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July 10th, 2008, 23:33 Posted By: JKKDARK
http://www.motorcycle-usa.com/Articl...ID=6742&Page=1
TT Superbikes Real Road Racing Championship, the eagerly anticipated follow-up to the best-selling TT Superbikes game, is here!
The new generation of the Sony PlayStation 2 game was officially released on Friday, July 4th 2008.
The new generation is the result of years of development by Jester Interactive Publishing. Once again Duke Marketing, the world-leader in powersport entertainment, has been appointed the sole UK & Ireland distributor by Jester.
Featuring more circuits, more riders, more teams and more machines, this is the ultimate in motorcycle racing games. It faithfully recreates the incredible challenge of road racing - blasting along public roads at up to 200mph with houses, hedges and walls just inches away.
TT Superbikes Real Road Racing Championship takes the original game to a whole new level, offering gamers an even greater experience. Unparalleled bike physics deliver ultra-realistic handling for the ultimate adrenalin-fuelled racing experience. Jester Interactive, based in St. Asaph, Wales, has utilized its proprietary technology to deliver the most thrilling gameplay, truly capturing the excitement of the sport.
TT Superbikes Real Road Racing Championship features seven of the most challenging circuits on Earth. Added to the world-famous Isle of Man TT course and Southern 100 circuit featured in the first game are the North West 200, Ulster Grand Prix, Macau, Oliver's Mount and Aberdare Park.
Players can choose from a list of top riders and teams to race in third and first-person perspective, and can select one of 80 unique championship machines in six different classes to compete on.
Dynamic motorcycle set-up options give complete control, while marshals, flags and changeable weather conditions help keep the experience ultra realistic.
Burnouts, wheelies, stoppies and jumps can be performed throughout the racing, and the behavior of the bikes changes according to tire and bike wear and tear, along with fuel use.
There's also a two-player option and five different game modes:
- Race Now, simply hop on and go head-to-head and have a blast
- Challenge, where the player unlocks circuits, bike classes and models along with other rewards
- Championship, which allows players to race over all circuits on one bike class and score points
- Weekend, where the player races different classes of bikes at one circuit to score points on each
- Race School, which teaches bike control and circuit sections through a series of challenges and set pieces, again unlocking rewards, including the class championship and circuits.
It all adds up to a very exciting proposition.
Eight-times Isle of Man TT winner Ian Lougher said:
`I can't wait for its release. I think the attention to detail on the game is fantastic - the effort that has gone in to ensure the realism of the tracks is astounding. The game offers a real challenge to hard core gamers, whilst also giving race competitors and fans a perfect opportunity to learn the circuits.'
TT Superbikes Real Road Racing Championship was released on July 4th, 2008, on PlayStation 2, priced £24.99RRP. The game will be available from all leading outlets or direct from Duke by calling 01624 640000 or visiting www.dukevideo.com.
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July 10th, 2008, 23:32 Posted By: JKKDARK
via 1UP
For an entire generation (or at least until those plucky hardcore devs at Treasure came along) Thunder Force was the series that defined shoot-em-ups on Sega systems. Originally released for Japanese PCs way back in 1983, the series hit it big with 1989's Thunder Force II on the Genesis, with two more 16-bit sequels following over the next few years. The last time we heard from this series was nearly ten years ago, when Working Designs released Thunder Force V for the PlayStation (pictured). But Sega has a long memory, and as they revealed this week, Thunder Force VI is far more than a shooter fan's fantasy -- it's very real, and it?s coming to the PlayStation 2 in a matter of months.
Thunder Force VI is being developed by an internal group at Sega headed by Tez Okada, the eccentric mind who's worked on games like Segagaga and Astro Boy: Omega Factor. "Thunder Force is finally making a return," Okada told Weekly Famitsu magazine this week. "Development is being handled by a new staff, but we've put together a team with lots of shooter experience (not to mention being really big fans of Thunder Force), so I don't think fans of the old games will be disappointed. After this, I'd like to hopefully release the sequel to a game that will probably surprise you...assuming everything goes well with this game, of course."
