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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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July 21st, 2008, 18:04 Posted By: Shrygue
via Games Industry
LittleBigPlanet may allow users to charge each other for content they've created, according to comments made by David Reeves, president of SCEE.
Reeves compared the title's planned system to monetise user-generated content to that of eBay and iTunes, further suggesting that users could set their own prices and that LittleBigPlanet could help users generate substantial amounts of money.
"What we're trying to do with LittleBigPlanet is almost iTunes meets eBay in the sense that once an individual or a developer has qualified by producing certain levels or certain add-ons, they will then be able in the future to exchange these and make money out of them," explained Reeves according to PS3 Fanboy.
"Eventually, it's feasible that you might well see the first LittleBigPlanet millionaire!"
"Even if you charge less than one euro, it doesn't take many downloads if you've got a really strong LittleBigPlanet level for people to be able to make money. It's a great way for people to show others what they can do," he added.
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July 20th, 2008, 22:42 Posted By: wraggster
Konami announced their yearly Yu-Gi-Oh PSP game in Japan, but it won’t see a release in North America. Don’t worry Yu-Gi-Oh fans, a game based on Yu-Gi-Oh 5Ds is in development for the Wii. Usually, this isn’t the kind of thing I would report, but my interest piqued when a Konami representative told me it wouldn’t be like any other Yu-Gi-Oh game to date. I said, “No cards or dice?” He replied, “Think racing.”
I stood their quizzically for a moment imagining a mix of F-Zero and Panzer Dragoon. On second thought, I don’t think this Yu-Gi-Oh game will be that exciting. Yu-Gi-Oh for the Wii will probably be the new anime characters riding D-Wheel motorcycles with tilt control.
http://www.siliconera.com/2008/07/18...it-on-the-wii/
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July 20th, 2008, 22:40 Posted By: wraggster
Nataku92 has via a 3rd party released a new version of his 2D Counterstrike game for the PSP.
Heres whats new:
Fixed a bug in the server list pinging code
Map files are now deleted if the download is cancelled before completing (prevents crashes
when trying to redownload the same map)
Fixed a bug that prevented properly putting the PSP in sleep mode while the game was running
Implemented grenades (you can only carry one grenade at a time though)
Added the highlighted gun's image and cost to the buy menu
Implemented a simple decal system for blood and explosion marks
Implemented a grid partitioning system to optimize collision detection (larger, more complicated maps don't slow down as much now)
Fixed a bug that made the remaining ammo count after reloading inaccurate
Made the camera less jerky during variations in frames per second
Added a map check that gives an error message when the map and the server's map don't match (this should also catch half downloaded maps that would have otherwise crashed the game)
Fixed a bug in the knife collision check when more than two players were in contact
Redid a lot of the bot code (they should now detect when they get stuck and try to move away)
Implemented A* pathfinding (bots can actually find each other now instead of moving randomly)
Made waypoints optional (bots won't move on maps without waypoints)
Fixed a few other bugs
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July 20th, 2008, 22:20 Posted By: wraggster
Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:
Okay people, we're really getting down to the nitty-gritty... the goalpost is in sight. I'm tempted to consider this RC1.
Here's test 20. MAJOR changes:
The floating point has been SUBSTANTIALLY rewritten. I've incorporated SoftFloat into the FPU emulation to get extended precision floating point. I've also added most of the FPU functionality that's usually only present in B2 when using x86 assembly. The only compromise left is the transcendental functions are still done in double precision. I seem to have cured most of the FPU problems - the scrollbars in OS8.x work, Arashi and Maelstrom play properly, the calculator gives proper answers... I'd appreciate it if people really checked this as well as they can. This was a BIG rewrite of B2 code (for the FPU). This code should also be portable, so it could help folks trying to port B2 to other platforms as well. Given the rewrite in the FPU and other more minor changes to the B2 code that AREN'T platform specific, I've decided to bump the B2 version from 1.0 to 1.1.
