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July 12th, 2008, 02:53 Posted By: wraggster
Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:
Um... test 12? Had a stupid goof in the new button code that (among other things) prevented you from naming a hardfile at format time. Also, once you enabled the memstick, it was on for life. Both are cleared up in test 12.
Here's test 11! I made a minor change to the interpretation of the NOT SET field of the button map. It used to be any of the bits in the NOT SET field made it not match. Now it's those set bits exactly. Makes the logic cleaner. You match the set bits against pad.Buttons, and the not set bits against ~pad.Buttons in the same manner. Think of it this way: you have a total of 10 bits to match against; the first field says to match if all the bits you specify are 1s; the seconds field says to match the bits you specify if they are 0s; any other bits are don't-cares.
Big change for this update is memstick access!! Now I don't have to put up with noobs whining about not being able to use HFVExplorer. The emulator will now mount the files directory in the B2 directory when enabled. If the files directory doesn't exist, it'll create it when you run B2. This is the "old standard" for putting Mac files on a non-HFS partition, using helper directories to store the finder info and resource fork. As far as noobs go, just put .sit/.bin/.hqx files in the directory, then drag them onto the hardfile once the emu is running. I don't recommend installing software ONTO the stick. Although the helper directories should make it work, it's not meant for that purpose. It's really just an easier way to move files back and forth.
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July 12th, 2008, 02:47 Posted By: wraggster
News from Uberjack
A new emulator is currently in the works. If all goes well, there should be a release within the next couple of weeks.
Second, according to the folks at the MSX Resource Center, there is an MSX ROM mapper database, licensed under GPL. This may well mean the end of ROM type selection for fMSX. Special thanks to Manuel Pazos and Manuel Bilderbeek for their help.
If you can help with similar information for the Atari800 (ROM CRC and ROM type information), please let me know.
Great time to be part of open source development, to be sure.
http://0xff.akop.org/2008/07/10/bad-news-nobody/
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July 12th, 2008, 02:45 Posted By: wraggster
lolittle posted this tutorial on how to get emulators running on the PS3 in PS2 Mode, basically you need a 20GB/60GB Backward Compatible PS3 and a SwapMagic Disk:
What we need:
Swap Magic Disc (v3.6) - Consolesource sell them
USB Memory Stick
A Pc
A Ps3
This method only works on ALL PS3's that are capable of playing PS2 games (20/60gb SKU's), and upto firmware 2.40. This does NOT work with NTSC systems.
[UPDATE]: We have reports that this method does work on 20/60gb NTSC SKU's that are running on firmware 2.10 (Anything above not tested as of now).
UPDATE : Tested and working on PAL 60gb SKU 2.41
UPDATE : Confirmed working on NTSC 60gb SKU Running FW 2.41 by ztkratos
Step 1
Download This .zip file :: Swap Magic Emulator Files (download via Comments)
And extract its contents into the root of your USB Memory Stick.
Thats the easy bit Done
Step 2
Put your new USB Memory Stick with the files on into your ps3
Insert the Swap Magic Disc and click the ps2 disc icon when it appears
Swap Magic Will now load ... you will have to press your PS Button to use control pad again here.
Step 3
Now press R1 + Up on the Dpad simultaneously and a menu should appear.
Press any direction on the Dpad and then Circle Button to enter Config.
Press again at default and then in the new list go down to 'MISC/' and press Circle Button
Go down one to 'FileBrowser' and yes press Circle Button again
Now the old config menu should appear go down to 'Ok' and press Circle Button
Step 4
At this point you have to make sure 'FileBrowser' text is gray by using Dpad directions and pess Circle Buttonwhen it is gray.
