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July 8th, 2008, 17:34 Posted By: wraggster
Jf has posted yet another release of the Mac Emulator for the PSP, heres the release details:
Here's test 7. Major features!!! TV SUPPORT!!! YAY!!!! Even for interlaced/composite TVs. Add to that the improvement in the scaling and the graphics got a major boost here. I'm not done with the refresh yet - I still need to accelerate the four bit conversion if I can, and do the swapping on the 15 and 24 bit modes. At that point, the graphics will be complete.
Major feature! The OSK is better - I fixed ENTER and added qualifiers like I mentioned previously.
We're getting closer to the finish line here. Need to work on detecting headers on various files, and work on the extfs and networking.
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July 8th, 2008, 02:28 Posted By: Zack
Hey guys.
Today was my last day off work, so I put in extra effort and finished the game loader & "fixed" the sound.
The sound is slightly faster, but 100% clear in the sound fix version. The only problem with it are the guards voices, they sound like they have inhaled helium. Aside from that, it sounds great.
The sound fix is only a test, for the sound to be perfect for everything I need to re-write the sound core, which will take time.
The game loader is 100% complete. I think it is great, however if you guys want it changing just ask
It starts up, and you pick your game, simple as that No more having 6 eboots clogging up your xmb game menu
The file structure has completely changed. From now on you have to put the game in this directory for it to work :
PSP/GAME/
The wolf3d layout has also changed :
PSP/GAME/Wolf_3D/Files/"GAME NAME HERE"
There are 6 folders. Each correctly named. You place the game files in as normal into these folders.
Important :
1) I found out why Spears Of Destiny Episode 3 was so unstable. For some reason you have to have savefiles in there to make it stable. I have included 2 save files in that folder . Don't delete them or you will have issues. This game also has to have a CONFIG.SOD file in there. It is the ONLY one that requires it.
2) Spears Of Destiny Episode 3 is the ONLY game that needs the CONFIG file. Make sure you DO NOT have a CONFIG file in the folder of any of the other games or it WILL NOT WORK. This keeps coming up and up, so please heed it this time.
Note For people who want to use the 1992 Wolf3D Full Version CD Files. Please only download the "Wolf3D V4.7 - Normal Sound + For 1992 CD Version" or the "Wolf3D V4.7 - Sound Fix+ For 1992 CD Version" releases.
To try out the version with the sound fix, download the appropriate :"Sound Fix" version below. If you would like the new version with the same sound as the previous release download the appropriate "normal sound" release below.
Next release probably wont be for 1-2 weeks
Thanks and enjoy it
Screens :
Game Loader Menu Screenshot :
Screenshot from Spears Of Destiny Episode 3 :
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July 8th, 2008, 01:39 Posted By: wraggster
Jf has posted a new release of the Mac Emulator for the PSP, heres the release details:
Here's test6. This one has the minor cleanup of the audio... should sound better for apps that do distinct clips instead of streaming. Major change - I got tired of looking for what was wrong with 4 bit video, so I did a hack - I convert the four bit video into 8 bit and then use the 8 bit code. Works fine. One thing this tells me - the Mac is drawing the four bit correctly, so the problem is with the GU_PSM_T4 handling. I can't spot the problem... I'll leave it for another time. This at least makes it where you can read the damn display so initial installs and four bit games should be usable now.
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July 8th, 2008, 00:29 Posted By: aiondev
New version of PspKanji is out.
-Runs on CFW M33 and thus PspLite.
-Display Kanji strokes order.
-More powerfull kanjilist creation with xml files.
-Added support for french and italian for the interface (not kanji's definition).
-Not limited anymore to 14 kanji lists.
-Added more kanjilists, you can still create your own with more than 3000 kanjis available.
You may get it here : http://pspkanji.sf.net
Enjoy!
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July 8th, 2008, 00:15 Posted By: wraggster
Sony has a new guru in charge of all in-house games development. Luxuriating in the job title of President, Worldwide Studios, his name is Shuhei Yoshida, and we were there, at Sony’s London Studio, when he first faced the press in the UK. We decide to quiz him about where he sees Sony’s in-house development for the PlayStation 3 going, his background and where the UK stands in Sony’s general development scheme of things. A personable, impeccably polite chap with a fine grasp of English, he has been a PlayStation man since the earliest possible days. So read on…
Shuhei Yoshida’s roots
Q: Tell us about your background: you’ve been based in the US, haven’t you?