So far, the new Thunder Force looks like it doesn't stray far from the formula devised in Thunder Force V -- 3D graphics, 2D side-scrolling gameplay, rockin' music, and massive explosions. It's you against the ORN Empire once again, and you've got a couple of ships at your disposal to take care of them: the hip blue Phoenix and a revised version of the Rynex that you piloted in Thunder Force IV. Like in previous games, you're able to switch between your weapons at the press of a button; the Phoenix has five at its disposal, and you don't even lose them if you die. Grabbing green orbs dropped by enemies fills up a gauge at the bottom of the screen; if you have enough gauge energy, you can use a special screen-clearing "over weapon" attack as often as you want. You'll probably need that weaponry, too -- six stages are in the works, including the traditional fire, ocean, and burnt-out colony themes that make an appearance in nearly every Thunder Force.
Okada's shooter is due out October 30 in Japan and set to cost 6090 yen ($57); no U.S. release has been announced.
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July 10th, 2008, 23:30 Posted By: JKKDARK
via IGN
EA, Harmonix and MTV Games today confirmed that Rock Band 2 will indeed be coming to the PlayStation 3, PlayStation 2 and Wii sometime this year. The original announcement for the game slated the Xbox 360 release sometime in September, with versions for "other systems" coming later in the year. Well, it's now official that it'll hit the three aforementioned systems sometime this year. No official timeframe was given, but the PS3, PS2 and Wii releases will hit sometime after the Xbox 360 release, but before the end of 2008.
Rock Band 2 is slated to feature at least 80 tracks, all master recordings. It's scheduled to be shown at this year's E3, which is now less than a week away, so stay tuned for more info soon.
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July 10th, 2008, 23:30 Posted By: wraggster
Argor tonight post on GP2X News that Notaz is working on and close to completing Sega 32X Emulation on the GP2X.
Lets hope that Notaz nest release of Picodrive for the PSP comes with Sega 32X emulation onboard
Is there any chance at all you would consider 32X support?
It is already considered and even more then that, it just needs a bit of work to complete. But I'm currenly moving to something else for a while, once again
Lets hope that 32X emulation does indeed come to the PSP, all those in favour answer why you would love emulation of the Sega 32X via Comments
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July 10th, 2008, 23:11 Posted By: wraggster
New from Divineo China
Listen to music and even play on TV while charging your PSP Slim console with this 5 in 1 Charger Stand which comes with built-in headphone and multi cable slot.
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July 10th, 2008, 23:00 Posted By: wraggster
New from Divineo USA
Kit includes an AC & car adapter, each with custom power connections for Nintendo Game Boy Advance, Game Boy Advance SP, Game Boy micro, Nintendo DS, Nintendo DS Lite & PlayStation Portable.
Keeps handheld gaming system powered up while at home or on the road.
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July 10th, 2008, 22:50 Posted By: wraggster
Running With Scissors (RWS) has announced Randy Jones of the original '70's musical group sensation The Village People as the first in a series of celebrities who will be appearing in the third major installment of its long-running POSTAL series, POSTAL III.
American Music Award winner and multi-platinum recording artist Randy Jones has been a pop cultural icon since the 70s, when his band The Village People racked up such musical mega-hits as “Macho Man”, “YMCA” and “In the Navy”. Randy is currently celebrating his 30th year in show business with a new CD and international concert tour "TICKET TO THE WORLD".www.randyjonesworld.com
Appearing for the first time in a video game, the macho man Randy Jones will be cast as the leader of a gay biker gang. . As Running With Scissors ringleader Vince Desi put it: “What more can I say than Y M C A. Who needs John Travolta when we’ve got the original Macho Man, Randy Jones!”