Here go down to 'MASS:/' the go down to 'USBD.IRX' and press R1 and then 'Copy' (press) Circle Button
Press Triangle Button to go back
Now go to 'mc0:/' and press Circle Button
Press R1 and then go down to 'New Dir' and press Circle Button
Name the new directory as follows
All American NTSC consoles - BADATA-SYSTEM
All PAL consoles - BEDATA-SYSTEM
All Japanese consoles - BIDATA-SYSTEM
Thanks Aries2k for this info
then press Ok
Enter the BEDATA-SYSTEM directory now and press R1 again then paste the USBD.IRX file there by chosing 'Paste' in the box
Press Triangle Button twice and then the PS Buttonand 'Quite Game'
Thats the hard bit over, its all plain sailing for now
Step 5
Now start Swap Magic Again
This time hold up on the dpad and then press L1
This will bring up the choice of emulators Pgen and Snes Station
Choose the one you want by pressing X Button
There you have it its all done !!
All You have to do now is get sume roms for the emulators
To answer most peoples question :: No you dont have to do the whole proccess each time you want to run the emulators, just connect the USB Memory Stick and go from Step 5
Please Search around the internet for USB SNES STATION, download it and place it in psxloader directory in USB Memory Stick
Mod Edit - changed the machines working on to all Ps2's that are backwards compatible form just PAL
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July 12th, 2008, 02:20 Posted By: wraggster
News via playeradvance
News/release from J3r3mie of a new version of his iphone simulator for the PSP:
-- Possibility to launch 5 predefined addresses since [Safari] (5 addresses are stored in files
site1.txt to site5.txt in the [ms0: PSP \ game \ iPhone Simulator \ SYSTEM \ APP \ Safari \ CFG \]
-- Possibility to launch a file (TXT, JPG, GIF, HTM, HTML, PHP, SWF) with the web browser since [Safari]
-- Viewing the hour, minute and second since [clock]
-- Display of the month, day and year since the [clock]
-- Adding a cronomètre (Start, Pause, Enabling 0) since [clock]
-- Ability to display its IP address by connecting to WiFi since [Settings]
-- Adding a metronome to Lua I coded since [Metronome]
-- Possibility to change the beat since [Change the tempo]
~ X: Between the tempo with the keyboard
~>: +1
~ <: -1
~ O: +5
~ []: -5
-- Ability to delete a folder empty since [Explorer]
-- Ability to create a folder since [Explorer]
-- Recode complete Customize
~ Possible to display the menu used on the preview with Wallpaper / \
~ Possibility to change the menu
~ The preview menu s'Affiche installed on the Wallpaper
~ Possible to restart the Summerboard
~ Adding a new menu
~ Adding several other wallpapers
-- Fixed a few bugs
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July 12th, 2008, 00:40 Posted By: wraggster
Marvelous Entertainment USA and XSEED Games today announced its E3 plans which include a stellar line up of games for both Nintendo platforms, the Nintendo DS and Wii, as well as the PSP® (PlayStation®Portable) system. Both companies will display their portfolio of upcoming titles at E3 2008 which will be held at the Los Angeles Convention Center from July 15th – 17th. E3 attendees are invited to visit the Marvelous Entertainment USA and XSEED Games booth located at Concourse Hall Pavilion #427.
”We’re very pleased to be able to give the North American audience a sneak peak at our upcoming lineup,” stated Yasuhiro Wada, Managing Director of Marvelous Entertainment. “This is just the beginning of some of the great games that we’ll be releasing in the US under our Marvelous Entertainment USA banner.”
“It’s been an amazing year for us, and we feel that we’re well positioned going into E3,” said Jun Iwasaki, President of XSEED Games. “We’ve got a fantastic partnership with Marvelous Entertainment which we greatly appreciate, and the overall line up of titles we’re showcasing is strong and diverse, which we’re exceptionally excited about.”
Games being shown under the Marvelous and XSEED Games partnership are:
Avalon Code DS
From the creative minds behind Rune Factory and Harvest Moon with the development studio responsible for the Final Fantasy III and Final Fantasy IV DS remakes comes Avalon Code, an action RPG boasting incredible graphics, a deep and engrossing story, and innovative game play mechanics. Using the main character’s ‘Book of Prophecy’, players can modify the rules of engagement during battle as well as weapon and monster attributes. The player even has control over the story as it changes depending on which gender the player chooses to play as, enhancing the ability to immerse themselves into the story. Avalon Code DS is scheduled for release Q1 2009. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.
