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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 18th, 2008, 16:34 Posted By: wraggster
Heres the list of whats new:
Alvin And The Chipmunks (~Jason Lee, David Cross, ...) HK US$ 31.90
College Road Trip (~Raven Symone, Martin Lawrence, ...) US US$ 34.99
Dragon Ball Z - The History of Trunks / Bardock: Father of Goku US US$ 34.98
Enchanted (~Amy Adams, Patrick Dempsey, ...) JPN US$ 46.90
One Flew Over the Cuckoo's Nest (~Jack Nicholson, Louise Fletcher, ...) US US$ 34.99
Seven Swords (~Donnie Yen, Leon Lai, ...) HK US$ 31.90
Shutter (~Joshua Jackson, Megumi Okina, ...) US US$ 39.98
Signs (~Mel Gibson, Joaquin Phoenix, ...) JPN US$ 46.90
Step Up 2 - The Streets (~Briana Evigan, Will Kemp, ...) HK US$ 27.90
Step Up 2: The Streets (~Briana Evigan, Robert Hoffman, ...) US US$ 34.99
The Bank Job [dts] (~Jason Statham, Saffron Burrows, ...) US US$ 34.98
The Golden Compass (~Nicole Kidman, Freddie Highmore, ...) JPN US$ 46.90
The Simpsons Movie [English / Cantonese Dub Version] HK US$ 31.90
The Warlords (~Jet Li, Andy Lau Tak Wah, ...) HK US$ 31.90
Unbreakable (~Bruce Willis, Samuel L.jackson, ...) JPN US$ 46.90
Virtual Trip Music Edition Island With Gontiti JPN US$ 46.90
Virtual Trip Yakushima Yukyu No Rakuen JPN US$ 46.90
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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July 18th, 2008, 01:25 Posted By: wraggster
News/release from roe-ur-boat
Hey, I've updated my AutoStart PRX to V4 and it has a few new features and changes. Some new features include PSX launching support and you now have an option to bypass the autoboot by putting the WLAN switch up. (Can be enabled/disabled in the configurator) View the full changelog below and don't forget to read the readme.
For anyone who doesn't know what it is, a brief explanation, it allows youto specify a number of separate homebrew applications to load at launch. Each application can be bind to certain key. When that key is held during bootup, the PSP will automatically load your homebrew.
Feel free to leave any comments/suggestions/bugs below and/or send them to my email.
roe-ur-boat
Quote:
ChangeLog:
Version 4:
You can now bypass the autoboot by putting the WLAN switch up.
You can launch PSX games now too.
Rewrote the configurator and the configuration file parser. Configurator looks better and is more user friendly. (Thanks to Mc Cabe for the background)
PRX size decreased thanks to recoding and psp-packer.
No need to enable the prx for game.txt now.
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July 18th, 2008, 01:22 Posted By: wraggster
News from Sonypspplayer:
Hi,
I'm here to tell you that my (now our) project is still alive. Nielkie joined me. He has done a cover search function.
List of new features:
-Progress bar
-Cover search
-Visualizer
-less bugs due to new id3lib by Nilkie
-Album based (far from working)
The menu in the video is not finished yet, nor is the cover search function, but i wanted to give you an idea of it.
Video:
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July 18th, 2008, 01:20 Posted By: wraggster
Updated Release from Torch:
This is a simple plugin I made a long time ago for my personal use. I just found the source code while going through some old stuff on my computer, so I thought I'd clean up the code a bit and release the plugin.
I realize that there are other plugins that feature similar functionality but I wrote my own because I wanted to be sure its coded optimally, as there are a few careless ways in which these functions can be improperly used (the point of this after all is to conserve battery life).
It does the following when the Hold switch is enabled:
* Switches off the LCD backlight.
* Switches off the actual LCD screen.
(This is important because the backlight and actual screen are two different things. You can have an image being displayed on the screen while the backlight is switched off, such that you can see the image if you use a flashlight. You can also have the screen switched off while the backlight still illuminates the powered off screen.)
* Underclocks the CPU to 61MHz
(Sony has changed the clock speed functions such that only certain combinations of speeds work correctly. Simply trying to underclock to arbitrary values will result in the CPU simply running at the stock speed. I have verified that Hold+ successfully underclocks to 61MHz.)
