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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 11th, 2008, 20:19 Posted By: Shrygue
via Eurogamer
Sony has decided not to release a Blu-ray version of Ratchet & Clank: Quest for Booty in the UK after all.
The rest of Europe will still get the disc, but according to a spokesperson, Sony decided - when the time came - that the existing PSN download would be enough for us.
Bad news for those living in caves or trees or underwater, then. Or, simply, those not keen on sitting through a 3.2GB download for a slightly unremarkable add-on.
Quest for Booty, in case you didn't know, has Ratchet (but not Clank, who is missing) chasing treasure, drinking rum, exploring caves and bopping robot pirate baddies.
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September 11th, 2008, 20:14 Posted By: wraggster
Shadow and the rest of the Jpcsp Team have today released a new version of the Java PSP Emulator for Windows
Theres no news on whats new so download and try
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September 11th, 2008, 11:45 Posted By: Darksaviour69
LucasArts will be offering Xbox 360 and PS3 demos of the ground-manipulating Fracture next Thursday, 18th September, ahead of the full game's release on 10th October.
The samplers will serve up a tutorial introducing Terrain Formation, the big idea at the core of the third-person action game. This revolves around futuristic weaponry that, at its most basic level, instantly carves craters in, or sprouts hills from, the ground. Dun dun dun.
Unfortunately the tutorial, which we had a fiddle with back in June, spells all of this out rather too clearly, quashing any kind of early improvisation or experimentation. But the exciting potential remains, and not least because up to 12 of you can do all this to each other online.
via Eurogamer
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September 11th, 2008, 08:04 Posted By: uberjack
RACE! PSP, a NeoGeo Pocket Color emulator has been released. It’s based on the PSP port of the RACE! emulator by Flavor, called RACE-PSP. RACE! is significantly faster than NeoPop, and runs most games at or very near 60 fps.
Many thanks to Flavor, for being kind enough to share his source code, and special thanks to wraggster, for his super sleuthing skills
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September 10th, 2008, 22:53 Posted By: wraggster
Nice article from Popular Mechanics
As we expected, Apple's "Let's Rock" event yesterday offered some new iPods and a new version of iTunes—even if the unveiling didn't quite meet our expectations. But Steve Jobs and Co. had something else to deliver as well: a clear message that his company now has its sights set directly on the portable gaming market, with very real and very high aspirations for App Store games for the iPhone and iPod Touch. Jobs even showed off a new ad touting the new iPod Touch as the "funnest" iPod ever.
Apple's mobile gaming goals go far beyond fancy new versions of Bejeweled and Tetris—Jobs yesterday called for "a whole new class of games." It's now clear that the company is gunning for the big boys: Nintendo and Sony, whose DS and PSP platforms, respectively, have dominated the portable video-game market for years. Here's why the old giants should be scared of the new kid on the block—and why they shouldn't.
3 Reasons Nintendo and Sony Are Running Scared:
1. Buying iPhone/iPod Games Is Quick and Simple
Because games can be purchased directly on your iPhone or iPod Touch via Wi-Fi or the phone's 3G network, it's easy to overdo it. Psychologically, pressing "Install" just isn't the same as plopping down a few bills at your local GameStop, so a spend-happy gamer may be likely to buy three or four games in a binge. And because iPhone and iPod users can buy games anytime, anywhere, they never have to worry about stock shortages—or ever getting up from their couch.
2. iPod Games Are Cheap, and Increasingly High-Profile
Very, very few iPhone/iPod games cost more than $10. Meanwhile, very few Nintendo DS or PSP games cost less than $25. And while the DS and PSP games are usually big-budget affairs that dwarf a simple iPhone Sudoku application, this gap is rapidly closing as high-profile developers increasingly port big games such as Spore and Need For Speed to the iPhone and iPod.
3. iPod Games Can Be Expanded and Updated
It's almost inevitable that a big game will have a few bugs or glitches that aren't discovered until after launch. There's usually little Nintendo DS and PSP players can do other than grin and deal with the glitchy gameplay. But iPod games can be tuned to check for updates and heal themselves whenever bugs are found. The iPhone 3G makes it especially easy for developers to deliver expansion packs, adding levels and characters to successful games.