Rune Factory: Frontier Wii
From the creators of Harvest Moon and Rune Factory for the DS comes the first installment of Rune Factory for a home console. Developed exclusively for Wii, Rune Factory: Frontier features stunning graphics and takes full advantage of the Wii’s unique controls to fully immerse players in the Rune Factory universe. Rune Factory: Frontier incorporates an open-ended structure that allows players to choose the type of game they wish to experience. Whether it’s growing crops, expanding the town, fighting (or befriending) monsters or even falling in love, the experience is unique to each player. Rune Factory: Frontier Wii is scheduled for release Q1 2009. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.
LITTLE KING’S STORY Wii
Little King’s Story has an art style that is very ‘story-book’ in look and a magical fairy tale quality that will intrigue and delight gamers. The storyline, visual look, and lyrical music of Little King’s Story, work in concert to transport players to an interactive, enchanting, fairy tale world. By combining gameplay elements from life-simulation, real-time strategy, and adventure genres, the many aspects of creating a vast kingdom come to life! As King, players will manage and involve their townspeople in the goals of creating this new territory; enlisting them to dig for treasure, build new buildings and otherwise better their community. Of course, leadership is a two-way street, so as King, players will try to conquer rival nations to create a single unified kingdom, while also granting the requests of townspeople at whim. The game transforms the Wii Remote™ to a royal scepter and offers players the chance to be the best king in the world! Little King’s Story Wii is scheduled for release Winter 2008. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.
VALHALLA KNIGHTS 2 PSP system
Sequel to the popular Valhalla Knights, Valhalla Knights 2 promises to give fans of the original game a vast and expansive world to explore, and the customization tools to create the ultimate battle party. This action RPG (Role Playing Game) sequel adds new races, job classes, weapons, magic spells, foes, armor and more to the Valhalla Knights universe, all within an engrossing story arc. Controlling and choosing character aspects such as skills, race and appearance, players engage in real-time 6 on 6 battles, reliant on tactical combat strategies to achieve success. Supporting 2 player ad hoc network play, gamers can engage in Co-op and Versus modes with friends, or simply trade items and weapons. Valhalla Knights 2 PSP system is scheduled for release Fall 2008.
Separately, XSEED Games will unveil the company’s first official support of the Nintendo DS with three titles:
Populous™ DS
Based on the original Populous PC classic from Electronic Arts, Populous DS brings a re-imagination of the classic game, which pioneered the God simulation genre. Featuring touch-screen controls that utilize the dual-screens, players manipulate 5 elementally-imbued gods, each with their own unique miracles, within an extensive single-player campaign. Within the multiplayer wireless mode, up to 4 players can unleash earthquakes, tidal waves and raging volcanoes onto rival players’ lands. Populous DS is scheduled for release Fall 2008. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.
KORG DS-10
Designed after the famous KORG MS-10 music synthesizer, KORG DS-10 is a music-creation program for professional and aspiring musicians alike. The sound sources in the KORG DS-10 come from KORG, one of the world’s top musical instrument producers, and no effort was spared in the replication of creating high-quality sounds. The Nintendo DS’s touch-screen controls are utilized to the fullest to provide an authentic feel and operability across a dual-screen layout that is unsurpassed in portable music creation. A 6-track/16-step sequencer enables precise control and provides a wide range of musical possibilities, and up to eight DS units can be linked via wireless connection to play together or to exchange sounds and songs. KORG DS-10 is scheduled for release Fall 2008.
Retro Game Challenge
An original game based on the popular Japanese GAME CENTER CX TV series, Retro Game Challenge reinvents how classic games are played. Featuring a story-driven progression, players complete short challenges in a wide-variety of fictional retro-games. Specific challenges in shooting, racing, action and even an epic role-playing game are integrated into the story, while the in-game magazines offer cheat codes as well as fake 80’s news stories paying tribute to the rich history of the gaming industry. Released to raving reviews as Game Center CX: Arino’s Challenge in Japan , the game received a Gold Award from Famitsu with a 33/40 review score. Retro Game Challenge is scheduled for release Winter 2008.