Shuhei Yoshida: Yes, for the past eight years, and I’m still based there now. But I joined the PlayStation project in February 1993. At that time, Ken Kutaragi’s team was purely an engineering team, and I was there as a non-technical person, to help them develop business plans and software strategies for the team. My first job with them was to help them convince Sony to make the investment and start the business. So, that was successful and the company was established in the November of that year. At that time, I was assigned to be the manager of the third-party relations group, working with Namco, Konami and Capcom.
I moved to game development in 1996, and managed our internal studio in Japan for four years. When I moved to product development, there was only one team making games for SCEI – Kazunori Yamauchi’s team. They were finishing their second game, Motor Toon Grand Prix 2, and working on a prototype of Gran Turismo. I helped them finish the game, the game was very successful and they became an independent studio. I helped people to form new teams, which made games like Ape Escape and Ico. I moved to become the head of the US development group in 2000 and held that position until last month.
Q: Now you’re stepping into a large pair of shoes vacated by Phil Harrison. What are your first impressions of the job, and what directions are you looking to take?
SY: I’ve known Phil since 1994, when he became the official evangelist for the PlayStation project. I’ve always been impressed with how good he is at articulating very technical things to non-technical people. Then he moved to product development in Europe, and we were peers – I was running the group in the US and he was running the group in Europe, and we met regularly. So when he became President, Worldwide Studios in 2005 and became my boss, he asked me not to just run the US group, but to participate as a part of Worldwide Studios management — to form and lead the strategy for the entire group. Phil’s departure was unexpected, and we miss him, but as far as where we are going, we have so many things we are already working on, so I just continue that drive.
Shuhei Yoshida on collaboration between Sony’s many internal development teams
Q: When I visited the London Studio recently, everyone was keen to stress that there is a new spirit of collaboration between Sony’s in-house development teams.
SY: That was one of the key initiatives that Phil and I worked on. Before, we were part of each regional organization of Sony Computer Entertainment, so we were a little bit at arms’ length, and didn’t necessarily share information from an early stage. But after Worldwide Studios was formed, we have been sharing our technology and developing a common infrastructure. After two and a half years, the distance between the London Studio and Foster City in the US might as well be as close as the distance between London and Liverpool. I may be exaggerating, but we feel as if that is already happening.
Q: You have shelved the development of Eight Days and The Getaway: what was the thinking behind that?
SY: People were doing the right things on the projects, and there were things in the games that were working really well, but the projects were coming to the end of the pre-production stage, and that is the time when we evaluate every product. Because after that, we would assign more resources to them, and they would really become major investments. This is a regular appraisal process for every project. We do evaluate and cancel projects all the time, because we do start more projects than we finish, and if we finished the same number of projects that we started, that would mean we were not taking any risks at all, and that wouldn’t move our industry on any further.
There are many new ideas that sound very interesting, but we don’t know whether they would really work, or how much it would take to accomplish our vision – that’s why we use the early pre-production stage to try new ideas and measure how much it would take to develop the product. With all that understanding, and with all the other projects that are going on – perhaps other projects are at the same stage and demanding lots of resources from many fronts, because we support many platforms in PS3, PSP, PS2 and PSN – there are more things we want to do than we can, given the number of people and resources. So, it was not like Eight Days was in jeopardy: it was making progress. But it was more about business situations and priorities.
Shuhei Yoshida on exclusive PS3 games
Q: I’m wondering about Sony’s policy regarding exclusive PS3 games – it leans more towards internal development rather than paying third parties for exclusives. Are you re-evaluating that policy?
SY: My role is to run first-party development, and we are always exclusive. Because, in this generation, it costs much more to develop one product, it’s just natural for third-party publishers trying to recoup the investment from multiple platforms. I think that’s pure economic pressure, pushing most of the third parties to move from some exclusive titles to more multi-platform titles. Because we know that is the trend, we, as a company, can invest in our first-party studios; in terms of exclusive titles, our role becomes more important.
As far as I can see, with major publishers like Activision and EA, their major titles will be day-and-date with the Xbox 360 and their quality will be really good. And some of the titles, I expect, will have something extra because of the PS3’s abilities and the space on the Blu-ray format.
