanup
-> INTERAL: Tighter (better) Memory management
-> INTERAL: Miscellaneous bug fixes
-> INTERAL: Fixed two places of String overwrite that incredibly rarely caused wrong time to be shown.
-> GUI: Home Exit Callbacks removed; you now have to use Option bar to exit.
-> MISC: New Name; New make-over.
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September 13th, 2008, 17:25 Posted By: wraggster
Goumba has released a new version of his Star Wars Game for PSP, heres whats new:
What's new:
- In both games, when you attempt to call, you would get the message "Can't call before the fourth round," press X to continue, BAM! return to the title screen. A misplaced "return" caused this and has been fixed in the Casino game only. Standard Game still suffers this bug, it's not done, and you shouldn't be playing it.
- The dialog boxes and cards used to show the background around the edges of the text and now his has been fixed - for the dialog. Most other text now show a translucent box around the text.
Fix one thing, and now more stuff needs to be fixed that didn't before.
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September 13th, 2008, 17:14 Posted By: wraggster
Pegasus2000 posted this:
CamShift is a tecnology developed by Intel that allows to a PC the
recognition and the tracking of an object as, for example, a human face.
Here there is a paper about this:
http://dasl.mem.drexel.edu/noahKuntz...enCvPart03.pdf
Till now, this tecnology has been executed using x86 PC.
Nanodesktop tecnology has realized a new result: this homebrew implements the Intel tecnology under PSP:
http://rapidshare.com/files/14452485...mo_11.zip.html
It is only a proof of concept, but in the future this could be useful
for paralized humans (the tracking of the head can be analyzed by
a software on PSP and it can send the commands to a system of
servo mechanisms for assistance).
Naturally, I'll integrate this new tecnology in the next Nanodesktop 0.3.5
(with the sources... the code is the same of Intel OpenCV CamShift Demo
for x86 platform).
Usage: copy ndUsbDriverCF.Prx and ndKrnExtender.Prx in the root folder
of your memory stick.
Copy the program in PSP/GAME and start it.
It requires a GoCam and a PSP SLIM (but perhaps it can work also on
PSP FAT).
Move the mouse pointer on the image grabbed by the cam. Press the L
button one time. If you move the pointer, you'll see that an area of
the image is put in evidence.
Press the L button again.
You can see that the software is able to follow the movement of the object:
the area that you have put in evidence gives to the cpu the informations
about the colours of your face.
Enjoy!
In order to stop the program, keep pressed the HOME button for some seconds.
Bye bye
Eng. Filippo Battaglia.
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September 13th, 2008, 17:10 Posted By: LyonHrt
Wow, now this is interesting, how many of you guys remembered the original PS3 prototype controller?
Well some very clever chaps at benheck, in this case forum poster HotDog-Cart, has let us imagine how it would of been to have actually had that controller, rather than the simple (if it ain't broke update it) Duel shock 3!
"What I basically did was take a cheap PS2 boomerang-ish shaped controller, and take its guts out and modify a REAL official Six Axis Controller and put it inside the shell. I also expanded the shell 15%.
I got the controller painted black, so it would be a batman inspired "Batarang Controller".
Please excuse my picture quality. My 5mp camera thinks brand new batteries, are dead. Also, excuse my bondo job. It was my first time.
You can see the white PS button. I didnt put any image there due to copyright reasons."
Link :> http://forums.benheck.com/viewtopic.php?t=26054
http://hackaday.com/
Sorry i copied it from my news post on thejoypad!
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