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July 12th, 2008, 00:33 Posted By: wraggster
Heres the list:
10.5 Apocalypse / Category 7: The End of the World (~Randy Quaid, Shannen Doherty, ...) US US$ 24.99
Batman Begins (~Christian Bale, Michael Caine, ...) US US$ 28.99
Batman Begins (Limited Edition Gift Set) (~Christian Bale, Michael Caine, ...) US US$ 49.99
Batman: Gotham Knight (~Kevin Conroy, Gary Dourdan, ...) US US$ 34.99
Bonnie And Clyde (~Warren Beatty, Faye Dunaway, ...) JPN US$ 47.90
Dirty Harry Ultimate Collector's Edition JPN US$ 236.90
Exiled (~Anthony Wong, Francis Ng, ...) HK US$ 27.90
Kiseki No Yama Fuji-san JPN US$ 46.90
Natural Born Killers (~Woody Harrelson, Juliette Lewis, ...) JPN US$ 47.90
Sleepwalking (~Nick Stahl, AnnaSophia Robb, ...) US US$ 39.98
The Curse of King Tut's Tomb / Blackbeard (~Casper Van Dien, Jonathan Hyde, ...) US US$ 24.99
The Moody Blues: Lovely to See You - Live [dts] (~The Moody Blues) US US$ 24.98
The Ruins (Unrated Edition) (~Jonathan Tucker, Jena Malone, ...) US US$ 39.99
Umi - The Ocean Blue V-Music JPN US$ 46.90
Vicom Blu-ray Tenbo Shinkansen 0 Kei Kodama Hakata Minami - Hiroshima Kan - 2008 Shuen No Toshi JPN US$ 51.90
Zodiac Director's Cut (~Jake Gyllenhaal, Mark Ruffalo, ...) JPN US$ 47.90
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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July 11th, 2008, 23:40 Posted By: wraggster
We've seen more than our share of game controller hacks in our day, but few as devious as this creation by the folks at Near Future Laboratory, which promises to make games more "realistic" by simulating fatigue. That was done with the aid of the ever-versatile Arduino platform, which was wired to the DualShock 2's analog sticks and programmed to tweak the output signal ever so slightly so that the longer you play, the slower your character moves. Madness, we know, but if you want to give it a shot yourself, you can find the details and necessary code at the link below.
http://www.engadget.com/2008/07/11/p...-more-realist/
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July 11th, 2008, 21:32 Posted By: Shrygue
via Eurogamer
Far Cry 2 creative director Clint Hocking has confirmed that there will be no pre-release demo of Ubisoft's open-world shooter sequel. Or, "no, no demo" as he put it to us last week at the team's HQ in Montreal.
And that's because, according to Ubisoft, the open nature of the game would make it impossible to offer a worthwhile teaser without serving up too great a slice of the content.
Hocking explained: "One reason is, even if we were to give out what you played today - even if we put invisible walls around it and said, here's the demo, you can go anywhere you like inside these walls and play it how you want - that's potentially right there eight-to-ten hours of gameplay. I don't know too many people who are willing to give away a 12-hour game for free." Spoilsports.
Hocking further confirmed that the game was now feature complete, with the vast majority of the team involved in the lengthy process of debugging. "Once you push 100 guys onto debugging for a week, things can get stable really fast."
You can read all about what we made of the brand new E3 build of Far Cry 2 today. The game's due out on PS3, 360 and PC before Christmas.
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July 11th, 2008, 20:49 Posted By: Shrygue
via Computer and Video Games
As Namco's frantic fighter (published over here by Ubisoft) nears release, another character has been revealed. And it's not all about the Star Wars cash-in either. Say hello to Algol...
Hideo Yoshie, character designer, explained, "We aimed to make a character that is the 'king' of an ultra ancient civilization and a character that obviously proves the setting of being the strongest character ever in SC series.
"So, he's wearing a costume from the ancient kingdom that isn't recorded in history, and it was really difficult and troublesome to make the design of his costume as so just by looking at it. The final motif of the amour ended up being the 'bird', but there were many other ideas like the lion, cobra, dinosaur and more. I believe the design combined dynamism and splendor, and is very cool.
