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June 1st, 2007, 01:52 Posted By: wraggster
Crazy C has posted a new binary/patch for the Dosbox - Dos Emulator for the PSP.
First heres the news from todays release:
This patch, when applied to dosbox 0.60 and linked with these library functions, arwin's p-sprint and SDL (with 8-bit surface patch), gets dosbox running on the psp.
I've also posted a new binary to really fix the bad video mode problem. The clever solutions didn't seem to work well and were fragile so I just copy the whole frame to a GU-acceptable buffer. There'll be a performance hit but it will only affect those few games which use unusual video modes. Also, support for 640x480x16bit mode was added although I doubt that any games which use it will run well.
Now this emulator isnt straight forward unlike most other emulators but please wait whilst our more experianced DCEmu members put the files together or at least tell you how to gather everything needed. Keep checking back and let us all know what games work. Remember only games from 10 years plus will work remotely good but hey Theme Park and the original Warcraft etc are that old so theres some fantastic games out there.
If any coders or mods upload a full package then please edit this newspost.
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June 1st, 2007, 02:48 Posted By: wraggster
Less than a day after the Japanese update comes the USA update, heres the info of whats new in english:
Digg This
The PSP® system software version 3.50 update includes the following:
Network
You can now connect a PSP® system to a PS3™ system via the Internet using [Remote Play].
[Communication Settings] has been added as an option to the [Remote Play] menu.
[RSS Channel Guide] has been added as a feature under [RSS Channel].
Download Here
Remember that firmware 3.50 has already been decrypted earlier today, a new custom firmware shouldnt be too far away.
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June 1st, 2007, 06:42 Posted By: ICE
Just extract the file and put your topmenu_plugin.rco in the 303_to_340 folder. next run US_Upgrade.bat and your done.
i didnt make this i just found it somewhere. dont give me credit.
but do enjoy
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June 1st, 2007, 13:09 Posted By: Triv1um
Via Next-Gen
Sony Computer Entertainment Europe has moved to reject speculation that a PS3 price may be in the works.
Sony's director of communications Nick Sharples told MCV that analysts’ recent conjecture concerning a PS3 price cut based on new manufacturing strategies was unfounded.
"There’s absolutely nothing you can read from that. The idea of price certainly doesn’t follow on to any adjustment in production. Analysts may wish to think so, but there’s no basis of fact in any of it,” he said.
“We announce when changes in price will happen and we don’t discuss them beforehand.”
A number of analysts have suggested that a reduction of PS3 component costs coupled with a need to boost sales will force Sony to drop the console’s price at some point this year, a move that industry figures such as Ubisoft CEO Yves Guillemot also feel is necessary if Sony is to boost its market share.
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June 1st, 2007, 16:02 Posted By: -Xandu-
Need for Speed Turns a Corner
EA announces Pro Street, the world's first street racing simulation. First media included.
by Jonathan Miller
May 31, 2007 - The new Need for Speed is here: Pro Street.
Don't get confused. This isn't like other EA Street titles with over-the-top arcade slam dunks and impossible maneuvers. This is Pro Street. In fact, EA did the exact opposite and created an entire new genre of racer: the street racing simulation. "The Fast and the Furious" meets Forza.
Well, don't tell that to producer Michael Mann. His team at EA Black Box, responsible for NFS: Most Wanted, wants to distance Pro Street as far away from "The Fast and the Furious" as possible. Pro Street isn't about a glowing, fluorescent purple underbelly to your car. Pro Street is 100 percent about performance and the culture of street racing.
And if you didn't know, street racing happens to be illegal. To accommodate, professional race tracks are opening their doors to street racers in unheard of numbers. Pro Street will feature real world locations like Sears Point Raceway (now Infineon Raceway) near Sonoma, Calif. While EA wouldn't go into detail on the other tracks, it did say that you can expect a number of "iconic locations" in Asia, Europe and the States.
Live from Infineon. What we didn't expect from EA was just how "real world" it was taking NFS. We watched a developer do a quick lap at Sears Point and this is unlike any NFS you've ever seen. It actually looks real. Sears Point was bordering on photorealism. More importantly, the sense of intense speed is gone -- this game plays more like Forza than previous NFS titles in which you dodged cops and knocked opponents off cliffs. We watched as he apexed turns and scratched our heads as he used these strange contraptions known as brakes.
The biggest question we had for EA was this: Why? Pro Street is a not really a sequel -- it's a distinct departure from the franchise's roots, a turn in a completely new direction. Quite simply, said EA, street racing fans have been demanding real-world believability. That all starts with the race weekend.
The race weekend will be a spectacle. It's then that the street racing community gathers, car enthusiasts that like to build and show off their high-performance racers. They do that in a number of ways, and EA has included a few in several events that comprise the race weekend in Pro Street: Drag, Drift, Grip, Circuit and Speed Challenge. The career goal is focused around working your way up the ladder in each event and eventually becoming "king of the street."
Read.
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June 1st, 2007, 17:33 Posted By: JKKDARK
via My Broadband
A recent advertisement depicting a seriously hurt man fighting over a Playstation 3 gaming console was deemed too violent for public consumption.
The Musica Playstation 3 advertisement depicts a man with a black eye, scratches, stitches and stab wounds. The words: “STOCKS ARE LIMITED. THINGS COULD GET UGLY” appear at the top of the advertisement.
Philippa Judith Maartens complained to the Advertising Standards Authority of South Africa (ASA), saying that the advertisement is irresponsible and offensive as it encourages crime and violence.
New Clicks Holdings Limited, trading as Musica, said that they will not use this advertisement again in future.
This agreement was accepted by the Advertising Standards Authority of South Africa, with the agreement that it is withdrawn with immediate effect.
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June 1st, 2007, 20:35 Posted By: -Xandu-
New Sony-Ericsson patent may be the real PSP phone
But will it see the light of day?
by Fraser MacInnes
We have been speculating about the possibility of a PSP phone for a while now, mostly because we desperately want one. But given the announcement of Sony's new deal with BT to turn the original hardware into a telecommunications device, our hopes of ever seeing some sort of PSP branded Sony Ericsson had all but faded.
A recently-unearthed patent however seems to indicate that Sony-Ericsson has at the very least been thinking about releasing a more gaming centric phone.
It's unlikely that this device is directly compatible with PSP software, as even though it has clearly been designed with a focus on making mobile games easier to control, it certainly doesn't have the sort of set-up that would accommodate PSP games. Having said that, the rotating screen does bear a remarkable resemblance to the PSP's, and if the device ever does see the light of day it is conceivable that it will be branded with the PSP logo.
As we pointed out in our in-depth PSP phone article linked to above, Sony has converged its other brands with Sony Ericsson mobile handsets before – most notably with the Walkman branded mobiles, but also with the Cybershot branded camera phones and the Japanese-only Bravia branded mobile TV phone.
We're going out on a limb here, but we're thinking that a PSP branded mobile would likely command a development platform of its own. With Sony announcing just yesterday that it's setting up a first-party development initiative for mobile games, we smell a coincidence. Then again, perhaps that's just because we want it so badly. More on this story as soon as we have it.
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June 1st, 2007, 21:37 Posted By: gunntims0103
Here is a new trailer of the upcoming video game on the PSP, Naruto: Ultimate Ninja Heroes. As most of you know this soon to be released game is based on the Naruto series. It has a story mode along with several fighting modes. With quite a few mini games. Those American Naruto dub fans will especially be excited since this is the first Naruto game on PSP actually done in English. This is in fact a English translated version of Japan's Naruto Narultimate Ninja Portable on PSP.
Namco Bandai and CyberConnect2 are the game developers. This game is said to be released some time in August of this year.
Trailer
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June 1st, 2007, 22:58 Posted By: atari800
This is the unofficial Map This!
Deniska, In7ane, MIB.42 (and maybe others) are the REAL brilliant wizards behind this. There is mind-boggling math in this to interpret coordinates, speed of map movements based on zoom factors, how to rotate a map and point up based on direction you are travelling...blah blah blah
There is no way I could ever come close to trying to develope any of that.
I just added some little features - I am not a C programmer - I got TONS of help from google and the code they provided.
But if you see any of them on the boards - tell them how cool of a program this is and thank them for there pain-staking efforts to create such a project.
Unofficial mapThis!!
It was brought to my attention that this UNOFFICIAL release of mapthis may cause difficulties in the development of the OFFICIAL version
If everybody starts releasing code, it will end-up with lots of independent releases and forks.
Deniska and the crew have been working for a while now and have a routine. Someone submits changes of the code to Deniska, with desciptions and marking of what changes have been done. Deniska checks it out and integrates it if possible or whatever he sees fit. It is his project. And a very cool project at that.
Releasing lots of small independent increments will lead to feature losses due to lack of integration.
So I am removing my versions to keep the REAL MAPTHIS from slowing down development-wise.
I was not asked to remove this - I think it is best for the project if I do.
These guys are great. I will make contributions to Mapthis in the proper way.
*maybe you will see some of my features in upcoming versions
Cheers
:thumbup:
/|\
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June 1st, 2007, 23:55 Posted By: Triv1um
Via pspsps
HMV has said that the PS3 is meeting sales targets, according to a recent story over at gamesindustry.biz. HMV Head of Games Tim Ellis stated that "Sales remain in line with expectations, occasionally even exceeding them.”
"We're looking forward to further games releases, and when the time's right, a suitable price revision to take the console to its next level of sales.” Apparently all three next-gen consoles have been selling well, with Ellis stating that "From a retail and customer perspective it's great to have three games heavyweights relatively matched and vying for market domination. This creative tension is leading to fantastic innovative technology and brilliant games."
Even if sales of the PS3 are going OK in the UK, they've been less than stellar elsewhere. The PS3’s high price point is definitely off-putting to some. Sony may be planning to support the PS3 for a while, but high sales of the console now will help the PS3 to secure some more of those elusive exclusives.
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June 2nd, 2007, 01:47 Posted By: mavsman4457
A revolutionary new LCD screen is being experimented on by none other than Sony. I seem to recall Sony filing a patent for this a while ago but that could be my imagination.
Anyways here is the story: http://www.brighthand.com/default.asp?newsID=12799
And here is the incredible piece of technology that will be the future of handhelds, both for video games and cellphones. PSP2?
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June 2nd, 2007, 03:07 Posted By: JKKDARK
More news about the 0.9.4 version of the PlayStation 2 emulator for Windows and Linux.
Real Time Clock (RTC) has been recently implimented by Refraction. PCSX2 now takes the current system time from your OS and inserts the value into PCSX2 upon launch, from that point onwards the emulated RTC counts independently from the OS.
So? you wonder, well apart from the BIOS now displaying the correct time and date - you would think this is a minor addition to PCSX2, nothing more than an addition to authenticity? Well you're in for a suprise!
It struck me when talking to Refraction over a cup of coffee, Metal Gear Solid 3 uses system time for various fun aspects of the game - Such as being able to kill The End from old age if you set the RTC 1 year ahead after saving during the battle.
Metal Gear Solid 3 had never done anything under PCSX2, so with the RTC addition to PCSX2 in mind, I popped the disc into my drive, and eureka it booted!! This however was only the beginning of an epic saga between Zerofrog and the Konami programmers!
Zerofrog has spent days wrestling with Knonami's ability to push the PS2 hardware to it's limits by making zeroGS KOSMOS push the limits of GPU's, Metal Gear Solid 3 certainly loves it's post processing! Not only has he managed to get the game looking ..well from absolute garbage to gorgeous, he's also managed to stop Snake from slipping through holes in the universe instantly.
The game still has issues, Snake still manages to find holes in the universe (falls through geometry), and he still likes to get stuck inside trees, rocks or just teleport off the edge of the world (the video demonstrates the latter beautifully!). The game also still suffers from visual issues, such as missing textures and the specular lighting overlay being drawn wrong, hopefully by the time the next incarnation of PCSX2 comes out, these issues will be mostly resolved.
So to celebrate this game going from nothing to ingame and the challenges it threw at us, we're releasing a video and 63 shots! Not all 63 are here though, General Emulation run by our betatester General Plot has 31 exclusive shots, so head there for the rest!
All this maybe great news (especially for MGS fans), but there is more, you may have noticed the nothing status games have been decressing steadily and the playable count is going up on our on site compatibility list, including some rather nice games...and there is a new plugin coming up...but you'll have to wait! Wink
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June 2nd, 2007, 13:51 Posted By: Triv1um
Via IT Wire
Due to healthy stock levels, some industry pundits have claimed Sony will be reducing production of the PlayStation 3. Not so says Sony.
Rumours around the production levels dropping slightly and a possible market price drop for the Sony flagship have had industry Analysts busy all week.
Nick Sharples, Sony Director of corporate communications was on the front foot;
"I'm not aware of any cut in production. We have our forecast for the year for PS3 of ten million and that still stands. Of course, production is adjusted according to stock levels and requirements of different territories. The normal seasonal uplift towards the peak season will happen, but that's completely normal. "
"There's absolutely nothing that you can read from that. The idea of price certainly doesn't follow on to any adjustment in production. Analysts may wish to think so, but there's no basis of fact in any of it."
"We announce when changes in price will happen and we don't discuss them beforehand." (Source: MCVUK)
Indeed component costs of the PS3 - such as the blue diode used in creation of the Blu-ray disc drive laser - have had Analysts asking if a corresponding price drop at the market level would help the seemingly flagging game console.
But Sony have consistently maintained that no price drop is on the horizon, Sharples still confident that the PS3 will go on to sell tens of millions, putting it in the position to win the next-generation console war, for Sony, the third time in a row.
Recent reports from Japan give some basis to the Sharples claims as the PS3 gains a small increase in market share. The PS3 sold 9,627 units for the May 21 to May 27 week, up from 8,659 the previous week.
Still this keeps the PS3 in fifth position overall in the important Japanese game console market. Nintendo holds the top two positions (DS Lite: 127,461, Wii: 58,644), followed by the three Sony machines (PSP: 26,097, PS2: 11,311 and PS3: 9,627). Meanwhile the Microsoft Xbox 360 continues to struggle in the Japanese market selling 2,044 units for the same week.
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June 2nd, 2007, 15:37 Posted By: wraggster
New from pimpware
I wanted to know more about gui-programming the PSP.. ;-)
So I created a simple but funny game. PHORV (Puzzle with HORizontal and Vertical lines). For the PSP!
Enjoy!.
Goal of the game
The goal of the game is to clear the field by selecting removing two equal-coloured tiles at a time. Once a field is cleared you advance to the next level. When all levels in a category are completed, you unlock a new category with more and harder levels.
Making a move
To make a move, you need to perform three actions.
First you need to select a column by selecting one of the buttons in the horizontal button row.
You also need to select a row by picking a spot in the vertical button row.
Finally, after you have selected horizontal and vertical column, you can submit your move.
If the move is valid the two selected tiles will be removed from the field, and you can make your next move. When all tiles are removed from the field, you have completed the level.
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June 2nd, 2007, 15:40 Posted By: wraggster
New from Sparkypsp:
What?
-----
Its very simple...
When you are in class or somewhere and you don't want others to hear that you shoot a photo, you can select sound #5, its nothing...
Install
------------
1. Connect your PSP to your PC.
2. First shut down the PSP, when starting hold R-Trigger.
3. scroll to advanced -> toggle USB (Flash0)
4. navigate on your computer to removable disk (x.
5. navigate to x:\vsh\resources\
6. FIRST MAKE A BACKUP OF THE camera_plugin.rco
7. copy and overwrite the camera_plugin.rco
8. exit the recovery mode, and disconnect form your computer.
9. connect your cam (press traingle) and go to settings, here you select sound 5...
----------
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June 2nd, 2007, 15:46 Posted By: wraggster
Updated release from pspballer07 of his RPG for the PSP:
Ok, After a lot of trial and error and all that, I put in a battle system but right now its not the greatest. He doesn't fight back but its a good start on the battle system considering I did it from scratch(I did the whole game from scratch... Oh I did use the graphics.c so I didn't technically start from scratch)
If you didn't know, this an rpg game I am in the process of making.
The reason the graphics for the new character is crappy is cuz I drew it on paint. I wanted to create my own character. One as a sprite and one as a battle character.
Well here is whats new:
****Added battle system(even though it still needs more work)
****Smoothed the walking of the character so its not so choppy.(I took off some delay and took away amount of steps)
****various bugs fixed
****Added character 'Master' to fight.
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via pspballer07
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June 2nd, 2007, 15:53 Posted By: wraggster
Mathieulh posted this update on the status of the Custom Firmware News:
ok a little update on 3.50.
It will be a little more difficult to code a 3.50OE because SCE changed the prx format those are now elfs marked as 0 sections. This means that current tools cannot disassemble those and thus it will be harder to reverse, we need to get ourselves complying tools before going on. We will keep you updated of any progress.
By the way Alex is currently taking exams so he is busy, don't expect a 3.50OE within the next few days.
Nice to have an update on the situation, im sure we can all wait for the next release
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June 3rd, 2007, 02:33 Posted By: parkermauney
This is a Theme I have made a while back, and wanted to share with my fellow dcemuers.
*Note: I take no responsibilty for any of the parts of the theme, I just put it together.
Topmenu: Black Aruzhia, by evolve
Wave: Mime
Battery and Volume: Madsoul and Hooverphonic
Sounds, Other icons and the other stuff: Black32 theme.
Screens:
For 3.40 OE-A Only.
Enjoy!
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June 3rd, 2007, 09:44 Posted By: wraggster
via kotaku
Discontented, Spanish-speaking PlayStation fans at game site Gamerah—probably most famous for their outlandish and fictional interview with former Nintendo boss Hiroshi Yamauchi—have made good on their threat to Sony. They've shipped them a box filled with 45 plastic turds, each with an attached complaint.
In a letter to Sony's European office, translated into English by a UK: Resistance fan, the Gamerah staff explain the situation. And they do it quite nicely. An excerpt:
We hope you do not take this wrong. Having unhappy customers is still much better than having no customers at all. We just feel like broken-hearted, resentful lovers. Most of us have purchased all your consoles and we felt rather let down when the PS3 was finally launched in Europe.
I'm not exactly recommending that disgruntled PlayStation fans start firing off packages filled with plastic excrement (or, heaven forbid, real excrement) but this is how you complain. I assume that the box of PVC poo will ultimately be destroyed by the bomb squad robot far from every SCEE executive totally ignorant to its existance.
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June 3rd, 2007, 10:01 Posted By: wraggster
New from SuccessHK
Store your console securely in its vertical position
Built in USB hub provides two additional USB connections (Via console USB port)
Stylish finish with glowing blue lights to complement your PS3 console
LED light On/Off switch
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June 3rd, 2007, 10:43 Posted By: wraggster
News/release from Lupus
XMB Theme Manager for 3.03-3.40 OE firmwares
by lupus (lps)
mail: bad_lupus(at)ukr(dot)net
1. Intriduction
2. Warnings
3. Functions
4. Use
5. Contacts
6. Thanks
1. Intriduction
-=-=-=-=-=-=-=-=-=-=-=-=-
XMB TM - app for simple switching between 15 (+1 original) your PSP
XMB themes.
2. Warnings
-=-=-=-=-=-=-=-=-=-=-=-=-
This app write some data to flash0, so it can always go wrong, don't change my
code or something and nothing will go wrong!
In all themes used topmenu_plugin.rco based on CLEAN topmenu_plugin.rco from
ZingaBurg, so all themes may work with 3.10-3.40 OE FWs but dont tested by me.
All themes with some fixes by me for more corectly works.
!---!
Completely tested on my PSP 1004 ta-082 FW 3.03 OE-C.
After update completely tested on my PSP 1004 ta-082 FW 3.30 OE-A2.
!---!
Attention! CORRECTLY select your FW version on first start otherwise possible
problems with your PSP.
Program spreads "AS IS", you use it your OWN RISC.
I recommend you backup all Flash0 data before use XMBTM.
3. Functions
-=-=-=-=-=-=-=-=-=-=-=-=-
- On first start programm will
- backup some res files from flash0
- free space (replce jpn0.pgf font)
- Simple Flash 1 of 16 full XMB Themes (high res backgrounds,icon sets,volumebars,
battery icons and waves) with preview/
NB: Theme #16 - Original backuped resorce files.
- Restore default flash0 data (from backup)
4. Использование:
-=-=-=-=-=-=-=-=-=-=-=-=-
simply in use - just select the theme and press [x] to flash
[select] - restore flash0 data
Download Here
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June 3rd, 2007, 11:49 Posted By: Chameleon
Vodkkaa has released his new version of USBalwaysON with this to say:
I released this a while ago for 3.03 OE but had some problems with it. now updated for current fw and easier to use
What it does:
what do you think?
Instructions:
-extract seplugins folder to root of MS
-add USBalwaysOn.prx to vsh.txt
Enjoy
BTW: this will mess up USBHOST loading
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June 3rd, 2007, 19:36 Posted By: JKKDARK
via PALGN
Sony has updated the Australian PlayStation Store with Go! Puzzle released on the PlayStation Network. Go! Puzzle is a collection of three minigames and is available for $9.95 AUD.
There is also a demo version available for the game which lets you play each of the games for two minutes. PAL Gamers are still yet to get Mortal Kombat II or Calling All Cars! on the PlayStation Store and there are no PlayStation One titles available in the store yet.
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June 3rd, 2007, 20:37 Posted By: mat_dizzy
Hey guys, remember this is a work in progress and currently has 3 webcam streams Make sure you read the README file before you start shouting on here at me or anything like that :P And also remember that this is only an engine demonstration. Ive recently taken GCSE exams and had a holiday so i havent had time to work on it, but now i will, so expect future updates
Anyway, here it is, remember to read all of the readme file!
DIGG THIS
Heres a screenshot of the Webcam feed working
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June 3rd, 2007, 23:01 Posted By: wraggster
New release from Superskull85
This is an application that will simulate how your XMB will look on your computer before actually compiling your RCO's and flashing them to your PSP. This application will let you view your XMB and its icons, backgrounds and colours. This application is meant to help you preview your XMB without actually flashing it, and NOT to help you preview already created themes!! With that said this program doesn't even read your Flash0 (Unless your using the File Flasher) and doesn't need your PSP to run (Again unless you are using the File Flasher. This program will not read RCO's or have any PRX support, it will read BMP images and will arrange them so they look just like your XMB.
Here is 1.50 of PSPXT! There are not many changes except the new interface. A lot of people have said that they don't like the graphics, if this is the case for you and you want to make your own graphics, I can send you some PhotoShop templates for this program. Anyways the changes from 1.00 FULL to 1.50 are:
-Created a entirely new layout
-Created pop-up functions when selecting a menu option
-Made interface easier to control (No more double checking, most options are mouse clickable)
-Controls are now mapped out on each XMB preview
-Added volume bar support for Full XMB Navigation One
-Brighter Text
The program is basically the same as before, but with a new interface. Please make sure to read the README, and if you have suggestions please let me know about them. Also, this program can access your Flash0, you take all responsibility if this program damages your PSP (Flashing only occurs in the File Flasher, however).
I'll be busy for a bit so I am going to halt development on this project until at least July (Or a Month from this posting). I'll continue to add features and more icon support. I'll also focus more on getting sounds supported as well.
Download Here (18MB)
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June 3rd, 2007, 23:06 Posted By: wraggster
Winnydows has released a new version of the excellent Video Converter Xvid4psp:
Heres details and release changes:
Easy use and high quality program for converting videos for PSP, PS3, iPOD, BlackBerry and PC.
Import formats:
AVI DIVX ASF MPG MPE MPEG VOB TS M2P D2V MOV QT 3GP HDMOV RM RAM RMVB RPX SMI SMIL MKV OGM WMV DVR-MS PMP FLV.
Export formats:
PMP AVC, MP4 PSP 2.80, MP4 PSP 480, MP4 iPod, MP4 iPod 640, MP4 PS3, MP4, AVI, AVI DV PAL, AVI DV NTSC, MPG, MPEG-2 PAL, MPEG-2 NTSC, FLV.
4.114 changes:
Fixed few bugs
Program now compiled with new engine - VS Orcas.
In Windows Vista now used default open-save dialogs.
Updated x264 and mencoder.
Download Here
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June 3rd, 2007, 23:34 Posted By: wraggster
Updated release of the StarDict dictionary app for the PSP by Cy-4ah, heres the release info:
You don't need any more BtdxMaker, just include StarDict dictionaries like it shown in example with ru-en and en-ru dictionaries.
Changes from v1.0SS:
BtdxMaker builded into Sloynik. If some dictionary used in first time, it will be automaticaly converted.
Also in BtdxMaker Solved bug witch limit count usable dictionaries by ifo-file size.
Added Dictionary Name Field. (Name get from ifo-file, make sure that it's not too long, bacause it may get not into field rect).
Added application loading status.
Listing words by L-Shift with analog.
Download Here
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June 4th, 2007, 01:59 Posted By: Chameleon
becus25 has just released his new addition of his custom firmware with this changelog:
* Added the section "USB".
* Added on this section "Toggle USB (Memory Stick)"
* Added on this section "Toggle USB (Flash0)"
* Added on this section "Toggle USB (Flash1)"
* For VSH (XMB) ...
o When you format the Memory Stick the PSP create automatically the folders ISO and MP_ROOT.
Installation instructions and other important details should be available in the file readme - make sure to read that first before anything else.
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June 4th, 2007, 02:08 Posted By: Chameleon
Kandibu has just released this homebrew application which is a PSP adaptation of Microsoft Excel. It's coded in Lua, and currently carries these features:
* 130 Variables
* Numbermode (set a number to variable)
* Variable + - / * ^ Variable - Mode
* Savemenu
* Loadmenu
* Clearmode
To do:
* Tutorial-Mode
* Colors for text
* Colors for every block
* Add %,€,$ etc.
* Add negative numbers
* Add more blocks and scrolling
* Add Text-Input
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June 4th, 2007, 07:21 Posted By: Chameleon
Vodkkaa has just released a new version of the Boot Manager application for 3.40 OE. This homebrew app will allow PSP owners, among other things, to launch recovery mode for custom OE firmwares.
Heres the info
* Menu to launch predefined homebrew
* launch OE recovery
* Launch IE recovery
* Launch IE special recovery
* flash vsh.prx
* autoboot program
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June 4th, 2007, 08:43 Posted By: Chameleon
PSP homebrew developer JEMdev has lua-coded this homebrew game titled Myspace: The Game!!!!. As its name implies, this game is a humorous simulation of the MySpace experience of eliminating those ever-annoying pop-up ads. There are two simple goals:
1. Log in
2. Try to stay logged in as long as possible
Players will have to close the constantly appearing ads onscreen, or they'll literally run out of "user patience" (your lifebar) and log out.
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June 4th, 2007, 16:39 Posted By: Triv1um
Via IT Wire
For the first time Sony's Blu-ray players are cheaper than its PlayStation 3 console, after the company announced a US$100 cut off the price of the BDP-S300 player to US$499. The move begs the question: can Sony now afford not to also slash the price of PS3?
One of the saving graces of the massively disappointing sales of PS3 to date has been the fact that it was the cheapest Blu-ray player on the market - at least the equal cheapest. Video buffs could not only get a high definition Blu-ray player for a relatively reasonable price but they got the added bonus of a gaming console.
In turn, it has been the PS3 that is arguably helping Blu-ray win the high definition format war against the HD DVD camp by getting Blu-ray players into the homes of gamers. Even its relatively poor PS3 console sales still outsize the fledgling but gradually picking up momentum high definition video player market.
All that changed today. By cutting the price of the BDP-S300, Sony has in effect severed the link between the PS3 and Blu-ray players. If a video enthusiast just wants a Blu-ray player, the PS3 is no longer an option because it's now too expensive.
In effect, Sony has just kicked out one of the legs supporting the table of its still struggling PS3 business. With both Nintendo's Wii and Microsoft's Xbox 360 walloping the PS3 at the cash register, a lack of exclusive PS3 titles to choose from and still plenty of grumbling from gamers at the price, having one less reason for consumers to buy its next gen console is something Sony can ill afford.
Of course, all of the above assumes that Sony is not going to drop the price of PS3 to match that of the BDP-S300. After all the nightmarish blunders of the past year in the consoles space and still sluggish sales, it is hard to imagine that Sony could possibly believe that leaving the PS3 at US$599 is now a viable proposition. Then again, after what's gone on in the past year, it may not be that hard to imagine.
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June 4th, 2007, 16:44 Posted By: Triv1um
Via Game Planet
THIS IS TRULY AN odd game. You are a "Remote-Unit" which can be likened to tadpole looking thing, which can shoot and destroy bacteria. You're based in an open environment, which is living, and starts out initially with a couple of cells (as in the white cells in your body). These cells can be used as protection by dragging them together to form a wall or they can be shot to get powerups to assist you along the way.
You basically swim around trying to fend off anything that comes your way. Initially it's only bacteria that come out first and as the game progresses, viruses are introduced. There are various strains of the virus and they pose more threat than the bacteria. They are a lot quicker, shoot back and when shot at are not destroyed, but break down into smaller and weaker strains.
For these tougher opponents you may need to release a protein bomb which can be very effective in tight situations. The protein bomb can be gained through shooting certain cells and collecting them up to a point where you can release it on intruding bacteria and viruses.
If you get tired of general play then you can try your hand at the various survival modes. You can choose to battle it out against bacteria while moving up through the body or choose to just try and survive an onslaught of enemies. Both modes are time restricted and provide for some light entertainment.
Visually this game looks pretty good. The living environment is designed in a way that gives you the impression that you're looking down on it through a through a microscope. The whole thing looks alive and very colourful, however at times it's difficult to see bacteria or viruses as they blend in with this unique setting.
Nucleus is not set for release until later on in the year. It sounds interesting enough and is interesting in weird way but the preview build does not hold our attention for long. Check out the screenshots to get an idea of what you will be in for when the game is finished.
----
Screens of this weired game, can be found here with the above article
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June 4th, 2007, 16:49 Posted By: Triv1um
Via PSX Extreme
Given the new capabilities of next-gen consoles, MMOs are starting to pop up here and there. The latest is a spy-oriented MMO for the PS3 from Sony, entitled The Agency. The game will involve a good bit of espionage on a massive scale, and you can view the magazine scan here.
As you can see, they intend to deliver all the stealth/spy action provided by the likes of James Bond, Jason Bourne, and Jack Bauer. You'll follow certain missions in the game, but once you've completed the first round, you'll have the opportunity to "branch out," in true MMO style. You can take alternate routes by accepting optional missions and even recruiting other agents, and you'll be battling your way through Eastern Europe and other picturesque locations. It's an ambitious undertaking, to be sure.
"The game design comes from the core principle of living the life of an elite agent," said Matt Wilson, executive producer for The Agency. "We want to make an action, adventure, and intrigue game with betrayals, etc...the stuff that hasn't been tapped yet in the genre."
Being able to choose between two playable factions also adds to the freedom, and it gets one thinking about games like Mercenaries. A game like this in a massively multiplayer online capacity has been a long time coming, and it looks like Sony's The Agency might fit the bill nicely. We'll let you know when more details arrive; the game is still in the early phases, but we'll hopefully have a release date within the next few months.
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June 4th, 2007, 20:45 Posted By: gunntims0103
new release from TP
Here's what TP had to say-
I decided to take a break from Luanux today to clone a simple game called Robots. The concept: dodge the robots while making them run into each other. If they get too close you can teleport away.
Use the d-pad to move and press X to teleport but use the teleport ability only when you must; you might land right next to a robot.
It has a couple small bugs but nothing major. Sometimes only one robot dies when two collide. (I'm STILL tryin to figure out why...)
A screenshot:
I find it a very fun game myself. Try to beat 191 robots. (that's my highscore)
Download and give feedback via comment
Download via luanux
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June 4th, 2007, 20:54 Posted By: gunntims0103
Here's a new video of the developers on the upcoming video game Harry Potter and the Order of the Phoenix. This video diary of the developers focuses on the video game settings.
This video shows the games version of Hogwarts and how its put together. The developers tried to have Hogwarts stay constant to that of the Hogwarts portrayed in the previous movies and books. Here the developers show parts of the enormous castle and areas within the game.