3 Reasons the Gaming Companies Can Sleep Easy ... for Now:
1. iPods Are Touchscreen-Only
In some ways, the absence of a keypad is a boon to innovation when it comes to mobile gaming—it encourages developers to think up creative workarounds using simple tilts and touch gestures. But it's not perfect. This is true for both big, complex games (there's a reason the touchscreen DS also has a full keypad), and with the retro/classic gaming that mobile platforms traditionally excel at (we'll never get used to tilting our phone to manipulate Tetris blocks, and Space Invaders just isn't the same if you can't properly mash your fingers against buttons). Finally, buttons are still far more precise than Apple's accelerometer.
2. Parents Won't Buy iPhones For Their Kids
The Nintendo DS costs just $129. The PSP? $169. These relatively low prices make them very attractive to parents out shopping for an electronic babysitter. Not only do the iPhone and iPod Touch cost considerably more, but they simply aren't toys that can be thrown into the hands of young children. They have large, fragile glass touchscreens, no restrictions on Internet browsing and come linked to online stores. To the extent that gaming is for children, Apple hasn't figured out how to corner the market yet.
3. Games for Dedicated Systems are Much Bigger.
It's hard to ignore that even the high-profile iPhone/iPod games are pretty stripped down, usually playing like drawn-out mini-games that rely on one or two touchscreen-, or accelerometer-driven gimmicks. No matter how pretty a game is, if the gameplay just involves tilting the screen left and right, you won't play it for long. Dedicated gaming systems typically feature more complex games with stylistically different levels and elements. On the other hand, too many big applications will just slow the iPod Touch and iPhone down. Lets put it this way: The Grand Theft Auto series soared on the PSP, but will likely never come to the iPhone (and we're not so sure we'd want to play it if it did).
What are your thoughts, personally the biggest threat to DS and PSP in homebrew terms is Pandora but commercialy if they bring the Iphone/ipod touch down to a much lower price then only then will it threaten PSP or DS, your thoughts via comments
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September 10th, 2008, 21:08 Posted By: wraggster
Newly released today:
Experience the excitement of true next-gen action as you take on the role of Inspector Tequila from John Woo’s influential action film, Hard Boiled starring Chow Yun-Fat. Ensnared by a crime boss with a gripping secret, Inspector Tequila is forced to cross the line from sworn duty to bloody revenge. Engage your enemies with intense cinematic gun battles and cause massive environmental damage in real-time or revolutionary slow-motion Tequila Time.
http://www.play-asia.com/SOap-23-83-...j-70-2njz.html
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September 10th, 2008, 20:59 Posted By: wraggster
Newly released today:
Providing you with an opportunity to experience the struggle between the Black Order and the Earl of the Millenium, Konami has released an action packed game under the hit comic/anime title D.Gray-man.
This fast paced, exciting adventure starts when Allen Walker is entrusted with a mission from the Black Order to meet his teacher and general Cross Marian in China with his comrades.
However, by the time the orders are issued, Cross has already left China for Japan. Determined to find his teacher, Allen and his comrades decided to follow suit. But before they could leave China, a horde of Akuma has invaded the country and in the midst of the battle, Allen came across the most powerful and fearsome member of clan Noah, Tyki Mikk.
The game starts when Allen woke up after his traumatic fight with Tyki Mikk. Talk to different people to activate all the scenes and since the story is told from numerous people's point of view, you gain a wider view of the character's lives in the game than you can in the anime.
