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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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July 4th, 2008, 19:45 Posted By: JKKDARK
via IGN
With our super-secret hands-on report of WWE SmackDown vs. Raw 2009 a little over a week away -- see you on July 11th, everyone -- THQ has loosened its iron grip on some news and let the official box art for SVR '09 hit IGN.
Degeneration X fans should be pleased.
Yes, this year's game will come to you boasting none other than the mugs of the King of Kings and the Showstopper. As you can see below, Triple H and Shawn Michaels are there in all of their badass glory. This is Hunter's fifth time on the cover and HBK's first. Cory Ledesma, THQ senior creative manager, said picking the pair was a no-brainer.
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July 4th, 2008, 19:43 Posted By: JKKDARK
via IGN
THQ Inc. (NASDAQ: THQI) today announced WALL-E, the video game based on the highly-anticipated Disney-Pixar film, has shipped into retail outlets throughout North America for Wii-, Xbox 360 video game and entertainment system from Microsoft, PlayStation 3 computer entertainment system, PlayStation 2 computer entertainment system, PSP (PlayStation Portable) system, Nintendo DS, Games for Windows, Mac and mobile phones. Developed by Heavy Iron Studios, the game will also be made available worldwide in more than 69 countries including UK, France, Germany, Spain, Italy, Japan and Australia over the coming months. WALL-E is rated E for everyone and is now available for the suggested retail prices of $49.99 (Wii, Xbox 360, PlayStation 3 system), $39.99 (PlayStation 2 system), $29.99 (PSP system, Nintendo DS) and $19.99 (Games for Windows, Mac).
THQ's long-running and successful relationship with Disney-Pixar has achieved shipments of more than 35 million units worldwide. The launch of WALL-E marks the second installment in the company's well-established and successful association with Disney-Pixar, which includes rights to create games based on four newly created Disney-Pixar film properties. Last year's Ratatouille video game was the first property released by THQ under this agreement and was a top performing kids title in 2007.
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July 4th, 2008, 19:42 Posted By: JKKDARK
via IGN
Conspiracy Entertainment is pleased to announce the release of Garfield: Lasagna World Tour, a platforming game based on Garfield, the famous cartoon cat, to North American retail. Garfield: Lasagna World Tour for the PlayStation®2 computer entertainment system challenges players to jump into the world of the comic cat in a quest to win the Lasagna World Tour - dressing up Garfield in a variety of humorous costumes (each granting him special powers) while playing a variety of mini-games that everyone in the family can enjoy in single- and multiplayer modes.
About Garfield: Lasagna World Tour
Garfield is back, and he's bigger, funnier and wackier than ever. The PAWS TV channel is organizing a treasure hunt, "The Lasagna World Tour," and guess who's ready to compete? Garfield and his hungry stomach are up to the challenge, especially for the chance to win his weight in lasagna for life!
Key features include:
-Accompany Garfield through 10 vast levels of Lasagna munching action!
-Explore Mexico, Italy and Egypt to find those elusive clues.
-Play, ride and give orders to Odie with hilarious results!
-Dress Garfield up as a soccer player, cowboy, a fakir or a chef and obtain hilarious super powers.
-Switch to multiplayer mode to make the mini games into games for the family to play together.
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July 4th, 2008, 19:41 Posted By: JKKDARK
via IGN
Be prepared to get lost in the world of fast cars, talented drivers, and dirty tricks as Agetec, Inc. today announced that they are revved up and ready to "step on the gas pedal" with their upcoming game, DT Carnage, for the Sony PlayStation2 computer entertainment system. DT Carnage, which promises to be the most cutthroat racing game ever seen, can be found in North American retail stores this summer.
In DT Carnage, players will race on various tracks using any and every trick they have up their sleeves. From using items to slow down opponents, to crushing other drivers against the side of the track, to simply breezing past rivals using skillful driving maneuvers, racers will do whatever it takes to be proclaimed number one.