The Mac would hang on RESTART, and I don't feel like chasing that bug down, so I altered B2 to shut down on restart instead of trying to restart. So instead of the PSP hanging and people screaming about that, now they'll just whine about the emulator shutting down instead of restarting.
Fixed some other minor bugs, but spent so much time on the FPU that I don't remember them anymore.
I still haven't heard any feedback on the IR keyboard support. I'd appreciate it.
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July 20th, 2008, 22:15 Posted By: wraggster
News from Uberjack:
In the process of making changes to psplib’s video rendering routines, I came across a strange problem - calling a certain library function resulted in screen and palette corruption. Since the function was used to access contents of the VRAM, I figured it was because I was writing to the wrong location in memory somewhere.
The strange thing was that I had a similar function already in place, and except for some minor semantic differences, the code was the same. Even more surprisingly, commenting out the code that called the function did not help - the only thing that did was completely removing the function’s definition.
I finally tracked down the problem to the compiler’s optimization flag (O2). Completely disabling optimization with (-O0) got rid of the corruption. I’m not sure if this will have any detrimental effects on the rendering library in terms of speed (I doubt that it will, as psplib’s renderer is extremely frugal), but I suppose that I’ll eventually find out.
http://0xff.akop.org/2008/07/20/opti...ge-bedfellows/
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July 20th, 2008, 21:37 Posted By: wraggster
News/release from ffgriever. is an app used with freevast etc:
ESR public beta, revision 9a
* changed stream handling to make some old games working (Onimusha: Warlords) - but for some games it will need additional IOP memory
* fixed a bug that caused read callbacks to be called more times that they should (thus making the game think, some data is ready, while the read operation wasn't even issued - GT3 PAL)
* rewrote IOP code to use a little bit less memory
* now it should work with any other valid media than PS2DVD and DVDV - though, I can't find use for that
* replaced some temporary solutions by real ones, thus increasing stability, I guess
* some small changes to get the games that lost compatibility in r9 working again (ie. KYA: Dark Lineage, V-Rally 3/PAL)
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July 20th, 2008, 21:31 Posted By: wraggster
News/release from ep:
OK, here is the unofficial version of LaunchELF. (Note: It's based off Mirakichi's source to LaunchELF v3.41)
Changes: Unofficial LaunchELF releases by EP + dlanor
LaunchELF v4.21 (2008.07.20)
-Changed FileBrowser icon colour assignment to use Color5, Colour6, and Color7 for folders, ELF files, and generic files, respectively
-Changed default colour values for FileBrowser icons to be yellow, green, white, used for folders, ELF files, and generic files, respectively. This change also affects HddManager pie charts as they use two of the same colour definitions
LaunchELF v4.20 (2008.07.17)
-Implemented an icon mode for the FileBrowser, where each file/folder name will now be prefixed with a small coloured icon. The icon shape for folders is different from that for files, and three different colours are used. One for folders, another for ELFs, and a third for all other files.
-Implemented a new CNF variable 'FB_NoIcons', which may be set to disable the new FileBrowser mode. By default it is zero, enabling the new mode. There is no entry in the configuration menus for this variable, so you must add or change it by text editor (as yet).
LaunchELF v4.19 (2008.07.17)
-Fixed a bug preventing launch keys D-Pad Left and D-Pad Right from working, when redefined from defaults, and only one menu page was used (== only one CNF)
-Fixed missing implementation of "uLE:/" search for some device related configurable files (mainly alternate USB drivers and regional keyboard maps)
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July 20th, 2008, 21:25 Posted By: wraggster
I put Enchanted Arms to play for awhile. It seems In-game xmb doesn't support enchanted arms.
I check my other games. Hmmm..Lost Planet does not seem to support it either.
What gives? Hopefully we will get a patch in the near future.