Once you encountered enemies, you will be engaged in battles, use the techniques you have learned in the TV series in this section. Depending on which character you have bonded with most deeply, you can launch combined attacks with that character and unlock his/her special scenes.
http://www.play-asia.com/SOap-23-83-...j-70-2tcu.html
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September 10th, 2008, 20:07 Posted By: wraggster
New from Divineo China
Tired of Switching? Here is the solution. Talismoon HDMI Auto Switch lets you connect 3 HDMI devices to your screen and switches automatically to the device YOU want! For example, if no device is turned on and you power one on, it will automatically switch to it. Turn a second one on, and it will jump to that new device. Turn it off, it will go back to first one etc. No need to waste time finding the remote and switching back and forth all the time, the HDMI Auto Switch does the job for you
A small (easy to hide) and smart HDMI 1.3 switch that make old HDMI switches pointless! Excellent performance characteristics allows source devices to be used with HDMIT cables up to 15 meters away using AWG 28 HDMI cables at resolutions up to 1080P FULL HD!
This product is confirmed and tested to pass 1080p FULLHD and the new Dolby TrueHD and DTS-HD Master Audio lossless audio formats found on Blu-ray.
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September 10th, 2008, 20:03 Posted By: Shrygue
via Eurogamer
Sony has confirmed the contents of the MotorStorm: Pacific Rift demo due to be distributed to Qore subscribers in the US and randomly selected European PSN users starting this Thursday, 11th September.
The track you get to play is Rain God Spires - an Air Zone track that takes you along a bumpy coastal mountain circuit with plenty of ups and downs to highlight the game's massive draw distance.
There's no online play in the demo, but you will be able to play it in two-player split-screen as well as single-player.
If the name sounds familiar, it should; Rain God Spires is a sort of sequel to Rain God Mesa, the mountaintop track that starred in the original MotorStorm demo and gave us our first glimpse of what Evolution's racing game - now series - has to offer.
Check out today's MotorStorm: Pacific Rift hands-on preview for a bit on Spires, and more on the Cascade Falls and Wildfire tracks, along with some of our observations about track layout in general, the game's visuals and the new monster truck.
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September 10th, 2008, 19:57 Posted By: Shrygue
via Computer and Video Games
Sony has launched a competition for you to design your own Sackboy, with the winning entry making it into the game for all to download.
Over on the PlayStation community page you can print out a blank Sackboy on which to scribble your creations.
"Send us your inspired outfit ideas for Sackboy or Sackgirl, and Media Molecule will pick out the best one and transform it into new attire. The winning design will be available to download for free from the PlayStation Store for use in LittleBigPlanet," says the dev.
The competition runs until September 30.
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September 10th, 2008, 19:33 Posted By: Shrygue
via Computer and Video Games
Insomniac has began taking applications for the Resistance 2 multiplayer beta, due to kick off in October.
It's a limited beta though, which means that once applications are in the studio will choose which users will get in on the action - based on what, we're not sure. How cool your PSN ID is ior how many trophies you've got, maybe?
"We'll notify you via e-mail if you are accepted into the Public Beta. Space is limited. So, if you want to get a chance to try out all the new multiplayer features in Resistance 2, such as the 8-player co-op and up to 60-player competitive multiplayer, apply now," says Insomniac.
Applications are being taken on the official site, where you'll need to log into your PSN account, if you can remember your friggin' password.
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September 10th, 2008, 19:26 Posted By: Shrygue
via Eurogamer
EA and DICE have announced that Battlefield: Bad Company will be patched with Trophy support on PlayStation 3 during a future round of fixes.
Meanwhile, PS3 and 360 owners will soon be able to access the three weapons given out exclusively to pre-orders, newsletter sign-ups and demo users for free.
Announced yesterday, albeit quietly, forthcoming Bad Company updates will also address server lag, dog tag lag and PS3 VOIP issues, among other tweaks.
The developers are also currently hard at work at transforming the winner of the Battlefield: Bad Company Cast Your Vote thing into a Conquer map fit for a new map pack. Par for the Course and Acta Non Verba were the winning maps after more than 36,000 votes were cast.
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September 10th, 2008, 19:25 Posted By: Shrygue
via Games Industry
LittleBigPlanet for the PlayStation 3 is one of Sony's key software titles in the build-up to Christmas this year - and while it's a platform exclusive, Media Molecule's Alex Evans has told GamesIndustry.biz that it's not a game that could have been made on the Xbox 360.
That's principally because of two things - the larger capacity on the Blu-ray disc, which LBP is taking full advantage of, and the fact that every PS3 ships with a hard drive as standard.