"His right hand glows red and his left hand glows blue because he holds the Soul Edge in his right and the Soul Calibur in his left. Also he has ten kinds of weapons built in his body and shows a variety of fights never seen before, including flying in the air and sitting in the throne. I want people to have fun by his buzzard actions.
There was an idea for an additional option which he causes an off-site brawl with a pipe chair instead of the throne, but we were not able to put the idea in the game this time.
"By the way, the Algol that shows up in the opening demo is Algol when he was still a human.. That's why his hair has a different colour from within the game. There are some more detailed differences, so please go on and find more differences on him for fun through the game."
Right then, all sounds good. But we bet he's not the hardest fighter ever to appear in the series. That's got to be either Yoda or Darth Vader surely?
Image of the character here
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July 11th, 2008, 20:48 Posted By: Shrygue
via Computer and Video Games
Criterion has launched the first major Bunrout Paradise update, codenamed 'Cagney', for PS3 and you can download it right now free of charge.
Boot up the game on your PS3 and, considering you're online of course, you'll be prompted to update the game to version 1.30 - a huge 385MB update.
The "game changing" update adds new online game modes, new vehicles and "a stack of enhancements and fixes", so that should give you plenty to be getting on with.
The update for the 360 version was delayed four days to Monday.
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July 11th, 2008, 20:01 Posted By: Shrygue
via Games Industry
Sony Computer Entertainment Japan has said that there are no plans to drop the current price of the PlayStation 3.
Speaking to investors, chief financial officer Nobuyuki Oneda said the company remains focused on profitability for its games division.
"Our strategy is not to sell more quantity for PS3 but to concentrate on profitability," said Oneda, reports smartmoney.com
"Our plan is to not reduce the price."
The comments come ahead of an expected announcement by rival console manufacturer Microsoft that it will cut the price of its Xbox 360 Premium SKU by USD 50, to USD 299 this weekend.
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July 11th, 2008, 01:08 Posted By: wraggster
via psp hacks
Update: Two point ten is out and it’s sportin’ analog action…
Analog support in game (for sillyzombie666)
Hunters spawn more frequently
Exit to Menu from Season Select Screen
Added image to binocular
The hunted becomes the hunter in Code Red’s LUA-scripted adventure, “Deer Avenger Mini.” You’re put in the boots of Bambo and tasked with the duty of hunting those who killed members of family Cervidae. This is what Bambo does, who Bambo is… Live for nothing, or die for something.
Recognize — “Deer Avenger” is a Simon & Schuster game available on both Windows and Mac platforms .
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July 11th, 2008, 00:58 Posted By: wraggster
via pspgen
Hi everyone!
So today I return with a stunning version 0.4 of my Homebrew: Space Monster Attack!
News:
-- New interface for the menu
-- Nearly all been redesigned graphics
-- From Monster Battle, the life of character is now saved between levels
-- Two new characters have been added (it now has the choice between 4 characters)
-- 6 levels are now present in Monster Battle mode before entering the final boss (formerly
only 5 were available due to a bug)
-- All minor bugs have been fixed
-- New police writting
-- Improved random mode Astroid Survivor
-- Adding an animation of destroying monsters with a sound mode Monster Battle.
-- Adding a new game mode: Chrono Destroy! (play modes are now number 4)
Explanation on different modes of play:
Monster Battle: you choose your decor, then your character, and go on an adventure through 6
levels or you will destroy alliens before they kill you with your arms 2:
Single bullets and fireballs, to be used with restraint and wisdom (only the number of 5!)
course in the allotted time. And all this to happen to a boss ... recalcitrant.
Astroid Survivor: you choose once more your scene and your character to go in
a field of asteroids or you will survive as long as possible to you moving with the analog stick to achieve the highest score possible (which is saved and can be seen in the section Best score of the game).
Chrono Destroy: Again you choose your background and your character.