Starting this weekend Randy will be staring in the Broadway hit musical “Joseph and the Amazing Technicolor Dreamcoat” written by the award-winning team of Andrew Lloyd Webber and Tim Rice www.fairfieldacc.com.at
RWS will be announcing other celebrity signings for key character roles in POSTAL III. The brands premier on console will release in 2009 for the PS3, Xbox 360 and PC/Mac.
For more information on Postal games and gear, as well as updates on the development of POSTAL III visit our new expanded site www.gopostal.com and be sure to visit PostalNation.net for in-depth coverage of the RWS scene.
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July 10th, 2008, 22:48 Posted By: wraggster
Sony Computer Entertainment Europe (SCEE) today announced a partnership with Double Fusion to deliver dynamic in-game advertising on PLAYSTATION®3 (PS3™). Double Fusion will leverage its expertise, technology and sales force, working with publishers and advertisers to create effective marketing programs for brands targeting PS3’s coveted gamer demographic.
“PS3 is open for the ad business," said Phil Rosenberg, Senior Vice President, SCEA. "We are very excited about hosting contextually relevant and well-crafted creative advertising on PS3. PlayStation is taking a major role in enabling this fast-developing sector that is positive for the games medium."
PS3 provides advertisers with a direct avenue to reach the highly targeted, sought after gaming demographic, and has sold more than 13M units worldwide. DFC Intelligence forecasts that sales for the current generation of game systems including portable devices will pass the 180 million mark by 2011, reiterating the potential for the in-game advertising market. The worldwide in-game advertising industry is expected to grow 1,150 percent to $971.3 million between 2006 and 2011 according to the Yankee Group.
“We have already received tremendous support from publishers who want to incorporate ads into their PS3 games, across all of the regions of the world,” Jonathan Epstein, president and CEO, Double Fusion, said. “We are very excited to work with SCE on this and PS3 will add a vast number of players to our already robust network. SCE’s participation strengthens the in-game advertising ecosystem
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July 10th, 2008, 22:38 Posted By: wraggster
DEEP SILVER ANNOUNCES 'RIDE TO HELL':
A BRAND NEW MULTI-PLATFORM GAME FOR
INTERNATIONAL RELEASE
Hermosa Beach, CA July 8th, 2008: Global video game developer and publisher Deep Silver today released early details of its very first US bound title 'Ride to Hell' produced by their internal development studio.
The game is set in the last years of the roaring 1960's, a time of Sex, Drugs and Rock 'N Roll. The biker movement, rock music and the hippie counterculture all add to the fascinating atmosphere to be experienced in 'Ride to Hell'.
Action loaded from the very start with free roaming environments, players can immerse themselves in the liberty and freedom of riding full throttle with their gang on a multitude of different vehicles through the dusty flats of Western America. Protecting their turf, their brothers and their machines from rival gangs is just a taste of what this epic game will involve.
'Ride to Hell' is not for the faint hearted; it's aimed heavily at the player who wants to become fully involved in the original West Coast biker culture. With its hard drinking, bare knuckle environment, this is as close to the action as you can get.
In a movie style production model, the internal Deep Silver studio is teaming up with leading creative companies such as Eutechnyx, Perspective Studios, and others, to bring the authentic and massive game world of 'Ride to Hell' to life.
"The Deep Silver development team has worked on some of the greatest and grittiest, freeform-style games to ever hit the market," Cathy Tische, Vice President of Sales and Marketing at Deep Silver, Inc. "They are pulling out all the stops to bring the biker gang world alive in Ride to Hell, from the 1960s art style, music and scenery to the completely raw and intense game play."
"Ride to Hell is one of Deep Silver's largest global multiplatform game launches to date and one that will put Deep Silver on the map in the US," says Hannes Seifert, Managing Director at the Deep Silver development studio. "Ride to Hell captures the spirit of the biker movement in the 1960s, while delivering an authentic, action-packed game play experience."
'Ride to Hell' – This brand new multi-platform game has been in development for over a year and is due for a worldwide release simultaneously on next gen consoles and PC in the 2nd Quarter of 2009.