* The original screen brightness and clock speed are restored when the Hold switch is released.
* Prevents the PSP from going into suspend mode if you accidently push the power switch too far when turning off Hold mode.
* Allows operation of the PSP with the display turned off, to change volume, skip songs etc.
Usage:
Turn on the Hold switch to automatically disable the display and underclock the CPU. Turn off the Hold switch to return the CPU to normal speed and enable the display.
If you push the ANALOG UP button when turning off the hold switch, the display will remain switched off and the CPU will remain underclocked, but you can operate the PSP. This is useful if you just need to adjust the volume, fast forward/rewind, or to skip to the next song, without unnecessarily turning on the display. To return to normal, just press the Screen button.
If you push the ANALOG UP button when turning on the hold switch, it will only lock the keypad like normal Hold mode. The display and CPU speed will not be changed, so that you can watch videos etc. with the keypad locked.
Installation:
You can install it in the seplugins folder, and make an entry in VSH.txt. Thus it will be active in the XMB. Its also possible to use it in games by adding it to GAME.txt, but some games may crash etc., if the CPU is underclocked to such a low value.
Optionally, its also possible to install it in your PSP's flash0 so that it will work without a memory card. For this you can use FreePlay's "NewBTCFNedit" and enable it for VSH mode in the all the PSPBT?NF.bin files. Add it after vshmain.prx.
Credits:
Thanks to adrahil for helping with preventing the suspend mode.
Changelog v2.61
----------------------------------
Fixed a bug that was introduced in v2.6 that caused the control input buffer to completely fill up, hence causing the Analog Up features not to work in Hold mode, when the plugin was used for an extended period of time.
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July 18th, 2008, 01:15 Posted By: wraggster
News/release from andbad:
I have released the second update of VisualApplication, the first 3rdparty Nanodesktop application.
This homebrew provides a calculator, a text to speech synthetizer and
a WAV/MP3 graphical player.
It is based on the API of Nanodesktop library.
This is the changelog from 0.2 version:
Code:
v. 0.3 - Menu: The wallpaper file is now included in the code;
You can use analog stick to move mouse pointer (menu "Option->
Analog/Digital Mouse");
- VisualMP3: Enable balance control in VisualMP3;
It's possible to load a file simply click on "no file loaded"
button;
Some bugs resolved in play routine;
- VisualT2Speech: some optimization thanks to 0.3.4 Nanodesktop release;
- VisualOCR: Added;
Save .txt file (on same folder of image file);
- VisualFM: Added;
Click on file for exit;
- Some optimization of the code;Readme file in english language included.
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July 18th, 2008, 01:10 Posted By: wraggster
News/release from Xeeynamo
Hi today I want releae my first homebrew that I've developed in this site ^_^
This is a Hex Editor for PSP, very easy to use
DPad = Move x1
Analog = Move x2
Cross = Decrease
Square = Increase
Triangle = Copy
Circle = Paste
LTrigger = Page Up
RTrigger = Page Down
Select = Menu
Start = Data View
1.2:
-Add a menu with the following options:
-Cancel
-Show hex code and text
-Show only hex code
-Show only text
-CPU Speed setting (17-333 MHZ)
-Select File
-Added a Data View that allows to show the corrispondence of the hex values to decimal.
-Fixed an bug that not write the file in some case.
-Fixed an overflow bug when you select too file.
-Fixed the reading/writing bug after standby mode.
-Some improvement in the program's code.
1.1:
-Fixed Visualization bugs:
-Console Text at top.
-Gray background when returning back to file selection.
-Charachters visualizzation.
-Fixed the bug that made crash the console when selected a 0 bytes file.
-Improved the management of the keys.
-Improved the code saving about 700byte.