You then determine how much time you want your hard part (30 or 60 seconds choice) and voila you in an arena where you must destroy as many monsters as possible in the time that you have chosen to start (the best scores 30 and 60 seconds are also saved in the section Best scores)
Two Players: the time has come to call your little brother or little sister
for him to prove that you are the best. On the same PSP, each of you control a small character, and you shoot using the triggers L and R. Each shooting involving the enemy relates 2 points and is the first to 10 wins the match!
Orders:
In menus:
-- X: OK
-- O: Back
For the rest of orders, go to the Help menu of the game!
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July 11th, 2008, 00:49 Posted By: wraggster
Charnold has released a new version of his excellent 3d FPS for the PSP.
Heres whats new:
07-09-2008 Version 1.0.6
- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)
editor changes:
- set hitpoints of each enemy
game changes:
- set hitpoints of player (config.txt)
- faster rendering of world geometry
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July 11th, 2008, 00:47 Posted By: wraggster
Nobody can deny the cuter qualities of the LocoRoco. The simplistic yet uniquely addictive PSP game was a breath of fresh air when it was released in 2006 -- easy to come to grips with, fun to look at, and downright charming once you broke out the headphones and learned all the neat little songs the Locos sung for you. Two years on, and the music is still stuck in the heads of thousands worldwide.
Rumors about LocoRoco 2 have been buzzing around for over a year now (former Sony vice president Phil Harrison inadvertently confirmed it when he mentioned how he was playing "LocoRoco's next version" at the 2007 DICE event), but now we've got official confirmation: the Locos are heading back to the PSP, and it's going to be as cute as ever. As before, you use the L, R, and Circle buttons to help the strangely cute LocoRoco across a dangerous planetary landscape, with the merry blobs singing and generally having a good time along the way.
The Moja Troop, the vaguely rasta-ish aliens that got in the LocoRoco's way in the previous game, are back -- and as director Tsutomu Kouno tells Weekly Famitsu magazine this week, they've learned how to sing themselves. "The Moja Troop are back with some new bosses, but this time they've also learned some songs," he says. "They've been practicing as hard as they can, and they've learned how to use music to sap the energy out of everyone. Now nobody feels like doing anything, so the LocoRoco have to go around the world and pep everyone back up again." Does that mean you'll be hearing the Moja singing away if you approach one? It sure does. "They're pretty good, too!" Kouno claims. "You'll also run into other enemies as the game goes on -- not friends of the Moja, but there's a boss that has transformed these creatures and has them under his control, and he uses them to attack the LocoRoco."
The original LocoRoco was a hit among both hardcore PSP maniacs and the more casual audience, and Kouno is quick to point out that the sequel won't lose the first game's light, quick gameplay and simple charms. "We've tried our best not to change the core gameplay too much," he says. "We're being careful to keep it from getting too complex, and in addition to that, we're putting in lots of new features for people who played the first game to enjoy." Among those new features is a wealth of new abilities that the Locos learn as you go on: "In the first game you could only swim on the surface of bodies of water, but here you can dive underwater," Kouno says. "You could catch yourself on a rope by biting on it earlier, but you can bite down on more stuff this time -- you can even pull things out entirely with your teeth. We'd like to have more places where the player and the LocoRoco work together to do things, giving you a taste of what it's like playing with them."
No release date has been proffered for LocoRoco 2, which Sony Computer Entertainment says is about 75 percent complete.
http://www.1up.com/do/newsStory?cId=3168605
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July 11th, 2008, 00:45 Posted By: wraggster
You can say what you want about Sony Computer Entertainment's first-party games, but you can't fault them for being unartistic. In fact, they've got a reputation for off-beat games that goes all the way back to the launch of the original PlayStation, a fact brought to the forefront once again with Patapon, which hit stores in February and charmed the pants off PSP owners worldwide. Sony and Patapon designer Hiroyuki Kotani aren't waiting around for the afterglow to fade away from their efforts, though -- they're already working on a sequel, and it could be in our hands as early as this winter.
"We had been thinking about a sequel ever since we were working on the overseas version of the original," Kotani (whose previous work includes overlooked PS2 puzzle game Bombastic) told Weekly Famitsu magazine. "I wanted to make a sequel, and I was thinking about how best to go about it. We had a few different directions in mind when [SCE producer Junichi] Yoshizawa finally ordered us to make a multiplayer game in the Patapon universe."