Shuhei Yoshida on the top PS3 titles
Q: What, for you, are the key PS3 titles in development at the moment?
SY: The title I’m most excited about is LittleBigPlanet, because it has so many things to offer to consumers. And that, I hope, will become a major step forward for the whole industry, regarding how we will empower consumers and get them creating.
Q: How important is Home? Will it be ready for this Christmas?
SY: We certainly hope so – every indication is positive. With the timing of the launch, we’ve always set target dates, such as the end of last year or spring of this year, but our problem is always implementing features, testing with beta users, getting feedback and making modifications. When we become confident that it is good enough to make it available to all users, that would be the right time. We have been making good progress, but recently, we have been thinking that this fall is the timing we will work towards.
Shuhei Yoshida on the future direction of Worldwide Studios
SY: I am moving my base from the US to Japan later this year, because one of the roles that I feel myself and Worldwide Studios will play for the future of PlayStation is not only to create games, but to participate in the overall direction-setting of our company and our future platforms. Since Kaz Hirai took over Ken Kutaragi’s position, he has been pushing and inviting us and regional headquarters people to the core strategic discussions. Our tech people in Worldwide Studios are in constant meetings with tech people in Tokyo on the hardware side. So I feel I have to be in Tokyo – to participate in the top management group of SCEI and really achieve the vision that Kaz has in terms of how this company should work going forward.
Shuhei Yoshida on what PS3 games will be like in the future.
Q: Do you feel that there is a lot more to come from games on the PS3, in terms of truly exploiting all its power?
SY: Yes. This is a time when we feel more comfortable with the technology, so we can focus more on the actual game development. I think that’s the same for the major developers and third parties. So, many games have focused on the graphics side, and it’s often the case when a new platform comes out that the gameplay kind of goes back. But now, in the second and third years of the platform, we will start to see something really unique and interesting.
Q: Sony has said that the PS3 can have a longer life-cycle than previous consoles because of its power. Is that something you agree with?
SY: Yes, I do agree. But we can’t say it will have a longer life than other platforms, because we don’t know what their intentions are. PlayStation 2 is still doing very well in its eighth or ninth year. And what we are saying is that, because of what is included in the PS3, our intent is to make it a really relevant system for another ten years. And if it’s longer than other companies’ strategy, that’s up to them to decide.
http://threespeech.com/blog/2008/07/...huhei-yoshida/
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July 7th, 2008, 21:06 Posted By: Shrygue
via Computer and Video Games
The first Tales of Hearts (DS) and Tales of World (PSP) have landed online, and both look rather good for portable titles.
Tales of Hearts is the latest in the Namco Tales role-playing Tales series. As you can see in screenshots posted on Neogaf (look to the right for an example), the game mixes up 2D sprites and 3D backgrounds. For a DS title, we think it works well.
The PSP title, Tales of Hearts: Radiant Mythology is the second in a spin-off series that features a number of characters from different Tales games.
In addition, the websites for both Hearts and World are now open, so be sure to take a look if you're a Tales fan.
One Screen
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July 7th, 2008, 21:03 Posted By: Shrygue
via Computer and Video Games
The huge in-game XMB PS3 update that was pulled from PSN last week following technical issues will be re-released for download by Wednesday, CVG has been told.
According to customer support, firmware version 2.41, which should be clear of all errors, will out "midweek", although Sony is yet to make an official announcement to confirm that.
In case you missed it, Sony last week was forced to pull the hotly anticipated update after widespread reports of it breaking PS3 consoles.
The firmware is available to download from various website on the internet, but to be on the safe side you'd be best to wait for the update from Sony.
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July 7th, 2008, 19:39 Posted By: Shrygue
via Games Industry
D3Publisher's PlayStation 3 and Xbox 360 title Dark Sector will be hitting the Australian market following a series of cuts that have allowed the game to receive a MA 15+ rating.
The title had been refused a rating by Australia's Office of Film and Literature Classification, which effectively meant the title was banned.