-CPU set to 133/66
1.0:
-Initial Release
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July 18th, 2008, 01:06 Posted By: wraggster
News/release from Raphael:
Long awaited and finally here to stay. JoySens in version 1.4 adds a couple of features and fixes:
- Added support for configs for different modes (VSH/POPS) and game/eboot paths
- Added analog<->Buttons mapping modes
- Fixed primary button mapping
- Fixed HOLD button preventing analog input
- Fixed to keep PSP from suspending/shutting down LCD if analog was pressed
- Fixed font output shadow making it better readable on light background
- Improved auto-center function a bit
- checked compatibility with CFW up to 4.01-M33-2
- Made installation easier
Yes, it's now easier to install for all those that couldn't get around those .txt files and allows you to specify settings for each of your games/UMDs individually. Play your favourite racing games with high smoothing, while the shooters have low smooth and higher sensitivity.
If you have problems making JoySens run on your latest firmware, try formating your flash1 from recovery menu and resetting the PSP.
If you haven't heard about JoySens before:
- "JoySens is a custom firmware plugin for Sony PSP that allows you to control the sensitivity of the analog stick in a very efficient way as well as "repair" faulty analog sticks. In very bad cases where the analog stick is not repairable, you can also just disable it so it doesn't interfere with your games anymore. Apart from that it includes functionality to swap and remap DPad input to analog stick and vice versa, hence allows you to control the XMB with the analog stick for example."
Version 1.4 has been replaced with bugfix version 1.41 dealing with the following problems:
- fixed crash when saving settings from game
- fixed JoySens not starting in homebrew
- made JoySens not boot in recovery
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July 18th, 2008, 00:59 Posted By: wraggster
News/release from Dark Sabre:
I know it's not the best atm :P
this is my first game, a modified version derived from jo3_sum's code, added features like
Second image for paddle 2
Faster Gameplay
New GFX
Background
and soon to be:
Music (tried to do it today with oslib mod, It doesnt like me tho :P)
Simple physics engine
Enhanced menus
2 Player with second player (using X and Tri)
Maybe more......
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July 18th, 2008, 00:56 Posted By: wraggster
News/release from Xart:
This project is an open source shell for the PSP that is at the moment is getting developed.
People like to customized things and for most users, they simply don't know how to do so, this project is aimed to change all that, it will allow a beginner to customize his or her PSP for the stuff they use on it
The concept of how the shell works is modular, it is simply made up of a collection of small homebrew apps passing a message to the shell and vice verser.
GLUE V1.0 "BUILD 0C000" is completed.
SHELL is very much in development stage, close to an Alpha release.
SHELL will be very customizable by any end user with no programming skills required.
One will be able to make fancy Menus and Sub-Menus for all his or her homebrew, ISOs "persinal backups", Emulators etc...
They will be a offical webpage for this Project that will include the source code for anyone that is into PSP Development.
Following this project will be OpenChoice Packs to show how one can customize the shell.
Credits so Far
xart : project leader and sole developer for now plus designer of OpenChoice default look.
alfatreae : logo designer & naming of project.
Alpha 2 is here http://openchoice.xart.co.uk/downloads/OpenChoice.zip
BUILD 2A062 "Patch for Previous Alpha 2"
http://openchoice.xart.co.uk/downloads/2A062.zip
Mouse Speed Controle, via ini file
BUILD 2A063 "Alpha 2 Update (Requires Alpha 2)"
http://openchoice.xart.co.uk/downloads/2A063.zip
Alpha 2 will let you see how things are shaping up.
Analog Stick: Mouse
Digital Pad + Cross: Mouse
Digital Pad: "BETA & Final" disabled in Alpha
Square: Home Default Location
Cross: Select Entry "Focus"
Double Cross Press: Launch or Open Folder
__________________
www.xart.co.uk
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July 18th, 2008, 00:51 Posted By: wraggster
Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:
Here's test 19. Updated the input mapping. Rules are as follows:
1 - You can have a maximum of 64 map entries.
2 - Map entries have two hexadecimal numbers followed by four decimal numbers.
3 - The first number is which PSP buttons must be pressed to match this map entry. The second number is which PSP buttons must NOT be pressed to match this map entry. Any combination is allowed. If you don't specify all the buttons between the two fields, you can match to more than one entry (which is something you may want to do).
4 - The third through sixth numbers are Mac input values. They may be key codes, mouse buttons, or mouse movements. The following rules apply to Mac input values:
Anything less than 255 is a Mac key code. For the caps lock to work properly, it must be the first and only Mac input value for the map entry.