Without a doubt, four-player ad-hoc multiplayer is the biggest new addition to the Patapon sequel, tentatively titled Patapon 2. The idea behind the co-op multiplayer mode is simple. In Patapon 2's single-player story mode, you'll occasionally come across giant eggs -- some of which contain helpful items, some of which hold smaller eggs inside. In order to hatch these suckers, you'll have to team up with other players and navigate a special enemy-laden multiplayer battleground, using the traditional pata-pata-pata-pon drumbeat to heft the egg forward and defending it whenever monsters loom nearby. Once you arrive at the special egg-hatching altar at the end of the field, all four players will perform a hatching ceremony, a sort of tribal drumline where everyone has to match their rhythms together to crack open the egg.
As Kotani put it to Weekly Famitsu, the original Patapon lacked multiplayer because he thought it would be too hard for players to come to grips with. "You control a lot of characters at once in Patapon, so we thought multiplayer would be too difficult to deal with," he says. "You wouldn't have any idea which fighers were under your control. That's where the Hero Patapon come in." These Hero Patapon, amusingly enough, play a similar role to the "heroes" in real-time strategy games like Warcraft III -- they're a central unit to your Patapon army, a very powerful character that can be further customized and strengthened with the special items you earn in multiplayer. "[The Hero Patapon] are strong, but the enemies are just as strong this time," Kotani notes. "There are lots more bosses and midboss-type enemies this time. We've got about double the amount of content to explore, just in terms of the number of stages alone. Add the customization options to that, and to be honest, you may never get to fully explore every bit of it."
Patapon 2 has a release date set for winter in Japan, although no international release plans have been announced yet. "I'd like to get people playing this as quickly as possible," Kotani commented. "People really liked the game when it debuted, and I don't want people forgetting about it if we disappear for too long."
http://www.1up.com/do/newsStory?cId=3168612
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July 11th, 2008, 00:43 Posted By: wraggster
News/release from Dragula96
Hello everyone,
It’s been a while since I’ve updated Tetriabetes since I’ve been busy with work, and playing GTAIV and MGS4.
I had a hard drive crash (good thing I backed up my hard work), and just never got around to re installing the psp SDK again.
I think it is time to start working on Tetriabetes 1.50 again.
The final version of 1.50 will be the last update unless bugs are found. After that is done, I will release the source code and hopefully other devs can keep working on it, to make it even better.
In the mean time I will be releasing beta builds of 1.50.
I’ve also decided to make v1.50 beta 2 public.
You can download it here:
Tetriabetes 1.50b2
Changes are listed below.
Thank you everyone for your support.
next beta will focus on skin support/optimization.
1.50b2 Changes - 7/10/2008 Public release
---------------------------------------------
Decided to release 1.50b2 to public
Thank you for your support!
Download and Give Feedback Via Comments
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July 11th, 2008, 00:33 Posted By: wraggster
Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:
Time for another update! Test 10 adds input mapping. There's nothing in the GUI for it at this time - you have to make them with a text editor and then copy them to the imaps directory in the B2 directory. Like the other directories, it'll create it if it doesn't exist when you run B2. Input maps are selected and loaded just like floppies and cdroms - press SELECT in the emulation and press right/left to switch between imaps, floppies, and cdroms. Press up/down to select the specific file. With imaps, pressing CROSS parses the button map file. I include a file that is the same as the defaults used when the program starts - that allows you to go back to them after using another imap.
The format is deceptively simple - it's just one or more lines of four numbers. The first two are in hexadecimal and represent the buttons that should be pressed, and shouldn't be pressed, respectively. This is the same value as the defines from pspctrl.h:
Code:
UP = 0x0010
RIGHT = 0x0020
DOWN = 0x0040
LEFT = 0x0080
LTRIGGER = 0x0100
RTRIGGER = 0x0200
TRIANGLE = 0x1000
CIRCLE = 0x2000
CROSS = 0x4000
SQUARE = 0x8000
You can combine those to look for more than one button. For example, 0x6000 is both CROSS and CIRCLE at the same time. The reason for having a value for buttons that SHOULDN'T be pressed is to allow for one or more buttons to be used as a qualifer. For example,
0xC000, 0x0000
0x4000, 0x8000
The first says to look for BOTH SQUARE and CROSS, while the second says to look for CROSS and NOT SQUARE. That makes SQUARE a qualifier that changes the meaning of CROSS depending on if it's pressed or not. This allows for more combinations of buttons than is useful, but I didn't want to limit people too much.