In Australia the R 18+ and above ratings apply only to film and not to videogames, this has led to a number of titles unable see a release in the region unless cuts are made to adult themed content
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July 7th, 2008, 19:23 Posted By: JKKDARK
via IGN
Atlus U.S.A., Inc., the only publisher with maxed-out social links, today announced Shin Megami Tensei: Persona 4 for PlayStation 2 computer entertainment system, a gripping new chapter in the Persona universe and sequel to the highest-rated RPG of 2008*. Larger, deeper, and loaded with thrills, Persona 4 delivers an all-new story set in the Japanese countryside. A mysterious chain of deaths remains unanswered and only you and your team of gifted supernatural sleuths can uncover the truth. Will you thwart this hidden evil before it is too late?
Soundtrack CD included - Every single copy of Persona 4 is a special two-disc set. In addition to the game disc, customers will receive a soundtrack CD featuring selected music from Persona 4.
Persona 4 is currently scheduled for release on December 9, 2008 for an MSRP of $39.99.
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July 7th, 2008, 19:22 Posted By: JKKDARK
via WorthPlaying
Protect America and freedom from enemy forces in urban and rural warfare in SOCOM: U.S. Navy SEALs Combined Assault, exclusively for the PlayStation 2. SOCOM: U.S. Navy SEALs Combined Assault builds on the strengths of the multimillion-selling franchise to firmly establish both its single-player and multiplayer as equally outstanding game experiences. Created in association with U.S. Naval Special Warfare Command, SOCOM: U.S. Navy SEALs Combined Assault is as close as a player can get to being a Navy SEAL on PS2.
The patch for SOCOM 3 will bring it to version 2.30. The patch for SOCOM: Combined Assault will bring it to version 1.40. It’s easy to grab, just jump into the game and choose to play multiplayer using Online mode. The patch will automatically start to download once you’re connected to the server.
Take a look at the list below to get some more details.
* Augmented the Cheat Detection system.
* Resolved an issue where the controlled hostage was not appearing correctly on the radar.
* Resolved an issue with hot swapping weapons and rate of fire.
* Resolved an issue with controller schemes that didn't have a quickswap button.
* Resolved an issue which prevented users from seeing a blocked shot icon while swimming.
* Resolved an issue where the client's name was displayed as the game name instead of the name that the host gave it.
* Resolved an issue in which dead bodies were showing on the radar inappropriately.
* Resolved an issue which allowed more than one player on the same team to receive a point for capturing the same Control Point.
* Resolved an issue in which the satchel disappears if the session master drops out while it's being planted.
* Resolved an issue which prevented the M2 mines from being destroyed.
* Resolved an issue which created instability for player when controlling hostages and getting killed.
* Resolved an issue which showed the player the incorrect round time on subsequent rounds after the first round had been completed.
* Resolved an issue which resulted in the graphic under the flashbang showing a GL36 frag instead of a hand frag graphic.
* Resolved an issue where the incorrect reticle graphic was appearing for the M203.
* Resolved an issue which showed the incorrect text for unranked games on the Briefing screen.
* Resolved an issue in which the Control Points gametype was misspelled.
* Resolved an issue which allowed players to add Map Pack maps to a playlist with more than 16 players.
* Resolved an issue which allowed the player character to walk in the air.
* Resolved an issue which allowed the player character to switch weapons while sliding down a ladder.
* Resolved an issue which caused the round timer to freeze for the player after the satchel bomb was defused.
* Resolved an issue which allowed the player to access the offline profile select screen while still logged online.
* Resolved an issue where the player would see the DEFUSE BOMB icon at unintended times.
* Resolved an issue where the Night Vision goggles weren't consistently working on Medley playlists.
* Resolved an issue which prevented players from joining Map Pack maps that had spaces in their passwords.
Players can experience the campaign mode in single player or in 4-player online cooperative mode. Additionally, players will have the option to select an individual tactical mission area that was previously completed, and play it as a stand-alone, or 'Instant Action', mission in 4-player online cooperative play. Players can then customize these Instant Action missions for nearly endless replay.
SOCOM: U.S. Navy SEALs Combined Assault will also contain the full SOCOM 3: U.S. Navy SEALs multiplayer online game with all maps, patches and updates included and it will be completely compatible with SOCOM 3 Online multiplayer. In addition it will feature new competitive 32-player maps, exclusive to SOCOM: U.S. Navy SEALs Combined Assault. Improved Crosstalk functionality between SOCOM: U.S. Navy SEALs Fireteam Bravo 2 and SOCOM: U.S. Navy SEALs Combined Assault allows each game to have even more dramatic effects on the progression of the other, in addition to unlocking special features across the titles.