Official game site: http://ridetohell.deepsilver.com
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July 10th, 2008, 22:31 Posted By: wraggster
SEGA Europe Ltd. and SEGA® of America, Inc. today announced the development of Stormrise™, an innovative real time strategy console title built specifically for the Xbox 360® video game and entertainment system from Microsoft and the PLAYSTATION®3 computer entertainment system. Stormrise marks The Creative Assembly’s first foray into developing a purpose built RTS title for console and is slated to ship in 2009.
Stormrise offers fans of the classic RTS genre an immersive and dramatic twist whilst challenging the conscience of the gamer. Experience the heat of the battlefield by leading your troops from the front line, instead of the traditional way of controlling the units from a detached view point. Stormrise also allows units to be commanded in the air, across rooftops, on the earth’s surface and even underground, this unique idea of “verticality” introduces multiple layers of gameplay that must be mastered for strategic advantage. The experience is heightened by a simple yet effective control system tailored specifically for consoles, which allows easy unit selection, rapid navigation and precise deployment.
“The Creative Assembly have proven their general leadership in developing RTS games through the award winning ‘Total War’ series on PC”, commented Gary Knight, European Marketing Director, SEGA Europe. “However, Stormrise has been built from the ground up specifically for high def consoles to provide a more intense, frenetic style of game that, coupled with the all new control mechanic, will revolutionise the way RTS games are played.”
Set on a bleak and barren earth, devastated by a catastrophic event centuries ago, Stormrise sees the Echelon and the Sai battling to survive in a hostile and uninhabitable wasteland. Remnants of a superior technological people the Echelon survived the event through self-educed hibernation, whilst the Sai, a more tribal faction, still exist having learnt to adapt to their surroundings and the new environment. Having evolved in vastly different ways, the differences between the two factions have spurred much animosity and hatred between the two races, and the future of the planet is now hanging by a thread…
Stormrise is in development at The Creative Assembly’s Australia studio and is priming its forces for release in 2009. For more information please visit http://www.sega.com/stormrise
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July 10th, 2008, 22:27 Posted By: wraggster
“Once this city used to pulse with energy; dirty and dangerous, but alive and wonderful. Now it is something else.” – Faith. DICE, an Electronic Arts Inc. studio (NASDAQ: ERTS), today announced that writer and story designer Rhianna Pratchett is responsible for crafting the intricate script for Mirror’s Edge™ - a unique first-person action adventure. Pratchett introduces players to Faith, a ‘runner’ in a world where communication channels are highly monitored and the movement of human traffic is closely watched. When Faith’s sister gets framed for a murder she did not commit, Faith finds herself on the edge of the city, on the wrong side of the law.
“It was a great experience working with the team at DICE to help breathe life into Faith; her world, relationships and backstory,” said Rhianna Pratchett. ”My heroines and heroes have always been the ones who were ordinary, but through the events of a story, became extraordinary. Faith is skilled, but she's certainly not a superhero. She has her flaws, like all of us. In short: she's real. That's her appeal.”
Mirror’s Edge delivers players straight into the shoes of this modern day heroine as she traverses the vertigo-inducing cityscape, engaging in intense combat, fast-paced chases and challenging puzzles. With a never-before-seen sense of movement and perspective, players are drawn into Faith’s world.
“We were excited to work with Rhianna to develop the story, setting and character of Faith,” said Owen O’Brien, Executive Producer, DICE. “We were extremely lucky to be able to work with someone who is not only a writer, but also a core gamer, to create the world of Mirror’s Edge.”
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July 10th, 2008, 22:11 Posted By: littlevish
Clock Ness
Clock Ness is just a simple game coded in Lua. It doesn't have fancy graphics or antyhing, but it's a pretty decent time killer
Object
The object of the game is to stop the timer at an exact second. There are 10 levels, each with a different amount of time. Your score is based upon how close you are to stopping it at the exact second (eg. 5.000 seconds). Your scores for each level are combined and at the end of the game, the game checks to see if you have set a "low score" (lower scores are better). If you have, your low score is updated.