Harry Potter and the Order of the Phoenix is said to be released on DS, Xbox 360, Wii, PlayStation 3, PlayStation Portable, and PC on June 25
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June 4th, 2007, 21:00 Posted By: gunntims0103
News via psp.ign
Making the jump from PC to PSP.
Thanks to 2K Games Australia, we have a small insight into the trials of porting an inherently PC title across to the PSP. Developer Monte Cristo's upcoming portable port of Silverfall, originally a PC-based action RPG, dives into how the team sidestepped not only hardware challenges, but several design quirks, too.
According to the developer diary, "One single character texture of the PC version equals the total memory we have on the PSP! But there would be design challenges too."
They elaborate, "One of the first to come to mind was controls. As you probably have already noticed, there is no mouse on the PSP. We had to change the whole system to allow for direct control, that is to say you don't click on a location to get your character there but move by yourself with the stick. You don't click on a monster to fight, you actually input the moves you want to make. We are not the first RPG on console to have made the transition - Baldur's Gate: Dark Alliance did it, for example. But this small change in the controls would lead to more, as in a butterfly effect. The camera is consequently behind your character, with two different positions: the first one is a quite classical top down view, reminiscent of isometric games; the second is a more third-person view as if you were in an action game… which incidentally gives you a much better view of how great your character looks!
"The other obvious difference is the HUD. There is a glaring difference between a 1024x768 screen and a 480x272 PSP screen. It's simply not possible to convey the same amount of information to the player. We spent a lot of time thinking about the organisation of the interface, ergonomics, and amount of data that can be displayed. But despite its limitations, the 9/16 format offers nice horizontal possibilities (designers, you can get your HUD laid!)."
In bringing the title to a handheld, the team stripped the gameplay back to the basics. "Silverfall is above all a hack 'n' slash. We had to focus on monsters and the way you get rid of them, on character development, on items, and on this so-difficult-to-catch-and-give-birth-to 'feeling of power'. It was decided to get rid of companions and have more enemies on screen instead. But to keep the tactical feeling a companion system provides, we decided to have very specific skills. The player is required to think through the moves they will use in combat, much like in Magic: the Gathering. Chained actions are at the core of the system.
"What's more, we are working on the PSP, a great machine that displays bright detailed 3D. Our artists managed to build a coloured and unique look and feel without outlining the models. Textures from the PC version were redone, reduced and enhanced. As a joke, we had Disney's colour scheme (and more precisely Kingdom Hearts) as a reference. The issue of visual look and feel was sorted.
"Finally, the PSP is above all a console - and a portable one. Action is needed, in manageable chunks that provide quick bursts of fun, so we could say goodbye to the open environments! We didn't want you to be lost in a middle of a level, not knowing what to do or where to go. Our levels are not linear but you will always know what to do and where to go thanks to the quest log and the navigation points that appear on the level map. The game is conceptually divided into 10 minute sessions which brings lots of rewards through combat and collection. This however doesn't infringe on the length of the game, which will last about 20 hours… if you don't go PvP or coop with some of your friends, and if you don't play the game again because you want to build a new mighty character!"
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June 4th, 2007, 21:06 Posted By: wraggster
New from Play Asia
Now you can play blackjack, video poker, and slots--no matter how close or far you are from Las Vegas. Hard Rock Casino combines the most popular casino games in one package, complete with realistic cards and casino gameplay. Each game includes help files and supports familiar keypad controls. In this authentic casino simulation, you can develop your skills and strategies and increase your winnings to become a casino master
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June 4th, 2007, 21:09 Posted By: wraggster
New from PlayAsia
features
Unique "Crush" mechanic allows players to change between 2D and 3D environments.
Story driven puzzler featuring a unique main character with a lifetime of unresolved issues for you to unravel.
Mind bending puzzles will provide hours of entertainment for gamers of all levels.
Surreal environments and engaging storyline provide a unique gaming experience that blurs the line between puzzle and platform play.
description
Coming exclusively to the PSP® (PlayStation®Portable) system, Crush™ features an all new concept in multi-dimensional puzzle gameplay. A uniquely styled puzzle game that blends 2D and 3D graphics in an enticingly surreal environment, Crush is sure to present an addicting challenge!
Puzzle your way across 40 brain-twisting levels switching perspectives from 3D to 2D to conquer your challenges. Changing your perspective on things will do more than alter your view; shift platforms and objects, activate machinery, cause immense chain reactions in the environment and overcome your enemies – it’s all in the power of perspective.
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June 4th, 2007, 21:09 Posted By: gunntims0103
News via easports/nbalive08
Electronic Arts has just gave word that the Official NBA live 08 website is now up and running. Any sports fans out there that follow the NBA live franchise should definitely go check it out.
The site contains clips of the actual game NBA live08. Along with coverage of the athlete Gilbert Arenas, as he talks about his nickname and getting on the cover of NBA live08. Theres also various wallpapers for download.
Give feedback via comment
Official Site here
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June 4th, 2007, 21:11 Posted By: wraggster
New from Play Asia
A long time has passed since the great destruction of the first civilization and now people once again are unlocking the mystery surrounding the dimensional gates and adventuring to unforeseen territory, seeking the magical book of infinite wisdom. With the fast paced ACCB system, battle sequences are ordered by cards that represent the characters' action order. An innovative change for Atelier Iris 3 is the introduction of a symbol encounter system, in which players no longer randomly encounter enemies, but visually confirm and engage them.
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June 4th, 2007, 21:14 Posted By: wraggster
New from Play Asia
features
Innovative arcade and surf feeling with players performing a variety of impressive tricks in the air and learning to surf inside a tube.
Win the championship in the single-player mode or challenge your friends in the multiplayer mode with easy pick-up-and-play game controls.
10 playable characters with their own tricks and characteristics.
Impressive water simulation and physics. Surf in a variety of locations, each with its own waves and obstacles. Train in the calm water of Shiverpool, ride your first tubes in Pen Gu Island and try to surf on the explosive waters of the volcano area
Tons of unlockable content.
Awesome game soundtrack for carving waves featuring more than 20 licensed music tracks.
description
Surf's Up is an exciting arcade surfing and extreme sports video game. The action is set at the annual "Reggie Belafonte Big Z Memorial Surf Off," where surfers from around the world are ready to risk it all for glory. Players will experience the rush and thrills of surfing in exotic surf spots around Pen Gu Island, and can rip it up as one of 10 characters from the film, such as Cody, the young challenger from Shiverpool; Tank, the merciless champion; or Z, the surfing legend from the past. Only by mastering and understanding the waves can the player become not only the new champion, but a true surf legend.
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June 4th, 2007, 21:31 Posted By: wraggster
New from Play Asia
features
Innovative arcade and surf feeling with players performing a variety of impressive tricks in the air and learning to surf inside a tube.
Win the championship in the single-player mode or challenge your friends in the multiplayer mode with easy pick-up-and-play game controls.
10 playable characters with their own tricks and characteristics.
Impressive water simulation and physics. Surf in a variety of locations, each with its own waves and obstacles. Train in the calm water of Shiverpool, ride your first tubes in Pen Gu Island and try to surf on the explosive waters of the volcano area.
Tons of unlockable content.
Awesome game soundtrack for carving waves featuring more than 20 licensed music tracks.
description
Surf's Up is an exciting arcade surfing and extreme sports video game. The action is set at the annual "Reggie Belafonte Big Z Memorial Surf Off," where surfers from around the world are ready to risk it all for glory. Players will experience the rush and thrills of surfing in exotic surf spots around Pen Gu Island, and can rip it up as one of 10 characters from the film, such as Cody, the young challenger from Shiverpool; Tank, the merciless champion; or Z, the surfing legend from the past. Only by mastering and understanding the waves can the player become not only the new champion, but a true surf legend.
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June 4th, 2007, 21:33 Posted By: wraggster
New from Play Asia
Audition Portable is based on the popular Korean online dancing game "Audition". The new PSP™ edition now allows gamers to enjoy the game everywhere and at anytime. The song selection exceeds more than 100 tunes, including Audition songs composed by T3 Entertainment.
The game supports a network function, which allows up to six players to compete against another as well as an online ranking mode. A content download service has been planned upon release of this game, which provides users with new download maps, songs and dance motions.
The UMD contains additional content that can be transferred to your PC via memory stick, such as background images, songs and more.
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June 4th, 2007, 21:54 Posted By: jurajstyk
PSP Hexen II ver. 1.0 is a port of Raven Software's Hexen II to the PSP. It is based on PSP Quake port by Peter Mackay and original Hexen II source code.
DIGG THIS
This is a port of Raven Software's Hexen II to the PSP. Based on PSP Quake port by Peter Mackay and original Hexen II source code released under GNU GPL License. Compiled and linked with PSPDev Environment for Win32.
Features
--------
Working:
- Software rendering.
- Single player game and Portal of Praevus single player game
- Sound
- Save/Load
- Console commands
- Command line commands (through 'hexen2.cmdline' file)
- Multiple screen resolutions (trough command line params)
- User made maps loading (from console or command line params)
- Demo recording and playback (from console)
- On Screen Keyboard
Missing:
- Music playback
(disabled)
Untested:
- Multi player
(creating multi player game works)
Known issues:
- No progress bar displayed when starting/loading/saving game
(disabled because of stability problems)
- Restart or reload of a current map necessary if value of console variable
'r_transwater' is changed (otherwise water surfaces will not be rendered correctly)
- User made mods with modified progs.dat files will not work
- Sprite models with width or height that is not multiple of 4 can cause game to crash
- Some weird graphical artifacts can be observed sometimes Download and Give Feedback Via Comments
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June 4th, 2007, 22:43 Posted By: -Xandu-
PokedexPSP is now released. Although I've finished it a week ago, I haven't had time to pack it up and release.
Information:
Turn your PSP into a Pokedex now! With PokedexPSP, you can view all 386 Pokemon locations,statistic,TM/HM moves,Egg moves and Move lists!
(Currently supports Fire Red/ Leaf Green)
Controls:
Dpad Left/Right - Scroll Pokemon
Dpad Left/Right + Square - Skip 10 Pokemon
L/R trigger - Menu scroll
Dpad Down/Up - Scroll screen (Moves list/TMHM only)
Here are some screens:
DIGG THIS
Special thanks:
Homer - Great help and support
Strawhat - Pokemon info
- Give Feedback Via Comments
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June 5th, 2007, 00:41 Posted By: gunntims0103
news via ign
Sony and PSM say, "What interview?"
One of the most popular rumors floating around the Internet last week was that Sly Cooper 4 is coming to the PlayStation 3. The gossip, reportedly attributed to the next issue of PSM, was popularized at PlayStation fan site PSX Extreme (via this article) and it spread to message boards from there. In the article, PSXE claimed that PSM held an interview with the Sucker Punch development team where the following was said...
"The graphics have been majorly overhauled and the gameplay will be more varied and focused this time around. We're aiming for a fully interactive 3D world, with no loads and seamless interaction between settings and characters."
Article author, Ben Dutka, speculated that the new Sly project would likely be for PlayStation 3 because "two Sly games are slated to come out simultaneously and have connectivity with one another." It was further reported that the two games, of which the other is supposedly for PSP, are likely be shown at E3 in July.
But here's the rub. Sony and PSM (USA branch) both deny that the interview happened.
"Yeah, it's not us," commented PSM Editor-in-Chief, Rob Smith. "It must be a PSM in Europe somewhere."
Sony Computer Entertainment PR Manager Jennifer Clark added, "There have been no announcements made in regards to future Sly Cooper products and there are no plans for the franchise to appear at this year's E3. Any information that has recently been reported is pure rumor and speculation."
Curious, we had our UK staff check the latest issue of PSM UK as well.
"There's nothing in there about Sucker Punch or a new Sly game," reported IGN UK guy, Alex Simmons. "And the next issue isn't to subscribers yet."
When contacted, PSXE editor Ben Dutka said that his original source for the article was a report found on News for Gamers (linked), where it's revealed that the whole thing started as an anonymous posting at GameFaqs.
"Obviously, it's only a forum post so that's hardly something concrete," commented Dutka. "But I believe it's true. Usually I get a notice from Sony or whomever if we post an erroneous article, and I would've expected to see something if this wasn't actually fact."
Does this long trail of rumors mean that Sly Cooper 4 and Sly Cooper PSP isn't happening? Not necessarily. Sucker Punch is working on at least one "next-gen" project as we reported in this story published last year, but then again, the existence of such a project does not automatically equal "Sly Cooper."
Thus far, everyone that would have been involved in the original interview (if it even exists) has yet to substantiate it.
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June 5th, 2007, 00:41 Posted By: gunntims0103
news via ign
Sony and PSM say, "What interview?"
One of the most popular rumors floating around the Internet last week was that Sly Cooper 4 is coming to the PlayStation 3. The gossip, reportedly attributed to the next issue of PSM, was popularized at PlayStation fan site PSX Extreme (via this article) and it spread to message boards from there. In the article, PSXE claimed that PSM held an interview with the Sucker Punch development team where the following was said...
"The graphics have been majorly overhauled and the gameplay will be more varied and focused this time around. We're aiming for a fully interactive 3D world, with no loads and seamless interaction between settings and characters."
Article author, Ben Dutka, speculated that the new Sly project would likely be for PlayStation 3 because "two Sly games are slated to come out simultaneously and have connectivity with one another." It was further reported that the two games, of which the other is supposedly for PSP, are likely be shown at E3 in July.
But here's the rub. Sony and PSM (USA branch) both deny that the interview happened.
"Yeah, it's not us," commented PSM Editor-in-Chief, Rob Smith. "It must be a PSM in Europe somewhere."
Sony Computer Entertainment PR Manager Jennifer Clark added, "There have been no announcements made in regards to future Sly Cooper products and there are no plans for the franchise to appear at this year's E3. Any information that has recently been reported is pure rumor and speculation."
Curious, we had our UK staff check the latest issue of PSM UK as well.
"There's nothing in there about Sucker Punch or a new Sly game," reported IGN UK guy, Alex Simmons. "And the next issue isn't to subscribers yet."
When contacted, PSXE editor Ben Dutka said that his original source for the article was a report found on News for Gamers (linked), where it's revealed that the whole thing started as an anonymous posting at GameFaqs.
"Obviously, it's only a forum post so that's hardly something concrete," commented Dutka. "But I believe it's true. Usually I get a notice from Sony or whomever if we post an erroneous article, and I would've expected to see something if this wasn't actually fact."
Does this long trail of rumors mean that Sly Cooper 4 and Sly Cooper PSP isn't happening? Not necessarily. Sucker Punch is working on at least one "next-gen" project as we reported in this story published last year, but then again, the existence of such a project does not automatically equal "Sly Cooper."
Thus far, everyone that would have been involved in the original interview (if it even exists) has yet to substantiate it.
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June 5th, 2007, 01:14 Posted By: JKKDARK
via PS3 Center
It seems that Grand Theft Auto IV may actually miss its October 16, 2007 release date on the PS3 and Xbox 360 due to a delay.
The game is set to launch on October 16, 2007. That has been the release date ever since the next-generation Grand Theft Auto was announced a few months ago for a simultaneous release on the PS3 and Xbox 360. That release date is also just a few weeks before the end of the fiscal year.
Analyst Michael Pachter believes though that Take-Two will delay the game. He stated that "We believe that it is possible that the company will choose to ’throw in the towel’ on financial year 07 by shifting the release date for Grand Theft Auto IV by a few weeks, increasing the losses incurred this year and improving the company’s prospects for financial year 08."
This would not mean too much of a delay for Grand Theft Auto IV but would probably cause it to miss its traditional October release timeframe it has been keeping with GTA 3, GTA Vice City, and GTA San Andreas on the PS2, which all launched in October.
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June 5th, 2007, 04:54 Posted By: uberjack
Hi everyone,
Version 3.2.1 of fMSX-PSP, the MSX emulator for PSP has been released. New in this version:
* Added menu navigation options - select from US PSP navigation (X confirms,
O cancels) or Japanese PSP navigation (O confirms, X cancels—also used by
most homebrew emulators)
* Added RAM/VRAM adjustment options
* Added HBlank/VBlank period selection (PAL/NTSC)
* Added MSX model selection (MSX1, MSX2, MSX2+)
* Improved accuracy of frames-per-second counter
* User interface improvements
* fMSX updated to version 3.2
* Rendering speed increase, switched to 15bit color
* Various bug fixes
New version is available at http://psp.akop.org/fmsx/ (please note the updated address).
Thanks!
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June 5th, 2007, 06:59 Posted By: karurosu
Hi, I am going to stop development of GALPSP (I hope somebody remembers that one) so I decided to make every file avaliable in case somebody wants to learn from it, or maybe even use it.
You can do whatever you want with the code (check the documentation for more info).
What's new:
-Some speed improvements
-Some hacks
-New documentation (partially)
You can get it here
http://otacon.tecnologias-avanzadas....LPSP%20Last.7Z
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June 5th, 2007, 07:29 Posted By: wraggster
via cvg
PSP sales are declining faster than Sony had anticipated which is being put down to the overwhelming success of the DS and the lack of a defining title on the console.
Sony expected to sell 12 million units financial year starting April 2006. These estimates have now been dropped to nine million.
Software is considered a big part of the problem with the handheld. "Clearly on the software side, any real killer title will galvanize the sales," re-assures Robert Wiesenthal, chief financial officer of Sony Corporation of America.
But he goes on to admit: "there have been a number of titles that have been terrific, but not the one title that defines the product."
Hiroshi Kamide, director of the research department at KBC Securities Japan, also cites software as the key problem for Sony. "If you look at the availability of software, there are a lot of games for the PSP but are not particularly successful ... You don't see any million-seller games for the PSP but you do hear about them for the Nintendo DS.
"The big problem is that while it's a wonderful-looking machine with a great display, the games are not so different from those you play at home on the PlayStation 2. Most of the software is knock-offs of PlayStation 2 titles and that won't do Sony any favours," he concludes.
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June 5th, 2007, 07:41 Posted By: wraggster
Success HK have just announced the price drop of 3 great PSP games to a price of around $14 (7 Pounds for each game)
Heres the games:
Every Extend Extra US ver
Price:USD 14.32
Every Extend Extra is the world;s first "puzzle" shooter" - an addictive mix of timed arcade-style shooting and electrifying sights and sounds. Players must survive enemy attacks and achieve perfect timing to blast foes with explosive chain reactions. The bigger the reaction, the higher the score, the greater the glory.
Pocket Racers US ver
Price:USD 13.03
In Konami’s Pocket Racers, an evil Nemesis has crashed a party by summoning dark sorcery and turning all the guests into tiny cars ?and placing them in an ongoing race for their souls. In every corner and cranny of a giant house, players will find more than a dozen different race tracks with breathtaking jumps, drops, obstacles, twists and turns as they race to victory or meet certain doom.
Thrillville
Price:USD 14.32
Visit Thrillville for a nonstop party in a theme park you create. Thrillville lets you experience a fully interactive and customizable amusement park where you can play dozens of midway minigames, interact with your park guests, and even build and ride roller coasters and over 100 attractions. Out on the midway, you can jump on your rides for real gaming experiences, racing on go-kart tracks you put together and playing mini-golf on courses you designed and joining friends for dozens of four-player party games, from bumper cars to arcade shoot-'em-ups. You can also tour the park on foot, chatting and joking with all the guests to help them out and make sure they're enjoying themselves.
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June 5th, 2007, 20:25 Posted By: wraggster
News/release from Luislizard:
Hi, i decided to separate the two projects as many people where disabling the cycling function and some just wanted the theme manager, or don't knew how to install the complete theme cycler because of the configuration wich had to be made in the Recovery Mode, so im releasing it alone with a few improvements.
Features:
-- Unlimited Themes (Add as many themes your memory stick can hold)
-- Easy way to add themes
-- You can save your current theme
-- Creates backup of your working theme automatically
-- Displays the screenshot of the themes (if you supplied the manager with one)
-- Automatic flashing of the dummy font files, so no more semi-brick because of this (Fixed, it will only flash them if the ones in flash0 are bigger than 150kb, so it will not flash again if the file is different than the one i included)
Files it can flash: (Requests accepted)
--topmenu_plugin
--opening_plugin
--savedata_plugin
--gameboot
--system_plugin
--background (01-12.bmp)
--impose_plugin
--premo_plugin
--system_plugin_fg
--system_plugin_bg
--photo_plugin
--game_plugin
--sysconf_plugin
--ltn0
--visualizer_plugin
--update_plugin
--sysconf_plugin_about
--savedata_utility
--rss_suscriber
--netplay_plugin
--netconf_dialog
--music_main_plugin
--msvideo_main_plugin
Notes and Guides:
-- SUPER MEGA ULTRA IMPORTANT!!!! ONLY FLASH THEMES FOR YOUR FIRMWARE VERSION, I DON'T WANT TO HEAR MORE SEMI-BRICK BECAUSE OF THAT. (note the size of the title, i guess it's very important :P)
-- This installs like any other homebrew for those who couldn't get Theme Cycler to work.
-- The themes included with this download are designed and will only run in 3.30/3.40 OE , any other firmware will SEMI-BRICK. However, this theme manager will run in 3.03 OE if you supply it with themes for that firmware.
-- You need to know the basics of flashing before using any flashing progams. Also, learn how to use the recovery mode before flashing anything.
-- For any issue you have it's better to first ask here at the forums than sending me a mail, you will get a fastest response.
-- How to add themes:
1. First download the theme you like to use
2. Goto your memory stick and there should be a folder named "themes", open it and create a folder with you theme's name (If your theme is called Ultimate Black, the folder's name should be Ultimate Black)
3. Copy all the files included in the download to that folder (Just the files not the folders)
3a. If you want the screenshot to appear, get a screenshot from the theme, convert it to PNG (you can do this with Paint), then save it as screenshot.png in the theme's folder.
4. Fire up Theme Cycler and flash your theme.
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via luislizard
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June 5th, 2007, 20:35 Posted By: wraggster
Test30 has released a new version of his flasher app for the PSP:
Today I go my following update of the Flasher Xmb
is Flasher Xmb v0.5!!!
the new features are:
*the program can flashear PRX
*the program can make backup of the PRX
*fixed some Bug
*fixed the problem that the button UP did not work
*the language of the menu is English
INSTALLATION
now it has a new folder that is called PRX (there it is where one save the PRX to flashear)
in memory stick
in order to be able to flashear rco or font you must put it in its respective folders that are:
FONT, ICON
NOTE: the folder BAK I do not touch it is for the operation to suppress space in flash0
NOTE2: the archives that are going to you to erase the liberating one of flash0
are the sources Chinese and Japanese.
NOTE3: If a file happens error flasheando the single application happens a Semibrick to your PSP
but you use a FW 1,50 that is not is Custom FW is a Brick.
I recommend before flashear to make a Backup of the XMB
This application writes in flash0 and can obtain semibrick in your PSP
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June 5th, 2007, 22:25 Posted By: wraggster
New from Play Asia
features
Supports Japanese/English language option
description
Originally released in 1987 in Japan, FINAL FANTASY® was hailed by gamers and critics alike as one of the first RPGs to create a fantasy world that captured the imagination of players around the globe. Twenty years later, the illustrious FINAL FANTASY franchise comes full circle: remastered as two separate titles exclusively for the PSP® system, FINAL FANTASY and FINAL FANTASY II are timeless classics that created the blueprints for the future of RPGs. These all-new 20th Anniversary editions are treated with crisp, updated graphics, an unforgettable enhanced soundtrack and a vibrant widescreen presentation.
In FINAL FANTASY II, a malevolent emperor has called upon monsters from a demonic realm to take over the world, ending what seemed to be an eternal period of peace. From the destruction rise four young survivors who will take it upon themselves to stop the merciless ruler and avenge the death of their parents.
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June 5th, 2007, 23:59 Posted By: Elven6
The reason Im posting this is because ask.com was the only search engine that would work with 100% compatibilty with the PSP web browser, that includes images, feeds, etc.
Internet search engine Ask.com has been chasing market leader Google Inc. for years without making much headway, but that hasn't deterred its engineers from trying to set the pace for innovation.
Source and full article: http://www.chron.com/disp/story.mpl/ap/fn/4861897.html
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June 6th, 2007, 16:23 Posted By: JKKDARK
via Gaming Bits
Condemned 2: Bloodshot is the follow up to 2005's creepy FPS game with a mix of forensics, Condemned: Criminal Origins. Monolith Productions, the developer behind the game, and SEGA released additional character and environment artwork. See the artwork below.
"The original, Condemned, was a game which truly shocked and scared its players with its subtle details, gripping story and eerie tension throughout,” said Gary Knight, European Marketing Director, SEGA Europe. “Condemned 2: Bloodshot takes these three key elements to heightened new levels, providing a superb mature gaming experience that will constantly surprise its players and keep them gripped from start to finish.”
New to this release of Condemned is online multiplayer deathmatch. Condemned 2: Bloodshot will be released for the Xbox 360 and Playstation 3, which is currently estimated for a first quarter 2008 release.
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June 6th, 2007, 17:37 Posted By: wraggster
SuccessHK have added more reduced PSP Games to the ones reduced yesterday, all of the games are around the $14 (£7) price, heres the listing of games:
Pocket Racers US ver
Thrillville US version
Frantix US ver.
Field Commander US ver.
Ultimate Ghosts N' Goblin US ver.
Every Extend Extra US ver
WTF: Work Time Fun
Ys The Ark of Napishtim US ver.
The Hustle: Detroit Streets US ver.
Untold Legends: Brotherhood of the Blade
SPREAD THIS NEWS
SuccessHK ship worldwide for those in europe fed up of not being able to buy US version games.
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June 6th, 2007, 17:56 Posted By: wraggster
News from Destructoid:
Sometimes we get these tips that come out of left field. We got one late last night from reader Riku, who talks about his dad's unusual acquisition for his high-end audio setup:
Hi!
My father's hobby is to search for "the perfect sound" making him a high-end audiophile. I was very surprised when I saw an old Playstation 1 (Version SCPH-1001/2) plugged into his super expensive audio rig. He told me, that that particular version of the console has RCA-inputs in the back which has a superb sound output. The console has become an underground sensation in the Hi-Fi scene. He told me to check out some articles at 6moons.com, an audiophile website.
So wait, the old beatup PS1 that I gave to my friend is a high-end audiophile machine? There's no way this can be true! Yet Riku was kind enough to provide us some links from 6moons that talk about the power of Sony's debut console. In one article:
During all this audio fun, my pal Pete Riggle stopped by with an audio underground digital favorite, the Sony PlayStation 1 (Model No. SCPH-1001). I had heard rumors of just how good this particular version of the PS1 is when used as a CD player and was curious to give it a listen. This kid's video game player really does have outstanding audio performance. I'm guessing you'd have to spend more than $6000 on a one-box CD player to equal let alone better it.
$6000? To eBay and beyond (the jump)!
[Thanks for the wonderful pic, Dyson!]
I'm impressed that Sony put together such high-end parts in the PlayStation 1 that it could produce such quality sound. Running a quick search on eBay for SCPH-1001 brings up consoles priced at $5-$35, way below the $6000 equivalent system. Another article provided to us says:
The Sony Playstation 1 SCPH-1001 is another giant killer that's a darling of the audio underground. If you're looking for audio sonic fireworks, the PS1 might not be your cup of tea but if you're looking for an outstandingly musical digital front end that can play music better than just about every multi-kilobuck digital source, look no further - way recommended.
Now, I want to ask all our audiophile readers out there (i.e. Dale North): what about the PlayStation 2 and PlayStation 3? Do these two later iterations of Sony's console keep up the good work and provide a great deal for audiophiles? Or instead, did Sony only provide mediocre parts for your sound system?
So the Mark 1 PS1`s are still good for something
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June 6th, 2007, 18:21 Posted By: wraggster
poisonhzkj has released the following in his words:
Here is a plugin for CFW, It cant be easier to customize your XMB with this plugin in your system, It makes no change to your system files in Flash0, It just redirect the resource file path to ms0: by Hooking some funtions and doing some memory patch.
so, you know, It's always safe, you never have to take the risk of bricking your PSP in customizing XMB.
It is a part of SCEP project ,so a XMB theme controller would be brought into SCX...this module would be the core of that.
CXMB 1.02 contains Calabi Spheres XMB Icons theme
How to Install:
Active it as the first plugin in vsh.txt.(or you can just flash it into flash0:/kn and add /kd/cxmb.prx after /kd/vshctrl.prx in flash0:/kn/pspbtcnf.txt)
How to Use:
Create a Folder ms0:/TM/ and put your resource files there like this
ms0:/TM/vsh/resource/ contains 1-all or none of these files
"visualizer_plugin.rco",
"gameboot.pmf",
"opening_plugin.rco",
"01-12.bmp",
"game_plugin.rco",
"impose_plugin.rco",
"photo_plugin.rco",
"msvideo_main_plugin.rco",
"system_plugin_bg.rco",
"system_plugin_fg.rco",
"system_plugin.rco",
"sysconf_plugin.rco",
"topmenu_plugin.rco"
ms0:/TM/font/ contains at least the first 6 or none of these 19 files
"ms0:/TM/font/ltn0.pgf",
"ms0:/TM/font/ltn4.pgf",
"ms0:/TM/font/ltn10.pgf",
"ms0:/TM/font/gb3s1518.bwfon",
"ms0:/TM/font/kr0.pgf",
"ms0:/TM/font/jpn0.pgf"
"ms0:/TM/font/ltn1.pgf",
"ms0:/TM/font/ltn2.pgf",
"ms0:/TM/font/ltn3.pgf",
"ms0:/TM/font/ltn5.pgf",
"ms0:/TM/font/ltn6.pgf",
...........
"ms0:/TM/font/ltn15.pgf"
and it works...
Attention:
if you just use it as a OE plugin,and you shut down your PSP in game mode then start it without your memory stick inserted.. you will get a BSOD. if you got BSOD.. you can shut down PSP and insert your memoryStick then reboot, or just press O to fix your registry. Anyway, if you flash it into flash0, there is no this kind of problem.
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June 6th, 2007, 18:54 Posted By: wraggster
Interesting article from pocketgamer
There's plenty of speculation concerning PSP at the moment, so to get up to speed ahead of any announcements at the July E3 Media & Business Summit 2007, Pocket Gamer caught up with Zeno Colaço, vice president of publisher and developer relations at SCEE, during the company's recent DevStation developers conference.
Pocket Gamer: Everyone seems to have different opinions about PSP, so what's you view of the platform, especially compared to DS?
Zeno Colaço: Our performance on PSP has been good but people have tended to compare it to PSone and PlayStation 2, where the hardware was always out of stock. It's a different challenge. We were new to the handheld space. I think Nintendo can take a lot of credit for launching a different type of product for a slightly different consumer and it's done exceptionally well. I think some of the DS games have been fantastic. Where in hindsight we've been short is one or two killer apps that would have been able to drive PSP forward.
What do you think have been the reasons for this?
One of our biggest challenges was PlayStation 2 games could easily be ported to PSP because of the raw processing power of the PSP. We went to all our publishers and developers and said, 'You're not going to set the world alight if you effectively take your PlayStation 2 projects onto PSP'. In reality, that's happened on a lot of early games. Where we have seen successes were games developed specifically for PSP – the GTA games are a classic example.
So looking forward, the PSP business model remains very strong, especially for third-party developers and publishers because the 20:80 Sony model is that 80 per cent of business will come from the games of the thirdparty developers and publishers.
How do you expect to develop the PSP in future?
We now have a credible install base – seven million in Europe, 20 million worldwide – and it's time now to link PSP in with what it can do in conjunction with PlayStation 3 and the network space.
I think the downloadable element of PSP will be a key factor as we move into 2008; connectibility with PlayStation 3 is a key factor. We've soft pedalled this to date, because we had to concentrate on PlayStation 3, but the PlayStation Network isn't just about PS3 going forward.
What about any proposed changes to the hardware?
[Laughs] The technology behind PSP is still top-end and so that doesn't need to be addressed. It's all about showing the power off to its best.