KEY FEATURES
* 4-Player Online Co-op with full community support, including all SOCOM 3 communication features, ladders and ranking.
* Mission design, layout and enemy behavior will allow players to decide how they want to approach a given enemy engagement, whether through stealth or raw offense.
* Enemy behavior has been enhanced to make them more tactical, intelligent and deadly. Vehicle driving behavior has also been dramatically improved for more realistic movement and decision-making.
* New weapons, including a selection of non-lethal weapons such as tear gas, pepper spray projectiles and concussion ordinance, and defensive equipment such as flak vests.
* 3 vehicle classes including the light, agile but vulnerable Recon class, the fast Support class that focuses on troop transport and the heavily armed and armored but slow Armor class.
* SOCOM: U.S. Navy SEALs Combined Assault and SOCOM: U.S. Navy SEALs Fireteam Bravo 2 both take place in the same single area of operation with an in-depth, unified story arc.
* Crosstalk functionality between SOCOM: U.S. Navy SEALs Combined Assault and SOCOM: U.S. Navy SEALs Fireteam Bravo 2 will be enhanced through cinematics, voice-over, in-game cut scenes and action events that combine the efforts of both SEAL teams, in addition to numerous unlockables.
* Association with the U.S. Naval Special Warfare Command ensures authentic and realistic SEAL gameplay and mission designs.
* PlayStation 2 system's top online gaming franchise continues its groundbreaking gameplay with an intensely designed online community. SOCOM: U.S. Navy SEALs Combined Assault offers 32-player competitive and 4-player cooperative gameplay, and will have an expansive list of community features - including friends list, chat functionality, a detailed ranking structure, expanded stat tracking and more.
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July 7th, 2008, 17:12 Posted By: Darksaviour69
Quoted from a post the GameFAQs PSP Message Board
It does you guys no good to have no warning, so I'll tell you.
GameFAQs is about to update its TOS. The new document will be roughly the same as GameSpot's current TOS. The largest and most noticeable change is the inclusion of homebrew under the Illegal Activities rule. That's why all the stickies have gone - even CJayC's, because it is no longer correct.
When the new TOS hits the site, all of the topics on this board (and the DS and Wii boards, as they each have a good homebrew community) that talk about homebrew will be deleted or closed. If they're deleted, you'll probably get an NKL, and contesting it will do no good.
If you want to complain about this change, here is not the place to do it (as it's considered Off-Topic). In fact, complaining about it at all isn't going to help, as this ruling is never going to be rescinded.
If you need information concerning homebrew, there are plenty of other sites out there that can help you. Because linking to those sites will be a violation of the new TOS, I can't link to them for you, but Google is always your friend
It seems again homebrew and piracy have been painted with the same brush by a "Big" site.
Moved to Network News as this implicates all Homebrew Communities, isnt it time the Mainstream didnt put us Homebrewers with the pirates ???
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July 7th, 2008, 01:44 Posted By: wraggster
Jf has posted a new release of the Mac Emulator for the PSP, heres the release details:
Here's test5. This one adds danzeff keyboard! YAY!! Now you can type in the Mac. No ctrl/opt/cmd yet. Press start to toggle danzeff on/off. Press right/left to move danzeff to the right/left bottom corner. Otherwise, it's regular danzeff.
Download Here and give feedback via comments.
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July 7th, 2008, 01:21 Posted By: Zack
Sorry to keep posting news all the time
I just tested the Spears Of Destiny Expansion packs in "Wolf3D V4.5 Spear Of Destiny Full Version" and they both work perfectly.
So yeah, the port now supports every version of Wolf3S & every expansion pack made for Wolf3d
Q) How to use the expansion packs?
A) Just replace the .sod files from the expansion pack with the ones that you have in the folder already.
Note : Make sure there is no CONFIG.WL6 file in the folder. It causes the game to crash.
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July 6th, 2008, 20:39 Posted By: wraggster
Updated release from Torch:
Tested on 4.01M33-2 Slim.
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.
Quote:
Originally Posted by Changelog
Changelog v2.2
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Added feature to allow operation of the PSP with display turned off.
Changelog v2.1
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Fixed a bug where if the Hold switch was turned off and quickly turned on again, the PSP would not suspend after being left idle for a few minutes (the idle timeout didn't work).