Controls
X: Start the timer
O: Stop the timer
MP3 Music
To add your own song to the game, replace "bgm.mp3" with an MP3 sound file of your choice. The current song is one made by me. Click here for more songs of mine
Installation
1) Copy folder "ClockNessGame" to GAME3XX or GAME4XX
*Please note that on 4.01 M33, the folder actually is called "GAME4XX" not "GAME401"
2) Launch from your PSP's XMB
3) Enjoy
Screenshots
Download
ZIP 5.96 MB
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July 10th, 2008, 21:29 Posted By: Shrygue
via Eurogamer
Yet more evidence has emerged to suggest a sequel to LocoRoco will be out this year.
Sony Europe is keepign quiet, but Famitsu (translated by Kotaku) says it is so, and usually gets these sort of things right.
Word is LocoRoco 2 will feature new music and bosses, plus the ability to bite things and swim.
Chances are any such sequel will be on show at E3 next week. The Sony press conference will take place on Tuesday at 7.30pm UK time.
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July 10th, 2008, 20:46 Posted By: Shrygue
via Eurogamer
Solid Snake voice man David Hayter has written an open letter to the Internet after comments he made at the Anime Expo recently were apparently "misinterpreted".
Hayter claimed his "acerbic" sense of humour was taken out of context, leading to stories portraying him as unhappy at some dramatic decisions by Metal Gear Solid creator Hideo Kojima. Others even suggested he was homophobic for joking about a homoerotic scene being "humiliating".
"Let me say, here and now, that that is the most ridiculous, untrue, and personally offensive thing ever said about me. I have nothing but love for the gay community (and pretty much every community, in principle). If I can clear up one gross misconception from this mess, please let it be that," said Hayter in his open letter on 1UP.
"I believe Mr. Kojima to be a true genius, and I regard his artistic choices as sacrosanct and entirely justified in every sense. It is his game, his world, and if he says that Otacon and Snake ride off into the sunset together, then that is the exact, right choice.
"I not only owe a huge portion of my career to Metal Gear and to Hideo Kojima - the genius who created them, but I am also a rabid fan of the games," he added.
Hayter went on to reveal he has Metal Gear posters on his wall, but clarified that despite his adoration for the series, he did not start a petition to write the Metal Gear screenplay.
"I pitched a Metal Gear movie outline to the MGS producers a few months back, and they opted not to hire me. That is a choice they are entirely free to make. I am not, nor will I ever be, 'petitioning' anyone to hire me for anything," explained Hayter.
"I am not suffering for screenwriting offers. I just thought I had something to offer that particular film, given my peculiar history. If someone else writes the film, then I wish him or her nothing but success. I want to see a good MGS film as much as any fan."
Hayter will be adapting Capcom game Lost Planet for the big screen, though, or so he suggested at the same US event recently. Capcom has said nothing so far, but rumours expect the publisher lift the curtain on it at E3 next week.
We also think David Hayter happens looks like a younger Ricky Gervais, but with a gravelly voice Tom keeps trying to recreate.
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July 10th, 2008, 20:03 Posted By: Shrygue
via Eurogamer
The PlayStation Network version of Bionic Commando: Rearmed will support Remote Play and rumble, producer Ben Judd has confirmed, with more surprises to come.
Judd, writing on the US PlayStation Blog, said Remote Play had been tricky to implement in Capcom's upcoming side-scrolling downloadable title.
"This one wasn't as easy [as DualShock 3 support] to add and, matter of fact, there is one point where we had to 'creatively' reprogram the controls to give players the illusion of using two sticks (you'll know when you see it)," he explained.
"The classic 2D side-scrolling graphics really fit with the PSP and just make the PSN version all the more cooler."
Remote Play allows PS3 owners to play certain games and do multimedia things on the PSP remotely.