Valkyria Chronicles - Japanese version *According to gamer, Le-mo*
Call of Duty 3 *According to gamer, theycallmeryan*
Blacksite: Area 51 *According to gamer, theycallmeryan*
http://neocrisis.com/content/view/1766/41/
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July 20th, 2008, 21:01 Posted By: wraggster
Up to now, the only occurrences of a platinum blonde wig and a PSP in the same frame could be found in someone's cosplay Photobucket album. Sony probably saw that and, in the interest of portraying the real people who would really use its Go!Explore GPS gadget and service, came up with the above promo shot. Other photos (found by Pocketgamer.co.uk) are on the jump. Wherever the hell this entourage is going, I half expect them to meet the Dos Equis World's Most Interesting Man when they get there.
http://kotaku.com/5027028/goexplore-...autiful-people
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July 20th, 2008, 21:00 Posted By: wraggster
In an age where 20 hour games are long, Valhalla Knights 2 is an anomaly. It takes between 60 to 80 hours to complete and up to 135 hours if you want to fully complete it. The game was penned by the scenario writer for Final Fantasy XII so it does have a very involving story. Good news is that you won't spend most of that 135 hours grinding as there's even sneaking abilities so you don't have to constantly engage in battle. Also, no random encounters. Yay!
http://kotaku.com/5026545/one-really...assed-psp-game
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July 20th, 2008, 20:54 Posted By: wraggster
Sega's E3 presence was among the weakest at last week's event, trumped only by the pitiful showing at Camp Belmont, a notion not helped by the absence of Gearbox-developed Aliens: Colonial Marines from either the show floor or Sega's own booth. Videogamer.com cornered Gearbox president Randy Pitchford about the missing shooter, a no-show he blamed squarely on Sega's marketing strategy, adding that "the game is in great shape. People are going to freak out when they see it."
By people, he obviously didn't mean Sega's own marketing VP Sean Ratcliffe, who told us that while the publisher was considering showing the game at E3, Sega didn't feel that it was quite ready for prime time. "I think it needs a little more time before we want to put it in front of the press," the exec told us. He added that more news regarding the status of Aliens: Colonial Marines will be announced sometime after E3, though we continue to hope that Sega will release game as planned in late 2008 and not nuke the site from orbit.
http://www.joystiq.com/2008/07/20/al...nce-explained/
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July 19th, 2008, 20:40 Posted By: wraggster
News via pspgen
tonyboy10, a member of our forums, fate today the first version of his homebrew a coded LUA that this appoints Mario Dance.
As you would expect, but this homebrew is to free the princess who was (encooooore) captured by Bowser. For this, you need to recover parts and rabbits gold find in this mini-game where you have to draw the centre of the target to earn points.
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July 19th, 2008, 20:36 Posted By: wraggster
I’m not gonna sugar coat it for you PSP fans out there; Sony’s CEO Jack Tretton told Engadget that the reason there aren’t any new PSP games coming out is, you guessed it, pirates! Tretton said that "piracy in the hundreds of thousands of units are preventing software sales. It’s a problem that affects our software sales right now."
He also blamed the PSP’s media functions and PS2 games being ported for the unit, saying that people don’t want to buy the same game twice. Back to the piracy thing, though. John Brownlee of Boing Boing Gadgets says it best…
“So the loss of hundreds of thousands of totally imaginary, theoretical sales are preventing developers from generating hundreds of thousands of real ones? That’s not what’s going on. If that were true, the DS (which has a far more easy-to-access piracy scene than the still-difficult-to-hack PSP) would be a total ghost town.”
It’s likely that the real reason we’re not seeing the volume of PSP games in comparison to DS games is that the DS appears to be much easier for developers to work with and there are a lot more DS owners out there than PSP owners.
http://www.crunchgear.com/2008/07/17...ssy-psp-games/
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July 19th, 2008, 20:32 Posted By: wraggster
Jonathan Janevski has gave details of what looks to be an awesome 3D graphics engine for the PSP
features:
-load heightmaps (complete)
-creation of terrain mesh using CCW winding triangle strips (complete)
-back-face culling (complete)
-texture mapping (complete)
-FPS style camera (complete)
-lighting (complete)
-quadtree LOD
-software 3D clipping
-multitexturing
-texture splatting
-skydome
-dynamic day/night cycle running off PSP clock
-shadows
-water
-objects (trees, vegetation, etc.)