"Fans of the racing genre will love this game. It features top notch graphics, amazingly realistic controls, and over the top action. With all of that and more, the game will really make players feel like they're in the race of their lives," says Mark Johnson, producer at Agetec. "DT Carnage also sets itself apart from other racing games by having a RPG like mode that allows drivers to live the life of a racer from start to finish."
In RPG mode, players start off with training. Players will learn how to use various items and techniques to excel on the track. After players have finished training and leveling up their drivers through the growth system, they will send their drivers off to the tracks to battle against the best of the best.
For more information visit www.agetec.com.
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July 4th, 2008, 17:02 Posted By: wraggster
Rumors that Devil May Cry would be theatrically shooting its way onto the PSP are about as old as the PSP itself. As far back as June 2005, Capcom discussed bringing Devil May Cry to the PSP along with nine other PSP titles; at that time, GameSpot wrote, "Devil May Cry [for the PSP] could see the light of day before 2006." By the time 2006 rolled around, still no sign of Devil May Cry for PSP, save for a mention on Capcom's Japanese website.
So here we are, two years on, and again we're seeing a mention of Devil May Cry for PSP on Capcom's Japanese site. Included at the top of a list of recently released and not-yet-released PSP games, "Devil May Cry" is alone in its absence of a release date, a price, or a linked website. Hit the Source link to see if it's still there or, just in case they've noticed that Dante crawled out of his cage and taken it down, we've got a screengrab after the break. Just a reminder: Capcom's E3 press conference is at 10:30ET on July 15th. Just saying ...
http://www.joystiq.com/2008/07/04/ca...y-cry-for-psp/
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July 4th, 2008, 07:49 Posted By: Jj23
via EmuWiki.com
EmuWikiAdmin released a compiled version of FakeNES v0.5.9 beta 3 for Yellowdog Linux running on Playstation 3. Details can be consulted here. You can now easily emulate Nintendo Entertainment System on your Playstation 3. Emulation, sound, and plugged-in PS3 joystick support are just perfect. Best of all, FakeNES is a great emulator with a nice GUI, and it's click & play. Download the FakeNES package. The Sources for this compilation have not been modified, they are the originals. Extract the package and follow the simple instructions in the readme.
Here is a video showing the results :
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July 4th, 2008, 03:54 Posted By: wraggster
Guitar Hero World Tour is going to let players make their own songs, so it only stands to reason that Rock Band 2 will as well, right? Right? Not according to Alex Rigopulos, the CEO and co-founder of Rock Band developer Harmonix.
Speaking to CNN, Rigopulos states that his company "wanted to do [song creation] right." He adds that Harmonix is "taking a radically different approach" to player-created tracks – presumably he means from the way Guitar Hero World Tour dev Neversoft is handling it – and will "take more time to do it." So, Rock Band 3 with a song creator it is then, right? Right?
http://www.joystiq.com/2008/07/03/no...r-rock-band-2/
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July 4th, 2008, 03:53 Posted By: wraggster
Unless the promise of spending time with our pal Ms. Veronica Belmont and another episode of Qore sounds like a nice Thursday night (there's an episode teaser after the break) it might be best to just ignore this week's PSN update. Per usual, the rhythm games add some content and there's also some game videos that might be of interest. With E3 only a couple weeks away, it's understandable that things are a bit quiet at the moment, but we're seriously starting to itch for PixelJunk Eden!
http://www.joystiq.com/2008/07/03/ps...s-episode-two/
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July 4th, 2008, 03:47 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA/GP2X and also the PSP, heres whats new:
Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out.
Updated 32x32 icons from Ibson the Grey that have the new weapons.
Describe Ricochet. (Malte Helmert)
Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
Regenerating magic when hungry occurs deterministically. (Malte Helmert)
Sleeping creatures are not damaged by light attacks.