The next two numbers on each line are in decimal and represent the key(s)/mouse button(s) to press. For Mac keycodes, look at the keycodes file in the unix directory of the source. The second column of numbers is the decimal value of the Mac key shown after the # symbol. There are also pictures floating around the net that show the value of the keys over top an image of the keyboard. Use 255 to represent nothing. 256 represents mouse button 1 and 257 mouse button 2. You get two codes, so you can do one or two keys, a key and a mouse button, or any such combination.
So a line in the file of
Code:
0x4000 0x0000 256 255
makes the X the mouse button. Remember to make that second code 255 when not being used! 0 is a valid keycode for the Mac, so 0 doesn't cut it. I use 255 for just that reason.
You are currently limited to a maximum of 64 input mappings. I can change that if people want more, but it should be enough for nearly everyone.
The default mapping is currently:
d-pad = cursor keys
ltrigger = mouse button 1
rtrigger = mouse button 2 (although I'll probably change this to CTRL+MB1 for contextual menus)
cross = enter
square = tab
circle = CMD+W (close window)
triangle = CMD+Q (quit)
I fixed a bug in the OSK where the Command key got stuck once you used it. It's why people reported that sometimes the OSK quit working - it was still working, but the CMD qualifier was stuck.
I also added the ability to create blank floppies in the Create Hardfile sub-menu of the Volumes sub-menu. It makes a blank 1.44 MB file that you can then insert and format in the emulation from the Mac desktop.
Download and give feedback and Compatability Reports via comments.
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July 11th, 2008, 00:19 Posted By: wraggster
Dragon Electronics released 2 new accessoiries for the Playstation3:
* 2.4GHz Wireless Duo Shock 3 Controller 2
A very complete wireless controller that is compatible with Playstation 3, Playstation 2 (adapter included) and PC. It is packed with features such as rumble, wireless DVD remote control, 2.4GHz operating mode and more!
Specifications :
- 3D mega vibrator
- 2.4Ghz wireless mode
- Operating range: up to 8 meters
- Comes with analog/digital/dual shock/dual shock 2 function
- Automatic detect and case up 2.4Ghz wireless channel function
- Compatible with PS3, PS2, PSOne and PC action/shooting/ fighting/AVG/RPG/sport and any racing games
- Built-in PS2 wireless dvd remote control function
- 4 controllers can be used simultaneously
* 40G Cooling System for PS3
Built-in 5 high efficient and reliable mega power fans to speed up the air circulation and prevents the console from overheat thus prolongs its life span.
Specifications :
- Easy to set up
- Power wind and without noise
- All-in-one design
- 2 compensate USB slots
- No batteries required
- Built-in led indicator
- Built-in 5 mega power fans
Buy Now: 2.4GHz Wireless Duo Shock 3 $23 | 40G Cooling System $13
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July 10th, 2008, 23:36 Posted By: wraggster
One of the most requested features to come with In-Game XMB was Voice Chat. However when 2.40 arrived, many people were disappointed to hear that it wouldn’t be featured with the update. Sony will deliver this addition sometime later this year, however they also hope to go one step further: In-Game Video Chat. And we’re not just talking about video chatting while you have the game paused. According to an inside source, In-Game Video Chat will enable you to video chat with a friend while actually playing your game. It will work in a similar fashion to BD-Live where there is a PiP (Picture in Picture) window in the top right corner of the screen so you can see your friend(s) while you chat with them. It’s unclear when exactly this will arrive but it should come via firmware update by the end of this year.
http://playstationlifestyle.net/2008...me-video-chat/
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