"With LBP as it is, we couldn't have made it on the Xbox 360 and the reason for that is actually because we designed it around the PS3's strengths," explained Evans in a recent interview.
"In other words, if you're a game designer, from day one you know your platform, and you just cane it on that platform. You're not worrying about cross-platform, you're not worrying about anyone else's hardware design."
But Evans was quick to play down that such a statement was any criticism of Microsoft's console.
"The 360 is an incredibly capable machine, and you could make a user-generated content game on it, no question - just as you could make one on the PS2 or the Megadrive, or any platform," he said. "But because we picked our platform, you go and you use every available bit of space, every little processor cycle."
However, he did concede that the presence of a hard drive on every PS3 SKU was a significant positive factor in allowing the Media Molecule team a certain freedom of design.
"The design decisions on the PS3 are huge, and I'm sure you realize that having a hard drive on every unit makes a difference," he said. "That's another thing - if we didn't have a hard drive on every unit, we'd have to scale back the ambition of what you could save and do. So yes, you could make this game on the 360, but it'd be a different game.
"I love certain things on the PS3, and the hard drive is one of them. And it's not just that it exists, it's that it's on every single SKU."
The full interview with Alex Evans, in which he also talks about the pressure of working on a game that's become a buzzword, and how Sony's E3 press conference nearly ended in disaster, is available now.
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September 10th, 2008, 09:53 Posted By: Pegasus2000
I have released a new core (CFW0004) of Blind Assistant program.
This version solves the compatibility troubles with PSP FAT.
The new configuration of the system provides two core: one for PSP SLIM
and one for PSP FAT. In the FAT version of the program, some features are
missing, since the hardware has less memory.
Both versions incorporate the usb compatibility fix (Nanodesktop 0.3.5 - it will be released soon).
Download here:
http://visilab.unime.it/~filippo/Bli...dAssistant.htm
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September 10th, 2008, 01:40 Posted By: wraggster
The game is finally done, after several years of hard work by an incredibly talented team, and I can now just enjoy playing the game and begin to reflect on the experience of building it. When I do look back on the development effort, I’m amazed and humbled by the fact that we actually managed to finish the game. As the first internally-developed title from LucasArts in quite some time, we bit off several huge challenges, including: building a brand new game engine and tools from scratch for two new (at the time we started, anyway) platforms (including PlayStation 3); crafting a new story that bridges the gap between the two Star Wars trilogies; assembling a new team that had never worked together before; and integrating new and cutting-edge simulation-based technologies. Along the way, we also formed a new and unique partnership with our sister company Industrial Light & Magic, and worked closely with Krome Studios in Australia on the PS2 and PSP versions of the game.
From the outset of development, we were committed to building games from the ground up for each platform, taking advantage of each platform’s strengths. We really tried to push the visual boundaries on the PS3, with lighting, cinematics, and VFX that I believe are world-class. In order to achieve the scale of destruction necessary to make the Force feel truly “unleashed,” we worked with Pixelux Entertainment to incorporate a simulation-based technology called Digital Molecular Matter (or DMM), which simulates the way that materials behave based on real world physics. If you throw a stormtrooper through a plate glass window, that window will shatter differently every time based on the angle of impact, the velocity of the stormtrooper, and other factors. We also use DMM on things like metal doors, which you can blast your way through using a powerful charged Force Push that causes the doors to bend and warp. To bring our characters to life, we collaborated with Natural Motion to integrate biomechanical AI called euphoria into the game. Euphoria infuses each of our enemies with a central nervous system and full suite of reflexes. Stormtroopers you pick up with the Force will writhe and flail, and will protect their heads or grab onto objects when thrown. The power of the next-gen systems allowed us to bring together these technologies – alongside the Havok physics system – to create authentic environments that are ultimately designed to be just really fun and interactive Force “playgrounds.”