Creatures who can't eat won't be hungry or full, regardless of pre-poly state. (Tobias Pierce)
Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
Attempted to move all systems to va_copy - I hope I'm not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
Pushing a boulder against another boulder now has a full stop. (FEG)
Remove redundant to in bind soul description. (David R. Shultz)
Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
Improved message for losing water walk (R. Dan Henry)
Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
+10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn't effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H'ruth.
Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
You can really eat water elementals now. I hope.
There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
When you choose a god or forget a spell there is now a confirmation.
Your current god is reported when you level up. (Meddyan)
An entry on the wiki was ret-conned to be correct.
Skills and spells don't show up in the intrinsic list if they'll show up later anyways. (R. Dan Henry)
Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
Jumping will noise your feet as expected.
After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
Option to pick a random name. (Sam Goldfield)
Firing upwards with ice/fire wand no longer affects the square you are on.
You can now zap lightning rapiers. (Bunnyriffic)
Special rooms now have their doors flagged so creatures will not open them until you do - this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)
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July 4th, 2008, 03:33 Posted By: wraggster
News/release from 3r14nd
I am putting both of these in one thread due to either one not working with the other..he he..
One of these antiupdates only works on the classic where the other works on the slim. The slim version came from coolj and the classic version has been around since before my time here on the console.
The classic version works on 3.10 OE-A up to 4.01 M33-2 and i'm sure beyond that.
The slim version works for me on 3.71 M33 up to 4.01 M33-2 and i'm sure beyond that. I never had 3.60 M33 so I could not test it.
I just figured I wanted them and finally found ones that work so I would post it.
They have been re-named for each version of psp.
Erland
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July 4th, 2008, 03:24 Posted By: wraggster
News/release from MaGnaTeK of a new release of the Pandora Installer
Latest update to include version 401M33 CFW, this firmware no longer needs to have the fatmsmod.prx installed and this update is to reflect that change.
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July 4th, 2008, 03:19 Posted By: wraggster
News/release from Poisonhzkj
Somebody has modified cxmb to work at 4.01, but pity to say that, it used a wrong ctf magic 0xDEAD0400 ( should be 0xDEAD0401 ), so if you had produced some themes with that version, they won't be applied at CXMB 3.2, you can hex edit it at offset 0x10 to make it work.
If you want to contribute to CXMB, just contact me, I will add you to the CXMB google project so that you can commit source, it would save our time, right?
By the way, I can't find the newest PSARDUMPER source, it's a GPL project right? is there a new rule breaker?
New In This Version
1. Add 4.01 capability.
2. Select the random.ctf, then cxmb will randomly apply your themes in /PSP/THEME/
3. Compile universal binary, cxmb.prx should work on 3.71/3.80/3.90/4.01
4. Fix some wrong io opration (I wrote some sceIoClose where there should be sceIoDclose)
5. Clean up sources (yea... I think I did it..)
Please read through this post or readme.txt before using.
Sources: google project
Download: CXMB 3.2 Usernal Binary
Download or share CTF theme here
(\__/)
(='.'=)
( \ / )
('')_('')
To Alien
http://www.2alien.info
http://www.2alien.net
CXMB 3.2 for 3.71m33/3.80m33/3.90m33/4.01m33 by Poison
==============================
A hand-made PSP XMB theme (witch is usually hex edited from the official PSP firmware files) enabler.
-=FEATURE=-
3.2:
+Add 4.01 capability.
+Select the random.ctf, then cxmb will randomly apply your themes in /PSP/THEME/
+Compile universal binary, cxmb.prx should work on 3.71/3.80/3.90/4.01
+Fix some wrong io opration (I wrote some sceIoClose where there should be sceIoDclose)
+Clean up sources (yea... I think I did it..)
3.1:
+You can build .ctf file with a ptf that including wallpaper.
-Readjusts the reboot delay after applying a theme to prevent some registry issue.
+Add 3.80 capability.
3.0:
+You can select your theme via XMB's theme selector (Settings->Theme settings->Theme) , and apply it.