On the subject of rumble support, Judd said, "we all know that games that vibrate are better and besides... there really is no reason not to implement a feature that has become the industry standard."
Not content with all that, the Capcom man hinted at more treats for people who buy the PSN version of Bionic Commando: Rearmed, promising "one more very cool surprise for those of you who purchase the PSN version" but refusing to elaborate for now.
Elsewhere in the post - the first in a series running up to the game's launch - Judd discussed female chopper pilot Haley and the Hagle Breaker Assault Shotgun.
He also spoke about the game's Medals system. There are 12 to collect, apparently, so presumably it's analogous to the Xbox 360 version's 12 Xbox Live Arcade Achievements. There's no discussion of Trophy support, however.
Bionic Commando: Rearmed is a retooled version of the classic 2D NES platform-shooter, which is due out soon to pave the way for Capcom's upcoming 3D re-imagining of the game. It's also in development for 360 and PC.
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July 10th, 2008, 19:59 Posted By: Shrygue
via Computer and Video Games
You'll have something to spend those PSN pennies on today as Echochrome finally makes its way to the Euro PS Store.
In case you don't know, it's a clever little puzzle game that does its best to melt your brain as you try to help a little man get through 3D levels using a unique perspective-based puzzle mechanic.
We won't even try to explain - see screens here, or just buy it.
There's a Top Spin 3 demo in today's PSN update, too. Here's the full list of new content:
Games:
EchoChrome PSN - £6.99
Demo
Top Spin 3 Demo - FREE
Packs
High Velocity Bowling-Amber Vorhees character - £0.69
Go!Explore PSP Map Packs - £14.99
Trailers
EchoChrome Trailer - FREE
Call Of Duty: World At War Reveal Trailer - FREE
Brand
Kung Fu Panda Trailer - FREE
PSP content available to download via PS3 Console store
Game
EchoChrome Micro PSP - £4.99
PC store
Game
EchoChrome Micro PSP - £4.99
Secret Agent Clank Launch Trailer - FREE
Brand
Kung Fu Panda Trailer - FREE
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July 10th, 2008, 07:43 Posted By: wraggster
Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:
Here's test 9. I still haven't got networking going, but I didn't want to put off the next test long enough to debug it more. Improvements: date/time now set correctly. Minor speedup in millions of colors. Timing is more like regular B2. And because YOU DEMANDED IT - Speedy Gonzales!! Yes sir, the fastest mouse in Meh-he-ko is now here!
I also improved the retry code on the access point connection code.
Download and give feedback and Compatability Reports via comments.
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July 10th, 2008, 07:38 Posted By: wraggster
News/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 hold the UP d-pad 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.
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 v2.4
----------------------------------
Bugfix: When the PSP was left in Hold mode for longer than the idle timeout, and then you hold UP and turn off Hold, the screen used to turn on even though you were holding UP.
Note:
I never made any previous hold plugins, those are not by me.
If you want to change the clock speed to your own values, you can use a hex editor to change them. The offsets in the file for v2.3 are
0x28C, 0x290 - CPU,GPU (Both should be same)
0x298 - Bus (Should be half the CPU speed or less)
The values should be entered in hexadecimal. The default value for CPU/GPU is 3C (60 MHz in decimal) and the default value for bus is 1E (30 MHz in decimal).
Note that simply using any arbitrary value will not work. You will have to test and see which values for CPU/GPU and Bus speed work.
Download and Give Feedback Via Comments
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July 9th, 2008, 23:08 Posted By: notaz
Finally PicoDrive 1.50 for PSP is ready.
This version should improve performance quite nicely for most games (even CD ones), thanks to ideas from Lordus (jEnesisDS author) and Exophase, and my own work, of course. This version also adds some support for Sega Pico, a toy based on Genesis/MegaDrive. Another feature is cue/bin support (finally) and improved Sega CD load times.
wraggster already posted the log, but I'll paste it again:
- Added some basic support for Sega Pico, a MegaDrive-based toy.