The feel of being “unleashed” has also been brought to life on the PlayStation 2 through robust physics. The physics system allows the player to affect and move around more objects than I’ve personally ever seen in a PS2 game. This allowed us to create highly-interactive and destructible environments. We also added exclusive content to both the PS2 and PSP. You’ll be able to visit the Jedi Temple, for example, a location that’s not found in the PS3 version of the game. On the PSP, we also have the concept of “historic missions,” which allow players to relive some of the key fights from the Star Wars Saga – but with “unleashed” powers. Imagine Luke and Darth Vader battling on Cloud City, but with amped up Force Push, the ability to create violent shockwaves, and more… And the PSP is one of the few platforms to include a multiplayer mode, again because we wanted to ensure that each version of the game has its own unique features.
Everyone at LucasArts, ILM, Krome, n-Space, Skywalker Sound, and Lucasfilm who has touched The Force Unleashed has worked extremely hard to realize the core vision: a game about kicking ass with the Force, wrapped up in a compelling new story that bridges the gap between the two trilogies. Most of us on the team are Star Wars fans, and we tried to make a game that we’d want to play, with a story that we felt remained true to the saga. But ultimately, I’m just hoping that people will find the game fun and addictive, whether you’re tossing stormtroopers into oncoming TIE fighters or punting Jawas into chasms on the junk world of Raxus Prime. I’m really looking forward to meeting fans at our Launch Event on Monday the 15th, and to hearing reaction to the gameplay and story.
We’ll have more on that - and a way for you to win some Star Wars/The Force Unleashed loot - next Monday.
http://blog.us.playstation.com/2008/...rms-next-week/
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September 10th, 2008, 01:40 Posted By: wraggster
The game is finally done, after several years of hard work by an incredibly talented team, and I can now just enjoy playing the game and begin to reflect on the experience of building it. When I do look back on the development effort, I’m amazed and humbled by the fact that we actually managed to finish the game. As the first internally-developed title from LucasArts in quite some time, we bit off several huge challenges, including: building a brand new game engine and tools from scratch for two new (at the time we started, anyway) platforms (including PlayStation 3); crafting a new story that bridges the gap between the two Star Wars trilogies; assembling a new team that had never worked together before; and integrating new and cutting-edge simulation-based technologies. Along the way, we also formed a new and unique partnership with our sister company Industrial Light & Magic, and worked closely with Krome Studios in Australia on the PS2 and PSP versions of the game.
From the outset of development, we were committed to building games from the ground up for each platform, taking advantage of each platform’s strengths. We really tried to push the visual boundaries on the PS3, with lighting, cinematics, and VFX that I believe are world-class. In order to achieve the scale of destruction necessary to make the Force feel truly “unleashed,” we worked with Pixelux Entertainment to incorporate a simulation-based technology called Digital Molecular Matter (or DMM), which simulates the way that materials behave based on real world physics. If you throw a stormtrooper through a plate glass window, that window will shatter differently every time based on the angle of impact, the velocity of the stormtrooper, and other factors. We also use DMM on things like metal doors, which you can blast your way through using a powerful charged Force Push that causes the doors to bend and warp. To bring our characters to life, we collaborated with Natural Motion to integrate biomechanical AI called euphoria into the game. Euphoria infuses each of our enemies with a central nervous system and full suite of reflexes. Stormtroopers you pick up with the Force will writhe and flail, and will protect their heads or grab onto objects when thrown. The power of the next-gen systems allowed us to bring together these technologies – alongside the Havok physics system – to create authentic environments that are ultimately designed to be just really fun and interactive Force “playgrounds.”
The feel of being “unleashed” has also been brought to life on the PlayStation 2 through robust physics. The physics system allows the player to affect and move around more objects than I’ve personally ever seen in a PS2 game. This allowed us to create highly-interactive and destructible environments. We also added exclusive content to both the PS2 and PSP. You’ll be able to visit the Jedi Temple, for example, a location that’s not found in the PS3 version of the game. On the PSP, we also have the concept of “historic missions,” which allow players to relive some of the key fights from the Star Wars Saga – but with “unleashed” powers. Imagine Luke and Darth Vader battling on Cloud City, but with amped up Force Push, the ability to create violent shockwaves, and more… And the PSP is one of the few platforms to include a multiplayer mode, again because we wanted to ensure that each version of the game has its own unique features.