-Fix a font bug ( after sleep or usb connection it display ugly character ).
before 3.0:
+Without touching your PSP Nand flash, you can get all amazing effect provided by traditional ready flash theme show in your XMB. (I mean nothing would be written into flash)
+With CXMB full version installed, traditional XMB theme would be packed into a .ctf (short of cxmb theme file) file, then you can share it easier, and CXMB lite version user can download .ctf file then apply it.
Update of bug fix whats new:
CXMB 3.2.1
Fix bug (freeze while applying theme)
Fix bug (restore to original official XMB when returns from game)
make official XMB not a choice of random.
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July 4th, 2008, 03:18 Posted By: Zack
PSP Slim Port & Music + Sound support Coded By : Zack
This Wolf3D port is based of HardHat's Wolf3D port V2.0.
Hey guys.
Seen as I had a couple of days off work I decided to finish up a port of Wolf3D for the PSP. I recently acquired a slim and realized that there was no version of Wolf3D that runs on the the slim. I also noted that none of them had Sound Or Music support.
Well not any more
It works on both the PSP Slim & Phat, and is in usermode so it should run on any firmware in any GAME folder.
Features :
- Full Sound Support (works great )
- Full Music Support (works great )
- Full Screen Support (as default, can be enlarged more however)
- Full Speed
- Runs at 222mhz (saves your battery)
- PSP Slim Support
- PSP Phat Support
- Configurable Controls (See Read Me!)
Known Bugs :
Saving/loading. It works (as far as I can tell), but it's buggy.
If you save your game then quit & restart the game, you will experience the following : After the title screen you will get a black screen with the memory stick light blinking, its loading your save game. The black screen will last 8-12 seconds, then the main menu shows up as normal.
I will fix this bug in the next version, I'm planning to rewrite the saving/loading to use the psp's inbuilt system.
Summary :
So yeah it's a lot better now . More fun to play with Music & Sound effects too.
I will update it again if there is enough interest in the project.
I hope you all enjoy it
Here are some screens :
Source Included.
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July 4th, 2008, 03:16 Posted By: wraggster
News/release from Dan369:
Welcome to the Legend of Zelda Alpha 3 readme!!!
since me actually liking(love) zelda games i took it upon myself to make my own and this is what i have so far...
Alpha 3 is a damn well lot more playable than alpha 2 and 3 with various bug fixes and changes/alterations to alpha 3 from alpha 2 which will be explain more in the changelog!!
This game is powered by the dan369 Zelda game engine based on zion one and has alot more features!!
Wriiten in lua the game has been in development for ofter 2 months and the progress so far is outstanding and this well eventually good by the BEST zelda hombrew game on PSP .
Changelog:::
-Fixed bug where after going in Link_Study you Couldn't go in Links_Workshop
-Fixed sword bug
-[] is now the attacking button
-was going to have an new move but it didn't look that good so it's GONE
-Changed menu Imaged (MY GFX designer adas123 did this
-Added 3 more new levels (2 off them are completely orignal and not in any other Zelda game) designed by adas123
- Exit now working in Links_study so you don't have to find it
-Links_aunt has now been added as a character so go talk to her she's in Links_Study
-added Stool,Table and Writing desk to Links_study
Things in progress::::
-Inventory
-Combat Engine
-Enemy Ai
-Save/Load functions
-Options
-New Move????
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July 4th, 2008, 03:10 Posted By: wraggster
At this point Sony Computer Entertainment hasn’t pulled any pre-E3 surprises yet. Their first party line up consists of tested franchises like Resistance, Buzz, and Motorstorm. Little Big Planet is the new IP of the bunch this holiday season. XAM’D: Lost Memories may be the other. The “XAM’D” most likely is a hip homonym for “examined”, but the title sounds more like a RPG, maybe an adventure game.