A value exactly equal to 255 is a null code - it does nothing. Be sure to fill unused values with 255!
A value between 256 and 511 is a mouse button, where the button number is the value - 256. So 256 is mouse button 0, 257 is mouse button 1, etc. Note that the 68K Mac never really used anything other than mouse button 0.
A value between 512 and 768 is a mouse movement. The movement is a value from -8 to +7 added to 8, with the horizontal movement being multiplied by 16. Negative values move up or left; positive values move down or right. So if you wished to move the mouse up at a speed of 2 and right at a speed of 5, the movement value would be 512 + (5+8)*16 + (-2+8), or 726. It might be easier to visualize it in hexadecimal, even if the value must be in the map as decimal. In hex, the mouse movement is 0x2XY, where X is the horizontal movement, and Y the vertical.
Notice that the mouse movement is new - I added that so that the d-pad could be used as a mouse if the analog stick weren't working. I've included a new input map that makes the d-pad the mouse.
Note that the default mapping has changed! LTRIGGER is now the OPT key, and RTRIGGER the Control key. The CROSS is now the mouse button, while Enter was moved to SQUARE. The rest are the same as before: the d-pad is the Cursor keys, CIRCLE is CMD+w, and TRIANGLE is CMD+q.
This matches the d-pad mouse pretty well, where the d-pad becomes the mouse movement, and LTRIGGER changes from OPT to FAST mouse movement. So if you just press the d-pad, the mouse moves slowly, and if you hold LTRIGGER and press the d-pad, the mouse moves quickly.
Note that making RTRIGGER Control by itself was necessary to get contextual menus working right. Hold RTRIGGER, then press X over top something to get its contextual menu.
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July 18th, 2008, 00:45 Posted By: wraggster
News from Uberjack:
As I mentioned before, psplib is currently undergoing some changes; some will be noticeable immediately; others will take a while. One of these changes is an improved virtual keyboard interface, which should resemble an actual system keyboard more closely. The new keyboard will be released with the next version of Fuse PSP.
http://0xff.akop.org/2008/07/16/chan...tual-keyboard/
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July 18th, 2008, 00:44 Posted By: wraggster
News from Uberjack:
After some discussion at worldofspectrum, I learned that the problem with Fuse PSP is psplib’s restrictive disclaimer, which prohibited commercial use of the code. psplib is the library that I initially wrote for fMSX PSP; it is common to all the ports I’ve done to date. While the disclaimer wasn’t actually meant to serve as a legal document (as I mentioned in the forum, I’ve always considered psplib public domain software), Philip’s argument is that it went against GPL, which prohibits user restrictions.
To resolve this incompatibility, I’ve decided to license psplib under the GPL. The library is already undergoing structural changes (parts of it have needed tweaks for a while now), so now seems as good a time as any. The updated library is in the trunk branch of Fuse PSP’s repository.
http://0xff.akop.org/2008/07/16/pspl...sed-under-gpl/
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July 18th, 2008, 00:38 Posted By: wraggster
News via pS3hax
PS3Hax member silenoz has found a way to launch a simple java game on the PS3 gameOS, with the BD-J (BluRay Disc Java) functionality. The game he launched has BD-J (Bluray Disc Java) functionality (BD-J allows bonus content on Blu-ray Disc titles to be far more sophisticated than bonus content provided by standard DVD, including network access, picture-in-picture and access to local storage.)
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July 17th, 2008, 21:42 Posted By: Shrygue
via Eurogamer
PlayStation Home will launch into open beta at the same time in Europe as it does in the USA.
That's according to SCEE boss David Reeves, who told hacks at the company's Santa Monica gathering this week that it will arrive "with the same specs, same support and at the same time in autumn 2008".
According to Reeves, "The precise date will be announced by SCEI very shortly."
Home, which has been in development for approximately 2 billion years, is a virtual world where PS3 owners can come together and enjoy one another's company, launch games and behave in a web 2.0 fashion.
It's been delayed so often that it might as well be a train, and we'll have hands-on impressions of the latest build - and the current thoughts of its developers - on the site in very short order.