-billboarding
-fake volumetric clouds
More info --> http://jj.iamjunkie.net/psp.php
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July 19th, 2008, 20:29 Posted By: wraggster
News/release from Homemister
That is right. LuaPlayerHM8 has been released today. You can download it from below or using the Update script.
When using the Updater script it will automaticaly start the LuaPlayerHM Drivers install. For all who don't use the Updater script you will have to install them via the included LPHMDinstall.
Regards
Homemister
%%%%%%%% NEW %%%%%%%%
Fixed Wlan.startGameShare(filep ath) Now all homebrew work for gameshare.
Added and Fixed System.autoCpu() now has power modes. 1 for saver, 2 for performance.
Added Controls.wlan() returns 1 for on and 0 for off
Added System.stopPRX() Will stop and unload a PRX file that has been loaded. It needs the unique name of the PRX file given when the PRX is loaded.
Eg name = System.loadPrxKernel(file name) System.stopPRX(name)
Fixed System.loadPrxKernel(file name) Will load a PRX into the kernel memory. Allows kernel functions to be used. returns a unique name
Fixed System.loadPrx(filename) Will load a PRX into the memory. returns a unique name
Fixed System.startGameSave() Saves game data Eg System.startGameSave("Nam e of savegame","Name of game","Details/message",data to save, "Name of the game*used to identify the save data")
Fixed System.startGameLoad() Loads the save data selected Eg data = System.startGameLoad("Nam e of the game*used to identify the save data")
Fixed Wlan.init(connection number) Can use just Wlan.init() to see all conections of use Wlan.init(1-10) to automaticaly connect to a specific conection.
Added IntraFont * Use in between Gu.start3d() and Gu.end3d() *
IntraFont.init() Call befor loading intrafont. Starts the IntraFont engine
IntraFont.term() Ends the IntraFont engine
IntraFont.load() Load a font 1 = Normal 2 = fast draw|less memory 3 = Large Memory 4 = Japaniese
IntraFont.print() Prints the text to screen Eg IntraFont.print(x,y,TEXT, Size,Color,Glow) Color and Glow must be in a HEXIDECIMAL format Eg
"0xFF0000FF" = red *****Use in between Gu.start3d() and Gu.end3d()
IntraFont.color() (Red/Gree/Blue/Alpha) Returns a Hexidecimal Value for the color
Added New TTF library (
Font.init() Call befor loading Font. Starts the Font engine
Font.print() Prints test to the screen with a font. Eg Font.print(x,y,"TEXT",col or,fontslot)
Font.load() Loads a font to a font slot Eg. Font.load("ms0:/font.ttf",1) slots range from 1 to 5
Font.unload() Unloads a font from a slot Eg. Font.unload(1)
Font.term() Ends the Font engin
Font.color() (Red/Gree/Blue/Alpha) Returns a Hexidecimal Value for the color
Fixed System.startUpdate() Now works properly
Added March33 and NP9660 use for ISO loading. *Only when LPHM Drivers are installed.
Improved System.runeboot()
Improved System.startPSX()
Added Mp3me.setPos() Sets the position of the mp3 file can be used for FastFwd OR Back. Returnes the position of the file
Added Mp3me.getPos() Returnes the position of the file
Added Mp3me.stream() Will return the remaining buffer left of the mp3.
Added Mp3me Will stream songs from the internet
Added Mp3me.visL() Will return the Visualtion data for left channel.
Added Mp3me.visR() Will return the Visualtion data for right channel.