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June 6th, 2007, 18:54 Posted By: wraggster
Interesting article from pocketgamer
There's plenty of speculation concerning PSP at the moment, so to get up to speed ahead of any announcements at the July E3 Media & Business Summit 2007, Pocket Gamer caught up with Zeno Colaço, vice president of publisher and developer relations at SCEE, during the company's recent DevStation developers conference.
Pocket Gamer: Everyone seems to have different opinions about PSP, so what's you view of the platform, especially compared to DS?
Zeno Colaço: Our performance on PSP has been good but people have tended to compare it to PSone and PlayStation 2, where the hardware was always out of stock. It's a different challenge. We were new to the handheld space. I think Nintendo can take a lot of credit for launching a different type of product for a slightly different consumer and it's done exceptionally well. I think some of the DS games have been fantastic. Where in hindsight we've been short is one or two killer apps that would have been able to drive PSP forward.
What do you think have been the reasons for this?
One of our biggest challenges was PlayStation 2 games could easily be ported to PSP because of the raw processing power of the PSP. We went to all our publishers and developers and said, 'You're not going to set the world alight if you effectively take your PlayStation 2 projects onto PSP'. In reality, that's happened on a lot of early games. Where we have seen successes were games developed specifically for PSP – the GTA games are a classic example.
So looking forward, the PSP business model remains very strong, especially for third-party developers and publishers because the 20:80 Sony model is that 80 per cent of business will come from the games of the thirdparty developers and publishers.
How do you expect to develop the PSP in future?
We now have a credible install base – seven million in Europe, 20 million worldwide – and it's time now to link PSP in with what it can do in conjunction with PlayStation 3 and the network space.
I think the downloadable element of PSP will be a key factor as we move into 2008; connectibility with PlayStation 3 is a key factor. We've soft pedalled this to date, because we had to concentrate on PlayStation 3, but the PlayStation Network isn't just about PS3 going forward.
What about any proposed changes to the hardware?
[Laughs] The technology behind PSP is still top-end and so that doesn't need to be addressed. It's all about showing the power off to its best.
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June 6th, 2007, 22:33 Posted By: wraggster
The release of the Dos Emulator for the PSP the other day from CrazyC wasnt easy for most to use because you have to find the files yourself but luckily the members of DCEmu have rallied together and we have Binaries, Screenshots and even a list of games working in this release.
firstly heres some screens of the emulator in action:
Games working with the emulator include the likes of Warcraft 1, Prince of Persia 2 and Theme Park,.
DIGG THIS
Download the Premade Eboot which also is compatible with 3.40OE firmware Via Comments
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June 7th, 2007, 02:36 Posted By: gunntims0103
News via corybarlog
Here's what Cory had to say-
"now I am just going lament a little about how sad it is to see him, and several others move on from Sony to bigger and better things…like Spongebob Squarepants. Just kidding…I don’t think anyone is going on to work on Spongebob. But alas they are indeed leaving, and that fills my heart with sadness. I know that each of them are going on to work on something great, and I am happy for that. I just wish they weren’t breaking up the band. So to all of the extremely talented peeps who helped make God of War 1 and God of War 2 the best that it could be…you will be missed.
On a much more upbeat note, things are progressing forward quite nicely with the new project. We have finished the story and gameplay outline as well as the rough level design overview. That is a huge freaking relief to have that all worked out…though now is the time everyone will tell me we don’t have the time or the manpower to finish it. But that is how it usually is in the beginning…a long negotiation of figuring out what the game is an how it could possibly get done.
I also got to see some cool mechanics that have been in the prototype pipe for the last few weeks. Always good to see things that you can actually play with this early on.
The PSP game is moving along nicely as well. I am going to be playing through the latest build tomorrow to check out all the new stuff.
As for that CVG rumor…I would have to say that there isn’t much truth to any of that…that is really the first I have heard of that. If we do get started on a GOW for PS3 you can be sure I will be screaming about it from the mountain tops the first chance I am allowed. Until then…I am plugging away on my RPG opus ‘A Family Ties game’. It is going to be so freaking awesome…awesome to a level that will actually transcend awesome and become something entirely different… freakin LA LAWsome!
ok...I am tired from a wicked bout of insomnia last night so I am going to end this now."
Feedback via comment
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June 7th, 2007, 05:44 Posted By: mavsman4457
Looks like there will be a Hello World coming out soon, legal or illegal. This is according to a source that has been referred to as "VERY NiCE but anonymous" and "VERY TRUSTED but anonymous." Let's hope these two statements are true and that we will finally see some big news for the PS3 homebrew scene. If it's true then it should only be a couple of hours or days until a Hello World is released.
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June 7th, 2007, 15:12 Posted By: JKKDARK
via Gameinfowire
Corks are flying across the continent as Eidos and Crystal Dynamics toast the release of Lara Croft Tomb Raider: Anniversary, which ships to North American retailers today.
Lara Croft Tomb Raider: Anniversary is a celebration of Lara's original adventure in an entirely new Crystal Dynamics game. In 1996 the original Tomb Raider video game launched and introduced the world to Lara Croft, one of the entertainment industry's most successful and prolific cross-over properties.
"The anniversary edition is a fan-inspired celebration bridging Lara Croft's groundbreaking past with a revived passion for new adventures and technical advancements," said Bill Gardner, president and CEO of Eidos Inc. "Lara Croft is at the doorway of a new decade, and we've made sure she's ready to face exciting new challenges in the world of entertainment."
Lara Croft Tomb Raider: Anniversary takes advantage of more than 10 years of technical advances to faithfully recreate the sense of isolation, suspense and surprise of the original title, but with greatly expanded environments, enhanced puzzles, updated weapons and the smooth, athletic character movements introduced in Lara Croft Tomb Raider: Legend in 2006.
Said Matt Gorman, director of marketing at Eidos Inc., "Tomb Raider: Anniversary is an exciting adventure for fans of the franchise and a great introduction to Lara Croft for a whole new generation of consumers."
The first Tomb Raider game sold more than seven million copies worldwide. Lara Croft went on to become a global entertainment icon, gracing more than 200 magazine covers, touring with U2 and topping $1 billion in brand equity. In total, the franchise has sold more than 30 million games, inspired two feature films and produced comic books, animated series and countless other licensed products.
Lara Croft Tomb Raider: Anniversary was developed by Crystal Dynamics, with versions available for the PlayStation 2 computer entertainment system and Windows PC under Windows Vista. Versions for the PSP (PlayStation Portable) system and the Wii console are forthcoming.
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June 7th, 2007, 15:21 Posted By: JKKDARK
via Canada.com
A Metal Gear Solid 4 trailer that was re-released to fix some visual errors has unintentionally whipped the gaming community into a frenzy.
The trailer was released on Konami's new Metal Gear 20th Anniversary website, and has quite a few noticeable differences between the original trailer which was released at the Electronic Entertainment Expo in 2006.
The most striking of these differences is the removal of the Playstation 3 logo during the final credits, leading some gamers to believe that the game is no longer exclusive for the Playstation 3 platform.
The Metal Gear Solid 4 trailer shown at the Tokyo Games Show also had its Playstation logo removed, which may indicate a pattern of change since E3 last year.
Whether or not the game is moving platforms, Konami has been developing the game for the Playstation 3 from the ground up, so Sony fans shouldn't be too concerned. At least not yet.
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June 7th, 2007, 20:33 Posted By: Flava17
It's with regret I post this, but this is the official announcement from the Resistance forums.
Hi everyone,
I hate to be the bearer of bad news, but I have an statement from Greg Phillips regarding the Global Servers.
Also, to be clear, the Map Pack depends on the patch, the patch depends on global servers. Therefore we cannot release anything until we have the global servers in place.
Thanks,
JS
This feels like déj* vu… A really bad case of déj* vu
Last week, I had the pleasure of unveiling our planned release date of June 7th for the Resistance: Fall of Man map packs and content update. That was on May 31st, the last day of May and the date we (SCEA and Insomniac) had promised when we unveiled this waive of DL content.
On that June 7th release date, I have some unfortunate news to share. During our final testing of the global server, which removes regional play restrictions for those who want some international flair in the multiplayer experience, a few last minute issues have come up. Despite some extremely long hours by all those involved, the unfortunate fact remains that we cannot resolve these issues prior to our announced launch date. And, at the risk of sounding like a broken record, neither SCEA nor Insomniac wants to release something to our ever-growing community which will impede the experience.
Hence the déj* vu feeling mentioned above.
The one bit of good news is these issues are NOT related to the content update or map packs themselves, and both have cleared format QA groups worldwide. In other words, everything is ready to go from the game side; we just have some kinks to iron out to complete the integration of our global community. Rather than announce a new date at this time, I want to see these issues resolved first to prevent any more cases of déj* vu on this topic.
What I can promise are two things: first, this last delay won’t be too long. Second, once it is out and you have a chance to play the new maps or your buddies from across the world, you’ll be happy we took the time to get this right.
Right, back to work.
Thanks,
GP aka Greg Phillips,
Line Producer, SCEA
This means that the server patch, and content packs, will not be available on the promised date of 7th June. The R:FOM team have stressed that they are upset at the matter, and that the problem lies with Sony and their server issues.
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June 7th, 2007, 21:19 Posted By: wraggster
via gamesindustry
Sony Computer Entertainment is not planning to lay off staff from its Japanese arm despite recent job cuts in Europe and the US, according to a spokesperson.
As reported by the Associated Press, SCEI representative Sayoka Henmi confirmed that staff at Sony Computer Entertainment America have been made redundant - but declined to confirm how many. "The goal is to reform the organisation," she said.
Job cuts were also made at Sony Computer Entertainment Europe earlier this year, with SCEI spokesperson Satoshio Fukuoka then suggesting that the company's Japanese operations could also be subject to streamlining.
However, Henmi has now stated that Sony Computer Entertainment Japan has no plans to make any of its staff redundant.
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June 7th, 2007, 21:32 Posted By: wraggster
Fleyc8 has released a new version of his Lua Coded Palmlike OS with tons of features built in such as games, a calculator and more.
Download and Give Feedback Via Comments
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June 7th, 2007, 21:36 Posted By: wraggster
Shadow77340 has released a new version of his Destroydust game for the PSP, heres whats new:
hi all ,
i have updated destroydust , who is now on version 0.3
(sorry for my bad english i am a 13 years old french)
it's near the same game of attack of the mutants
FULL CHANGELOG :
v0.3 :
_ a best AI
_fixed a bug
_counts are longer
_can move with joystick in menu
_ homebrew under GPLv2 license
_ when an ennemy die it play a sound
_ shoot sound is deleted
_ music paused in pause menu
_there is a protection when push R , it reduce 50 % damage
_fixed a bug in SDL_FreeSurface
Download HERE
via shadow77340
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June 7th, 2007, 21:54 Posted By: wraggster
Mr Modchips the UK`s Premier source of repair parts for the PSP have today announced preorders for the PSP Devolution Modchip (that claims not to be a modchip )
First off heres some info about the PSP Devolution:
We had to release two different versions of the PSP-Devolution. That's a 3.3V version for ta79 - ta81 boards and and a 1.8V version for all ta-82+ boards. This problem couldn't have been solved by a simple jumper on the pcb because we need to set the output values before programming the ACTEL ICs.
Features:
- Flash your PSP using the internal USB Port
- no additional USB Port required
- latest ACTEL ProASIC 3 technology
- NO power consumption
- doesn't touch the battery power in any way, powered by USB for the time being used to flash the PSP
- preassembled hi-tech flex pcb for easiest possible connection to the psp mainboard
- works on all available PSP versions incl. the new TA-082 and TA-086
- custom BIOS with a lot of cool additional features (tba)
PSP-DEVOLUTION IS NOT A MODCHIP. IT IS A PRETTY SOPHISTICATED USB-JTAG PROGRAMMER FOR A LOT OF NAND FLASH ICs. FROM OUR POINT OF VIEW IT DOES NOT HARM ANY COPYRIGHT LAWS.
Preorder the PSP Devolution for £44.99 at Mr Modchips
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June 7th, 2007, 22:58 Posted By: hockey2112
From engadget...
http://www.engadget.com/2007/06/07/d...irmware-fears/
Sony's already raised more than a few eyebrows in the Netherlands with its questionable methods of advertising the PSP, and it now looks like it could be drawing some ire as a result of changes to the console itself. According to MaxConsole, Sony has decided to recall all current PSPs from retailers in order to replace them with new, "unflashable" units, presumably in an attempt to clamp down on custom firmware. That bit of information comes from someone Max Console describes as a "reputable dutch distributor," who says that a number of large retail chains have already complied with the recall. From the sound of it, they don't appear to have gotten the updated consoles in return just yet though, leaving anyone shopping for a PSP out of luck for the time being.
edit from wraggster
Be wary, not everything maxconsole posts is true and sometimes just totally made up to get visitors, however time will tell.
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June 7th, 2007, 23:35 Posted By: wraggster
New from Divineo China
The card reader is an adaptor which enables PS™/PS2™ memory card data transfer to PS3™ HDD.
Simply connect the memory card to PS3™ via the PSIII CardReader , user can then copy the card into the PS3™ HDD so as to build a virtual memory card in PS3™.
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June 7th, 2007, 23:37 Posted By: wraggster
New from Divineo China
With the PLAYSTATION®3 memory card adaptor, game save information from PlayStation® and PlayStation®2 Memory Cards can now be transferred onto the PLAYSTATION®3 hard-disk drive. This allows players to access all of their old games without starting over, keep earned scores and items, and continue where they left off on their PlayStation® and PlayStation®2 games.
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June 7th, 2007, 23:48 Posted By: wraggster
New from SuccessHK
This Gamester Race Pac puts you in the driver’s seat?literally!! With awesome features like spring loaded responsive steering, paddle shifting and realistic acceleration and brake pedal feel you’ll never go back to handheld controllers again! A solid aluminum frame, reclining padded seat and an expansion slot for Xbox live make this Gamester Race Pac one of the coolest gaming console accessory on the market.
Adjust steering sensitivity while driving
Integrated cruise control
Dual force vibration
Compatible with PlayStation2 and Xbox
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June 7th, 2007, 23:51 Posted By: wraggster
New from SuccessHK
The Radica 74160 Phoenix Revolution contains unique interchangeable modules that enable gamers to completely alter the set up of the controller by repositioning the thumb sticks and action buttons according to their own personal preference. The inclusion of tension sticks also allows players to tighten or loosen the resistance of the sticks by twisting a dial located under each thumb rest, while the invert switch gives the option to invert the up-down movement of the right stick, without changing any in-game settings. Designed for use with the Sony Playstation 2, the Radica 74160 is perfect for any gamer!
Completely customizable
Adjustable thumbsticks (adjust stiffness of sticks)
Two vibration feedback motors
Eight action buttons offering eight-bit analog control
Supports analog and digital modes
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June 8th, 2007, 04:03 Posted By: Wally
It seems that there are a lot of people who dont know about new Downgraders / Custom Firmware around the community.
Anyway, This is about refreshing your memory and letting you know about these little tools. So far anything below 3.03 can be downgraded and 3.40 can be used as a custom firmware (in conjuntion with 1.50)
So as far as we are concerned all Firmwares Above 2.00 and below 3.03 (TA-082 included) have been exploited and downgraded.
There is a separate downgrader for each firmware but this time we are only going to cover the 2.80 downgrader first because it seems a lot safer than the 2.71 also having TA082 patch built right into it.
1.52 - 2.80 Downgrading
1. Update to Firmware 2.80
2. Reformat PSP memory stick (Back everything up first on to your computer)
3. Use the 2.80 EasyDown provided by PSP-hacks and Team Reign
http://www.psp-hacks.com/file/1040.
4. Read instructions Carefully then downgrade, this has the TA-082 patcher built in. So regardless TA-082 does not matter.
NOTE: HEN may take time to kick in, do not give in, just keep trying
5. Update to 3.40OE
3.03 Downgrading
If your firmware is higher than 2.80 but lower than 3.03 AND you have GTA LCS upatched (check copyright, should be 2005 and your disk should have the 2.00 update on it) follow these steps
1. Update to 3.03
2. use this 3.03 downgrader -http://www.psp-hacks.com/file/1034
3. You must read instructions and supply the 1.50 update and rename it according to the manual.
4. Downgrade to 1.50 as per instructions
5. Update to 3.40OE
3.40OE can be found on www.dark-alex.org, Installation is easy. You just need to read the instructions
Good Luck
Wally
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June 8th, 2007, 07:34 Posted By: wraggster
New from Vodkkaa
BOOT MANAGER v0.2 for 3.40 OE
WHAT IT DOES:
-Menu to lauch predefined hoembrew
-launch OE recovery
-Launch IE recovery
-Launch IE special recovery
-flash vsh.prx
-autoboot program
How to use:
-extract the flash0 folder to flash0 and ms0 to root of you memory stick. overwrite when necisary.
-In recovery menu make sure autoboot is enabled
-Place homebrew that you want to boot in PSP/SYSTEM/AUTOBOOT or PSP/SYSTEM/BOOT folders
-Shut down your PSP
-WLAN UP to enter BOOT MANAGER MENU
-DPAD to AUTOBOOT
FEATURES:
-lauch recovery of OE
-lauch revovery of IE
-lauch IE special recovery
-lauch predefined homebrew form MS
-WLAN UP on startup to enter boot Manager
-hold direction on dpad on startup to Autoboot
-flash vsh.prx for quick modding of vsh font color or positions
**NOTE**
PLACE AUTOBOOTs in:
PSP/SYSTEM/AUTOBOOT1
.....
PSP/SYSTEM/AUTOBOOT4
To autoboot hold a direction on the DPAD.
UP - AUTOBOOT1
RIGHT - AUTOBOOT2
DOWN - AUTOBOOT3
LEFT - AUTOBOOT4
enjoy
vodkkaa
Download and Give Feedback Via Comments
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June 8th, 2007, 12:03 Posted By: DarthPaul
For those who signed for the demo,here is a picture that could make you really happy. ...or not?
We'll have to wait a little bit,but at least we have some news.
Screen Via Comments
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June 8th, 2007, 16:56 Posted By: wraggster
Emuholic webmaster and good pal of mine guyfawkes posted this news about his ongoing PSP, DS, GP2X and More Coding Competition.
Quick post to say you have one month left until the deadline of July 7th 2007 at 23:59:59. Full details of the competition can be found on the new official site at http://gbax.gp2x.de/ which also contains all the entries and results for the previous years competitions.
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June 8th, 2007, 17:23 Posted By: wraggster
Sony has confirmed that the PlayStation 3 has sold over one million units in Europe and Australia.
According to SCEE sales reached one million after just nine and half weeks, quicker than the performance of both the original PlayStation and PlayStation 2.
The console was released in Europe and Australia on March 23.
Although released in Japan in November last year, the console has so far sold just under a million in the region, with 910,737 units sold, according to data from Media Create.
The last hardware sales figures released by NPD in April showed that PS3 sales had reached over 1.3 million units in North America.
According to Sony, Resistance: Fall of Man has sold 600,000 units in Europe, with MotorStorm reaching just over 500,000 sales.
via gibiz
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June 8th, 2007, 18:51 Posted By: ayhoung
Back in March, we brought word of a new and improved PlayStation Portable. But what good are the rumblings of new hardware without some of the details? Today, thanks to several sources close to Sony, we bring you that nitty gritty as the redesigned Playstation Portable nears completion.
Keep in mind this isn't Playstation Portable 2, but rather a redesign of the original, so it will be sporting the same internal hardware. But that's about the only thing that hasn't changed. The new Playstation Portable will have a much slimmer design, thanks mostly to a new LED screen that will deliver an ultra-crisp image but take up far less space. That LED also helps pump up the battery life of this sexy new model, which can last as much as four times longer than the original PSP. While the new PSP still makes use of the UMD drive, it will be a faster version and to help speed up loadtimes and gameplay, the portable will come packed with 8GBs of internal flash memory. Finally, the PSP's much maligned buttons have been revamped and the D-Pad has gotten a major overhaul, giving portable gamers something more like a Playstation 3 D-pad to play with.
The company is still trying to decide whether or not they want to include a built-in camera, as they weigh whether the cost of adding the device will be worth the benefit to gamers. Our money is on no camera because of the competitive price issues. Those of you holding out for a touchscreen are, unfortunately, going to have to wait, though word has it that it will most like make an appearance in Sony's next portable gaming device. While the new PSP will remain black, Sony is still trying to decide whether it will have a glossy or matte finish.
The final price for this new PSP hasn't been set, but Sony is hoping to sell it for under $170 or so. Manufacturing should commence in the upcoming weeks, and the product is going to be officially unveiled at this year's E3. The sale date being tossed around is August, but don't be surprised if it's pushed back to September. What's this reworked PSP called? It doesn't have a name as of yet, but may we suggest "PSP Slim"?
Sony Computer Entertainment of America declined to comment on "rumor or speculation."
link
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June 8th, 2007, 21:31 Posted By: Triv1um
Via Punch Jump News
Sales for Sony Corp.'s Playstation 3 fell 7 percent in the latest retail tally from Japan.
Media Create Co. on Fri. reported that the PS3 sold 8,998 units between May 28 and June 3, a decrease from 9,627 units the week prior.
Additionally, the PS3 did not rank any software titles in the top 50 game sales for the week.
Prior Playstation hardware offerings continue to hold stronger sales in Japan, with the PSP moving 26,358 units and the PS2 selling 11,814 units in the same period.
This week, Sony said that it will cut a portion of its U.S game workforce. The company restructure protocol comes amid slow sales for the console in the U.S. and abroad.
This, month Sony will release a $499 stand-alone Blu-ray player to the U.S., citing lower production costs for the high-definition disc drive. It currently retails sells the PS3 in the U.S. for $599.
The company has shipped 5.5 million PS3 units worldwide to date.
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June 8th, 2007, 21:35 Posted By: Triv1um
(very very very big read)
Via Hollywood Today
The result is the loss this week of close to 100 jobs in the U.S. following $2 billion in red ink
Sony Corp.’s disastrous launch of its next generation video player, the Playstation 3 (PS3), is a factor in the layoff this week of 80 to 100 U.S. employees of Sony Computer Entertainment, mostly at their headquarters in Foster City, California. This follows in the wake of the botched business plan for the PS3 that cost Sony about $2 billon last fiscal year and has raised questions about the long term viability of the Blu-ray hi def format.
Although SCE execs predict the unit will turn a profit this year, and Sony still strongly supports the Blu-ray format, questions have been raised about the long term viability of the Blu-ray business plan.
Sony Corp. was criticized at the end of last year for being late to market with the PS3 due to reported manufacturing problems. Even when they had a machine to sell, it was widely reported that Sony was losing as much as $200 on every sale of a $500 player. Sony called it an investment because the machine owners will then buy lots and lots of discs. It’s the classic theory of give ‘em the razor and then sell blades forever.
Unfortunately, so far it has not worked. It turns out most people who buy a PS3 actually want to play video games. Few bought it for movies alone simply because it was a cheaper way to get a Blu-ray player, which came built into each P3. Many who wanted cheaper players simply bought the competing HD DVD players at half the cost of the Sony units.
Some gamers were actually angry at Sony for sticking a Blu-ray player in the PS3 at all because it boosted the price at launch by an estimated $200. Microsoft sold the Xbox 360 for about half the price of a PS3, and then offered its high definition HD DVD player as an add on device for about $200 to those who also wanted to show hi def movies.
Going into the last holiday season there were three major video gaming systems hitting the market. Microsoft staked its claim with the Xbox 360 early. It sold well.
As the 2006 holiday approached, Nintendo launched the Wii, which quickly became the buzz toy of the season; and since has continued to deliver solid sales. The Wii comes with a technology that lets the viewer swing a tennis racket or hit a golf ball in cyberspace. It took video gaming off the screen and put it into the middle of the room. It was a sensation, and continues to show appeal with 360,000 units sold in April.
That compares to 174,000 units sold by the Xbox and only 82,000 units for the PS3, whose sales are no longer dampened by manufacturing problems that caused Sony to miss opportunities over this past Christmas when it couldn’t keep up with demand.
Sony was not just launching a new gaming system, but also a new video format that was to be a replacement for the popular and durable standard DVD, offering higher definition images to dazzle viewers, as well as lots of untapped potential to deliver interactive entertainment, and provide a link to the Internet.
The big sales pitch was that people would buy the PS3 just to get the Blu-ray capability to play movies. Those buyers were expected to then become major consumers of Blu-ray format program discs, as they sought more and more movies.
Sony spread Blu-ray out to all kind of other devices. It is already available in laptops and various wireless devices. It does offer a very high quality image. But it also came to market late last year with another problem – price. The first Blu-ray players hovered near $1,000 at a time you could get a perfectly serviceable DVD player for $40.
And for a lot of viewers, there isn’t that much difference between the two hi def formats, certainly not $960 worth, or to pay $30 for a Blu-ray disc when DVD’s are typically $15 or less, and HD DVD discs are $5 to $10 less each than Blu-ray.
When the VHS tape format gave way to DVD a decade ago, consumers could see a clear difference. VHS was tape that tore and got old. DVD was lighter, easier to use and a far superior storage medium. Within two years, the DVD became the standard. Last year most manufacturers finally phased out production of VHS tapes.
Sony was very smart in many ways preparing to launch Blu-ray. It got the majority of studios in Hollywood to support the format from the beginning, and got several – including Sony, MGM and Disney – to only offer Blu-ray as its high def format choice.
The roots of Blu-ray go back to the late 1990s when the DVD format was born. At the time, Sony had a competing format but after a bitter battle was forced to acquiesce, and accept the DVD as standard. They joined in an “open patent pool,” which is how DVD is sourced by all manufactures and suppliers, which meant Sony did not own or control the key patents. That didn’t sit well in certain parts of Tokyo at the time.
So Sony laid the groundwork this time. They had lost the battle of Beta Vs. VHS when tape desk first came to market in the 1980s; and it was said they had failed because they went out alone. This time Blu-ray was supported by a large number of manufacturers and a majority of the big software suppliers in Hollywood. Sony was determined not to re-live the past when the superior technology of Beta was beaten by the lower price and wider availability of VHS.
This time Sony’s VHS competitors were almost all onboard with Blu-ray. This time Sony and its partners would own the underlying patents, which would not be part of an “open patent pool,” but rather a very closed pool.
To meet all the various demands, and produce a machine for now and the future, Sony created an incredibly complicated device to play Blu-ray, that required an entirely new manufacturing plant to re-produce movies and TV shows. The machine manufacturing process also required a form of crystal that was difficult to make and slow to produce.
On the other hand, HD DVD was part of an “open patent pool.” It did not require a new plant, only twitches to the lines that already produce DVD’s. The HD DVD machines also came to market at about half the price of Blu-ray players, around $500, still a far cry from the cost of a standard DVD player.
There was also a powerful new competitor on the horizon – the electronic delivery of content. Its still a little ways off. The problem is still that it takes too long to download an HDTV file for a feature, but that will change in the future.
It now appears likely Blu-ray and HD DVD will remain niche products for cinephiles, HD TV owners who desire a physical library and those who just like to collect things. The consumer market is expected to convert a few years from now from physical DVD as the primary delivery device to all electronic transfers, whether delivered online, over cable, telecoms or a satellite. That could mean the market will bypass Blu-ray and HD DVD as the mass market successor.
The electronic super highway will increasingly offer ease of delivery as the image and sound quality rise and download times fall. One thing fueling this growth will be devices like the new Apple TV which allows users to move content around the house wirelessly, where ever it is convenient to watch. Microsoft began offering a similar device a year ago that links what comes to the computer with the big screen in the living room.
Sony believes that controlling the most and best exclusive, high quality content, like the Blu-ray only hi def release of Disney’s first popular “Pirates Of The Caribbean” movies, will provide the power to fuel the success of the format, even at a premium price..
HD DVD, meanwhile, offers both high quality and a price advantage. And the price is about to come down a lot more — as soon as this Christmas. Those “open patent pools” have proven irresistible to several huge Chinese manufacturers who are readying to flood the U.S. market with ever cheaper HD DVD players. You can already buy one today for about $250, half what the least expensive player cost at Christmas.
Sony in response has brought down the price of its least expensive Blu-ray player to about $500, which is half what it sold for at Christmas. However, at the same time it has discontinued the least expensive PS3, and now only wants to sell a higher end model.
A spokesman for Sony Computer Entertainment told the online trade Next that the SCE job cuts are not directly attributable to any since product. That is true. They are a result of all of these many corporate disasters, the botched Blu-ray launch and the PS3 miscalculations, Sony now finds itself cutting prices on an expensive product, and facing years more of a Vietnam-style battle over the format standard with HD DVD.
In the consumer electronic industry, conventional wisdom is that great product is nice, but the war will be won on price. The availability of low cost HD DVD players, the recent arrival of Korean made combo players (that play both formats) and combo software from Warner Bros., which services both formats with its unique double sided two format disc, will make it even harder for Sony to compete with significantly higher prices on its Blu-ray only machines and discs.
The Foster City cuts follow an announcement a few months ago from Sony Computer Entertainment Europe that it was also planning layoffs, as part of plan to “streamline.” If Sony can’t figure out how to add an element to the PS3 to compete with the Wii’s wand and tap into the cyber shift ahead, there could be a lot more layoffs and losses to come.
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June 8th, 2007, 21:41 Posted By: Triv1um
Via Eurogamer
Digital Eclipse's PS3 port of Mortal Kombat II has finally arrived in Europe, as you may have read earlier in this week's highly offensive new-releases column. It's available to buy on the PS3 Store for EUR 2.99 during an introductory period.
As well as letting you play the infamous 2D beat-'em-up against the CPU or a friend as one of the game's 12 iconic characters (you know, Sub Zero, Scorpion, Raiden, etc.), the PS3 port of MKII allows you to go online and beat people up there, too, with stat-tracking and leaderboards so you can keep an eye on exactly how good you are.
Alternatively, you can go on GameFAQs, download a fatality guide and just watch the funny animations all weekend, which is what we did with the SNES version. Seems like a waste of money now.
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June 8th, 2007, 23:26 Posted By: AzumiUehara
this is made as a tribute to one of my favorite singers, Ayumi Hamasaki. i have been listening to her since early 2000 and i have all her records lol. icons were made from my ayu pic collection and the rest i just made by hand. i made the text for the battery the same font as the default psp font. Everything is 32bit!! i may do future updates so look for it... battery goes from Ayu to yu to u to - -... ONLY for 3.40 OE
~Icons And Battery~
~Music Infobar~
~Volume Bar~
~Download~
for 3.40 only.. i used the recompliled rco's.. and i prolly wont convert for 303
below
~updated system plugin~
updated! includes default eboot and default video
http://www.sendspace.com/file/wxyqdx
~Credits~
Icons - me!!
Infobar - me!!
Battery - me!!
Volume Bar - me!!
Wallpaper - me!!
Gameboot - me!! tell me if i can post it here
Music Info Bar - me!!
System Configuration Icons - me!!
Font - from dafont.com but converted to psp by me!!
Edited Common gui - bstronga
Wave - i dont know
and thanks to nicodemus82 for giving me a few idea and helping with a few things:tup:
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June 9th, 2007, 00:00 Posted By: wraggster
Undertaxx posted this :
Im sure other people have see it buth i whant to speculate about it. I hope we going to see something to hook up the PSP on a tv screen, maybe true the serial port (where headphone is) ? I realy dont now buth it's pritty intresting to see this new icon. Also there's a Line_Out Icon stored in the same rco. So im sure it have something to do with video & audio out. It's stored in impose_plugin.rco.
Screen Via Comments
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June 9th, 2007, 00:14 Posted By: wraggster
Fancy a bit of Tennis, then todays your lucky day, a new demo has been released of the commercial game Smash Court Tennis 3. the demo weighs in at a nice 16MB.
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Buy Smash Court Tennis 3
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June 9th, 2007, 15:51 Posted By: evolve
RCO Editor v1.14d Created by Zinga_Burga (3rd Jun, 2007)
- Added option to disable .bak writing
- Allow some resource adding to General and Text - note that this is incomplete and buggy
- Other small bug fixes
You can now add icons and text of your own.... So say you want 4 differnt text for the memory sticks with a little editing you can. It's a new feture and is buggy but if you know what your doing you can use it right.