So what is it? My first guess is something new, but Rezel Cross (pictured) also comes to mind. Rezel Cross is a role playing game released by Sony Computer Entertainment Asia with XMB combat. Yes, I admit the link is malleable. We’ll be scanning for more details on XAM’D to see if it bears any relation to Rezel Cross (unlikely), Coded Soul (doubtful), Yuusha no Kuse ni Namaikida or2 (wishful) or any other Sony published PSP/PS3/PSN game when we’re at Sony’s E3 press conference.
http://www.siliconera.com/2008/07/02...ries%E2%80%9D/
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July 4th, 2008, 03:09 Posted By: wraggster
News/release from Freeplay
NewBTCNFedit by FreePlay v0.3 (July 2, 2008)
Use this tool to build a customized pspbtcnf.bin file for firmwares not supported by PSPBTEdit.
I designed this tool because I didn't have any way to load plugins in APP mode on 3.90m33-2... and Go! Messenger runs in APP mode.
As with most of my releases, the source is included. Thanks to Dark_AleX for information about the new pspbtcnf format; this wouldn't have been possible without that. (Well, maybe it would be... but it would've taken a little longer.)
Usage: btcnf <pspbtcnf file> -build | -extract -b | -e
-e | -extract: extract pspbtcnf file to pspbcnf.txt
-b | -build: build pspbtcnf file from pspbtcnf.txt
The pspbtcnf.txt file should be pretty straightforward; it's just a list of modules paired with a list of modes each module is loaded in.
Valid modes are VSH, Game, Updater, POPS, and App, abbreviated as V, G, U, P, and A. To make a module load in one of these modes, just add it to the list after the module name. They can be in any order, upper/lower case, doesn't matter.
New in v0.3:
* Since there are now more firmwares, it now saves the version of the pspbtcnf.bin file in the .txt file, and will use that when you rebuild the .bin file. If there is no version info present, it assumes version 3.90 (since that's the version assumed by previous versions of this program).
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July 4th, 2008, 03:06 Posted By: wraggster
News/release from Waywardson
Hi everyone i would like to release a test/beta version of my star defender game i am working on.
I was going to wait till it was completely finished to release anything, but i am running short on ideas and would like some feedback on how to improve the game play.
Controls in menu:
D-pad:up = change menu selection
D-pad:down = choose menu selection
Cross = select
Controls in game play:
D-pad:left = weapon select
D-pad:right = weapon select
Cross = throttle
R = shoot
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July 4th, 2008, 03:02 Posted By: wraggster
Rockstar Games, a publishing label of Take-Two Interactive Software, Inc. today announced a new release date for the fourth installment of its critically-acclaimed and genre-defining Midnight Club franchise, Midnight Club: Los Angeles. Set for release on October 7th in North America and October 10th in Europe and developed by series creator Rockstar San Diego, Midnight Club: Los Angeles will give gamers the unprecedented freedom to race through a hyper-realistic LA.
Rockstar San Diego has created a beautiful rendition of Los Angeles to race through at break neck speeds and explore at your own pace. With no tracks and no load times, Midnight Club: Los Angeles offers the ultimate freedom to play however you choose.
Also scheduled for release simultaneously, Midnight Club: LA Remix for the PSP system will provide another incredible portable racing experience. Developed by Rockstar London, the game will take full advantage of the hardware to deliver the unrivaled sense of speed and style that the best-selling Midnight Club series is known for.
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July 4th, 2008, 03:01 Posted By: wraggster
Uberjack Posted this:
Thanks to all of you who responded to the Commodore message; I’ve tried to read responses on this weblog, as well as those at dcemu. My original question was regarding the C64 and VIC-20 systems, but it seems like most of you would rather see an Amiga emulator than a C64/VIC-20 emulator.
I’ve also noticed interest in the Spectrum series (ZX-81 certainly hasn’t missed any opportunities to remind me of the need for such an emulator ), so I’ll keep both of these in mind.
I am interested in finding out why those of you interested in these systems don’t use PSPUAE and PSPectrum, however.
http://0xff.akop.org/2008/07/02/the-votes-are-in/
Thanks to all those who responded, remember using your voice is a powerful tool in any homebrew scene
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