Fixed Mp3me.percent()
Fixed Mp3me.rawSongTime()
Added PingPSP. In Adhoc send string "PINGPSP", start a timer and stop the timer when the Nickname of the pinged psp is returned with PING. Eg Adhoc.send("ping) the receved data will be "OtherPSP'sNicknamePI NG"
Added Aac to Audio files able to be played (thx to sakya)
Aac.load()
Aac.play()
Aac.stop()
Aac.eos()
Aac.gettime()
Aac.percent()
Aac.pause()
Aac.songTime()
Aac.artist()
Aac.title()
Aac.album()
Aac.genre()
Aac.year()
Aac.trackNumber()
Aac.layer()
Aac.kbit()
Aac.mode()
Added Aa3me.setPos() Sets the position of the Aa3 file can be used for FastFwd OR Back. Returnes the position of the file
Added Aa3me.getPos() Returnes the position of the file
Added Aa3me.stream() Will return the remaining buffer left of the Aa3
Added Aa3me Will stream songs from the internet
Added Aa3me.visL() Will return the Visualtion data for left channel.
Added Aa3me.visR() Will return the Visualtion data for right channel.
Fixed Aa3me.percent()
Fixed Aa3me.rawSongTime()
Added System.getTachyon() return version
Added System.getPommel() return version
Added System.getBaryon() return version
Added System.download() Use like the Webbrowser System.download(url,downl oad path) Must be in same directory as the LPHM Eboot
Eg System.download("http://www.homemister.axspace.co m/LuaPlayerHM7.zip","ms0:/PSP/GAME/LPHM"),
You can also use the Webbreowser to download files just put the download url in.
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July 19th, 2008, 20:25 Posted By: wraggster
News/release from DaMerv
TruFlow version 1.0
advanced coverflow type music browser
by Da MerV
Put the folder "truflow" in your "Games" folder. Your music goes in the "music" folder in the "truflow" folder. Add your cover art to the "music" folder with the same name as your mp3. The program will fetch cover art in the following order:
1. PNG with same name
2. JPG with same name
3. id3 cover art
4. General Album Cover
Due to size limitations, some cover art might not be fetched if the image is too large. When you run TruFlow for the first time, it will index your music folder. All the cover art is copied to the cache folder. If you change your music folder, you must reindex the music folder. To do this, go into the menu and select "Reset cache". The button configuration is as follows:
Cross: plays the selected album, select menu item
Square: stops playing the current song
Circle: pauses/plays the current song
Triangle: displays/closes menu
L/R: play previous/next song
Left/Right: browse albums one by one
Analog nub: scrolls through albums
Up/Down: change selection in menu
There is a slight delay when a song first starts. I have noticed some trouble with mp3's encoded at 320 or higher. If you experience any problems, please notify Da_MerV of the details. I can be found on forums.qj.net or on my website, merv.recoding.net.
Thanks for trying TruFlow
Special thanks to Sakya and Homemister for help with ME.
Update is coming soon!
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July 19th, 2008, 20:21 Posted By: wraggster
News/release from psprogrammer
Alright this is my own RPG. This release is a very early release, and is mainly just a proof of concept. It still contains some bugs. But the next release is to be rid of almost all of these bugs. So please post below with feed-back and suggestions for the game. thanx for downloading!!
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July 19th, 2008, 20:16 Posted By: wraggster
Some great news for any folks considering PS2 Development:
News from LBGSHI
I've been working on reviving Win32 homebrew PS2 development, by tackling its most irritating problem: that there currently isn't a working Win32 development environment available. As such, the only way to program with the (PS2Dev.org) PS2SDK has been via Linux, either actually installed, or from within a virtual environment.