Everyone at LucasArts, ILM, Krome, n-Space, Skywalker Sound, and Lucasfilm who has touched The Force Unleashed has worked extremely hard to realize the core vision: a game about kicking ass with the Force, wrapped up in a compelling new story that bridges the gap between the two trilogies. Most of us on the team are Star Wars fans, and we tried to make a game that we’d want to play, with a story that we felt remained true to the saga. But ultimately, I’m just hoping that people will find the game fun and addictive, whether you’re tossing stormtroopers into oncoming TIE fighters or punting Jawas into chasms on the junk world of Raxus Prime. I’m really looking forward to meeting fans at our Launch Event on Monday the 15th, and to hearing reaction to the gameplay and story.
We’ll have more on that - and a way for you to win some Star Wars/The Force Unleashed loot - next Monday.
http://blog.us.playstation.com/2008/...rms-next-week/
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September 10th, 2008, 00:34 Posted By: wraggster
D3Publisher is bringing its PSP library to the PlayStation Store, meaning that games like Puzzle Quest: Challenge of the Warlords and WTF: work time fun will shed their UMD mortal coils, becoming glorious digital downloads at prices well below their real world retail predecessors. Over the next two months, the following PSP games will be added to the PlayStation Stores on both the PlayStation 3 and PC, giving you a chance to play some potentially missed gems without having to get up off your ass.
Cube – September 18, 2008 for $9.99.
Puzzle Quest: Challenge of the Warlords – September 18, 2008 for $14.99.
WTF: work time fun – October 2, 2008 for $9.99.
PQ: Practical Intelligence Quotient – October 2, 2008 for $9.99.
PQ2: Practical Intelligence Quotient 2 – October 16, 2008 for $14.99.
Dead Head Fred - October 16, 2008 for $14.99.
You know, for ten bucks, I could maybe see some PQ: Practical Intelligence Quotient in my life.
http://kotaku.com/5046849/d3-says-by...r-psp-releases
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September 10th, 2008, 00:32 Posted By: wraggster
Let's face it, the Nintendo DS is the most successful handheld. Like ever. It's hard for Sony to go against such a juggernaut. The PSP is making big gains in Japan. People forget that! Sony Computer Entertainment of Europe exec David Reeves tells game site MCVUK:
We’re very, very happy and comfortable with our PSP business... And I don’t think we’re necessarily in the shadow of DS – they have different types of games and we have a different positioning for PSP which is not just about gaming, but Go Explore and everything else that comes with it... So we’re very very happy with its progress and the more and more we go to publishers with it the more they are coming on board.
Keyword: Happy. Just look at David Reeves. That man is THRILLED.
http://kotaku.com/5047112/sony-totally-happy-with-psp
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September 9th, 2008, 21:43 Posted By: wraggster
News/release from flatwhatson
Here it is folks, popstrip-0.3.
This version of popstrip supports all PBPs generated by popstation, including compressed PBPs from the latest version of popstation, as well as uncompressed PBPs from the latest version and the previous version of popstation.
USAGE: popstrip.exe [-o output.iso] EBOOT.PBP
If you don't specify a name for the extracted ISO, popstrip defaults to the-name-of-the-PBP.iso. So "popstrip.exe EBOOT.PBP" will create EBOOT.iso, and "popstrip.exe BASE.PBP" will create BASE.iso.
The extracted ISO should be IDENTICAL to the original used, including being the correct filesize.
Binaries for win32, linux, macosx, and a win32 GUI are below, along with the original source for those who want it.
*** NOTE FOR WINDOWS USERS ***
It seems that this version of popstrip will only work correctly if the PBP is in the same folder as popstrip.exe. So if you have any issues, be sure that you try this before posting a bug report here. I'll see if I can't fix this in the next release...
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September 9th, 2008, 21:37 Posted By: wraggster
Hellin has released a new version of his Pandora Installer for PSP.
Cant tell you whats in this release see website above.
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