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June 9th, 2007, 16:39 Posted By: TCLCloud
Via PSP117
1. Play great PSP games like GTA, Loco Roco, Killzone and future hits like Crisis Core etc.
2. Play PS1 games via Playstation store or on Custom Firmware.
3. Download and play demos.
4. Play some great homebrew games like Pollo Pollo or Hexaxis.
5. Play flash games on the go.
6. Play UMD movies with their near DVD quality and falling prices.
7. Convert and play all your own video to watch on the go.
8. Use as a music play, an alternative mp3 player!
9. View images and slideshows
10. Memory card is compatible with many other devices such as phones, PC’s etc.
11. Use as an RSS Channel downloader for videos and music.
12. Remote play features with PS3.
12. Use with Xbox 360 and USB cable to listen to music in games and view images on TV.
13. Downloadable content for games like Burnout and Killzone.
14. Location free video streaming.
15. Customizable wallpapers and XMB icons.
16. Use a portable web browser.
17. Can attach a camera via USB Chotto Shot/Go!Cam.
18. Attach GPS device to the top.
19. 6 official colours available (also the MGS:PO version).
20. Customizable faceplates.
21. Various mods available.
22. Gamesharing features.
23. Ad Hoc multiplayer.
24. Infrastructure multiplayer.
26. Can be used as a calculator with correct flash applications.
27. Can be used as a calendar with correct flash applications.
28. Recent price cuts make it more affordable.
29. Lots of portals available.
30. Millions of websites dedicated to bringing PSP content.
31. New VoIP feature coming soon.
32. Can be used as a light in the dark!
33. Also with a black screen or if its turned off it can be used as a mirror!
34. Game saves can be shared or downloaded easily.
35. Games from any region can be played.
36. Dark Alexes custom firmware deserves to be a reason!
37. PSP software is always updated.
38. Can change and edit coloured themes.
39. Emulators can be used on it.
40. Plugins allow for software modification and added features
41. Greatest hits titles are of the best selling games and are cheaper to buy.
42. Sleep mode/standby only loses 1% charge every 24 hours.
43. IR can be used with some homebrew applications to make use of it as no official software uses it.
44. Messenger is available on the PSP browser (MSN/AIM/Yahoo)
45. Can send photos and images to local PSP’s via Ad Hoc.
46. Music is playable through headphones or speakers.
47. Larger memory cards are becoming available and making others cheaper.
48. Some PS3 games are set to use the PSP as a controller of sorts.
49. Shareable PS1 game saves with PS3 to continue playing games at home and on the go.
50. Analogue nub can be removed and replaced with larger versions.
51. Games for all ages. E.g. Loco Roco, GTA and Mind Quiz.
52. Various PSP packs available for different price ranges.
53. Streaming highlights and replays at football matches next Premiership season!
54. Ad Hoc games can be played online with X Link Kai
55. PSP file management is easy (With 2.80 and above and 3.30 again)
56. Changeable brightness for different uses, screen can be put to sleep when playing music for example.
57. Different types of equalizer for music
58. Can have visualizations while listening to music.
59. Google videos can be downloaded to the PSP and Youtube videos can be converted and downloaded too.
60. Those with exams can make digital revision prompt cards!
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June 9th, 2007, 19:01 Posted By: JKKDARK
via WorthPlaying
SEGA announced today that its SEGA Rally franchise is not only coming to next-gen platforms, but will also be making an appearance on the PSP. Unlike its big console brethren, developed by SEGA Racing Studio, SEGA Rally PSP will be developed by Bugbear Entertainment, known for the Flatout racing series.
With revolutionary dynamically deformable terrain, proprietary next-generation graphics, bone-jarringly realistic physics, and competitive bumper-to-bumper racing, SEGA Rally Revo will set a new benchmark in its genre with a high-tempo driving experience that is every racing fan's driving fantasy.
Vehicle selection affects driving strategy in SEGA Rally Revo, as race course surfaces dynamically deform upon repeated contact with vehicle tires and changing weather effects. SEGA Rally Revo features a variety of fully deformable surfaces, from gravel-littered tracks and smooth tarmac roads, to snow-covered mountain passes. This means no two laps will ever be the same, and drivers can skillfully lower their lap times as they hurtle their chosen world-renowned rally vehicles down photo-realistic courses only made possible on next-generation hardware.
Driving skills will also be tested by SEGA Rally Revo's advanced AI which allows NPC drivers to dynamically adapt their driving style to the varied racing surfaces. Players can enjoy a comprehensive single-player campaign as they travel the globe racing the best drivers in the world. SEGA Rally Revo also features online capabilities, with multiplayer splitscreen modes offering an extremely competitive rally experience against drivers around the world.
Features :
* Bumper to bumper Rally racing: Close competitive Rally racing with multiple cars on track racing bumper to bumper across Rally inspired environments.
* Deformation: Fully deformable environments & surfaces that will ensure no two laps, let alone a race, will be the same.
* Speed & adrenaline: Fun, looping tracks, with a wide variety of surface types and vehicles including 4WD, 2WD & Classic vehicles.
* A driving fantasy: Set to offer a wonderfully vibrant graphical world, featuring 8 different environments each taking inspiration from exotic locations around the world.
* Competition: Advanced AI, multiplayer and online capabilities will ensure a healthy level of competition for all standards of driver.
* Immediacy: Arcade accessibility with simulation depth.
SEGA Rally Revo will be racing onto the PSP, PS3, Xbox 360, and PC in 2007.
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June 9th, 2007, 19:59 Posted By: Triv1um
Via Product Reviews
With so many fans dedicated to their type of games system with the most popular being the Xbox 360, Sony PS3 and the Nintendo Wii. We thought we should compare a basic summery of the new powerhouse Sony Playstation 3 and the latest Xbox 360 upgrade (as it was out a while ago).
Xbox 360 Elite
The upgrade of the popular next-gen video game console has a 120GB hard drive (much bigger than before) and HDMI output which again is missed on the first release of the 360.
The Xbox 360 Elite has an excellent selection of Top-notch games and a couple of but very important improvements over the first model, what I do not like is the Noisy DVD drive and cooling fan on the 360, no built in HD DVD drive, no built-in wireless networking and the massive power supply.
Sony PS3
This next-generation games console from Sony has great media features particularly an integrated Blu-ray player, quiet operation, no external power supply, online play is free, (UPDATE: media streaming from PCs and remote Internet access via a PSP thanks to firmware update), Wi-Fi and it may be more expensive but taking into account all the extra features it has that you have to buy separate on the Xbox 360 it then works out about the same cost.
What I do not like about the Sony PS3 is the lack of good games at the start of this consoles life, the HDMI cable is not included; no force feedback support in the controller and the Sony PS3 doesn’t upscale DVDs to hi-def resolution (UPDATE: feature was introduced in a recent firmware update).
Both Consoles Summery:
The Sony PlayStation 3 may be the most expensive, but because of its cool design and amount of features this console is perfect for people that want less clutter and more in the package from start.
The PS3 might not have all the greatest selection of games now, but give it another year and things will be very different.
The Xbox 360 Elite is not a must have upgrade for Xbox 360 current owners and its not got as many features as the PS3, but currently the 360 has the top-notch gaming and digital media features to make it the better choice out of the two next-gen consoles…but give the Sony PS3 some time and things could change a lot.
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June 9th, 2007, 20:07 Posted By: Triv1um
Via In The News
The Church of England says it is furious after discovering sections of Manchester Cathedral have been digitally recreated in a violent computer game on Sony's PlayStation 3.
According to the church, Sony has used the interior of the cathedral without permission in Resistance: Fall of Man, a bloody shooting game set in an alternate post-war timeline.
The church is insisting that the levels featuring the cathedral are removed from games on shelves; threatening legal action if their demand is not met.
Sony says the designers of Resistance: Fall of Man – one of the PS3's most popular games after having sold more than a million copies – sought permission where required.
But the Bishop of Manchester has branded the electronics giant as "highly irresponsible"; especially given the city's high gun crime rates.
"It is well known that Manchester has a gun crime problem," said Rt Revd Nigel McCulloch.
"For a global manufacturer to re-create one of our great cathedrals with photo-realistic quality and then encourage people to have guns battles in the building is beyond belief and highly irresponsible.
"Here in Manchester we do all we can to support communities through our parish clergy. We know the reality of gun crime and the devastating effects it can have on lives. It is not a trivial matter."
Sony spokesman David Wilson meanwhile insisted that the violent game was a form of escapist entertainment "not based on reality at all".
"It is game-created footage, it is not video or photography. It is entertainment, like Doctor Who or any other science fiction," he told the Times newspaper.
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June 9th, 2007, 21:16 Posted By: wraggster
Poison from XtreamLua posted this news/release:
Hi there,
I'm a member from Xtreamlua and I have released a homebrew that can help you if you're a developer. Then I share my release with you .
ReglePSP
ReglePSP is an homebrew that allow you to move a pixel, picture, background on the screen of you PSP and to show the coordinates (x and y) , the aim is to make programmation (about picture) easier for developers.
Controls :
- Up/Down/Left/right : Move the picture (or pixel, or background).
- Joystick : Move the coordinates bill posting.
- L : Take a screenshot.
- R (pressed) : Speed up (and print the transparency on screen).
- Select : To change picture/background.
- Start : To change mode ("background mode" to move the background or "picture mode" to move picture.
- Square : Set/Modify the transparency value.
- Triangle : To change pixel color (only if there is no picture nammed "monimage.png" in ../img/ folder).
How to use it ? (version 4) :
The homebrew allow you to know where is drawing the picture.
So, we have a picture and a background.
You have the choice between moving picture or moving background.
You can put your own background and picture, to do it put your background and picture in the ../Regle/img/ folder, you have to named your backgrounds to "backgrond.png" and your picture to "monimage.png".
You can stock until 4 backgrounds (that you have to named : "backgrond.png" , "backgrond2.png" , "backgrond3.png" , "backgrond4.png") and until 4 pictures (that you have to named : "monimage.png" , "monimage2.png" , "monimage3.png" , "monimage4.png").
in default there are a background and a picture (the man with the cap, who is the singer from red hot chili peppers ^^) but you can change them, of course.
If you don't put picture a pixel (that you'll move) will be made.
START button allow to change between the background control and the pictur control.
SELECT button allow you to change picture each other(ex : change the picture "monimage.png" to "monimage2.png" then "monimage.png" disappear and "monimage2.png" appear).
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June 9th, 2007, 21:21 Posted By: wraggster
News/release from Vodkkaa:
PRX LAUNCHER FIX for 3.40OE by vodkkaa
what this does:
- This eboot allows you to lauch any homebrew using prx laucher v0.4 by theketchupman
- prx laucnher looks for a specified homebrew to launch. however some homebrew such as emulators and apps that access flash do not launch when using this. What this does is allow you to specify this EBOOT to prx launcher, which then launches your EBOOT.
PRX LAUNCHER launches this EBOOT, which then laucnhes your EBOOT.
how to use:
- place this eboot in the directory that you specify in the prx launcher by theketchupman.
-hex-edit this eboot to the directory of the homebrew you wish to launch (by default it is PSP/SYSTEM/LOCATIONFREE/EBOOT.PBP)
- put the homebrew to be launched in your specified folder.
- now launch prx launcher from the xmb menu and your homebrew should boot regardless of whether it accesses flash or what not.
enjoy
vodkkaa
thanks to theketchupman for PRX Launcher v0.4, brethren for the source of his recovery menu launcher.
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June 9th, 2007, 22:20 Posted By: wraggster
News/release from Nano
I know for themes you all may use PSP wardrobe, but I got bored of the theme limitations. So with the support of yongobongo(well really just a function) I made a theme flasher with UNLIMITED THEMES
It can backup files
flash custom files
flash unlimited themes (from -∞ to ∞)
checks firmware (3.40 needed) and battery
and has more to come (such as add more flashing, get own EBOOT, and preview themes)
Hope you like
this includes SG57's luaplayer so thanks
Next project is a shell with yongo
NEW UPDATE V1.1
2 BUG FIXES
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June 9th, 2007, 23:02 Posted By: wraggster
News/release from Poison of XtreamLua:
milfrousse and genevois (with the participation of alexel) xtreamlua's membres have juste released their homebrew named Ukke for the 2nd Xtreamlua&Gx-mod Contest , a great game with an original gameplay and design.
About the game :
You control a star (looks like a Shuriken , you have to reach the exit of the level , but during the game some waves will appear, when a wave appear, you will have to move on a floor to avoid the wave, otherwise you'll be brought to the beginning.
The game is occuring in 2 parts :
- First part, you need to chose a place to "make" a floor (of course, the nombre of floors are limited).
- Second part, you have to move the star floor by floor , without bring at the begining by the wave.
Controls :
- Cross : "Make" a floor.
- Circle : Delete a floor.
- Start : Start the game when all the floor you need are madeLance / bring back to the game when game is paused.
- Select : pause, and exit the game when game is paused.
- Arrow : Move the player.
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June 10th, 2007, 04:08 Posted By: JKKDARK
via IGN
Bad news for those hoping to take a virtual trip into Japan's yakuza-filled underground one more time on the PS2. Capcom announced today that it has halted development on Shinjuku no Ookami, aka Shinjuku Wolf.
The adventure game, which has drawn some comparisons to Sega's Yakuza due to its realistic setting on the streets of Tokyo's Shinjuku district and its promise of a high degree of freedom, was originally scheduled for a Spring Japanese release. However, in a statement issued today at its website, the company admitted that the quality of the game was not to its expectations, prompting the cancellation.
A release for the game outside of Japan was never announced.
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June 10th, 2007, 12:23 Posted By: Triv1um
Via Gaming Today
I've been saying this for a while. Most people are acting like Nintendo has already won the battle, which is obviously not the case. These next-gen systems were built with long term plans in mind. Sure it's true that Sony has not met their expectations at this point, but there is plenty of time to play catch up. I really do not think it's like the old days where new systems come out every couple of years. The 360, Wii and PS3 will be viable gaming systems for at least another 5 years. We have to keep in mind that the PS2 is still a big seller. Perhaps when the PS2 sales start to fall off, people will be upgrading to the PS3. I also have a strong feeling that the PS3 has some sleeper hits coming out this fall from the lineup I have seen. This year is going to be all about Halo 3, but sadly there is more to gaming than Halo. Doubt the PS3 if you want to, but in a year I am certain things are going to change. I know I sound like a Sony fanboy this week, but I'm really not. I just have a strong belief that the PS3 will eventually be a huge success. Sony knows what they are doing in the long run.
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June 10th, 2007, 12:34 Posted By: Triv1um
Via CB Games
Activision has done a smoking job of ensuring that gamers get a lot of inside looks and constant peeks at the upcoming Transformers game. Whether or not the game will live up to the same kind of expectations movie goers and gamers will have for both mediums is a whole other topic. But you can at least take some refuge in the fact that the game looks darn good.
The gameplay contains a mixture of beat-e’m-up elements and, of course, the ability to utilize various Transformers’ vehicular traits. So far everything looks really cool – the way the game is coming together both visually and conceptually – even the effects have transmuted from the big screen, to the interactive video screen with similar appeal. Here’s hoping none of that gets cut down into shreds due to brain disrupting gameplay features.
But given the current aim of the project, I doubt this game will turn out like the less-than-sub-par Pirates of the Caribbean, Spider-Man 3 or Shrek The Third. Then again, I’m sure someone said the same thing about Judge Dredd: Dredd vs. Death. Anyway, you can gather up more info at the Official Transformers The Game Website, and you can enjoy the trailer below.
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Game trailer can be found on this page
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June 10th, 2007, 18:13 Posted By: blackrave
Moments ago, StrmnNrmn posted some really exciting news about Daedalus. Here's a direct quote:
This is just a quick update to let everyone know I've finally figured out why the dynarec wasn't working in Super Smash Bros. The problem has taken a lot longer to identify than I'd hoped - in part because it was a particularly tricky bug but also because I've not had as much time to work on Daedalus recently as I would have liked.
Anyway, I managed to spend a few hours this weekend isolating the problem, and after a little experimentation I've been able to come up with a temporary workaround. With the fix in place SSB is running at around 30-40fps in game on the PSP, which is very exciting.
Now that I've identified the problem my next job is to come up with a permanent, robust solution to help fix similar problems in other roms. I also want to add some improved checks in the debug build to help spot other situations where this problem arises.
For those that are interested I'll post an update shortly (within the next day or so) with some of the technical details.
-StrmnNrmn
Great news, good luck!
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June 10th, 2007, 19:09 Posted By: Triv1um
Via CB Games
One of the more popular games that managed to make a name for itself during the flood of street-racing, tuner simulators, was Juiced. Even though the game suffered from disappointing racing mechanics, it sold like crazy, nonetheless. So now Juiced 2 is on the horizon and there’s a new trailer that exhibits some fine gameplay.
Though some hardcore simulation fans might say that Juiced is second-rate in comparison to Forza, you at least have to give them props for making the game arcade-friendly. The only downside is that the game still shows limited damage effects and that’s kind of a bummer. Nevertheless, you can’t knock the fact that there’s tons of tuner options for the automobile inclined.
The trailer will show car aficionados a small sampling of what kind of car mods will be available, along with some decent racing action. One thing of particular note is the drifting challenge – the cars dynamically drift in a really cool way. For non-racing fans this probably won’t look like much, but fans of the original Juiced will definitely have something to look forward to when Juiced 2 is released for the Xbox 360 and PS3.
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Video trailer can be found on this page
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June 10th, 2007, 19:19 Posted By: Triv1um
Via AURUM³ NEWTECH
New trailer of Kane & Lynch, a co-op action game depicting a violent and chaotic journey of two men - a flawed mercenary and a medicated psychopath – and their brutal attitude towards right and wrong. Now, they must partner up as a mess of cash makes for hell on Earth.
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June 10th, 2007, 19:19 Posted By: JKKDARK
via PALGN
Atari have sent through several new screens of the recently announced Dragon Ball Z : Budokai Tenkaichi 3.
The game will apparently include an improved control system for the Wii as well as over 150 playable characters, 20 of whom haven’t previously been in any other Dragon Ball Z game. Levels have also been enhanced to feature new day and night environments. This will give players "additional ways to transform their characters", namely by harnessing the power of the moon.
Dragon Ball Z : Budokai Tenkaichi 3 is expected to release before Christmas across all PAL regions this year and will be available on the PlayStation 2 and Wii.
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June 10th, 2007, 19:41 Posted By: wraggster
News/release from Poison:
genevois , alexel and me (Poison_xtreamlua alias Poison), xtreamlua's membre (as you know now ) have just released a game named Awaker (coded in C/C++) for the 2nd Xtreamlua&Gx-mod Contest.
About the game :
The aim is to reach the end of the level before the opponent, to do it, push the right button (to move the black square (player)) .
All along you way, some "static field" will be enabled by chance. If you are in the static fiel and you try to move, you'll must replay the level from the beginningt.
Some times a "bonus" scrolled down from the bottom screen, if you are able to catch it, your speed will improve.
Six levels are available, with two mode (normal mode and expert mode)
In expert mode the square do down in the descent and you can't stop it during the descent.
It's just a kind of preview, the final release have 9 level contrary to this preview which have 6 level.
Controls :
Right arrow : Move the player (black square).
Triangle : Take a snapshot.
Cross : Accept/succed a choix in menu screen.
Start : Go to next level (when a level is complete).
Credits and specials thanks :
genevois : graph
alexel : music
poison : code
Special thanks to guyver2 , who teach me everything about coding. And thanks to all xtreamlua staff to help.
Download Here (15MB)
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June 10th, 2007, 19:48 Posted By: wraggster
Radad has updated his Menu Launcher app for the PS2, heres the release info:
New update: RadMenu 0.3
HDD and USB now working.
Putting radmenu.elf itself on the HDD is not supported as yet, but it does work on the USB drive.
I have done some limited testing on CDROM. I have launched a PS2 game successfully. I dont have a mod chip so I have been unable to test burned cds. I believe the internal CDROM driver only supports ISO format and Joliet.
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June 10th, 2007, 20:37 Posted By: wraggster
Via the babblr Site
babblr is the the successor to Windows Live PSP Messenger. babblr is an online multitasking messenger capable of logging into AIM, MSN and AIM messengers all on your PlayStation Portable!
What it Features
Just because it is a Messenger application doesn't mean it's just a Messenger application! babblr can also multitask, while you're babbling away you can read the news, purchase stuff, browse the web, check your email and play games all at the one place!
Hot-switchable Themes
Getting sick of the theme? Change it to one of the several slick themes including a Windows Live Messenger theme instantly on babblr!
Adding it to Your Portal
babblr may be added to any portal. It's also an ideal choice because of it's minute size. If you would like to add it your portal, please contact us!
Online or Offline?
You must be online to use most of babblr's features but you can download babblr and install it on your PlayStation Portal for even faster loading speeds!
In the .ZIP PAK you will find:
- babblr 2.0
- Documented instructions
Summing up, the features (2.0):
- All-in-one AIM, MSN, YIM messenger
- Gorgeous and easy to use GUI
- Hot switchable themes (WLPM theme included)
- Able to multitask
- Find stuff with built in Wiki and Google search boxes
- Open media with built in finder
- Browse the web with LiNK lite
- Handy web links
- Digg Access
- Games (10)
- Small compact size (2.05MBs)
New features/implemented ideas from 1.30:
- Multitasking
- Hot switchable themes
- Built in finder
- Wiki & Google search boxes
- LiNK lite
- CORE rebuilded
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June 11th, 2007, 00:35 Posted By: Flava17
PS3 owners have been demanding a decent signature/tag service for a while, and now one is available. At PS3Tags.com, you can register and create your brand new signature within minutes.
PS3 Tags allows you to create and customize your very own signatures and images, to represent your Playstation 3 profile. These images can be placed on your website, MySpace, blog or within your forum signatures.
Once you register, you will be able to create a tag which displays your PS3 model, and up to 5 games that you own or would like to own. Games are represented by small icons, and your gamer name and PS3 model will be display on your tag too.
The tags are also dynamic, so you can place them in your signatures on several forums, and update them all at once simply by logging in at PS3Tags.com.
The service has already proven popular, with almost 400 PS3 owners registering within 3 hours. You can register yourself an account and join the beta now, only at http://www.ps3tags.com.
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June 11th, 2007, 03:20 Posted By: wraggster
News/release from PSPJunkie:
As people begin to explore the new aspects of PSP programming, they stray toward the topic of the 'PRX'. Using a PRX as a OE plugin will allow you to run code over the PSPs XMB (Cross Media Bar). DSX simplifies the process of using bad ports of the infamous 'graphics.c' library to run over the XMB. This said 'port' uses VRAM manipulation to achieve what DSX does in hardware. The 'port' takes a pixel on the screen and changes the color value to see something on top of the XMB. DSX uses the power of the PSPs GU (Graphics Utility) to display content over the XMB.
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via pspjunkie
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June 11th, 2007, 03:25 Posted By: wraggster
Crazy C has posted a new binary/patch for the Dosbox - Dos Emulator for the PSP.
First heres the news from todays release:
I've put up a new binary that will hopefully fix the enter mapping, the pic command problems and adds CHOICE. I'll put a patch up if the mapping works and when I fix the splitscreen vga problem
This patch, when applied to dosbox 0.60 and linked with these library functions, arwin's p-sprint and SDL (with 8-bit surface patch), gets dosbox running on the psp.
As usual this emulator isnt straight forward unlike most other emulators but please wait whilst our more experianced DCEmu members put the files together and release an eboot that everyone can use. For those who do get it working please post your Compatability findings on all games
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June 11th, 2007, 17:09 Posted By: wraggster
Via MCV
SCEE CEO David Reeves has denied that a PSP phone is currently in development following a flurry of internet reports last week. The news comes following a story by Spong, which suggested that a patent had been registered for a new Sony Ericsson mobile phone which features a moveable screen that swivels 90-degrees into widecreen mode, and which features a button layout similar to that of the PSP.
However, speaking exclusively to MCV, David Reeves has dismissed the suggestion that a PSP phone is on the cards.I know the head of Sony Ericsson very well, he said. He has a Walkman phone and a Cybershot phone available, but I know nothing about a PSP phone. I haven t heard anything about it at all and I would know. They wouldn develop it without our knowledge.
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June 11th, 2007, 17:26 Posted By: Triv1um
Via Guardian - Gamers Blog
Cost, games, functionality - it's all too easy to criticise the PS3. But while the big titles are still lacking things are apparently getting better for the embattled console. Sony Europe boss David Reeves recently announced the one millionth PS3 sell-through in PAL territories - faster than both PSOne, and more relevantly, PS2. Not bad for nine and half weeks.
Predictably the biggest game successes have been Resistance Fall of Man and Motorstorm, while 460,000 PS3 owners have signed up to the PlayStation Network online service. Elsewhere Reeves confirmed that the 20Gb and 80 Gb consoles were unlikely to launch in Europe any time soon. Quietly impressive figures then, which confirm the endearing popularity of the PlayStation brand in Europe. And surprising too, especially when there is no real reason to buy a PS3 at the moment.
There's no doubt that some timely PS3 updates have improved the online experience - although it still doesn't compare to Xbox Live - and beefed up the the media elements. The latter, especially the PSP connectivity, is really beginning to fulfil potential. And you can't underestimate how important reliability and build quality are - two areas where PS3 trounces the 360. But unless you are really desperate to watch Blu-ray movies then it pays to wait. This time next year the PS3 should actually have some games worth shouting about - hopefully a PS3 "Gears of War" that really highlights the graphical potential of the console - plus the more intriguing draws like Home and LittleBigPlanet will have launched.
Whether that will be enough to tempt you away from the 360 version of multiformat games - with decent online play, achievements etc - remains to be seen, but the PS3 will be only get more attractive over the next 18 months. Currently 360 has the games and Wii has the momentum, but does PS3 have the future?
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June 11th, 2007, 17:33 Posted By: Triv1um
***This in no way supports piracy, just reporting the news because this could lead to homebrew exploits! Dont talk about PS3 rips***
Via MCV UK
Hackers have successfully broken into older versions of Sony's PS3 firmware to boot copied games, though homebrew is a way off.
Just over six months after it first hit the shelves, hackers claim to have successfully circumnavigated the PS3’s anti-piracy software by exploiting firmware versions 1.10 and 1.11, CVG reports.
By doing so they have successfully booted up copied versions of PS3 games – although at the moment, hackers are yet to get the copied software to run. To date there has also been no success in getting the console to run homebrew software.
Despite Sony’s ongoing efforts to halt it, the PSP is home to a thriving homebrew community, and the publisher will no doubt be hoping that the PS3 does not go the same way.
However, the fact that networking and internet connections are so integral to the PS3 experience works in Sony’s favour, as any user who wishes to modify their machines faces the prospect of being cut off from Sony’s PlayStation Network.
Microsoft has implemented similar measures with its Xbox 360, blocking access to Xbox Live.
------
Only discuss about this issue as a way to find a exploit for homebrew. Not about piracy.
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June 11th, 2007, 17:36 Posted By: Triv1um
Via CVG
"...at the moment we don't see a requirement for launching this version in Europe. Certainly not in the foreseeable future", says SCEE CEO David Reeves
Sony Computer Entertainment Europe CEO and president David Reeves has come out and said there's no chance we'll see the 80Gb PS3 released in Europe any time soon.
"As for the 80Gb console, there are markets like Korea where there's very high broadband penetration and the people there are used to downloading content, so they require a certain size hard drive. But at the moment we don't see a requirement for launching this version in Europe. Certainly not in the foreseeable future", Reeves has explained
In an article appearing on MCV, he mentioned too that PS3 sales have just topped the 1 million mark in PAL territories, with the UK making up around 25 percent of those sales, and spoke about the fate of the 20Gb machine (remember that?) - "I can confirm that it's highly unlikely that the 20Gb version will be launch in PAL territories", he said.
Finally, he touched on the online service battle with Microsoft, explaining that Sony doesn't have its eyes "on the competition in any way".
"In terms of registered PlayStation Network users, we're at around the 460,000 mark, which we're very happy about. We have about about 100 pieces of content online in PAL territores. And we've achieved that in 10 weeks", Reeves informed.
"I don't feel competing with Xbox Live; we feel we're in a different stadium. And with the introduction of Home at Christmas, we're going in a completely different direction with something very entertaining."
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June 11th, 2007, 17:39 Posted By: Triv1um
Via Gaming Today
No, it's not going to end up on the PSP. Parappa the Rapper 3 is going to be a PS3 title.
And thank God, because that was a deal breaker for me–no PR3, no PS3 for Andrew.
I actually loved the original. For some reason, I was the only one of my friends to actually be able to beat the game, or at least get through a majority of the levels. It was so cheesy and delicious that you couldn't help but put it on your pizza and eat it with pepperoni.
Wait, no, I just haven't had dinner.
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June 11th, 2007, 22:00 Posted By: brethren
This is the first time i've posted on these forums anyway, i've wrote a prx that works in conjunction with poisons cxmb.prx to show a new set of icons everytime the psp is started or a game is exited.
Its totally safe and dead easy to use. Included is everything you need (including icon sets) to run this prx on 3.40oe
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June 11th, 2007, 23:04 Posted By: wraggster
New from Play Asia
features
Celebrate and commemorate ten years of Tomb Raider and Lara Croft with Tomb Raider: Anniversary, an entirely new gameplay experience inspired by the first ever Tomb Raider adventure.
Play the living Lara Croft, the world's greatest action heroine of all time - use all of Lara's guile, athleticism and gadgets in her quest to conquer the unknown and uncover ancient artefacts.
Includes classic environments from the original Tomb Raider as never experienced before - Crystal Dynamics latest technology allows you to fluidly manoeuvre Lara using her latest moves and gear, through all the worlds from the original; Peru, Greece, Egypt and more.
Explore uncharted and mysterious worlds - enter into strange, undiscovered lands and solve their deepest, darkest mysteries, open doors to new realms, uncover great rewards and unearth secrets to Lara's past.
Startling enemy encounters - encounter fierce animal and supernatural enemies, wolves, bears, crocodiles, horrific monsters and the T Rex.
description
In 1996, the original Tomb Raider was launched. The 3D game design, controls and graphics were truly ground breaking for their time. Furthermore, gamers were also presented with a unique, female human playable character with which they could become emotionally attached, Lara Croft. The original Tomb Raider sold over seven million copies and is still heralded as an absolute classic and one of the best action adventure games ever. Tomb Raider defined the PlayStation and changed the way that people played games.
In tribute to this and to celebrate and commemorate the continuing development of the Tomb Raider franchise and its central character, Crystal Dynamics are developing a new Tomb Raider adventure for Lara. Inspired by the original Tomb Raider video game; Lara Croft Tomb Raider: Anniversary faithfully preserves the elements which made the original Tomb Raider game such a classic.
Using an enhanced 'Tomb Raider: Legend' game engine, the graphics, technology and physics bring Lara's adventure and pursuit of a mystical artefact known only as the Scion right up to today's technology standards and will offer gamers a completely new gameplay experience.
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June 11th, 2007, 23:17 Posted By: wraggster
SuccessHK have dropped the price of the PSP Camera down to Price:USD 45.29 (£22)
Official SONY product
Comes with Chotto Shot UMD software.
No region protection, works on all version of PSP
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June 12th, 2007, 00:04 Posted By: wraggster
via playstation blog
It’s with enthusiasm, eagerness and, honestly, a little bit of relief that we lift the cover on our first official Sony Computer Entertainment America company blog - welcome and sorry for the wait.
PlayStation.Blog is a bit of work in progress, we see it as a place where we can share with you our company’s collective insights, opinions and perspectives on all things related to SCEA, PlayStation and the industry we play in.
At the moment, we’re thinking about sharing all sorts of things here, ranging from product news and title announcements to developer updates and industry opinion posts – all of which will come straight from the people here inside SCEA who are working, thinking and playing with this stuff everyday. Look to the categories on the sidebar for some initial thoughts we have on future post themes.
Now, what we’ve learned, perhaps the hard way, is that a blog like this is really about you and the things you want to hear, share and discuss with us. With that in mind, you’ll notice that comments are enabled – and encouraged – so tell us what you want to see here and we’ll do our best to make it happen. And yes, like most blogs, we have a comment policy, please just keep this in mind when you’re leaving a comment.