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July 17th, 2008, 21:33 Posted By: wraggster
Now i spotted this at NintendoMax (thanks guys) and well im not sure at all if its a fake or not but for now we will give it a weary benefit of the doubt for now, firstly heres a screenshot:
Heres the translated info
We are very proud to present our latest creation
this affects both the wii: No emulator $ PsP which emulates the psp on wii!
The emulator does not read actuelement the CSO nor the DAX, only the ISO, and runs between 4 and 8 fps (which is far from a perfect emulation.)
In order to correct some bugs still quite annoying, to post the next few days. We wish to thank the creator of the source
potemkin, because it is a little grace has it that we have the ariver or we actuelment.
We wish you a rapelez that the version we will posterons a beta version which is far to run their games has vitèsses normal.
Lets hope teamshift arent doing us over but we shall wait and see. A PSP Emulator for Wii surely its not doable at a decent speed, your answers via comments, although it would be fun to play PSP Homebrew on the Wii
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July 17th, 2008, 21:22 Posted By: Shrygue
via Eurogamer
Gran Turismo TV will launch properly in Europe at the same time it does in the USA.
That's 1st August in case you missed Sony's E3 press conference.
"The prices for the GT TV offerings will be announced within the next two weeks," SCEE president David Reeves said at an event in Santa Monica today.
Which is sort of obvious, he added, given that 1st August is two weeks away.
GT TV is part of Gran Turismo 5 Prologue, but its soft launch with the game is finally being reinforced by programming from racing competitions around the world, the BBC's Top Gear and internal programming.
This will even include GT creator Kazunori Yamauchi - who attended Reeves' briefing at the Viceroy hotel on Santa Monica's Ocean Drive - touring the Ferrari factory.
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July 17th, 2008, 21:19 Posted By: Shrygue
via Computer and Video Games
The Namco boys can spend the rest of the week watching E3 trailers and videos of people being smacked in the head with spoons on Break.com, because Soul Calibur IV has gone gold and we've got some new E3 screens.
22 of them, in fact, some of them featuring Ivy who we like because she barely wears anything.
Yes, we like over videogame girls. In fact, we've had long discussions about who's the fittest fighting game girl ever.
Who gets your vote?
Screenshots here
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July 17th, 2008, 21:06 Posted By: Shrygue
via Joystiq
We somehow managed to get Gran Turismo creator Kazunori Yamauchi to slam on his brakes for a moment today and talk to us about his flagship racing franchise. According to the Polyphony Digital boss, his studio is focusing a majority of its efforts on Gran Turismo 5 Prologue. In fact, he confirmed that the proper, disc-based Gran Turismo 5 might not even roll out before 2010.
In the meantime, Polyphony will continue to expand Prologue with additional cars, tracks, and features. Yamauchi couldn't speak to specific plans, but mentioned that an new update is planned for the near future.
With all of the work his company is putting into the next console GT installment, Yamauchi tells us that it hasn't forgotten the long-delayed Gran Turismo 4 Mobile for PSP. He confirms that the game – originally announced at E3 2004 – is still actively in development, although it isn't planned for release until after GT5. That would be 2011 for those with pen and calendar in hand
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July 17th, 2008, 21:06 Posted By: Shrygue
via Joystiq
We somehow managed to get Gran Turismo creator Kazunori Yamauchi to slam on his brakes for a moment today and talk to us about his flagship racing franchise. According to the Polyphony Digital boss, his studio is focusing a majority of its efforts on Gran Turismo 5 Prologue. In fact, he confirmed that the proper, disc-based Gran Turismo 5 might not even roll out before 2010.
In the meantime, Polyphony will continue to expand Prologue with additional cars, tracks, and features. Yamauchi couldn't speak to specific plans, but mentioned that an new update is planned for the near future.
With all of the work his company is putting into the next console GT installment, Yamauchi tells us that it hasn't forgotten the long-delayed Gran Turismo 4 Mobile for PSP. He confirms that the game – originally announced at E3 2004 – is still actively in development, although it isn't planned for release until after GT5. That would be 2011 for those with pen and calendar in hand
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