Changelog v2.0
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Added feature to prevent PSP from going into suspend mode if the power button is pushed too far when turning off Hold mode.
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 v2.2 are
0x24C, 0x250 - CPU,GPU (Both should be same)
0x258 - 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.
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July 6th, 2008, 20:34 Posted By: wraggster
Jf has posted a release of the Mac Emulator for the PSP, heres the release details:
Okay, here's test4. This one doesn't hang when switching display modes. You'll want to run in 8 bit mode for right now. 640x480 is nice, but if you have bad eyes, 512x384 would be easier to read. Don't try to use 768x576 right yet as it's too tall for the current refresh routines. Also includes other minor updates, but I forget what beyond the video hack.
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July 6th, 2008, 20:24 Posted By: wraggster
CrazyC has released a new version of his Dos (old PC Games) emulator for the PSP
Heres whats new:
I've put up a new build with an experimental change to improve performance. Unfortunately it doesn't improve performance as much as I hoped, but every little bit helps I suppose. Also, now you can change frameskip from the command line,.
EBOOT.PBP the main binary
exception.prx if this prx is present, crash dumps will be displayed
fixup.prx if the prx if present, the ME region will be added to the code cache.
dosbox.patch.gz the patch
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July 6th, 2008, 14:37 Posted By: Zack
I know I said there wouldn't be another release for a bit longer than usual since I am back to work tomorrow..... but I looked into the problem with the Wolf3D CD files not working and fixed it.
So now you can use your original files from the Wolf3D CD version.
Again, make sure there is no CONFIG.WL6 file in the folder or it will cause the game to crash.
Also if you start up the game and the music is playing but your only getting a black screen with the ms light blinking... This means that your savegame is being loaded.
Note : This wont run the files from the wolf3d floppy disk version. It is only for the CD version.
I am working on the new menu system and adding a menu where you select which game you want to load on boot, to save having 4 eboots
Topic for discussing future builds & wip news : http://dcemu.co.uk/vbulletin/showthr...p?p=2148083543
Hope this helps people
Source Included.
ps. Sorry for spamming your news forum with my releases Wraggster
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July 6th, 2008, 14:10 Posted By: JKKDARK
via IGN
At the Anime Expo 2008 earlier today, Atlus U.S.A. announced that Shin Megami Tensei: Persona 4 would be coming to PlayStation 2 this holiday season. Larger and deeper than previous Persona titles and set within the Japanese countryside, Persona 4 will balance many familiar game mechanics from previous Persona titles to create an intriguing adventure for players. Set in the countryside town of Inaba, Persona 4 revolves around the year long visit from a young urban man. Shortly after his arrival, a horrible murder occurs in the town that leave no clues or suspects, an incident that seems to spawn a series of crimes. Only the young man and his friends seem to have the ability to solve the mystery behind these events, restore peace to the town and discover who's behind the crimes.
With more than sixty hours of gameplay, players will need to work on balancing their high school classes, part-time jobs and extra-curricular activities with interaction with friends, fusing Personas and new weapon creation systems to prepare them for battle. Forging bonds and tighter Social Links with friends are much more vital to success in combat, as you'll directly control your teammates in Persona 4 in battle and improve party support with each successful fight.
Persona 4 is currently scheduled to be released on December 9th, 2008. The title will be a special two disc set, with customers receiving a soundtrack CD along with the game disc. Persona 4 has not yet been rated by the ESRB.
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July 6th, 2008, 14:02 Posted By: JKKDARK
New version of the pad plugin for PCSX2 (a PlayStation 2 emulator for PC).
Changelog:
* Bug that, when mouse mode wasn't set to disabled, slowed PCSX2 window resizing and could cause crashes fixed.
* Added "1D" force feedback option. Some devices need it checked for force feedback to work, others won't work properly with it checked. Also added a 2D option, but as of yet, doesn't seem to help anybody.
* I now initialize DirectInput devices later in the process of starting the emulator. Seems to get around some occasional issues with devices not being initialized correctly.
* Added a workaround for large fonts appearing in configuration screens when Windows display settings are messed up.
* Quitting with Alt-F4 should no longer change the skip mode.
* Whammy up/down buttons added to guitar page.
* "Sensitivity" label replaced with "Vibration" when dealing with force feedback. Also a couple even more minor changes to the interface.
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