We imagine it may take us a short while to find our pace with this, but bear with us as we get underway and we promise we’ll quickly make this blog a valuable stop in your daily info hunt for PlayStation news.
Like we’ve said, we’re excited to finally have a platform for conversation and connection. Much more is in the works too, so we hope you’ll consider sticking around, kicking the tires of our shiny new blog and sharing what you think.
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June 12th, 2007, 00:04 Posted By: wraggster
via playstation blog
It’s with enthusiasm, eagerness and, honestly, a little bit of relief that we lift the cover on our first official Sony Computer Entertainment America company blog - welcome and sorry for the wait.
PlayStation.Blog is a bit of work in progress, we see it as a place where we can share with you our company’s collective insights, opinions and perspectives on all things related to SCEA, PlayStation and the industry we play in.
At the moment, we’re thinking about sharing all sorts of things here, ranging from product news and title announcements to developer updates and industry opinion posts – all of which will come straight from the people here inside SCEA who are working, thinking and playing with this stuff everyday. Look to the categories on the sidebar for some initial thoughts we have on future post themes.
Now, what we’ve learned, perhaps the hard way, is that a blog like this is really about you and the things you want to hear, share and discuss with us. With that in mind, you’ll notice that comments are enabled – and encouraged – so tell us what you want to see here and we’ll do our best to make it happen. And yes, like most blogs, we have a comment policy, please just keep this in mind when you’re leaving a comment.
We imagine it may take us a short while to find our pace with this, but bear with us as we get underway and we promise we’ll quickly make this blog a valuable stop in your daily info hunt for PlayStation news.
Like we’ve said, we’re excited to finally have a platform for conversation and connection. Much more is in the works too, so we hope you’ll consider sticking around, kicking the tires of our shiny new blog and sharing what you think.
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June 12th, 2007, 00:08 Posted By: wraggster
News/release from Test30:
Hello
I have done this interesting plugin of FW 3.40 OE-A
because make no until now.
this plugin is called Fastpower.is my first version.
this plugin off your PSP in fast form in the
XMB and a game same what quickpower.
INSTRUCTIONS
it copies the folder seplugins in the root of your MS
and to select it in recovery (already surely everybody knows this)
Suspended your PSP: press L+R
OFF your PSP: press Select
it works in the 3.10/3.30/3.40
CREDITS
This plugin I made thanks to vodkkaa
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via test30
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June 12th, 2007, 00:12 Posted By: wraggster
News/release from Vodkkaa:
USBon v0.2 by vodkkaa
-unzup to ms0:/seplugins
-add to vsh.txt
RTrigger to toggle USB on and off
changelog:
v0.2
-toggle usb with R
+added use of dsx library by pspjunkie
+optimization of code thanks to hallo007
v0.1
-toggle usb on with R
-Toggle usb off with L
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June 12th, 2007, 00:34 Posted By: Shrygue
via Eurogamer
Sony Japan has revealed a new game for the PlayStation Network called Piyotama.
It's due out in Japan on 22nd June, although Sony Europe was unavailable to confirm when we'd see it here. God knows why.
Piyotama challenges you with lining up four or more chicken eggs by moving them left or right, according to PC advisor. Once you do, little chicks hatch out and fly away, leaving you with a giddy sense of fluffy pride.
Obviously the draw here is getting table-topping scores by pulling-off big combinations and other fancy manoeuvres.
Head over to our Piyotama gallery to see what it's all going to look like.
Alternatively you can saunter over to the Japanese website, but we couldn't understand a word of it.
Screenshots are here.
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June 12th, 2007, 00:49 Posted By: Shrygue
via Eurogamer
SCEE has issued an official response to complaints by the Church of England over PlayStation 3 game Resistance: Fall of Man.
"Sony Computer Entertainment Europe is aware of the concerns expressed by the Bishop of Manchester and the Cathedral authorities about the use of Manchester Cathedral in the game Resistance: Fall of Man, and we naturally take their concerns very seriously," the statement reads.
"Resistance: Fall of Man is a fantasy science fiction game and is not based on reality. The game is set in an alternate and mythical version of Europe in the 1950s, in which the enemy are strange looking alien invaders seeking to destroy humanity.
Whilst we believe that we have sought and received all permissions necessary for the creation of the game, we will be contacting the Cathedral authorities in order to better understand their concerns in more detail." As reported earlier, the Church of England has demanded an apology from Sony over the depiction of Manchester Cathedral in Resistance: Fall of Man. According to Church authorities Sony did not get permission to feature the Cathedral in the game.
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June 12th, 2007, 01:05 Posted By: Shrygue
via Joystiq
Back when we attended Sony Online Entertainment's event a few weeks ago, we didn't really discuss anything... out of the ordinary. Some Everquest expansions, some downloadable PS3 games, cell phone games (okay, God of War looked great), and a new IP that had everyone talking -- Sony's spy and espionage themed online game, The Agency. Only we haven't been allowed to say much about it until now, even though it's already been hinted at, speculated about, and analyzed around the web. Is anything watertight anymore?
The Agency has been called a new MMO from Sony, though we don't think it's an entirely accurate label (neither does Sony's press release, which you can read after the break). At least, not an MMO in the traditional sense. You won't be running into the back alleys of Monte Carlo while tons of other players give chase with bullets and bombs -- as if you'd taken your Horde character strolling through Ironforge; instead, it will offer more mission-based gameplay, and will rely on coordination with other agents as you work your way through the stylized spy world they've created.
More information and screenshots can be viewed here.
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June 12th, 2007, 01:17 Posted By: Shrygue
via PS3 Fanboy
This week's Blu-ray movie release list isn't the sexiest thing ever but looks like it has some solid choices. Headlining the pack is the so-bad-its-good comic movie, Ghost Rider, starring a way way too old Nicholas Cage. This title has been fairly highly anticipated amongst the more hardcore videophiles hoping for a pristine visual feast to use as a reference disc. Early reviews of the Blu-ray title have been highly positive when it comes to the visual and audio quality but have been less glowing when it comes to the movie itself. Here's the full list of titles coming out this week:
- Ghost Rider
- Cruel Intentions
- Seven Years in Tibet
- Primeval
- Music and Lyrics
- Blood and Chocolate
- Daddy's Little Girls
Anything pique your fancy? Next week is gonna be a lean one with only a single title coming out (Bridge to Terabitha), so stock up on new releases now -- before it's too late!
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June 12th, 2007, 02:08 Posted By: burrito
via http://strmnnrmn.blogspot.com/
Tracking down the SSB Dynarec Bug
Yesterday I said I'd provide some more details about the Super Smash Bros. dynarec fix. The actual fix is fairly straightforward, but I thought the process of tracking down the issue was quite interesting and worthy of a couple of blog posts.
When I first started looking at SSB I noted that although the game ran fine without dynarec, it would always hang when trying to enter the main entry with dynarec enabled.
I've been programming professionally for around 6 years now and I can safely say that debugging dynarec bugs is one of the hardest categories of problems I've ever had to work on. For a start, because the code is generated on the fly, you don't have the luxury of source level debugging, and without spending time reverse engineering the original rom image, you don't even know what the generated dynarec code is meant to be doing. It's very much like working blindfolded.
And it gets even worse. I've fixed dynarec problems in the past which were the result of generating incorrect code for a fragment over 500 million instructions into emulation. This would be bad enough, but it can be many thousands of instructions later before this causes emulation finally diverges from the correct path. Just identifying the exact point at which the emulation starts to diverge from the correct sequence of instructions can be like finding a needle in particularly large haystack. While blindfolded
Over the years of trying to debug problems like these I've built up a set of tools and learned a few tricks along the way which you might find quite interesting. Although I'm going to talk about them in the context of tracking down this dynarec issue, I've found some of the techniques useful in solving other problems so you might find other ways of applying them too.
One of the first things I do when trying to identify a dynarec issue with Daedalus is to see if the problem is reproducible on the PC build of the emulator. Although it is possible to use GDB with PSPLink, I've never got this up and running and I'm much more comfortable debugging with Visual Studio. Also, working with the PC build is usually much faster than working with the PSP build (debug builds run around 10x faster on the PC, and build times are much quicker.)
Not all dynarec issues can be debugged in this way - the PSP and PC builds have different code generation back-ends (i.e. MIPS and x86 code generation respectively) so bugs in the MIPS code generation won't usually be reproducible in the PC build. The dynarec system in Daedalus shares a common frontend (trace selection and recording) between the two platforms, which means that if I can reproduce the problem on both platforms, I can narrow down the likely location of the bug to this area.
Fortunately this particular bug manifested itself in both the PC and the PSP builds, so I knew that if I fixed the bug on the PC build, it should fix the PSP build too. What I needed to find out next is what the emulator was doing differently when dynarec was enabled compared to when it was disabled.
If dynarec is running without errors, then the sequence of executed instructions should exactly match that executed with dynarec disabled. If I could log details about all the instructions executed with dynarec disabled, and again with dynarec enabled, I should be able to compare the two logs to figure out the exact point at which dynarec is going out of sync. This all relies on the fact that the emulator is totally deterministic, i.e. that running the emulator twice in succession with the same settings should give exactly the same results.
Unfortunately, for a variety of reasons my dynarec solution doesn't produce identical results to interpretation, the main reason being that for performance reasons I can only handle vertical blank and timer interrupts on the boundaries between fragments. For example, with dynarec disabled, the first vertical blank interrupt might occur exactly on the 625,000th instruction, but with dynarec enabled with might not occur until the 625,015th instruction. This means that the logs diverge at the instant the first VBL fires, and never regain synchronisation.
When I was originally developing the new dynarec system I put a lot of effort into writing a fragment simulator, the idea being that rather than executing the native assembly code for a given trace, I could keep track of the instructions making up the trace and interpret these individually instead. Theoretically fragment simulation is identical to dynarec code execution, even down to the way I handle VBLs and timer interrupts, and it's been very useful at identifying bugs in the dynarec code generation. What's particularly useful about fragment simulation however is that I can enable a setting which makes it handle interrupts exactly in the same way as the non-dynarec core, i.e. interrupts are handled precisely rather than on fragment boundaries.
Essentially Daedalus has four modes of operation:
* Dynarec + fragment execution
* Dynarec + fragment simulation (imprecise interrupt handling)
* Dynarec + fragment simulation (precise interrupt handling)
* Interpretative core
This tool is particularly powerful, because if I can ensure that dynarec+fragment execution is equivalent to dynarec+fragment simulation, and that dynarec+fragment simulation is equivalent to running the interpretative core, then I can use the transitive properties of these relations to ensure that dynarec+fragment execution is equivalent to running the interpretative core. Fragment simulation allows me to bridge the gap between these two modes of operation which would otherwise be very difficult to compare.
I think that's long enough for one post. Tomorrow I'll talk about how I used this technique to help track down the SSB dynarec bug.
-StrmnNrmn
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June 12th, 2007, 07:36 Posted By: wraggster
News/release from Nano:
I know for themes you all may use PSP wardrobe, but I got bored of the theme limitations. So with the support of yongobongo(well really just a function) I made a theme flasher with UNLIMITED THEMES
It can backup files
flash custom files
flash unlimited themes (from -∞ to ∞)
checks firmware (3.40 needed) and battery
and has more to come (such as add more flashing, get own EBOOT, and preview themes)
Hope you like
this includes SG57's luaplayer so thanks
NEW UPDATE V1.1
2 BUG FIXES
NEW UPDATE V1.3
Cleaned up code
lets you flash partly custom theme(not yet done completely)
NEW UPDATE V1.4
FLASH FULL CUSTOM THEME
CLEANED UP CODE MORE
DL: http://rapidshare.com/files/36579158/luaplayer.rar.html
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June 12th, 2007, 10:13 Posted By: titch.ryan
heres the second and final release of my game.
Now includes:
3 game modes(timed, original and two player)
Music(10 tracks random selected)
Highscore
How to play:
pop as many balloons as possible to beat the highscore.
Installation
extract folder and put in Game150
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June 12th, 2007, 13:30 Posted By: Sharpy
I came across this on the official Dark Alex website:
nandflasher 0.1 beta
This tool enables to perform some advanced operations to psp nands. It works with both, Undiluted
Platinum and PSP-Devolution modchips (or "generic nand programmers", as you want to call them ).
The device is autodected.
The devolution code has not actually been tested much, because I still don't have devolution.
But hopefully, it will work well.
Users without modchips can use some functions of the program: gipl, sipl, gids, sids, glfs, slfs,
t, ts, and 82, if the specified unit is a file. (to know what the hell i'm talking about, go to
usage.txt). Anyways they would need to install the drivers of one of them, or simply get from somewhere a file
called "FTD2XX.dll".
Refer to file usage.txt for usage.
TODO:
- the gui.
- A driver to see the nand logical flash as a storage device in windows.
- Test the devolution code when i have devolution, fix bugs, etc
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June 12th, 2007, 17:08 Posted By: wraggster
News/release from Deadzone:
New update, this time themes, and all rco's, background, icons, battery, etc, etc,,, can be put in the folder with the name that is wanted and the program recognizes them. Whatever can be put are wanted, single is necessary the architecture of folders that I include (the same one that in the previous version) but without the captures.
demonstrative video:
http://video.google.es/videoplay?doc...83264316622965
Single it is necessary to put the folder that defines yours theme with his rco's and captura.png in the corresponding folder.
The capture no longer is obligatory to have it within the folder where subjects and others lodge, but is then is not shown and if this and is called captura.png (270x153) it showed preview thus to be able to see that flashing.
This the necessary package has lowered of but of 15MB single 3MB yet. Then nothing I leave the package for all the one here that this interesting:
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via deadzone
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June 12th, 2007, 17:37 Posted By: wraggster
New from Play Asia
Ninja Gaiden Sigma puts realistic battle and acrobatic ninja moves at your fingertips. As Ryu Hayabusa, you are seek revenge after your clan is massacred by the Vigor Empire. All you have are your wits, sword and skills. Your weapons & combat skills are great, but only time will tell if they're enough to beat the Holy Emperor and reclaim the magic sword named "Ryuken". Upload your Karma scores on the Playstation network & compare leader boards
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June 12th, 2007, 17:38 Posted By: wraggster
New from Play Asia
The nations of Erion had always held an uneasy peace, as the various kings and queens watched each other for any signs of weakness. When the country of Valentine is obliterated by the power of an ancient artifact, it sparks a bloody war between the fairies of Ringford and the warriors of Ragnanival. Little do they know that they are acting out an almost-forgotten prophecy: one that, if fulfilled, will lead to the destruction of the entire world. Take control of the warrior princess Gwendolyn, daughter of Odin, and follow the threads of an intricately woven story as you uncover the truth behind the prophecy – and how to bring it to an end.
The story is explained in detail on the website, so the only way to find out more is to visit! We invite you to come and experience the enchanting world of Odin Sphere.
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June 12th, 2007, 20:40 Posted By: Shrygue
via Kotaku
Over at game blog Rumor Reporter, they're floating more details on the rumbled PSP slim. According to the site, the updated PSP won't have big speed increases and will be outfitted with a slot UMD loader. Screen-wise, the site states that its the same size and is "Sidekick-esque." That would give the portable a "flip-factor" and decrease the system's overall size. Underneath the screen, there's a "Home" button—just like there is now. There are also all new controls for UMD movie chapter and music skipping.
Hardware-wise, it's still the same writes the same. Battery-life will be improved, but Rumor Reporter says the screen isn't LED, but still LCD. What's more, Sony is considering Bluetooth capabilities for the PSP slim, but is only providing 4GB of on-board memory — though Rumor Reporter does mention that could change. Sony, the site reports, is still deliberating, but apparently the PlayStation Portable name won't change, and this new PSP would eventually replace all existing models. Pricing is "currently the same," and the release date is Fall 07.
True? Rumor Reporter's GDC predictions were way off, but the site did break news on Warhawk's troubles. We spoke with our insiders today, who confirmed the slot loading and pointed out that Bluetooth was an obvious PlayStation inclusion. What about the "Sidekick-esque" design and the LCD screen? My take: Sony wants to compete with the DS Lite (in Japan, esp.) and is going to release a competitively priced product that doesn't veer too far from the familiar PSP. Only E3 will tell us whether any of these rumors and these insiders are right or completely wrong. Can't wait.
Leave your thoughts on this via comments.
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June 12th, 2007, 21:06 Posted By: Shrygue
via Computer and Video Games
Publishers and developers can no-longer focus on a single format, according to Yoichi Wada, chief executive of Square Enix, who says that the technicalities of the new consoles hugely limit their appeal.
"In the old days, we could just focus on the PlayStation or the GameBoy, but the environment has changed completely," said Wada, who believes that developers need to focus on making games that also cater to "a new breed of gamers".
Discussing Square's shock decision to shift the previously PS2-focused Dragon Quest series over to DS with the latest instalment, Dragon Quest IX, Wada told Financial Times: "We chose the Nintendo DS because the widest array of people use it, including people who previously did not play games before."
The current generation of consoles are too complicated to reach this wider audience, Wada points out. "There are too many specs - and you also need a high-definition TV, a broadband connection and a deep knowledge of gaming - these consoles are mismatched to today's environment.
"In a year or two years they will fare better," he adds.
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June 12th, 2007, 21:14 Posted By: Shrygue
via Joystiq
Sure, you could get excited about a new Grand Theft Auto IV trailer, "Looking For That Special Someone," being released later this month, but you won't see us smiling. It's nice to know and all, but we can't help but wonder ... where's the countdown? Do you remember the hours, days we all shared, as a nation, watching the seconds peel away? Where does Rockstar get the right to rob us all of that?
Worse still, how do we know exactly how long it is until the thing drops? See, for all our charm and wit, we here at Joystiq are genuinely terrible at math. Ask us how many "q"s are in our name and we'll stare at you blankly for a few seconds before sheepishly replying "...blue?". Ah well, maybe it will keep us math-challenged folks from making the internet explode whenever the trailer actually is released. Enjoy it, Einsteins.
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June 12th, 2007, 21:31 Posted By: Shrygue
via PSP Fanboy
This awkwardly-worded headline does a horrible job at conveying the incredible excitement that surged through me when reading Sega Nerd's interview with Zoe Mode. Paul Mottram, producer of Crush, revealed that there was an in-game level editor used by the developers, but it couldn't be finished in time:
"We have a terrific in-game level editor running on the PSP which our designers used to create all the levels in the game. Unfortunately, we didn't have the time to get this running on a commercial PSP or implement all the necessary user friendly features we would have needed if it was to be shipped with the game. As you could imagine designing Crush levels can be tricky at times."
Of course, the developers would have more time to work on such a mind-blowing feature in a potential sequel ... something Zoe Mode isn't denying. "It's something we'd all love to do since there are so many features we didn't get the opportunity to put into this version."
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June 12th, 2007, 21:33 Posted By: Shrygue
via PSP Fanboy
All Jackass haters may scoff at the notion that the Jackass game could even be mildly fun, but with new details emerging about Jackass: The Game, we're getting a little excited. The entire Jackass crew will represent themselves on the PSP, complete with authentic voicework and motion-captured animations. Of the 30 included stunts, the screenshots here show that a trolley race and Whack-a-Weeman are sure to make the list. Multiplayer appears to be faring quite well, with the inclusion of head-to-head, as well as downloadable episodes and user-created content. That's right, user-created content, as in the ability to record, edit and upload your most vicious snippets of carnage for the world to see. We dare say, this feature list may be enough to bump Jackass: The Game from our "rent" list to "buy." We shall see..
Screenshots here.
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June 12th, 2007, 21:48 Posted By: Shrygue
via PS3 Fanboy
The European PSN Store is a bit of a tragic tale, as we're sure you've noticed. According to Three Speech, however, that's about to change with two new games available to download before the end of the month. None of that Midway rehash rubbish, either. These are full, specially made for PSN, titles. Ok, I've kept you in suspense long enough, check out the list below.
- Calling All Cars - 22nd of June (£4.99)
- Super Stardust HD - 29th of June (£4.99)
Not too shabby, eh? While our US cousins have had Calling All Cars for a month now, Super Stardust HD should be a worldwide release. If you're as impatient for these games as we are then you might also like to know that this coming friday, the 15th, sees the release of the highly anticipated Motorstorm patch.
Looks like Sony are finally pulling their finger out with their PSN releases. Let's just hope it continues beyond the end of June.
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June 12th, 2007, 21:50 Posted By: Shrygue
via PS3 Fanboy
Insomniac has once again impressed the world with the amount of imaginative detail in their games. Those who saw Ratchet and Clank: Tools of Destruction in action recently would agree. We've got some more details on the game you may find interesting, so please, read on.
A few new weapons have been revealed for the title. In addition to the Groovitron (shoots out a disco ball and forces all enemies to dance like crazy ... each enemy with a unique set of dance moves), there is something called the Gelinator. This gun shoots out large jell-o-esque cubes that you use for platforms, or stack them onto each other to reach higher areas. The beauty comes in their wobbly form, something that was just too darn pretty to pull off on the PS2. Finally, there's a Visicopter: a portable RC helicopter you control with the Sixaxis once launched. Use it to scout ahead or kamikaze the heck out of an unsuspecting enemy.
This installment is focusing on the story, instead of the weaponry (although they've got some brilliant stuff there anyway). Moving the characters forward and developing them will be a big part of this game, but more importantly, Insomniac wants skeptics to see that they're moving forward when developing for the PS3 (pretty smooth segue way, huh?). Skeptics thought that in the released trailer, the actual game couldn't have so much going on at once. After the presentation given for the game, however, many now believe that it's very possible.
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June 13th, 2007, 00:53 Posted By: wraggster
News/release from Luislizard:
XMB Theme Manager V0.2
Author: LuisLizard
---------------------
The theme i included with this release are designed to work only on 3.30/3.40 OE firmware, no more backwards support since it now flashes prx's specific to 3.30/3.40 OE. I held no responsability if this program bricks your psp (almost impossible in OE).
---------------------
Description:
This program is a full featured theme manager for the psp
that can manage unlimited themes and has the ability to
flash a full theme (with vshmain.prx, common_gui.prx, fonts,
etc) and is compatible to work with the new CXMB so you no
longer need to flash every time you change a theme.
Feature List:
-- Unlimited Themes
-- CXMB Compatibility NEW!!
-- Built-in CXMB installer NEW!!
-- Flashes original theme before flashing a new theme (So there are no remains of the las theme) NEW!!
-- VSHMAIN.PRX flashing (both with pspbtcnf.txt mod and without) NEW!!
-- COMMON_GUI.PRX flashing (so you can use custom sidebars, comes with 4 types) NEW!!
-- Create a theme function to store your current flashed theme.
-- Normal 480x272 Screenshot support
-- Automatic Original Theme Backup (If you have it the first time you run the manager)
-- A hidden easter egg (try to find it without looking at the source code, the first one to find it can contact me and maybe we can think of something )
Installation:
1-Copy the contents of the folder 'Memory Stick' to the root of your memory stick.
2-(Optional but recommended) Copy the contents of the folder 'flash0' to your flash0 if you want to install pspbtcnf.txt (Don't do it if you don't know what is this for, i will not answer any complaint because of this matter)
Instructions:
-- Most of the instructions are now displayed on-screen.
-- To add screenshots to the theme's, save the screenshot as screenshot.png in the theme's folder (You can convert the screenshot with a program like paint)
-- To install CXMB just go to the XMB Modifications and CXMB menu, and select install (it will setup everything for you and enable CXMB support, you just need to enable the CXMB plugin at recovery mode)
-- To add VSH.prx to a theme, copy it over the theme's folder as VSHMAIN.PRX (If you copy it a VSH.PRX the theme manager will not recognize it)
-- When asked for VSH.PRX flashing choose VSH.PRX if you installed the pspbtconf.txt file, i you don't chose to flash as VSHMAIN.prx, although it is recommended to install the pspbtconf.txt to keep the functionality of GAME150 folders.
Download Here
via luislizard
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June 13th, 2007, 00:56 Posted By: wraggster
News from Capcom
Our customer service department is alerting us to a potential conflict between the latest PSP firmware, version 3.5, and Capcom Puzzle World (most notably Super Puzzle Fighter II Turbo) that may cause the title to crash.
This issue appears to be similar to the same issues that we experienced previously with PSP firmware versions 3.3 and earlier, which was fixed with firmware version 3.4.
We are aware of this issue, and are working with Sony on possible fixes as quickly as we can.
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June 13th, 2007, 00:56 Posted By: JKKDARK
via IGN
Activision has revealed another eight songs for the upcoming expansion disc for Guitar Hero II on PlayStation 2, taking the total number of fret-finger classics announced so far to 21.
Guitar Hero Encore: Rocks the 80s is set to blast onto PS2 in July and features 30 retro rock tunes to mosh around your bedroom to. Activision has been drip feeding us information about the track listing since May and this latest update includes big hitters Wrath Child by Iron Maiden and No One Like You by the Scorpions.
Anyway, enough talk, let's get on with the rocking. Here are the new songs:
Hold On Loosely - .38 Special
No One Like You - Scorpions
Only a Lad - Oingo Boingo
Radar Love - White Lion
Ballroom Blitz - Krokus
The Warrior Scandal
What I Like About You - The Romantics
Wrath Child - Iron Maiden
They join the 13 tunes announced previously, which are:
I Wanna Rock - Twisted Sister
I Ran - Flock of Seagulls
Round and Round - Ratt
Metal Health - Quiet Riot
Holy Diver - Dio
Heat Of The Moment - Asia
18 and Life - Skid Row
Bathroom Wall - Faster Pussycat
Lonely is the Night - Billy Squier
Nothing But a Good Time - Poison
Play With Me - Extreme
Shaken - Eddie Money
Synchronicity II - The Police
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June 13th, 2007, 00:57 Posted By: JKKDARK
via IGN
Today Namco Bandai announced Naruto: Ultimate Ninja 2 has shipped for the PlayStation 2. The sequel to last summer's Ultimate Ninja, Naruto: UN2 is a fighting game based on the Shonen Jump Naruto anime series.
"With more characters, environments, and unlockable features, Naruto: Ultimate Ninja 2 ups the ante by providing players more of the intense, action-packed battles they have come to expect from the Ultimate Ninja series," said Makoto Iwai, Executive VP and COO, Namco Bandai Games. "Playing as their favorite characters, fans can unleash devastating secret techniques onto their opponents as they relive the excitement of the series."
Naruto: UN2 sends players battling over 60 missions with more than 30 playable characters including fan favorites Kakashi, Sasuke, Kisame, Itachi, and Tsunade. Hidden characters, movies, and music are waiting to be unlocked as you progress through the game.
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June 13th, 2007, 01:30 Posted By: wraggster
Nano is back again with an updated release, heres the full info:
I know for themes you all may use PSP wardrobe, but I got bored of the theme limitations. So with the support of yongobongo(well really just a function) I made a theme flasher with UNLIMITED THEMES
It can backup files
flash custom files
flash unlimited themes (from -∞ to ∞)
checks firmware (3.40 needed) and battery
and has more to come (such as add more flashing, get own EBOOT, and preview themes)
Hope you like
this includes SG57's luaplayer so thanks
NEW UPDATE V1.1
2 BUG FIXES
NEW UPDATE V1.3
Cleaned up code
lets you flash partly custom theme(not yet done completely)
NEW UPDATE V1.4
FLASH FULL CUSTOM THEME
CLEANED UP CODE MORE
NEW UPDATE V1.4 TE
smae as 1.4 but with 30 themes
DL: http://rapidshare.com/files/36579158/luaplayer.rar.html
DL TE: http://rapidshare.com/files/36729687/luaplayer.rar.html
thank you OWFX
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June 13th, 2007, 07:46 Posted By: wraggster
Following reports that hackers have cracked PlayStation 3's anti-piracy software, SCEA has declared that it will "aggressively pursue" anyone caught engaging in such activity with legal action.
"Unfortunately, hackers will try to exploit any hardware system software," SCEA spokesperson Dave Karraker told GamesIndustry.biz.
"The best we can do as a company is to make our security that much stronger and aggressively pursue legal action against anyone caught trying to use an exploit in an illegal manner."
As reported by CVG.com, hackers have cracked PS3 firmware versions 1.10 and 1.11 - thereby forcing the console to boot illegal copies of games.
Booting games and playing them are two different things, however; so far, hackers have not been able to get any of the copied games to run, nor have they been able to run homebrew software.
Every hardware launch brings with it a race for hackers to defeat the system's protections, whether for the technological challenge, to run copied software, or to allow for homebrew games.
Despite Sony's attempts to prevent its emergence, the PSP has a strong homebrew community - and hackers are doubtless hoping to establish a similar base for PS3.
If legal consequences are not a deterrent, there are other risks involved. Like Microsoft, which has banned some modded Xbox 360 consoles from Xbox LIVE, Sony could easily stop PS3 units from accessing the PlayStation network. Hackers also risk bricking their consoles.
"Naturally, any use of an exploit on the system software does void the warranty on the PS3 system... Which could be a costly mistake to see if you can run an old SEGA CD game on it," said Karraker.
via gibiz
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June 13th, 2007, 08:16 Posted By: Zombo
News via infinitycat
The PSP port of InfinityCat is available for distribution.
(It's not up at the InfinityCat Wiki Site)
In-game pic by gelon
Permission from Sofiyacat
I don't have the original archive, so I took it from my PSP and 7-zipped it.
http://www.mugenguild.net/~vincej/infinitycat/
You can also play online across ports with this as well. (Win32 <-> PSP)
PSP InfinityCat Mugen Upload/Download thread here
DIGG THIS
Download and give feedback via comment
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June 13th, 2007, 22:54 Posted By: wraggster
Andyauff has posted a new Lua Game release for the PSP:
Hey everyone-
Here is the alpha version of my new homebrew game, Making a Legend. You might remember a topic asking for a GFX creator for the game a few weeks ago, well, here is its first release.
What you can do so far:
-Select an enemy to attack on the grid by moving the selector and pressing X.
-Fight them by shooting bullets at them, decreasing their health from 100 by
an increment of 5 at a time.
-You are supposed to get 100 gold when you defeat them, but I am still working
that out (you'll get more than that )
-There is a shop where you can buy potions and megapotions, which currently have
no use. The shop system does work correctly, though, and your amount of gold is
saved automatically so even if you quit to the XMB, you will still have the same amount of
gold when you start the game back up.
-There are 6 enemies on the screen, but you can fight them each as many times as
you like- they don't go away even if you defeat them *yet*.
-No AI currently, as this is only an alpha version.
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June 14th, 2007, 00:42 Posted By: JKKDARK
via PC World
Remember your old elementary school science lessons about potential and kinetic energy? Pull a rubber band taut and you give it potential energy; release it, and that energy becomes kinetic. Not to sound trite, but you might compare that rubber band to the relationship between silicon and software development. If the rubber band is, say, the Xbox 360's triple-core Xenon PowerPC-based processor or the Playstation 3's seven-core Cell CPU, either system manufacturer's software "devkit" becomes the hand stretching that rubber band to different degrees of tautness.
Recall the Sega Saturn, which had eleven processors plus dual CPUs. Sony's Playstation had just three (ah the irony). I remember reading something in (now defunct) Next Generation Magazine around the time the Saturn launched about how powerful the latter system was compared to the Playstation, but also how prohibitively difficult it was for developers to tap into that extra oomph. Sega further confused matters by shipping a devkit with the intelligibility of an underwater toaster. Sure, Sega's "rubber band" was much stronger and more extensible than the Playstation's, but the fingers doing the pulling might as well have been handcuffed thanks to Sega's byzantine development tools. Thus the Saturn failed, despite Sega's prior prominence in the 16-bit market with the Genesis.
Is the Playstation 3 the next Sega Saturn? Both systems were/are radical departures from prior platforms with experimentally complex multi-processor architectures. Compare the jump from Intel's Pentium 4 to its Core Duo and Core 2 Duo processors with corresponding chipset upticks, none of which come remotely close to jolting developers to the same extent as jumping from the PS2 to the PS3. (Though it's worth noting that the jump from single to dual-core processing has been a substantial challenge for developers looking to utilize Intel's second core effectively--parallel processing is a paradigm shift that requires significant retooling on any hardware platform.)