- Added proper support for cue/bin images, including cdda playback.
.cue sheets with iso/cso/mp3/wav files listed in them are now supported too (but 44kHz restriction still applies). - Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg. The tool can convert .cue/.bin Sega CD images to .cso/.mp3.
- Greatly improved Sega CD load times.
- Changed how scheduling between 68k and z80 is handled. Improves performance for some games. Credits to Lordus for the idea.
- YM2612 state was not 100% saved, this should be better now.
- Improved renderer performance for shadow/hilight mode.
- Added a hack for YM2612 frequency overflow issue (bleep noises in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.). Credits to Nemesis @ spritesmind forum. Works only if sound rate is set to 44kHz.
- Implemented some sprite rendering improvements, as suggested by Exophase. Games with lots of sprites now perform better.
- Added better idle loop detection, based on Lordus' idea again.
- "accurate timing" option removed, as disabling it no longer improves performance.
- "accurate sprites" was removed too, the new sprite code can properly handle sprite priorities in all cases.
- Timers adjusted again.
- Improved .smd detection code.
- Minor general optimizations and menu improvements.
- Fixed a bug in Sega CD savestate loader, where the game would sometimes crash after load.
- Fixed a crash of games using eeprom (introduced in 1.40b).
- fixed suspend/resume (hopefully for real).
July 17 update: 1.51 bugfix release:
- Improved bin_to_cso_mp3 tool, it should no longer complain about missing lame.exe even if it's in working dir.
- Fixed a regression from 1.50, which caused slowdowns in Final Fight.
- Fixed some regressions from 1.50 related to sprite limit and palette handling (caused graphical glitches in some games).
- Added ABC turbo actions to key config.
- Some other minor adjustments.
normal version
kxploit'ed version
Enjoy!
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July 9th, 2008, 21:46 Posted By: Shrygue
via Eurogamer
another 18 English language songs and 15 for other European gamers as part of tomorrow's SingStore update.
Who knows what constitutes a highlight in the super-subjective world of music appreciation, but ones we recognise include "Hey Ya!" by Outkast, "Coffee & TV" by Blur, "Nancy Boy" by Placebo and "She Bangs The Drums" by The Stone Roses.
There's also "Dialectos da Ternura" by Da Weasel for our Eurogamer's growing Portuguese contingent and "Aller plus haut" from Tina Arena for France.
Songs on the SingStore cost GBP 0.99 / EUR 1.49.
Here's the full list:
English
- Blue, One Love
- Blur, Coffee & TV
- Coldplay, Fix You
- David Bowie, Absolute Beginners
- Hanna Pakarinen, Leave Me Alone
- Hard-Fi, Cash Machine
- OutKast, Hey Ya!
- Placebo, Nancy Boy
- Saybia, The Day After Tomorrow
- Sunrise Ave, Fairytale Gone Ball
- The Offspring, Self-Esteem
- The Rasmus, In My Life
- The Rasmus, No Fear
- The Rasmus, Shot
- The Rasmus, Chill
- The Stone Roses, She Bangs The Drums
- The Ting Tings, Great DJ
- Sanna Nielsen, Empty Room
Finnish
- Indica, Ikuinen Virta
- Kotiteollisuus, Helvetistä Itään
- Kotiteollisuus, Tämän Taivaan Alla
French
- Luke, Hasta siempre
- Tina Arena, Aller plus haut
German
- Falco, Out Of The Dark
- Helge Schneider, Käsebrot
- Jumpy & Mungo Jerry, In Der Winterzeit
Italian
- Anna Oxa, Senza Pieta
- Velvet, Funzioni Primarie
Portuguese
- Da Weasel, Dialectos da Ternura
Swedish
- Sanna Nielsen, Empty Room
- Barbados, Världen Utanför
- Kikki, Bettan & Lotta, Vem É Dé Du Vill Ha
- Roger Pontare, När Vindarna Viskar Mitt Namn
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