Hence, starting from a base of Lukasz Bruun's tutorial on installing the PS2SDK in MinGW, and with help from several people in the PS2Dev scene (who I will mention below), I've fixed, built, further fixed, and slightly revamped the MinGW environment and current PS2SDK, for use right out of the box (or the archive, in this case). Copied and pasted from the readme.txt I threw together:
_________________________________________
This is the fully compiled PS2SDK, using msys and MinGW (fixed), including gsKit (fixed) and the SDL port (for further graphics support), SDL Mixer (for better sound/music support) and ps2-packer-lite-0.4.4-win32 (for packing and unpacking, and in alignment with some sources floating around the 'net). Essentially, we have a fully-built, standard PS2SDK, and additional functionality through gsKit, SDL, SDL-Mixer, and PS2-Packer Lite.
This package is current, as of July 19, 2008 (and will probably remain current for some time, given the rate of updates to PS2SDK).
To install, simply extract the mingw and msys directories into C:\, and run msys.bat, under c:\msys\1.0\. If you like, make a shortcut to msys.bat, and throw it on your desktop or Start menu, for quicker access. If you'll be checking things out via SVN (which you probably will, at some point), install Subversion by running svn-1.4.5-setup.exe.
To test your environment, change directory up to 1.0 (type "cd .." without quotes), then cd down to local/ps2dev/ps2sdk/samples (type "cd local/ps2dev/ps2sdk/samples"), choose a sample and cd into its directory (for example, type "cd cube"), then type "make". If you get the message "No targets specified and no makefile found", there's likely a subdirectory that contains the source you're looking to compile (as there is in several of the samples). Simply type "ls" to list the directory's contents, choose a subdirectory, type "cd subdirectory" (replacing subdirectory with whatever it's really called, of course), then try typing "make" again. If you compile something, then later want to compile it again (perhaps you modified it, or modified your environment), simply type "make clean", then type "make".
A little later, I'll provide a collection of compilable source, by many authors, which you can simply extract into your c:/msys/1.0/home directory, cd into after starting msys, and compile.
Thanks go out to:
Lukasz Bruun, for doing 99% of the work (this environment is based on his MinGW PS2SDK tutorial, with several modifications and fixes), and also for giving me a few nudges in the right direction involving gsKit, SDL, and romfs (the latter of which is still a work-in-progress).
ps2devman, for providing some Cygwin files for gsKit - as MinGW couldn't properly build gsKit without them, and PS2SDK will no longer build in Cygwin, thus I had no direct way of getting the files myself - and for providing help with fixing gsKit, and helping to update some source code of his to compile with the current PS2SDK (the more compilable source, the better ).
ptek, for providing several Cygwin files and some good info for the attempted romfs fix, which is still being worked on.
Oobles, for PS2Dev.org.
Many people, for PS2SDK.
And everyone else in the PS2 development scene
- LB, of GSHI.org
Download can be found here: http://gshi.org/vb/showthread.php?t=3097
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July 19th, 2008, 18:57 Posted By: wraggster
Hmm Teamshift or maybe Teamshifty until we get real confirmation have posted that they have got up to 15FPS on the game Locoroco on their PSP Emulator for the Nintendo Wii, like ive already said this could be fake as ive never heard of them but like always we will post news until proven one way or the other.
Heres the translated info
Voila already 3 days we talked about our emulator no $ PsP, and we'll aircraft say that we come out a beta version in a very short time but wanted
improve a little before the break. Well, we have good news:
-- The emulator can now read the CSO but not yet the DAX
-- We have resolved some bugs display with some games
-- The emulator is mounted a 15 fps in the menu of the game LocoRoco!
Now, voila major problems emulator:
-- The son!
-- Being forced to play with a joystick gamecube (we are currently working so the wiimote is supported, but it is quite difficult)
-- The speed of games that is much too slow !!!!!!
We also wish to inform you that during the launch of a party with LocoRoco, the console goes out alone! We are currently working on this problem.
We hope the poster with the least possible bugs therefore sorry to make you wait more ...
We look forward to your proposal to improve the emulator.
Ill remind you this could be a fake and for that will not link to the site until confirmation arrives.
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