Developers were keen to berate the Saturn back in the mid-1990s, but they're staying mum about the PS3 today. GamePro managed to uncover a few semi-illuminating tidbits, reporting on a story in Dr. Dobb's software journal in which the authors claim "Software that exploits the Cell [processor's] potential requires a development effort significantly greater than traditional platforms." In an email to GamePro, Sony's product development group added further:
Since PS3's Cell processor allows more features -- better physics, more complex graphical processing, lighting or sound -- there is inevitably going to be more cost in supporting those extra features... It's not that PS3 is harder to write for, it's just that you can do more with it.
Of course what Sony calls "more you can do with it," most intelligent developers would equivocate with the same sort of learning curve that killed the Sega Saturn. No one's disputing it's more powerful at this point, but wrapping a Honda Civic around a V12 won't win you any races.
Imagine playing a sport like basketball with a certain ruleset, and say you've been playing for years. As a competitive athlete, you have to focus on mastering dribbling, passing, and shooting techniques which explicitly complement those rules. No running out of bounds, carrying without dribbling, etc. Now let's say the league decides to alter the rules dramatically, and I'm not just talking scoring or timing minutia, but--to make the analogy proportional--something radical, say having to dribble two or three basketballs at once. You might be able to do it (hey, plenty of reverse jugglers can!) but think of the practice and utter rethinking involved to do it effectively. Passing around three basketballs might increase your team's chances of landing a shot, but every tactical aspect of the game has to do a one-eighty.
The most damning element in the stack against the PS3, though, may be multi-platform games (mostly contributed by mega-publishers like EA and Ubisoft) which require costly re-engineering when porting to the PS3 architecture. Witness products like Marvel Ultimate Alliance and Spider-Man 3, which run smoothly on the 360 but often jerk conspicuously on the PS3, and occasionally in a way that actually interferes with the gameplay. Add the higher development costs (read: time) to port to the PS3, and you have a situation not altogether unlike the one Sega found itself in slightly more than a decade ago.
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June 14th, 2007, 00:42 Posted By: Shrygue
via Computer and Video Games
Lightgun arcade shooter, Time Crisis 4, is on the way to PS3, confirming earlier rumours stirred up by US retailers.
According to the latest issue of Japanese Famitsu magazine (via NeoGAF), the PS3 version will contain an AC mode that will be a 100 percent perfect port of the arcade game, which we assume means there'll be no changes to the gameplay or graphics.
It will also pack a Mission mode, although no further details on that have been revealed.
Famitsu also reports that a Guncon 3 (the third iteration of the lightgun used in Time Crisis) is in the works for PS3. We'll be interested to see how it resolves the issue of working with LCD televisions, with which traditional lightguns are completely incompatible.
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June 14th, 2007, 00:44 Posted By: Shrygue
via Computer and Video Games
Sony is readying an update for Tekken 5: Dark Resurrection on the PlayStation Network that will allow gamers to fight online, reports Famitsu.
The new online Versus Mode will also come with online rankings, so you can keep track of how bad-ass you are. And if you suck, you jump into the also new Practice mode to brush up on some skills.
Not stopping there, Survival mode will be added to the package, fleshing Tekken out into one meaty offering.
Although the release date is yet to be confirmed, Sony has settled on a 2800 Yen price tag (£11.60) - or 1000 Yen (£4.15) to those who have already downloaded the currently available version of Tekken 5: Dark Resurrection.
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June 14th, 2007, 00:54 Posted By: Shrygue
via Computer and Video Games
Team Ninja's Yosuke Hayashi, producer and director for Ninja Gaiden Sigma, says that the developer chose to dedicate Sigma to PS3 to make it the best game it could be, and is confident that its achievements will silence PS3 critics.
"Multi-format videogames have boomed in recent years, but when you make a game for multiple formats you cannot focus on one machine's specific capabilities - you have to focus on a common ground for all formats," Hayashi said at a Sigma event today.
"It is Team Ninja's policy to push a console to its limit and set high standards. Team Ninja wanted to make Ninja Gaiden Sigma the best action game it could be, and push gaming standards to its upper limit. That is why we chose to make the game for PS3."
He later went on to say: "I have heard much criticism of the PS3, but I am confident that Ninja Gaiden Sigma will demonstrate how powerful the PS3 really is."
So why not make an original game from the ground up for PS3, instead of and Xbox remake? The clearly confident Hayabashi explains, "We still see Ninja Gaiden on Xbox as the number-one action game, and so we want as many people as possible to experience that game."
He went on to explain that Sigma uses self-shading techniques and other advanced graphical effects in full 1080p resolution and still manages to maintain a solid 60 frames per second which, he claims, no other game in the current generation has managed. "That includes games on Xbox 360," Hayashi adds.
You'll be able to tell us whether you agree or disagree with Hayashi-san when the demo launches in a couple of weeks time (exact date yet to be confirmed), before the full game's July launch.
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June 14th, 2007, 01:00 Posted By: Shrygue
via Eurogamer
Tony Blair has given his response to the complaints expressed by the Church over Resistance: Fall of Man, telling parliament that companies must take responsibility for the impact their products have.
During today's Prime Minister's Questions Tony Lloyd, MP for Manchester Central, began his question by observing, "When large organisations like Sony find their copyright has been breached, they're very quick to use the law."
He continued, "Would the Prime Minister agree with me then that when Sony used images of Manchester Cathedral as part a game which extols gun violence, this was not only in bad taste but also very, very insulting to not simply the Church of England, but people across the land who think it's inappropriate that big corporations behave in this way?"
Blair replied, "I agree with my honourable friend. I think it's important that any of the companies engaged in promoting these types of goods have some sense of responsibility and also some sensitivity to the feelings of others.
"I think this is an immensely difficult area, the relationship between what happens with these games and its impact on young people," the prime minister went on.
"I've no doubt this debate will go on for a significant period of time, but I do agree. I think it is important that people understand there is a wider social responsibility as well as an interior responsibility for profits."
News emerged at the weekend that the Church of England is demanding an apology from Sony for the depiction of Manchester Cathedral in Resistance.
Developer Insomniac has so far declined to comment, while SCEE has confirmed plans to contact Church authorities in a bid to resolve the issue.
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June 14th, 2007, 01:06 Posted By: Shrygue
via Eurogamer
Sony has used its new US blog to label rumour and speculation about a new PSP hardware revision and a possible PSP phone as, er, rumour and speculation.
"I just wanted to take the time to clear the air. We haven't announced anything about a new PSP, much less one that would have any phone capabilities," said John Koller, the PSP's senior marketing manager.
"As SCEA's resident PSP guru, I'm thrilled to hear that there's so much interest in the platform, but sorry folks, these reports floating around fall into the rumours/speculation category."
In case you missed it, PSP spotters had unearthed a Sony Ericsson patent that outlined a device that mixed mobile phone functions and videogame features.
Elsewhere, rumours continue to float around about a rejigged PSP that includes 8GB of onboard flash memory and a better screen, with an improved d-pad that's closer to the PS3's in terms of design.
None of which, obviously, has been confirmed. But then, despite the Sony blog's cooling comments, none of it's been denied either. Perhaps we'll learn more about Sony's handheld hardware ambition at E3 in mid-July.
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June 14th, 2007, 03:59 Posted By: xg917
Via http://strmnnrmn.blogspot.com/
Tracking down the SSB Dynarec Bug - Part 2
On Monday I talked about the fragment simulator and how this could be used to help track down bugs in the dynarec implementation. In this post I'm going to talk a bit about a tool I use mostly for regression testing, but also to help determine the exact point at which the fragment simulator and the interpretative core go out of sync. It's a bit of a long post, so apologies in advance
Daedalus can be compiled with a flag which enables a special 'synchronisation' mode. This build configuration creates an instance of a synchronisation class which can be initialised in one of two modes - either as a producer or as a consumer. At various points during program execution I pass information about the internal state of the emulator to the synchroniser for processing. In the case of the producer, it simply writes this data out to a file on disk. The consumer is a bit more interesting; it reads data of the required size from disk, and compares this 'baseline' value against the value provided by the emulator. If these two values are found to be different, the synchroniser knows that things have drifted out of sync and it can trigger a breakpoint and drop out into the debugger.
This technique relies on the fact that the emulator is deterministic, i.e. running the emulator twice in a row with the same inputs generates exactly the same results. By 'inputs' this means not just the same rom image, but external inputs such as data from the controller must match exactly too. Obviously pressing buttons on the controller in exactly the same order with the same timings would be impossible to duplicate, so the other function the synchroniser performs is to record input from the pad in the case of the producer, or play input back in the case of the consumer. Other external input, such as calls to timer functions (e.g. time(), QueryPerformanceCounter() or rdtsc) can be synchronised in the same way.
The synchroniser works with as few or as many sync points as you provide. For debugging very simple problems, you can get away with just checking the value of the program counter as each instruction is executed. For more tricky problems you can end up adding many more sync points - for instance you can synchronise the entire register set after every instruction to ensure that the synchroniser catches any instruction which generates a different result from the baseline.
I add sync points to Daedalus using a set of macros. When synchronisation is enabled, the macros expand out to calls to a virtual method on a global instance of the synchroniser class. An example sync point in the code might look like this:
u32 pc = gCPUState.CurrentPC;
SYNCH_POINT( DAED_SYNC_REG_PC, pc );
OpCode op;
if( CPU_FetchInstruction( pc, &op ) )
{
CPU_Execute( pc, op );
}
The interesting line here is the SYNC_POINT macro, which synchronises on the current program counter value. For producers, this just writes the value of 'pc' to disk. For consumers, it checks that the value we have for 'pc' matches the one read from disk.
The DAED_SYNC_REG_PC argument is simply a flag to describe what is being synchronised. Another global constant allows easy control of what is synchronised:
enum ESynchFlags
{
DAED_SYNC_NONE = 0x00000000,
DAED_SYNC_REG_GPR = 0x00000001,
DAED_SYNC_REG_CPU0 = 0x00000002,
DAED_SYNC_REG_CCR0 = 0x00000004,
DAED_SYNC_REG_CPU1 = 0x00000008,
DAED_SYNC_REG_CCR1 = 0x00000010,
DAED_SYNC_REG_PC = 0x00000020,
DAED_SYNC_FRAGMENT_PC = 0x00000040,
};
static const u32 DAED_SYNC_MASK(DAED_SYNC_REG_PC);
#define SYNCH_POINT( flags, x, msg ) \
if ( DAED_SYNC_MASK & (flags) ) \
CSynchroniser::SynchPoint( x, msg )
If I want to enable more thorough debugging, I can change DAED_SYNC_MASK and OR in more values:
static const u32 DAED_SYNC_MASK(DAED_SYNC_REG_PC|DAED_SYNC_REG_GPR) ;
Changing the mask value requires the emulator to be rebuilt from scratch and the baseline synch file to be recreated. This is a bit time consuming but doing it in this way means that the compiler can optimise out any synch points which we aren't interested in, keeping things running as quickly as possible.
One problem with this technique is that the synchroniser can quickly generate a massive amount of data, so much that most of the execution time is spent shifting this data to or from disk, slowing debugging to a crawl. In the example I gave on Monday, it can sometimes take over 500 million instructions before things go out of sync. Even when just synchronising on the program counter, that's over 2GiB of data that needs to be read/written to disk. When you throw in more sync points such as register sets (the GPR registers on their own are around 256 bytes) this can very quickly become impractical. To get around these limitations in Daedalus I gzip the stream of data on the fly which compresses the data significantly. Another trick I use is to hash each register set to a 32bit value and synchronise on this value instead. When using both these techniques the sync files typically end up around 100-200MiB, which is much more manageable.
One of the main uses of this synchronisation code is for regression testing optimisations I've made. I can take a 'known good' build of the emulator and initialise the synchronisation class as a producer to generate a baseline sync file. I can then take a modified version of Daedalus with the optimisations that I want to test, and initialise the synchroniser as a consumer. If the synchroniser detects that things have gone out of sync, then I know that my changes are buggy, and I can investigate why they're not working as planned. It's worth noting that even if everything stays in sync, this isn't a guarantee that my changes are bug-free, but it's a pretty good indication that they're ok.
I also use the synchronisation code to debug tricky dynarec issues. When debugging these types of problems I typically start off by disabling the dynarec engine and setting up the synchroniser to produce a baseline for testing. I'll then re-enable dynarec, but using the fragment simulator with precise interrupt handling (see the end of Monday's post for more on this) and run Daedalus with the synchroniser in consumer mode. Theoretically, as soon as the dynarec code gets out of sync with the interpretative core, the breakpoint triggers and I can investigate things more closely in the debugger.
This is exactly the process I used to track down the Super Smash Bros. bug. When I ran the emulator with the synchroniser in consumer mode, it detected that the program counter was different from the expected baseline value after exactly 387,939,387 instructions had been executed. I'd like to think that an error rate of 2.57e-7% wasn't all that bad, but apparently it is
Now that I knew the point at which the emulator was going out of synch, I set a few breakpoints in the emulator to see what exactly was happening. My usual trick is to disassemble the executed instructions just before and after things diverge, and see what's different. Here are snippets from the 'good' and 'bad' logs as things go out of sync:
Count 171f7c35: PC: 80132500: LW ra <- 0x0014(sp)
Count 171f7c36: PC: 80132504: ADDIU sp = sp + 0x0018
Count 171f7c37: PC: 80132508: JR ra
Count 171f7c38: PC: 8013250c: NOP
Count 171f7c39: PC: 80132ae8: JAL 0x80131fb0 ?
Count 171f7c3a: PC: 80132aec: NOP
Count 171f7c3b: PC: 80131fb0: ADDIU sp = sp + 0xffd8
Count 171f7c3c: PC: 80131fb4: SW ra -> 0x0024(sp)
Count 171f7c3d: PC: 80131fb8: SW s0 -> 0x0020(sp)
Count 171f7c3e: PC: 80131fbc: CLEAR a0 = 0
Count 171f7c3f: PC: 80131fc0: CLEAR a1 = 0
Count 171f7c35: PC: 80132500: LW ra <- 0x0014(sp)
Count 171f7c36: PC: 80132504: ADDIU sp = sp + 0x0018
Count 171f7c37: PC: 80132508: JR ra
Count 171f7c38: PC: 8013250c: NOP
Count 171f7c39: PC: 80132ae8: MTC1 at -> FP06
Count 171f7c3a: PC: 80132aec: NOP
Count 171f7c3b: PC: 80132af0: SWC1 FP06 -> 0x0018(a0)
Count 171f7c3c: PC: 80132af4: LBU v0 <- 0x4ad1(v0)
Count 171f7c3d: PC: 80132af8: ADDIU at = r0 + 0x0008
Count 171f7c3e: PC: 80132afc: BEQ v0 == at --> 0x80132b24
Count 171f7c3f: PC: 80132b00: ADDIU at = r0 + 0x0009
I've highlighted the instruction at which the synchroniser detected the PCs were out of sync. In the good trace (top) the PC is 0x80131fb0, but in the bad trace it's 0x80132af0. If you have particularly sharp eyes, you'll notice something else - two instructions before the code goes out of sync, the good trace executes a jump instruction to 0x80131fb0, but the bad trace is performing a MTC1 op (Move To Coprocessor 1)
This provides a particularly good example of one of the main weaknesses with the synchroniser - it's only as good as the synch points you set up. Because I was just synching on the program counter, it didn't detect the fact that the emulator executed an entirely different opcode two instructions previously. In this particular case I was fortunate in that the real source of the problem was very close to the location identified by the synchroniser, but sometimes the cause and effect can be separated by many thousands of instructions.
Fortunately it's easy enough to add new synch points in the code to detect issues like this, but adding too many synch points causes the emulator to slow to a crawl and makes debugging impractical. I've found the best approach is to start off with as few synch points defined as possible (ideally just the program counter) and slowly introduce more synchpoints as required. This is all very easy to do using the DAED_SYNC_MASK flag discussed above.
Getting back to SSB, it looked like I had found the root cause of the problem - somehow the rom was replacing the instructions in memory, essentially a form of self-modifying code (it's more likely it was just loading a new section of code into RAM from ROM, but it's still essentially self-modifying). The dynarec system was oblivious to these changes and so it ended up trying to execute stale instructions that it had cached when creating the fragment, potentially many thousands of cycles ago.
Dealing with self modifying code in dynamic code generators is generally very tricky. In Daedalus I've been relying on the fact that most roms are well-behaved and flush the instruction cache when they modify memory containing executable code. When I detect a instruction cache invalidate (through the MIPS CACHE opcode) I simply dump the entire contents of the fragment cache and start from scratch. This might sound a little heavy handed, but the way that I link fragments together makes it very hard to unlink small sections of code that has been invalided. Flushing the cache is very quick, safe and has a few advantages such as purging cold traces that are no longer being executed any more.
Ironically, the reason the dynarec was failing to cope with SSB wasn't due to a bug in Daedalus - it was due to a bug in SSB that just never happened to be a problem on a real N64. After updating memory with the new instructions SSB should have been invalidating the instruction cache to ensure that it didn't contain stale code, but for whatever reason it failed to do this. The only reason the rom runs correctly on a real N64 is that by the time it comes to execute the modified instructions, the instruction cache has been refilled a number of times and so the stale instructions are no longer cached.
Even though this isn't Daedalus's bug, it still needs to work around the problem. I'll leave this discussion for a future post though - this one is long enough as it is
-StrmnNrmn
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June 14th, 2007, 17:46 Posted By: wraggster
News from Playstation.blog
Jack Tretton posted this News over at the official Sony blog:
I hope you’re enjoying our official SCEA blog. Personally speaking, it’s great to finally have a place where we can talk candidly about the things we (and you) care about. While it’s no substitute for a one-on-one conversation, I’m excited to have a chance to listen and talk with you here. With that said, everything communicated in any form these days has to be considered an “on-the-record statement” so as much as I’d like to, I can’t completely throw my corporate hat out the window.
From where I sit, this industry has the most passionate consumers of any I’ve ever encountered. For some, gaming is a way to kill some time, for others it’s a favorite hobby, but for many it’s a way of life. As a gamer myself, I fall somewhere between a low to mid level enthusiast mainly because of free time. My day job is ironically eating away at my gaming time, although lately I’m finding the PSP has helped me reclaim some of this lost time on long plane trips.
For twenty one years I’ve worked exclusively in the industry. The last twelve have been with Sony Computer Entertainment. It’s been just over six months since I became President and CEO here and I can assure you that gaming is clearly my life. Now that we’ve got the hardware to drive the business, we’re putting all our efforts into insuring that we help create the best games possible for you to enjoy. My pledge is that we will continue to put you first and foremost, to understand what you really want from us. In fact, this blog is one way that I’m hoping this happens.
In 1995, when we launched the PlayStation, the majority of the gamers were twelve to seventeen year old boys. 2D platform, fighting, racing, and sports games were the norm. Platforms were born and died within five years maximum. There was minimal difference between hardware platforms. We here at Sony championed 3D graphics, CD based technology and a more mature diverse library of games. We believed that our platform had a lifecycle that should survive well beyond the traditional five years. Some of the initial criticism we received was that the hardware was a bit pricey, the system was hard to develop for and the early software line-up needed some work. When we introduced PlayStation 2 in 2000 we received much of the same criticism. When we introduced DVD based storage we were told that CD had more than enough capacity to store game data. In a few short years DVD had all but replaced CD and that storage capacity was being squeezed by the development community. In 2006 the song remained much the same. Most of you know what transpired: 100 million PlayStations and thousands of great games later, the PlayStation had a ten year run and could still be selling today. PlayStation 2 left our original success in the dust and shows no signs of stopping anytime soon.
We fully realize that past success is no guarantee of future success, but it does give you some perspective. We have to bring the games to market that will showcase what the PS3 can do and ultimately entertain you like no other games have. We need to provide proof of what the PS3 can do for you and work tirelessly to improve the value and justify your investment. At the end of the day, it’s always been about the games. To push the boundaries of gaming beyond where they currently lie takes a great deal of risk. I think all the hardware manufacturers are doing that in some way. We could have easily produced PlayStation 2.5 at a slightly increased price over the older model, and driven some nice profits and marginal innovation for a few years but that’s not how we got where we are today. You have to gamble and make major investments in the present that will pay dividends in the future.
We’re working hard to put the best tools in the hands of the development community so they can take you places you never imagined possible. We have more than 15 games coming from our own internal studios alone this year for PS3. Our third party partners will weigh in with a host of great games giving us more than 100 titles by year end on that system alone. At our Gamer’s Day event a few weeks back, we announced 18 exclusive games for PSP. This year, PS2 owners will get a little something for everyone with games like Buzz! and Singstar. Oh, and you certainly can’t forget the PlayStation Network. Right now, we are working on a slew of games and game packs that will be offered through the PlayStation Store in the coming months, including Warhawk, which personally speaking, is the PS3 game I’ve been playing most lately.
We are heading into one of the biggest shows of the year for the videogame industry. E3 is only a month away. Everyone here at SCEA is working very hard and is dedicated to pushing the development envelope to show you not only new stuff for games like Heavenly Sword, Uncharted: Drake’s Fortune and Ratchet & Clank Future: Tools of Destruction, but also a few surprises we have up our sleeves that no one has seen. You can check in here for updates as we head into the show, and I will be sure to report back once E3 begins.
So, that’s it for now from me. I really hope you enjoy our new blog. I think it is a great way for us to share information and for you to communicate back with us. I look forward to hearing your thoughts and posting more here in the weeks to come!
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June 14th, 2007, 17:46 Posted By: wraggster
News from Playstation.blog
Jack Tretton posted this News over at the official Sony blog:
I hope you’re enjoying our official SCEA blog. Personally speaking, it’s great to finally have a place where we can talk candidly about the things we (and you) care about. While it’s no substitute for a one-on-one conversation, I’m excited to have a chance to listen and talk with you here. With that said, everything communicated in any form these days has to be considered an “on-the-record statement” so as much as I’d like to, I can’t completely throw my corporate hat out the window.
From where I sit, this industry has the most passionate consumers of any I’ve ever encountered. For some, gaming is a way to kill some time, for others it’s a favorite hobby, but for many it’s a way of life. As a gamer myself, I fall somewhere between a low to mid level enthusiast mainly because of free time. My day job is ironically eating away at my gaming time, although lately I’m finding the PSP has helped me reclaim some of this lost time on long plane trips.
For twenty one years I’ve worked exclusively in the industry. The last twelve have been with Sony Computer Entertainment. It’s been just over six months since I became President and CEO here and I can assure you that gaming is clearly my life. Now that we’ve got the hardware to drive the business, we’re putting all our efforts into insuring that we help create the best games possible for you to enjoy. My pledge is that we will continue to put you first and foremost, to understand what you really want from us. In fact, this blog is one way that I’m hoping this happens.
In 1995, when we launched the PlayStation, the majority of the gamers were twelve to seventeen year old boys. 2D platform, fighting, racing, and sports games were the norm. Platforms were born and died within five years maximum. There was minimal difference between hardware platforms. We here at Sony championed 3D graphics, CD based technology and a more mature diverse library of games. We believed that our platform had a lifecycle that should survive well beyond the traditional five years. Some of the initial criticism we received was that the hardware was a bit pricey, the system was hard to develop for and the early software line-up needed some work. When we introduced PlayStation 2 in 2000 we received much of the same criticism. When we introduced DVD based storage we were told that CD had more than enough capacity to store game data. In a few short years DVD had all but replaced CD and that storage capacity was being squeezed by the development community. In 2006 the song remained much the same. Most of you know what transpired: 100 million PlayStations and thousands of great games later, the PlayStation had a ten year run and could still be selling today. PlayStation 2 left our original success in the dust and shows no signs of stopping anytime soon.
We fully realize that past success is no guarantee of future success, but it does give you some perspective. We have to bring the games to market that will showcase what the PS3 can do and ultimately entertain you like no other games have. We need to provide proof of what the PS3 can do for you and work tirelessly to improve the value and justify your investment. At the end of the day, it’s always been about the games. To push the boundaries of gaming beyond where they currently lie takes a great deal of risk. I think all the hardware manufacturers are doing that in some way. We could have easily produced PlayStation 2.5 at a slightly increased price over the older model, and driven some nice profits and marginal innovation for a few years but that’s not how we got where we are today. You have to gamble and make major investments in the present that will pay dividends in the future.
We’re working hard to put the best tools in the hands of the development community so they can take you places you never imagined possible. We have more than 15 games coming from our own internal studios alone this year for PS3. Our third party partners will weigh in with a host of great games giving us more than 100 titles by year end on that system alone. At our Gamer’s Day event a few weeks back, we announced 18 exclusive games for PSP. This year, PS2 owners will get a little something for everyone with games like Buzz! and Singstar. Oh, and you certainly can’t forget the PlayStation Network. Right now, we are working on a slew of games and game packs that will be offered through the PlayStation Store in the coming months, including Warhawk, which personally speaking, is the PS3 game I’ve been playing most lately.
We are heading into one of the biggest shows of the year for the videogame industry. E3 is only a month away. Everyone here at SCEA is working very hard and is dedicated to pushing the development envelope to show you not only new stuff for games like Heavenly Sword, Uncharted: Drake’s Fortune and Ratchet & Clank Future: Tools of Destruction, but also a few surprises we have up our sleeves that no one has seen. You can check in here for updates as we head into the show, and I will be sure to report back once E3 begins.
So, that’s it for now from me. I really hope you enjoy our new blog. I think it is a great way for us to share information and for you to communicate back with us. I look forward to hearing your thoughts and posting more here in the weeks to come!
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June 14th, 2007, 17:49 Posted By: wraggster
Heres word from Sony itself on PSP rumours of late
The rumor mill is flowing about new PSP hardware and a PSP phone, and I just wanted to take the time to clear the air. We haven’t announced anything about a new PSP, much less one that would have any phone capabilities. As SCEA’s resident PSP guru, I’m thrilled to hear that there’s so much interest in the platform, but sorry folks, these reports floating around fall into the rumors/speculation category.
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June 14th, 2007, 17:52 Posted By: wraggster
via playstation.blog
Our friends over at GamePro.com have written an interesting article on a topic I get asked about all the time — Is the PS3 harder to develop for than other systems? I gave them some feedback on this and the reporter, Blake Snow, does a nice job of presenting a well-rounded story. For this piece, I spoke to our PD group and asked them for input on this question and thought you might be interested in reading their full reply:
This is an interesting question and hidden within the question is an enormously complex subject! If the game starts life on PS3, then man-hours per feature or costs related to asset production are comparable with industry norms. For that, you can include Xbox 360 and high-end PC games, and exclude PS2 and Wii. However, since PS3’s Cell processor allows MORE features - better physics, more complex graphical processing, lighting or sound, etc. — there is inevitably going to be more cost in supporting those extra features. It’s not that PS3 is harder to write for, it’s just that you can do more with it.
Middleware tools like Havok and other specialist graphics tools are now customized to exploit Cell’s SPUs. These mean that developers don’t have to reinvent those particular wheels themselves. Also, PlayStation Edge does some very difficult and performance-critical aspects of the graphics pipeline on the SPUs: geometry processing, animation, compression - delivering performance unachievable on other systems. This is available for free to all developers from SCE. So, given that PS3 can draw more on screen, the assets required to fill that capacity go up, too. This can, but not always, require more people - however depending on the game, much of that extra content can be produced automatically - procedurally in software, not by hand. Compared to PS2, the SPUs are much easier to code for. In PS2 we had some custom chips called VU0 and VU1 which were powerful, but tricky to write for. The SPUs use a more standard programming language.
Now, it’s not without challenges:
1) SPUs are not ‘normal’ processors like the PPU. There is a trade-off between performance and versatility. A Ferrari is not the best car for a visit to Home Depot…
2) If you are porting:
If your game starts on Xbox 360 you will have to re-engineer aspects of the game to run properly on PS3. This means additional effort. Some developers have been complaining about this but I don’t believe we can solve that. Xbox 360 is a different machine with good, but lower powered hardware in a different architecture. Developers have to view them as two different machines not as a common platform.
3) If your game has heavy online use:
XBL provides more and better standard libraries for online gaming to developers. For the same features on PS3, developers have to do some extra work. We’re catching up, but there is a difference.
BTW: Glad you guys and gals are enjoying the new blog!
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June 14th, 2007, 17:57 Posted By: wraggster
Over at the PSPway site they have released a new font converter for the PSP. As with any tool flashing could brick your PSP, the readme to the app is in italian but the app itself is in english.
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June 14th, 2007, 18:04 Posted By: wraggster
News/release from Andy Auff
Color Studio is a lua app made to help developers find exactly the RGB values for the color they are looking for. Here is the readme for more info:
Coded by andyauff in lua, this (first) version released 6-13-07. I don't plan on updating
it unless there is an interest.
Do you use RGB values for coding? Then this is your lucky day. With Color Studio, you can change
the RGB values and instantly see what color you are making. Mess around with it to find the
perfect color, and then write down the numbers or take a screenshot to save them forever!
Hopefully this application will help some people, I know it will me!
Controls: |
----------
Left: Move arrow left
Right: Move arrow right
Up: Add 1 to selected value
Down: Subtract 1 from selected value
Triangle: Add 10 to selected value
Cross: Subtract 10 from selected value
Select: Take a screenshot (only one can be taken or else it will be overwritten)
Half of the screen will turn the color you have made instantly! Have fun!
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June 14th, 2007, 18:07 Posted By: wraggster
News/release from Altimax:
Hey, it's me, Access_Denied. I haven't released anything in a while. But I always wanted to go back to unit converter, because I really like that program. So here it is, v .9. Why only .9? Because I can't get data conversions working correctly. When I do, then it will be v1. Until then, it now fully converts length, weight, volume, area and temperature. In the future I plan to add power, density, force, speed and pressure. Here's the readme. If you have problems or suggestions, drop by my forums at http://adpsp.info/.
Quote:
Originally Posted by Readme
Unit Converter v0.9
Wednesday, June 13, 2007
Completed
-Length Conversions
-Weight Conversions
-Volume Conversions
-Area Conversions
-Temperature Conversions
-GUI
-Graphics
TODO
-Data Conversions
-Density Conversions
-Energy Conversions
-Force Conversions
-Speed conversions
-Power Conversions
-Pressure Conversions
Installing Iinstructions:
Extract the EBOOT.PBP and the Background.png
into a separate folder. Place this folder in
PSP/GAME/.
Usage Instructions
Left/Right = Quickly scroll by 1
L-Trigger/R-Trigger = Slowly scroll by 1
Square/Circle = Slowly Scroll by .001
Triangle/Cross = Quickly Scroll by .001
Graphics by Twin891.
Coding by Access_Denied.
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June 14th, 2007, 19:50 Posted By: wraggster
tryolivier has released the first version of his 2D Rayman platformer game for the PSP. the game has versions for both 3.40 OE and Firmware 1.5 PSPs. The game is also in french but not too hard to understand.
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June 14th, 2007, 20:48 Posted By: wraggster
News/release from Jsharrad
ME MP3 Library by jsharrad
--------------------------
To load and initialize:
music = loadlib ("memp3", "init")
--then make sure it actually loaded
if music then music() end
Functions:
Memp3.play("filename.mp3")
Memp3.stop()
---------------------------------------
-- ID3 TAGS ARE NOT SUPPORTED YET --
---------------------------------------
If your mp3 has a tag, it won't play.
No variable bitrate mp3s yet either.
subdirs are allowed, just use
Memp3.play("subdir/filename.mp3")
All work is done by the PSP's ME processor
and the threads created by memp3.lrx.
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June 14th, 2007, 20:51 Posted By: wraggster
New Podcast from the PSP Show Folks:
The PSP Show #47 - Crush (MP3 6.92 mb 10 minutes 1 second)
DOWNLOAD the podcast by right clicking on this link or press play and listen in your browser.
SOme news some travel tips, and a look at Sega’s Crush in this show - and Ihave to say Crush is utterly, utterly, mindbendingly fun! Definitly worth a look.
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June 15th, 2007, 02:24 Posted By: wraggster
Radad has released a new version of his Shell for the PS2, heres the original newspost from him:
RadShell
A command line client for the PS2.
Standard stuff:
- loading irx
- running elf
- execute scripts
- basic file management - delete, copy, etc
Heres todays news:
New version:
- Updates to display drawn immediately
- Draw cursor
- Improved line input editing
- Command line arguments passed to launched elfs
- Copy progress meter
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June 15th, 2007, 02:33 Posted By: wraggster
The PSP Video 9 team have after a massive time released a new version of their Video Converter Software for the PSP.
Heres the release details:
2.24 Changelog:
Added: Older FFmpeg for Legacy PSP Files
Added: PSP Library Legacy File Support
Added: Renaming Title of PSP Videos
Added: PSP Intital Setup Wizard
Added: PSP VideoWizard Support
Updated: FFmpeg rev9133
Updated: MediaInfo 0.7.4.7
Click Here to Download
Release Notes:
PSP Video 9 has now been completely moved over to the newer 2.x conversion core allowing us to discontinue distribution the very old 1.94 version. As of 2.24, you can now convert and manage both legacy (MAQ/M4V) and regular video files. You can now also rename the titles of your files directly from the library whether they are legacy or regular files. We have added a setup wizard that will choose the proper settings in case you are unaware of the differences between legacy and regular video files. As with the previous PSP Video 9 2.x versions, 3.30+ firmware users can create 480x272 or 720x480 videos.
Finally, we highly recommend that users upgrade their PSP’s to version 3.30 or higher as this will fully unlock all the PSP’s video playback functionality that lets you use regular high resolution video files. For those running homebrew on their PSP, we highly recommend upgrading to the custom firmware 3.30 OE-A or higher to access the same functionality while maintaining your ability to use homebrew.
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June 15th, 2007, 02:37 Posted By: wraggster
via sony blog
Just a quick update: we’ll be making available firmware upgrade 1.81 tomorrow which will fix a few small issues some of you have noticed. Most notably is the RGB Full setting which a few of you wrote in about. In 1.80 we added an option to the XMB under settings allowing you to choose between RGB Full and Limited. Basically if you are connecting your PS3 to your TV using an HDMI cable, and if your TV supports RGB full range, the picture quality may be improved when this option is set to Full. Some of you pointed out that the Full setting would sometimes revert back to Limited and 1.81 will address this issue. Please keep in mind that this setting is only effective when the PS3 is connected to a TV using an HDMI cable. You can download the update tomorrow from PlayStation.com or through your System Update option on the PS3 XMB.
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June 15th, 2007, 02:57 Posted By: wraggster
via engadget
It looks like those itching to find out exactly how the just-announced GunCon 3 controller for the PlayStation 3 would work need wonder no more, as Japan's Game Watch website appears to have scored the details, although they've since disappeared from the site. Wired's Game Life managed to preserve the key bits, however, which reveal that the controller functions much like a Wiimote, relying on a pair of markers placed on top of the TV that are detected by a camera in the muzzle of the gun. The gun also packs a full range of traditional controls, including six buttons and two analog sticks, although we doubt many will be ditching their SIXAXIS for it. While there's still no official word on a North American release, the gun and Time Crisis 4 will apparently be released in Japan sometime before the end of the year.
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June 15th, 2007, 07:35 Posted By: wraggster
New from SuccessHK
Fantastic Four: Rise of the Silver Surfer features Marvel Entertainment's legendary super-powered foursome in its second big adventure. In the game and the film, Marvel’s first family of Super Heroes faces its greatest challenge yet as the enigmatic, intergalactic herald, the Silver Surfer, comes to Earth to prepare it for destruction. As the Silver Surfer races around the globe wreaking havoc, the team must unravel the mystery of the Silver Surfer and confront the surprising return of their mortal enemy, Dr. Doom, before all hope is lost! The game is based on both the popular comic book series, as well as the movie sequel, with exclusive plot elements that complement the film. It features all of the foursome’s over-the-top super powers, as well as a unique fusion attack system that allows players to combine forces with one, two or all teammates, in order to execute devastating team attacks against the opposition. In addition to fighting familiar enemies from the Fantastic Four universe, players can unlock alternative costumes, comic covers and more!
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June 15th, 2007, 09:12 Posted By: The_Ultimate_Eggman
According to internet reports, the official PSP 'magic memory stick' utility has been leaked onto the web which also has the capability to ubrick PSP units in accordance with a special battery. The supposed software is 16.8MB in size.You will special battery addon which from what ive heard sends 30 and 60hz signals via the middle connetor to the psp to sync it with the PSP but in time im sure they may a way bypass this...(update heard its been in some good hands for a while and nothings come of it yet)...
DIGG THIS
You will need the special battery however
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June 15th, 2007, 15:20 Posted By: wraggster
New from PLay Asia
features
New Team, New Location – Two new Rainbow operatives enter the impending doom that is Las Vegas as their console brethren, Keller, Park and Walter, simultaneously work against the clock to save “Sin City.”
As Brian Armstrong, work as a field operative and assault expert, taking down tangos from the ground floor.
As Shawn Rivers, use your sniper and long-range shooting skills to pick off terrorists from above, one at a time.
Tag-Team Gameplay – In single-player mode, play as both a field operative and sniper as you battle to protect the innocent from carnage.
Observe - Plan - Assault – Use tactical planning to maneuver through Vegas environments while utilizing high-tech equipment like snake cams to strategically “tag” terrorists prior to entering a room.
Take Cover – When the action heats up switch to third-person view while taking cover, giving you time to examine the situation before making your move.
Tailored Control System – Shoot your way out of relentless gun battles utilizing a tailored control system built specifically for the PSP system.
Player Rewards – Build up your stats to unlock exclusive Rainbow Six Vegas content including concept art and the feverish Terrorist Hunt mode.
Terrorist Hunt Mode – Hone your skills in Terrorist Hunt mode, where your objective is simple – kill the terrorists. Enter specific points of single-player maps and down the spawning terrorists one at a time.
Multiplayer – Take the fight to five of your closest friends via wireless (ad hoc) or online play in Survival and Team Survival multiplayer modes, while exploring six classic Rainbow Six maps.
description
For the first time ever, Tom Clancy’s Rainbow Six® brings its frenetic counter terrorist gameplay to the PSP® (PlayStation®Portable) system. In a story paralleling the Xbox 360™ video game system from Microsoft and PlayStation®3 computer entertainment system versions of Tom Clancy’s Rainbow Six Vegas, Rainbow operatives are forced to defend one of the most recognizable cities in the world, as Las Vegas finds itself in the midst of chaos. The future of Las Vegas and global security is in your hands … can you save Vegas?
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June 15th, 2007, 15:58 Posted By: wraggster
Playlogic have today released a demo of their rather nice looking shooter for the PSP, the demo weighs in at a tad under 8MB.
This futuristic 3D shooter sees you assuming the role of a fighter pilot charged with bringing a dangerous witch to justice.
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June 15th, 2007, 18:23 Posted By: mavsman4457
News via opposable thumbs
The issue has always been the updates surprise us when we power on our systems; it can be hours until Sony releases a changelog on their official site—you get tired of reading forum after forum trying to figure out what the new update actually did. We were happy to hear about Sony's new official PlayStation blog, and we hoped that they would be more proactive about getting this information out in a timely fashion. It looks like they're listening, as a post to the blog yesterday told us to expect firmware update 1.81 this morning, and told us exactly what it would do.
"Most notably is the RGB Full setting which a few of you wrote in about. In 1.80 we added an option to the XMB under settings allowing you to choose between RGB Full and Limited. Basically if you are connecting your PS3 to your TV using an HDMI cable, and if your TV supports RGB full range, the picture quality may be improved when this option is set to Full. Some of you pointed out that the Full setting would sometimes revert back to Limited and 1.81 will address this issue. Please keep in mind that this setting is only effective when the PS3 is connected to a TV using an HDMI cable. You can download the update tomorrow from PlayStation.com or through your System Update option on the PS3 XMB."
DIGG this news
Give feedback via comment
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June 15th, 2007, 19:09 Posted By: evolve
Yesterday it was reported that Sony's special PSP memory software was leaked onto the web, and in conjunction with a special battery had the abilility to unrbick PSPs. We sought some more information on what this magical software/hardware combination can do and found out a few interesting facts. The software is used only at official Sony factories, and requires the use of a special battery which enables Sony to unbrick a PSP when both software and the respective hardware is present. The battery is used to initialise the PSP service mode and once this is active the kernel on the memory stick runs.
DIGG THIS
[via EvolveXMB]
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June 15th, 2007, 20:15 Posted By: burrito
I was reading the comments from StrmnNrmn's latest blog update (June 14), and saw that StrmnNrmn answered many questions about Daedalus.
It took a short while to figure out exactly how it was modifying the code. I was worried that it was modifying the code via the cpu (i.e. manually updating instructions) but it turned out to be a DMA transfer. I'll post again with a bit more details about how I'm handling this.
Glad you found the post useful
I did consider the lockstep method (I believe Zilmar was using this on pj64) but I think the aproach I use in Daedalus is much simpler to get working. The lockstep approach would cause a few issues for the psp as you'd need to have enough RAM for two copies of the emulated RAM etc.
It probably would be quicker than going via disk though, and less hassle to get everything set up.
Hiya. Most n64 games seem to be pretty well behaved (they generally invalidate caches where required) which is why I've not spotted too many problems in the past.
They don't generally seem to modify code very frequently either - usually just on specific events (e.g. transfer from menus to game etc) rather than on a frame-by-frame basis.
Separate caches is a good idea though, I'll investigate that this weekend.
In the past I've gone to the length of scanning the rom for recognisable library functions and patching them (mostly just to help debug what's going on with the rom, but also for optimising a few things like memcpy() etc). There's no reason why I couldn't use the same technique to patch game-specific code which is known to cause problems, but I think this would be pretty labour intensive.
In the end my solution was just to check each DMA transfer directly for an overlap with the fragment cache. This solution should work with all roms that modify code though ROM->RAM DMA, but still won't solve the problem of roms modifying individual instructions directly
The N64's textures tend to be pretty tiny anyway - it only had 4KiB of texture memory so 16x16 and 32x32 are pretty typical texture sizes. The ones that I have the most problems with are textures used for backgrounds in menus. Quite often these are really wide and thin - MarioKart's menus use lots of 320x3 textures for instance, which I have to round up to 512x4 for the psp. Down-sampling the textures might help a bit here - I'd have to experiment to see how it looked.
Amusingly I used to have code to support this in the PC build - I can't remember the details, but it was a compatibility fix for certain PowerVR cards which were limited to 256x256 textures IIRC
Thanks - I look forward to seeing the results
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June 15th, 2007, 21:53 Posted By: Triv1um
Via GameDaily BIZ
You mean not everything is gumdrops and lollipops in Wii world? According to Sega of America marketing vp Scott Steinberg (right) it's not. He doesn't think there's enough creative depth to sustain the console, while the PS3 has a lot to offer, he said. More within...
Can it be? Did a publisher actually just say something with a negative slant towards Wii? While other publishers are praising the Wii for attracting new consumers and introducing new gameplay controls, Sega for the first time has questioned the longevity of Nintendo's console.
In an interview with Reuters, Scott Steinberg, vice president of marketing for Sega of America, said that he thinks the Wii will look less and less attractive in the next couple years.
"I am a little concerned about the creative depth of the Wii pool," Steinberg commented. "I'm not sure if they will top out in 2008 or 2007. The Wii will start to look really dated in a couple years when developers get more value from the 360 and learn more and more about the PlayStation 3."
In particular, Steinberg said he was worried that the motion-sensing controls would lead to derivative products after a while. "How much value can developers and creative folks get out of this wrist motion two years from now, or 5 years from now, or 10 years from now?" he questioned. "How can they design products that aren't too derivative of what's already out there?"
On the other hand, he believes the PS3 has much longer legs and despite its slow start will come out on top in the console battle when it's all said and done. "We know the PS3 pool is pretty deep. There's a lot to exploit there," he said.
Sega is supporting all platforms, and regarding the Wii specifically, you may recall that the company recently signed a historic deal to put Mario and Sonic together in an Olympics-based game.
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June 15th, 2007, 23:39 Posted By: wraggster
via 3speech
The following PS One games are now confirmed for 22/06 on the Store (for PS3 and PSP):
- Crash Bandicoot
- Wipeout
- Medievil
- Jumping Flash
- Syphon Filter
Further announcements are:
- Calling all cars is confirmed for 22/06
- SuperStardust HD for 29/06.
- MotorStorm Time Attack mode: Will go live later today on PlayStation Stores.
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June 15th, 2007, 23:39 Posted By: wraggster
via 3speech
The following PS One games are now confirmed for 22/06 on the Store (for PS3 and PSP):
- Crash Bandicoot
- Wipeout
- Medievil
- Jumping Flash
- Syphon Filter
Further announcements are:
- Calling all cars is confirmed for 22/06
- SuperStardust HD for 29/06.
- MotorStorm Time Attack mode: Will go live later today on PlayStation Stores.
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June 16th, 2007, 12:22 Posted By: D0N
via StrmnNrmn:
A number of people have been asking in the comments when R12 is going to be released.
There are still a number of things I want to work on. Now that Super Smash Bros. is running nice and quickly with dynarec enabled, I want to spend a week or so polishing the graphics and trying to make it as playable as possible. Although Goldeneye is running with dynarec in R12, it still needs a lot of work before its playable, so I'm not going to spend any more time on it for R12.
I'm going on holiday at the end of June, so I'd like to have R12 released before then. I'll aim for next weekend (23rd/24th June) but it may end up being as late as the 26th/27th.
-StrmnNrmn
Can't wait!
DIGG THIS
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June 16th, 2007, 13:50 Posted By: wraggster
More from our good buddy StrmnNrmn concerning his Nintendo64 emulator for the PSP:
In response to a recent post, Zeus asked an interesting question:
I know you've probably been bugged by people on this before, but how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? (ie, with one psp "hosting" the game and doing the emulation, while the other(s) just receive screen-captures and send back user-input) Or do you think that distributing the computational workload would be a better approach? (at the very minimum, the audio processor shouldn't be too horrible to move to the client psp(s) )
DIGG THIS
I have thought about multiplayer a great deal, but I've never made any plans to work on it - there didn't seem to be much point getting multiplayer working before there were a few multiplayer games running quickly and glitch free. Now that MarioKart and Super Smash Bros. are both working reasonably well, there's obviously going to be a lot more demand for multiplayer support. Before I raise expectations and get anyone's hopes up, I should mention that this isn't likely to happen any time soon.
It would be possible to go down the route of having a host psp which performs emulation and broadcasts the screen to client psps. Sony's Remote Play between the PS3 and PSP shows that this kind of 'dumb terminal' approach can work in the right situations. That's with the PS3 doing the grunt work of compressing the framebuffer and sending it over to the PSP. For for a PSP running Daedalus as a host, I'm not quite sure there would be enough spare horsepower to compress the framebuffer and audio and then send it to 1 or more connected clients.
Also, I don't think that it would be possible to decouple the audio processing from the main cpu thread so that this work could be distributed to one of the clients. Although the audio and graphics processing is notionally run in parallel on the RSP (the N64's coprocessor), access is still serialised between audio and graphics tasks so they have to be completed in order. Performing audio processing on a client PSP would just mean that graphics processing on the host would have to wait until the results of the audio processing were received.
The approach that I'd been considering was running Daedalus in lockstep across 2 or more connected PSPs. As I mentioned previously Daedalus can run deterministically if external inputs such as pad input and timing sources are synchronised. What this would mean would be that every time the rom queried the pad status, each connected psp would have to synchronise its view of the pad input with the host. This would mean sending just 64 bytes across the network from the client to the host and back. This information would have to be sent over a TCP connection rather than UDP as we have to ensure that every PSP sees the exact same input (actually, client->host communication is a bit less critical so it may be possible to transmit this information over UDP if it helps improve lag.)
One really cool feature about this approach is that as each PSP would be responsible for rendering its own display, it would be possible to scale up each viewport to fill the display; rather than playing 4-player Mario Kart or Goldeneye at 160x120, you'd be able to play at 320x240 (or 480x272 if you wanted to scale it up to entirely fill the PSP's screen).
As I said at the start of the post, this isn't something that's likely to happen any time soon, but if and when it does happen, it will be amazing
-StrmnNrmn
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June 16th, 2007, 22:10 Posted By: wraggster
Since the PSP Homebrew scene began (we were here a year before the scene) we have seen some excellent releases that number over 1000 by some of the very best coders in the Emulation, Homebrew and Hacking Communities.
Does this mean that the PSP is over the hill and not as exciting as it once was, the answer to that is a big no, yes the homebrew releases have slowed down compared to the craziness of up to 15 releases daily (which believe me was damn hard keeping up with) but theres still so much to do on the PSP.
Heres some items that would be great to see worked on or indeed released for the first time.
PS1 Emulation
The Custom firmware which has a hack of Sonys PS1 Emulator is all well and good but to have a fully legit and full speed PS1 emulator would be a killer release. (The release of PS1P and Yoshis PS1 emulator broke our members online records on those days.)
Nintendo 64 Emulation
StrmnNrmn continues to work on the N64 emulator for the PSP and is now the main emulator project on the PSP. Full speed and major compatability is a dream we are seeing unfolding before our eyes.
Map This Supporting Tom Tom and Others
This is something i dont know is possible but if Deniska`s excellent Map this program for the PSP`s GPS Receiver could support GPS apps such as Tom Tom then it could be awesome for the PSP Scene, unless Deniska himself releases an Homebrew version of Tom Tom/Co pilot ?
A PSP Unbricker
The news of Sonys PSP Unbricker being released onto the internet has caused a major stir, the investigation on how to unbrick and maybe an hardware release of amateur unbricker kits could be a future release with software to accompany it.
PSP Downgraders
The last firmware to be easily downgradeable was v2.80 and if your lucky then v3.03 (with unpatched GTA LCS GAME) but a new downgrader for consoles up to the latest firmware without the need for a certain game would be awesome.
Thats just a few of the things i would like to see anyone got their faves then answer via comments.
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June 17th, 2007, 07:43 Posted By: AzumiUehara
ok so this is my final version of these... all are transoarent with glow... i colored ever black including all albums and folders, and codec icons... its for 3.40 and as always is MUCH better on the psp then the screen shots.. ok heres the screens!
~credit~
everything by me cept what im about to state
~wallpaper
its from undertaxx's bogus theme
~wave
i still dont know and no ones told me
~common gui
bstronga
http://www.sendspace.com/file/2vlgqw
~also because there is glow, BEAWARE of that and know how to fix it if you change bg or you will get white boxes.. dont ask me how just use the bg in the pack
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June 17th, 2007, 15:25 Posted By: Freshmilk
Hi again, lol.
I know its now been a very long time since my last release of CTF, which i must apologize for - in the midst of every other project i have going, it sort of got lost under the files of other games. Last night, however, I remembered having started CTF v0.2, but I never got to finish it - So, for the last 2 or 3 hours, I've put some time into finishing this for you guys. Being as its been quite a few months since I last looked at this, I can't exactly say whats new, apart from what I added this morning:
- The arrows actually work now
- Fixed scoring system for the game
- Fixed analog glitches
- Fixed all collision errors reported
- Made the analog optional
- Changed the music
- Made the game considerably smaller by using transparent images on a gradient backing
Some of the above are thanks to Dante_emo hunter and TheSilenceofNobody from QJ.net forums, who helped me pull this project together for you. So, for those of you that appreciate it, I present to you CTF v0.2:
Download:
http://www.sendspace.com/file/u4dlq3
[Sorry for the upload, the attachments never seem to work for me]
FIXED LINK
Thanks, Freshmilk
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June 17th, 2007, 18:01 Posted By: wraggster
News/release from the darkside986:
Hazed Mirror Productions presents:
An Easy Accelerated Image lib v 0.1 (alpha)
Link: http://www.mediafire.com/?f0mejxbd3xz
The simple set of files (image.h/c, misc.h/c) is intended to be an alternative to graphics.h/c because it adds useful features such as faster rendering, image scaling, and rotation. I have tried to design it to be as simple as graphics.c/h and also have more features. Unfortunately, some features (such as blitting and image to another image) didn't make it into this release but it is released under the open source FreeBSD license so anyone can freely use it and re-release enhancements without permission.
The download contains a simple demo program that shows how to use the functions to render a spinning object (windmill).
Download Via Link Above
via thedarkside986
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June 17th, 2007, 18:33 Posted By: wraggster
New from Divineo China
Welcome to the next level of puzzle games. Puzzle Scape is an action block busting game for the PSP system where players arrange blocks of different colors into chains that are exploded by 2x2 same colored blocks. Eliminating the blocks creates level-ups and the player can gather a variety of power-ups by creating long chains. Level-ups introduce new elements into visually amazing background landscapes.
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June 17th, 2007, 18:46 Posted By: wraggster
via engadget
It's unlikely that we'll be the only ones thrilled to see this fiasco finally reach closure, and even though the dust has somewhat settled, the PS3 faithful are still operating sans a first-party rumbling controller. Rumors may have suggested that such a device was indeed getting ready to launch in the not too distant future, but according to a blurb at Inner Bits, battery life could be holding things up. While it doesn't come without a tad of salt, Sony is reportedly "facing some difficulties with regard to battery life," as sources supposedly mentioned that "the rumble and wireless support" were causing the batteries to "drain too fast to be acceptable for consumers." Of course, there's always the third-party alternative if you're not picky, but those holding out for the real deal could be waiting a tick longer if this proves true.
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June 17th, 2007, 18:51 Posted By: wraggster
via engadget
Sony's PR department has got to be one of the oddest places in the world to work: what other job requires doing damage control over accusations of running a racist marketing campaign and apologizing to the Church of England about violent video games in the same breath? Well, the latter is the current situation report from the whole "Resistance: Fall of Man level being set in Manchester Cathedral" brouhaha. Apparently, the company and the Church are going to sit down and discuss the Church's demands -- how much the company will be donating, and whether there will be a recall of the game -- with the background of Sony sincerely apologizing to anyone that was offended by the depiction. In light of this controversy, the embarrassment from asking a Church "can we make a video game where we shoot aliens inside this Cathedral?" would have been far less damaging than all this negative publicity: next time Sony, just ask permission!
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June 17th, 2007, 18:54 Posted By: wraggster
via engadget
The translation from Korean to English is a little icky, but it looks like the PlayStation 3 launch in Korea which took place earlier today went ahead with an 80GB hard drive, in line with previous reports from Sony. It still confuses us as to why Sony is so adamant that the rest of the world won't be enjoying this same capacity anytime soon: it's not a justification to say that Korea has better broadband and therefore more capacity is required (Europeans and North Americans will just have to wait longer to fill the drive!) But hey, we're not ones to get all huffed and puffed about a measly extra 20GB of space; you've already "freed your hard disk" by now, right?
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June 17th, 2007, 20:20 Posted By: wraggster
Heres one i missed from a month or so back from Poison, heres the french to english translation:
Hello, to start in the programming out of C, I made a small adaptation of mini play “More or less” (see here), the goal of the play being to find a number that randomly selected the PSP.
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June 17th, 2007, 20:36 Posted By: wraggster
Another release from our affiliates over at Playeradvance and coder solilo1 that i missed too.
Heres the french to english translation:
Presentation: Amateur of failure, I did not find anything on the fabric which uses the PSP as clock. I thus pulled up my socks and learned OSLIB. It is “customisable”, you can change the bottom of screen as well as the figures. How to play: Start to start L or R to rock from one clock to another square for pause triangle to stop
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June 17th, 2007, 20:47 Posted By: wraggster
Another release that has been missing not only on PSP News here at DCEmu but at all english speaking PSP homebrew sites, heres the release from Solevis:
Hello has all! ^_^ For my first program out of C for PSP, I decided to carry out an adaptation of a Tête break-in named Ping. The goal being to turn over all the points laid out on a plate 10*10 points. The difficult part comes from made that when you click on a pawn, all the other pawns adjacent are turned over but it is the same for the Pawn in question.
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June 17th, 2007, 21:03 Posted By: wraggster
News/release from Ketchup:
Tristyl, new Team XK's member, is proud to give you his first version of Speed Puzzle
Version : 0.1
Goal of the Game : It's a Taquin game. You have to move the Empty Case, to retrieve the original picture, as quick as you can.
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June 17th, 2007, 21:08 Posted By: wraggster
via devsgen
Here is the first, but not the last, release that DevSgen present you. It's Lua FoOt v0.1, developed by Valer and nono4012.
Goal of the game :
To score as lany goal as you can before the end of the chrono (Pong Like)
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June 17th, 2007, 21:29 Posted By: wraggster
via devsgen
Shadow77340 is back with a new version of Destroydust ! The code was totally reviewed and optimized.
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June 18th, 2007, 01:30 Posted By: DPyro
The video retailer will not carry HD DVDs in 1,450 stores.
Washington, D.C. (June 17, 2007) -- Video rental giant Blockbuster will only rent HDTV DVDs in the Blu-ray format in 1,450 stores next month when it expands its high-def service. That's according to an exclusive report today from the Associated Press.
The retailer has tested both formats in approximately 250 stores for the last several months. But Blockbuster officials say 70 percent of the high-def rentals are Blu-ray. "The consumers are sending us a message. I can't ignore what I'm seeing," Matthew Smith, Blockbuster's senior vice president of merchandising, tells AP.
Blockbuster is expected to announce the decision to favor Blu-ray over HD DVD on Monday, AP reports. However, the retailer will continue to carry HD DVD titles in the original 250 test locations.
Read More via tvp
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June 18th, 2007, 04:45 Posted By: fatcat04912
via McZonks Blog http://emergencyexit.untergrund.net/
A lot of people asked, why Quake 2 runs on the old Playstation (33 mhz, 2 mb memory, 1 mb video memory) and I have problems with the PSP which offers 32 mb memory. Most crashes and hangs are memory problems. There are a lot of reasons and i will try to explain a few of them. But let me show some screenshots first.
All gamers who tried the game on both playforms will notice some major differences. The models are reduced in polygon count, texture size and animation steps. The maps are remodelled so the polygon count is reducest drastically, some areas are removed completly and there are loading time inside of the map. It would be a bad idea to remake the maps for the psp version too. A huge benefit over the Playstation version is, that the psp version can load any Quake 2 map without modify it.
Memory Usage
The question is, should Quake 2 PSP be more like the Playstation version or the windows version which uses around 50 to 100 mb memory. There are some reasons why my goal is the real version. But where is all the memory used? As already mentioned before the PSP offers 32 mb memory to use. The firmware uses around 9 of them. So you have around 23 mb for your application. After game initialization Quake 2 uses 5 mb, for code and data, for console and menu.
So what to do with the rest of 18 mb. The maps files are between zwo and three mb on the memory stick. But the bsp tree will be use around 4 to 8 mb in game and graphics engine and the map textures will also use around 2 to 4 mb. When the map is loaded you can run through an empty world. Weapons, ammo packs and items will use another 2 mb. The enemy models will take around 5 to 10 mb.
Quake Soldier
Let us take a look at the basic unit in Quake 2: the solidier. This easy enemy occures on nearly every map with different weapons and look. The Model is 456 kb, the textures are 345 kb and the sound files are 356 kb, what is 1.1 mb in total - Yes, there will be sound in the next release.
Another problem is that the PSP has no memory managment unit. When the Quake 2 beta crashed during loading the next level, it was usually a problem because of fragmented memory. So you have to take care that you do not split the memory in to much little pieces. I solved this by unloading the whole stuff when quit a map. Unfortunatly this will increase the loading time for the next level.
I have rewritten the sound engine complety. It is now, same as graphics and input, full custom psp code. It is unfinished but there will be audio output in one of the next version. Perhaps i can integrate a streaming music player too, but this a less imporant feature on my todo list. The challange in single player mode will be to reduce the memory usage to make all or at least the most maps working on the PSP. Multiplayer will not have the memory problems since only some player models has to be loaded. There is a bot library for Quake 2 which would be nice to include. I’m unsure if I should focus on single- or multiplayer first. I also would like to externalize the game engine into a .prx, so I can load mods. This is a nice time to test my new poll script. What feature would you prefer?
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June 18th, 2007, 07:40 Posted By: wraggster
New release from Becus25 of his application that allows you to access the PSPs Flash Area.
Improvements :
NOTE : You can acces to the flashs on write mode
- You can acces to flash0
- If you press Start and there is connected the USB the PSP show a message and not exit of the application.
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June 18th, 2007, 07:42 Posted By: wraggster
Becus25 is a spanish programmer, creator of Custom Firmware 1.62 IE. This alternative to Dark_Alex's Custom Firmware is in full evolution and we thus met Becus25 to ask him some questions.
MaGiXieN: Who is Becus25 ? Can you tell us about you ?
BECUS25: Becus25 is a normal person . He like the football and the computers. My nickname "Becus" comes from the name of my dog. When I was smaller creates an account of electronic mail with the name becus25. From my nickname comes there.
MaGiXieN: What decided you to program on PSP scene ?
Becus25: A new challenge. To program for a console with protections (although in firmware 1,50 there are no too many). Also it wanted to improve my way to program. I began to program in Visual BASIC; after that I decided to program in C.
Full Interview
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June 18th, 2007, 16:56 Posted By: wraggster
Uberjack has released a new version of his MSX Emulator for the PSP, heres whats new:
Virtual keyboard improvements. The virtual keyboard now requires an external file - 'msx.lyt' in the emulator directory—the file contains keyboard layout information
fMSX updated to version 3.3
Lots of minor bug fixes
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June 18th, 2007, 16:59 Posted By: wraggster
One of the PSP Scene (and DCEmus ) finest Zx-81 has released a PSP dev kit for linux users, heres the info:
Hi all,
Here is a tar ball of PSP Software Development Kit i've compiled on my Linux Fedora core 4 Destkop, and that i use for my hombrews :
pspdev.tar.bz2
Of course if you want the latest version you have to check it out from the subversion server : svn://svn.pspdev.org/psp/trunk
I Hope it can be usefull,
Zx.
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June 18th, 2007, 17:05 Posted By: wraggster
News from Neoflash about their PSP and GBA/Nintendo DS Coding Competition:
NEO Summer coding contest 2007 for NDS(GBA) and PSP second announcement
*** close time: Aug.20th 2007 ***
* NDS(GBA) and PSP Game division
There are 10 winners for NDS(GBA) game and 10 winners for PSP game, total 10+10 winners.
* NDS(GBA) and PSP APP division
There are 10 winners for NDS(GBA) App and 5 winners for PSP App, total 10+5 winners.
For the NDS App, the main concept is for MK6 motion cart and NEO2/3 applications, it's mean you will have more chance to win with an Apps using the full hardware function.
The rules of NEO Summer coding contest 2007:
[1] All original entries will get +5 "original score " , but the second entry (same project from last compo but improved, and just enter one more time again ) will don't get any "original score" in this compo.
[2] The public poll will get less judge power , like just get half score than before.
[3] All last neo compo top 10 winners and neo compo partner site can give out their judgments (PM to Dr,neo), we will count them together, so it'll be more professional and more fair.
[4] The No.1 winner can't use their same project (even it's update a lot) to enter the next compo.
[5] You can enter the PSP/NDS/GBA's GAME contest and APP contest both, without any limit.
[6] You must put the splash screen of "NEO Summer coding contest 2007" to your production.
[7] If your production have enter other compo before, you can enter this NEO compo still.
[8] If your NDS project can support MK6 Motion function, then will get +5 "Motion Score".
The top 10 prize list for NDS(GBA) and PSP contest,4 divisions are same:
The No.1 : US$300 cash , and can choose anyone item from the final NEO product prize list.
The No.2 : US$200 cash , and can choose anyone item from the final NEO product prize list.
The No.3 : US$100 cash , and can choose anyone item from the final NEO product prize list.
The No.4 ~ No.10 : can choose anyone item from the final NEO product prize list.
NEO Summer Coding contest 2007 close time : Aug.20th 2007
Winner prize send out time : Sept.20th 2007
More Info
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June 18th, 2007, 17:20 Posted By: wraggster
New from Play Asia
features
Roll, Bounce and Tilt the LocoRoco through a vibrantly animated world.
Fluidly Morph to the Environment: Stay round to roll, become slim to squeeze through narrow passages, and disassemble into smaller LocoRoco to collectively pass through small crevasses and paths.
Eat to increase the size and quantity of LocoRoco and to gain access to secret areas and hidden rewards.
Simple Intuitive Gameplay: Just press the L and R buttons to tilt the landscape or bump the LocoRoco onto higher platforms and up hillsides.
Over 40 Stages of lush living landscapes: Roll across grassy plains and slippery slopes. Bounce and balance on teetering platforms.
Six Different Types of LocoRoco, each with unique voices and actions.
Captivating, light-hearted original songs communicate the joyous world of the LocoRoco.
Extras features include the customizable LocoHouse, three mini-games, and exciting wireless features.
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June 18th, 2007, 17:21 Posted By: wraggster
New from Play Asia
PQ2: Practical Intelligence Quotient 2 helps players calculate their intelligence by using the new PQ scoring system. This system was created under the guidance of Professor Masuo Koyasu of Kyoto University in Japan. Through a series of games, you'll measure your brain power and test it against your friends, your country - even your gender! Use the PSP to take your score online & measure your brain power against others
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June 18th, 2007, 17:22 Posted By: wraggster
New from Play Asia
features
New Team, New Location – Two new Rainbow operatives enter the impending doom that is Las Vegas as their console brethren, Keller, Park and Walter, simultaneously work against the clock to save “Sin City.”
As Brian Armstrong, work as a field operative and assault expert, taking down tangos from the ground floor.
As Shawn Rivers, use your sniper and long-range shooting skills to pick off terrorists from above, one at a time.
Tag-Team Gameplay – In single-player mode, play as both a field operative and sniper as you battle to protect the innocent from carnage.
Observe - Plan - Assault – Use tactical planning to maneuver through Vegas environments while utilizing high-tech equipment like snake cams to strategically “tag” terrorists prior to entering a room.
Take Cover – When the action heats up switch to third-person view while taking cover, giving you time to examine the situation before making your move.
Tailored Control System – Shoot your way out of relentless gun battles utilizing a tailored control system built specifically for the PSP system.
Player Rewards – Build up your stats to unlock exclusive Rainbow Six Vegas content including concept art and the feverish Terrorist Hunt mode.
Terrorist Hunt Mode – Hone your skills in Terrorist Hunt mode, where your objective is simple – kill the terrorists. Enter specific points of single-player maps and down the spawning terrorists one at a time.
Multiplayer – Take the fight to five of your closest friends via wireless (ad hoc) or online play in Survival and Team Survival multiplayer modes, while exploring six classic Rainbow Six maps.
description
For the first time ever, Tom Clancy’s Rainbow Six® brings its frenetic counter terrorist gameplay to the PSP® (PlayStation®Portable) system. In a story paralleling the Xbox 360™ video game system from Microsoft and PlayStation®3 computer entertainment system versions of Tom Clancy’s Rainbow Six Vegas, Rainbow operatives are forced to defend one of the most recognizable cities in the world, as Las Vegas finds itself in the midst of chaos. The future of Las Vegas and global security is in your hands … can you save Vegas?
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June 18th, 2007, 17:25 Posted By: wraggster
New from Play Asia
features
Battle as your favorite ninja: Play as one of over 30 playable characters from the hit TV show including Naruto, Sasuke, Kakashi, Rock Lee, Gaara, Kiba and many more.
Upgrade your character: Customize your favorite character to give you the edge in battle. Earn points toward upgrading the character's strength, defense, chakra, agility and even special abilities.
Live the TV adventure: Play through key plots in the anime from the Chunin Exam through the Tsunade story arc, including all of the major battles, while performing powerful ninjutsu moves as seen in the hit television series.
Powerful Secret Techniques: Unleash your chakra to perform multi-level super attacks capable of defeating even the most deadly of enemies.
Tons of combat variety: Battle in 16 unique stages using either close combat or a variety of ranged weapons. When you need an assist, call on support characters to help with super attacks or drop off power-ups.
Lots of game modes: Play Ultimate Road to follow the anime storyline and unlock an original plot, take on over 60 challenging missions or play through seven unique mini-games
...and much more! Tons of replay value with unlockable features such as playable characters, movies, music, cards, certificates, etc.
description
The ultimate ninja battle returns!
Battle the best in the land with intense, anime-style head-to-head ninja fighting with over 30 playable characters and 16 unique stages. Choose from more than 60 exciting missions, test your skills with challenging mini-games or play through the anime storyline - and even unlock an original story - in the all-new mode, Ultimate Road. Earn money and points to unlock tons of bonus content as you unleash your chakra and ascend the ranks on your way to becoming the greatest ninja of all!
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June 18th, 2007, 19:41 Posted By: wraggster
News/release from ManiacX:
Hello everyone!
I am proud to present version 2.0 of my CSP Development Studio!
Changelog
Compiler updated to latest release (Thanks Xpack and Mr305!)
100% Works with Windows Vista (Even compiling!)
Re-designed compiling mechanism (Now sets up the env. varriables, then executes make.exe = NO MORE BAT FILES!)
Ability to use cygwin instead of built in compiler
Added Snippet Explorer (Drag and drop)
Output now works properly on all operating systems (Including Vista)
Faster Intellisense Response
Deleted unnecessary code
Faster startup time
Added donation button
This is quite a small changelog, now that I look at it. All that took endless hours of hard work to acomplish.
If you support the CSP Project, please donate by clicking on the appropreate button in the IDE. Every little bit helps!
Unfortunatly, this needs to be installed as a fresh install. Please un-install your previous CSP Installation before trying out this one.
Download
Link: www.pspsc.com/csp/online_install
Notes: WORKS ON FIREFOX TOO!
Status: Ready to download!
Release Notes
I have not tested this new version installed in a path including spaces (there was an error with the previous compiler making that a must). It may or may not work.
To change the compiler options, either use the "Change Compiler Options" Dialog, or manually edit the files (path.bin, pspsdk.bin, pspdev.bin)
More release notes to come!
Download Via Link Above
via maniacx
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June 18th, 2007, 19:43 Posted By: wraggster
News/release from the darkside986:
This is an updated and fixed version of Easy Accelerated Image Rendering Lib v. 0.1, which is an alternative to graphics.c/h, but unlike graphics.c/h, is much faster, and provides the ability to stretch and rotate images, but is also easy to use.
Unlike the previous version, this one is quite usable and provides new features, such as the ability to render an image to another image, printing text to an image, etc.
As usual, it is released under the FreeBSD license, which allows anyone to redistribute it with or without modification, in binary or source code form. So it can be used in closed-source (or open) homebrew applications.
Download HERE
via thedarkside986
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June 18th, 2007, 19:51 Posted By: wraggster
News/release from Xarro:
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June 18th, 2007, 23:28 Posted By: wraggster
News/release from Carlos Eduardo :
About 3 weeks ago, I got a Sony PSP, since only playing games isnt enought for me, I started fiddling around for so called "Homebrew" software for it.
The homebrew community for PSP is quite big and mostly around C coding but surprisingly I found that a guy named Jerome made Python-psp, awesome port of Python 2.4.3 and PSP graphic, sound and network API to Python modules.
Based on that and my bare knowledge of C, I decided to start working on a Stackless Python port for it.
I recently saw the great work from Richard Tew in porting Stackless to Nintendo DS and decided to give a try. Checked out the 2.4.3 PSP port from python-psp repository and merged the Stackless 2.4.4 tag into it.
The first thing to be done, was fixing up some conflicts mostly related to IO and threads. Next Richard pointed me out that the Stackless needs to save and restore stack pointers and this is done in assembly.
Based on trial and error, it took me a day to figure out and have a compiled interpreter.
To finish it all, I ran the stackless unittests and some Stackless applications from the Stackless Examples Project and found that its all working.
I hope other people could try it out and maybe find some bugs, probably I will make the source available and the diff patches too.
The next thing in my roadmap is porting Python and Stackless Python 2.5.1 to PSP, hope it wont be much trouble.
To install just create a folder in your /PSP/GAME150 folder and place the EBOOT.PBP there.
The python folder is the libraries and must be placed on your memory stick root.
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June 19th, 2007, 00:11 Posted By: Shrygue
via PS3 Fanboy
It's that time again. Time to look over the coming week's offerings and either laugh or cry. Or both. The releases for this week are as follows.
US Games
EU Games
Asian Games
Interesting stuff. The Japanese have had two potentially excellent games released in the last two weeks. While we know that Ninja Gaiden Sigma includes English text and voices, we're not yet certain about FolksSoul. We have our suspicions and will keep you informed as soon as we find out.
Don't forget, your PS3 just loves playing games from any country. Seriously. Loves it. So if there's something on the list you fancy, then don't be put off by its region. Release dates are in a constant flux, so be sure to call ahead before wasting a trip to the shops.
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June 19th, 2007, 16:58 Posted By: wraggster
News/release from Brethrens:
random_icons.prx version 2 by brethren
drag and drop the three folders into the root of your memory card then enable cxmb.prx and random_icons.prx in recovery
usage store your topmenu_plugin.rco's in ms0:/PSP/SYSTEM/RTOPMENU. There is no upper limit
Just name them like this topmenu1.rco,topmenu2.rco, you can have as many as you want.
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June 19th, 2007, 17:04 Posted By: wraggster
News/release from vashts121 :
Phaze is a portal that does it all. You can:
Play Flash games
Run useful applications
Download content onto your PSP
Chat on instant messengers
View other useful and time-killing sites
Chat with other Phaze users
This is just the first build. I am still in the process of finding a server to host eboots, PSP mods, backgrounds ect. so hang in there. Things that will be added are:
File browser/opener
Much more games, apps, content ect.
Interchangeable themes
*This is my first portal, I'm sorry if it doesn't live up to anyone's expectation of a perfect portal. I will make it better as I learn more.
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via vashts121
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June 19th, 2007, 22:19 Posted By: wraggster
News/release from Vandal
Just want to share my 2nd homebrew game. This time it's a card game
DETAILS
Title:
Lucky9 Portable
Description:
Ported Lucky 9 card game to PSP. Patterned it the way played in my hometown, wherein all face cards are excluded from the deck. Added levels so as to make some kind of story mode (needs improvement though).
Game Rules:
1.The object of the game is to draw a hand that totals 9 or as closest to 9 as possible.
2.No hand receives more than 3 cards.
3.When player's hand & dealer's hand are equal,a Stand-Off is declared.
4.Tens cards are worth zero, aces are worth one, & all other cards are worth their face value.
5.If the value of a hand exceeds nine, the value is adjusted by subtracting 10 from the total.
To Do Notes:
Add sound
Skins for different gambling spots
Adhoc
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June 19th, 2007, 23:32 Posted By: wraggster
News/release from Cools:
Well finally the 2nd release of block dude! Major, Major thanks to the block dude creator, Brandon Sterner! This version includes many updates from the previous. And straight from the readme:
I tried to make this clone as close as I could get it to the calc one! It include the original 11 levels and the three extra from the flash remake. It also includes some custom made levels made by Access_Denied, Beefland, and Spirit Hawk.
_________
Changes
_________
Updated MP3Lib, now will filter mp3's better
Automatic Scrolling
Level Editor
Level Uploader
GFX Mods!
No More Oldpad/Pad thing
MANY BUGFIXES!
others aswell...
_________
Bugs
_________
When you beat the 14th level there is no Congrats, but trust me it's there in spirit!
If you go under a ledge the same height as where a block is whie carrying a block that the block falls behind you. (too lazy)
1 is intentional, as it is in the original. It is needed to beat a few levels!
Be sure to read the readme for controls and the level editor .txt on how to use the level editor
Oh... forgot in the readme (sorry) but also thanks to matriculated for making a gfx mod. There are 2 gfx mods, matriculated's and a tux one.
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via cools
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June 20th, 2007, 02:12 Posted By: JKKDARK
via Canada.com
Eidos is wrapping up all three Hitman games into one package in advance of the Hitman movie, set be be released this fall.
Included in the package will be Hitman: Blood Money, Hitman: Silent Assassin, and Hitman: Contracts along with a bonus preview disk with content from the upcoming Kane and Lynch game.
"Hitman Trilogy is a seriously intense dose of gaming," says David Bamberger, marketing manager at Eidos. "The three game set will show just how controversial and innovative the action and stealth gaming genre remains. Players new to the series are in for quite a shock."
In the Hitman games, players take the role of Agent 47, an assassin-for-hire who uses stealth to take out his targets.
The Hitman trilogy is set to launch on the Playstation 2 and PC platforms on June 20, at the bargain price of $29.95 USD.
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June 20th, 2007, 02:15 Posted By: JKKDARK
via Business Wire
The time for monkey business has arrived, as D3Publisher of America, Inc. (D3PA) announced today that The Adventures of Darwin™ is shipping to retail stores across North America exclusively for the PlayStation®2 computer entertainment system from Sony at an SRP of $19.95. In The Adventures of Darwin, players take on the leadership role in a group of primitive, yet promising, primates. The game follows the evolution of group leader Darwin the monkey and his adorable companions as they grow from a small assembly of simple primates to a powerful, intelligent colony of human cavemen. This process is prompted as players learn about and interact with the vast prehistoric world around them. If gamers want to survive life in the hostile world, they must evolve!
“Just as Darwin does in the game, the PlayStation 2 market is evolving--it’s now ready to accommodate more games like The Adventures of Darwin that appeal to family-friendly audiences,” said Sam Guilloud, brand manager, D3PA. “With such a large and loyal install base of over 38 million in the US (Source NPD), this is the perfect time in the PlayStation 2’s life cycle to release such a unique title.”
The Adventures of Darwin utilizes innovative real-time strategy elements and a first-hand evolutionary gaming experience. Commanding up to 30 primates, gamers assign a variety of tasks to their primate companions and make real-time decisions to increase the chances for survival of the fittest. Tribe members become more intelligent as they evolve, improving survival skills and verbal communication as the level of civilization advances. The richly colored world is beautiful but dangerous, filled with lush jungles, volatile volcanoes, dark caverns and raging rapids. The group hunts wooly mammoths, saber-toothed tigers, ferocious dinosaurs and other foes for the safety and benefit of the village. Players can lead their tribe on adventures, teach them to hunt, collect raw materials to build with and use as tools and weapons, and encourage the use of increasingly civilized language. The weapons arsenal will advance as the village and its members progress. Players of The Adventures of Darwin will find out if they are capable of becoming a leader of evolution, or if they are doomed to a life of monkey business!
The Adventures of Darwin was developed by Vingt-et-un-Systems Corporation and is rated “E 10+” (“Everyone 10 and older”) by the ESRB.
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June 20th, 2007, 05:48 Posted By: Basil Zero
Late last year, Gran Turismo designer Kazunori Yamauchi told fans that the next installment in his popular driving simulation series would reflect a change in the franchise's core principles and become "a fully realized online car life simulation."
While it might not be one of the "core principles" Yamauchi referred to last year, the designer did confirm one change in store for the next Gran Turismo in a recent Polyphony Digital profile by French motorsports program Turbo. For the first time in a Gran Turismo game, players will be able to select an inside-the-car viewpoint with the steering wheel and dashboard visible.
"To translate the real car into 3D, we use data and assets provided by the car manufacturers, but we also use a scanner that completely digitizes a car," Yamauchi told the show. "Here's a scoop: We're also modeling the dashboards because you can drive from the interior view in the upcoming Gran Turismo 5."
When asked about the Gran Turismo five in-car views and recent rumors of downloadable content for Gran Turismo HD for the PlayStation 3, a Sony representative told GameSpot, "We haven't made any recent announcements on the GT franchise."
http://www.gamespot.com/news/6172697...wstop;title;14
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June 20th, 2007, 05:56 Posted By: Basil Zero
Well, it seems like Squareenix showcased a private trailer of the dissidia game for PSP, however today they released it for the world to see though unknown to many until now.
The vid shows some gameplay elements such as HP used instead of a health bar in traditional fighting games.
Also it shows characters such as Garland(supposedly), a dark knight, Zidane, Kuja and of course Sephiroth.
Now fellow FFFreaks, drool over this video of the next big PSP game:thumbup: :
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June 20th, 2007, 17:28 Posted By: wraggster
New from Play Asia
Based on the 2007 live-action feature film, Transformers: The Game lets gamers control the outcome in the battle for Earth as they choose to protect it as Autobots or destroy it as Decepticons. Players experience the unstoppable power and massive scale of their favorite Robots in Disguise such as BumbleBee, Barricade and others. As the Transformers robot's war comes to Earth, gamers make the choice to join the Autobots in protecting our planet or to join the Decepticons in destroying it. With dual campaigns, the fate of the world is in players' hands.
Also available for worldwide delivery at SuccessHK
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June 20th, 2007, 17:36 Posted By: wraggster
New from SuccessHK
Crash Bandicoot Action Pack brings together three hit Crash Bandicoot games, for the wildest and funniest adventure around. All the fun of platform gaming and classic kart-racing come together in Crash Nitro Kart, Crash TwinSanity and Crash Tag Team Racing.
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June 20th, 2007, 17:37 Posted By: wraggster
New from SuccessHK
Fantastic Four: Rise of the Silver Surfer features Marvel Entertainment's legendary super-powered foursome in its second big adventure. In the game and the film, Marvel’s first family of Super Heroes faces its greatest challenge yet as the enigmatic, intergalactic herald, the Silver Surfer, comes to Earth to prepare it for destruction. As the Silver Surfer races around the globe wreaking havoc, the team must unravel the mystery of the Silver Surfer and confront the surprising return of their mortal enemy, Dr. Doom, before all hope is lost! The game is based on both the popular comic book series, as well as the movie sequel, with exclusive plot elements that complement the film. It features all of the foursome’s over-the-top super powers, as well as a unique fusion attack system that allows players to combine forces with one, two or all teammates, in order to execute devastating team attacks against the opposition. In addition to fighting familiar enemies from the Fantastic Four universe, players can unlock alternative costumes, comic covers and more!
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June 20th, 2007, 17:41 Posted By: burrito
I was at FYE and saw that they have a US$30 mail-in-rebate on the Core PSP.
You need to purchase the psp before July 4, 2007. The rebate needs to be postmarked before August 4, 2007.
This only works in stores, and not online.
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June 20th, 2007, 17:42 Posted By: wraggster
SuccessHK have today let me know of the arrival of a load of new Downgradeable European version PSPs at SuccessHK
The PSPs are retailing for $204 (£102)
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June 20th, 2007, 19:46 Posted By: Shrygue
via Games Industry
Sony technical officers Izumi Kawanishi and Kanehide believe there's room for 30 to 40 per cent more improvement in the PS3 as an audio-visual piece of kit via future firmware updates.
The pair also remained confident that this wouldn't have an adverse effect on fan noise, even hinting at the possibility of a fan-less model somewhere down the line - similar to the PS2.
"So far, we are not worried too much since we have plenty of processing power left even at peak usage," AV development boss Kanehide told AV Watch.
Platform development boss Kawanishi agreed: "Nothing yet comes close to the load that Folding@Home applies. And I can see the possibility of a fan-less PS3 in the future, just like there was for the PS2."
The most recent firmware update for PS3 was version 1.8, which added support for PS1 and PS2 games to be upscaled to full 1080p. DVD playback at the same resolution was also featured, but only with an HDMI-compatible television.
It also introduced remote-play, allowing users to control the PS3 with the PSP.
And according to Kawanishi, the technology to control games using a PSP is already available - it's just a case of if the developer wants to include it. He also mused that turning a PS3 on using a PSP remotely could be on the horizon.
But the pair concluded that the future of firmware updates would depend on what consumers wanted, as listening to the community is a key area for them.
"The scary thing about the PS3 is that we can continue to add updates as long as there is space on the HDD," concluded Kawanishi. "We won't stop though, since adding new functionality is a lot of fun. We really enjoy getting feedback from the customers, and finding things we really hadn't thought of."
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June 20th, 2007, 19:48 Posted By: Shrygue
via Games Industry
Ubisoft CEO Yves Guillemot has said he believes Sony got the price of PlayStation 3 right at launch - but warned a cut will be necessary if the company wants to attract more consumers.
Speaking in an interview with GamesIndustry.biz Guillemot said, "Everybody has to remember that volumes are very dependent on price. I know the platform holders all know that, so now we have to wait for them to see when they want to achieve those numbers."
He went on to observe that PS3 enjoyed "a great launch", stating, "[Sony has] sold a machine that is actually expensive to build at the right price for consumers. It's just that if we want more consumers, we'll have to have a price that will make more people come in."
Last month, Guillemot hit the headlines for calling on Sony to drop the price of PS3 "quite significantly".
He explained to GI.biz, "I was just saying that in the last generation, we had machines that were at a lower price and they were selling more.
"It's just something to consider for all the manufacturers, that the price of the machine has a huge impact on the number of machines sold."
For more from Guillemot, including his thoughts on supporting the Wii, the decline of E3 and why it's a good time to be a third-party publisher, read the full interview.
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June 20th, 2007, 20:16 Posted By: Shrygue
via PSP Fanboy
A leaked retail release calendar accidentally revealed Sonic Rivals 2 a little too early. However, Sega has officially announced the title today. This PSP-exclusive sequel will feature a revamped rival "jostling" gameplay system for tighter head-to-head competition. (One of the problems of the first title was how limited conflicts were between the racers.) A brand new Battle mode allows two players to jump into six different multiplayer challenges. With Game Sharing, players will be able to partake in the challenges with just one UMD. Power-ups have been improved for the sequel, giving gamers a fairer chance at competing.
In addition, Miles "Tails" Prower and other new characters have been added to the playable roster. A new single-player Free play mode will allow characters to explore each level at their own pace. Just as before, each character in the game will also have their own unique signature moves.
Finally, card collection returns in Sonic Rivals 2: it now features more than 150 collectable cards, which will enable players to customize characters with new track suits, unlock PSP backgrounds, and unlock Cup Circuits. Sonic Rivals 2 is currently scheduled for a Fall release. Check out the first images of the game in our new gallery.
Screenshots
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June 20th, 2007, 20:23 Posted By: Shrygue
via PS3 Fanboy
Gamasutra is today reporting that Sony's San Diego studio has stopped developing full-blown PS2 and PS3 games. Instead the studio is concentrating on developing downloadable content for the PlayStation Store.
The thirty-person development team has split into three teams of ten, with each group working on a separate title. Hopefully with a setup like this we can see some good quality downloadable games coming out at a decent pace. Sony seem to be putting a lot more emphasis on first party support for their online service, as opposed to Microsoft's Xbox Live service which is almost exclusively third party. If Sony keep delivering cheap, quality, bite-sized gaming on the PSN with games like Calling All Cars and Blast Factor then it will do a good job placating us while we wait for the major titles to be released.
We are certainly looking forward to seeing what comes out of the San Diego studio in the future
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June 20th, 2007, 23:10 Posted By: wraggster
the french site pspgen have posted some details on the work being done on the unreleased Custom Firmware 3.50OE
Heres the french to english translation:
Today of exclusiveness, we reveal you the beauty of the plumage which next the custom firmware will have: the 3.50 OE.
But where the custom firmware well 3.50 OE can hide?
The 3.50 Open Edition, that several wait the instability of the last custom firmware in list, is at present under development by the energetic duet: DarK_AleX and Mathieulh.
They programmed at present 5% of your next custom firmware. You will say to us that it is well little, but they began the programming yesterday, after the examinations of DarK_AleX. We can ensure you that the 3.50 OE will be supplemented as quickly as the precedents. Let us recall that all the elements are in place, thanks to the decoding of TEAM C+D, to create this new firmware OE
The innovations are very simple, the 3.50 OE will allocate quite simply the use of the kernel 3.50. New demonstrations now require this firmware, various plays will not delay before being provided with the kernel 3.50 obligatory. In light, no large innovation, if it is not the passage to the 3.50..
So the coding is at 5%, a long way to go eh :P
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June 21st, 2007, 08:15 Posted By: siulmagic
PSP firmware 3.50 carries, one important feature that's apparently been unlisted is that this latest fw release will finally allow commercial games to run at the PSP's full 333mhz CPU speed.
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June 21st, 2007, 09:34 Posted By: titch.ryan
from playstation store:
Forget espionage, this is war! Download now and sample the 6 player deathmatch mode from Metal Gear Solid: Portable Ops.
its only ad-hoc demo though!
works on custom firmware 3.40oe aswell just set game folder kernel to 3.40.
heres the link
MGS online demo
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June 21st, 2007, 17:00 Posted By: wraggster
New game released for the PSP, heres the details:
The Solar system has been taken over by several alien races. Commander Holland leads a few brave men in their heroic efforts to reclaim the galaxy. Are you up to the task of breaking through their rock-solid defense?
Galactic Breakout is a PSP game that reminds of the timeless arcade classic, but it has more than that. It features various bricks with unique properties, and 13 bonusses to collect. Version 1.00 features 70 levels. GBO has everything that makes a game stand out: Cool gameplay, graphics, music and a storyline. And the best part: it's free!
Got stuck in that one level you can't beat, or do you just want to fast-forward to the final onslaught? Donate 3$/3€ or more and unlock wichever level you want. Please note: all currencies are accepted, but you have to specify the amount in Euro's. Currencies will be automatically converted.
Download the massive game (54mb) over at the official site
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June 21st, 2007, 17:03 Posted By: wraggster
News/release from insert witty name:
pgeFont is part of Phoenix Game Engine.
-=Info=-
The library loads a TrueType font and generates a swizzled 4-bit paletted bitmap font texture for use when drawing text. It's very fast.
-=Samples=-
There are two samples included, one for raw GU and the other using the graphics library from Yeldarb's tutorials on psp-programming.com
If you're using the graphics library then you may need to reset the sceGuTex* states to what they are defaulted to in the initGraphics() functions, after using the pgeFont* functions.
It should be easy enough to add to any other library.
-=Dependencies=-
Freetype
-=Differences=-
The differences between this release and the actual Phoenix Game Engine pgeFont code are:
- No loading to VRAM
- No loading from memory
Possibly more on release of the engine.
-=Credits=-
Raphael: Converted my initial 8-bit textures to 4-bit and fixed a bug in the swizzle function.
-=License=-
This is released under the Creative Commons Attribution-Share Alike 3.0 License.
See LICENSE for more information.
-=Atttribution=-
With accordance to the license, the following must be adhered to:
If you use the code in any way, shape or form you must attribute it in the following way:
'Uses pgeFont by InsertWittyName - http://insomniac.0x89.org
If you alter the code in any way, shape or form you must also release the updated code under the same license.
See http://creativecommons.org/licenses/by-sa/3.0/ if you need more information.
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June 21st, 2007, 17:40 Posted By: wraggster
New exploit for the PS3 released by Placasoft
Hey guys,
here we have a tutorial for my newest PS3 exploit. What do you need? :
- PS3 with 1.7 - 1.81
- Warhawk beta PKG file ( http://zeus.dl.playstation.net/cdn/UP9000/NPUA80093_00/
EHv0qnj9BGMdKm5VCNGyCUPU7hMKMrKsctfEve7DWJS9o5gnxH hVVAf0OHhm2v47a
FAiFsT5Y7u7PsVmTAL6FV4OhyRp4MEGyO2E1.pkg?product=0 084&country=us)
-Apache Server ( http://www.apache.de/)
-Simple DNS Plus ( http://www.simpledns.com/)
1st. Installing Apache Server :
Install your Apache Server on Windows, after that go into your Apache Install folder, you will find a Folder called "htdocs". Go in there, and make some new Folder so it looks like this :
"\htdocs\medius-patch\warhawk-pubeta\warhawk\20070608_r012\"
If you finished that, go back to the "htdocs" folder and create more new Folder so it looks like this :
"\htdocs\download\ps3\eu\fah\"
2.Setting up Files
We now have to copy all files we need. Go to the "20070608_r012" folder and download following files into it :
-http://download-prod.online.scea.com/medius-patch/warhawk-pubeta/
warhawk/20070608_r012/NPUA80093.cfg
-http://download-prod.online.scea.com/medius-patch/warhawk-pubeta/
warhawk/20070608_r012/NPUA80093_113_PARAM.sfo
-http://download-prod.online.scea.com/medius-patch/warhawk-pubeta/
warhawk/20070608_r012/NPUA80093_113_release.self
Next step is to copy the warhawk.pkg in to the "fah" folder and rename it to : fah.pkg.
3. Getting the DNS Server work
Download and install the Simple DNS Plus. When you are finished start it, and make a right mouse click on the icon and go to "EDIT DNS RECORDS".
Now you have to press "Quick Domain Wizard" Enter following data :
Domain Name : deu01.ps3.download.playstation.net (which is the server where the ps3 gets FAH)
Web ServerIP/Mail server IP/FTP serverIP/IPaddress : The IP of your apache server!
Now go once again on "Quick Domain Wizard" and enter this :
Domain Name : download-prod.online.scea.com (which is the server where the ps3 gets the Warhawk Update)
Web ServerIP/Mail server IP/FTP serverIP/IPaddress : The IP of your apache server!
4. Setting up the PS3 and installing Warhawk
Got to your PS3, and edit the Networksettings to you IP (DNS - Server). Now we need to Install Warhawk, for this you have to delete FAH (if you have installed it) and download it again! This time it will install Warhawk Beta on your PS3. If its finished start Warhawk.
5.Change Files to Update
Go to the Warhawk update folder, and open "NPUA80093.cfg",
this is the file in which Warhawk takes a look if there is
anything new. The original one contains this :
1.13 NPUA80093_113_release.self warhawkapp.self 80191921.13 NPUA80093_113_PARAM.sfo PARAM.SFO 11281.00 data00p.psarc data00p.psarc 3043387Version Number / name of the File on the server/ name of the file on PS3 / size (bytes)The last row is not allowed to edit, because if you do, theUpdate will fail! But you can change the first 2 rows.E.g. if you want to swap the .png just put this into your .cfg :1.13 NPUA80093_113_PIC0.png PIC0.PNG 46761.13 NPUA80093_113_PIC1.png PIC1.PNG 30313161.00 data00p.psarc data00p.psarc 3043387Now press ONLINE in warhawk, if all works right, he willsee a new update and will download your files into the PS3HDD. It is important that you just have 3 lines in the .cfg!Also the files you want to replace in the ps3 have to exist!Now have fun with this little exploit and check back for morenews!cYaWaisted(aka placasoft)
Remember no warez discussion, we are only interested in exploit for homebrew.
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June 21st, 2007, 17:53 Posted By: wraggster
A new release of ScummVM for all consoles has been released, heres the full info:
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the game, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Heres whats new about this release:
Finally, here it is! Our long awaited, best-ever new release, ScummVM 0.X.0 (or 0.10.0, for those roman numeral challenged amongst you), code named "Tic-tac-toe edition", has arrived today. Now available in stores, err, on download servers worldwide!
"What's new? What's in it? Can I open it up yet?" - Hah, I can already see you shifting impatiently on your seats. But before you run, let me shed some light on the details of this latest installment of the successful ScummVM series:
Several new engines and thus new games supported:
Sierra AGI engine: Space Quest I & II, King's Quest I-III and many more, including a vast number of fan-made games,
Cinematique evo 1 engine: Future Wars,
GOB engine: Bargon Attack, Gobliins 2, Goblins 3, Ween: The Prophecy,
AGOS engine: Simon the Sorcerer's Puzzle Pack,
Parallaction engine: Nippon Safes Inc.,
Touche: The Adventures of the Fifth Musketeer engine.
DXA movies (higher quality than MPEG2) can be compressed better now and can be used for the Broken Sword cutscenes.
Added 'Mass Add' feature to the Launcher, which allows you to scan for all games in all subdirectories of a given directory (to use it, press shift then click on "Add Game").
Many nice improvements to our ports.
And as usual a gazillion small fixes, tweaks and improvements.
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June 21st, 2007, 19:20 Posted By: wraggster
News/release from Weltall:
here it is a new version of cwcheat: 0.1.7 REV.D, which was primarly delayed because the changes to be made to the site were more important.
The most important things about this version is a rewrite of the umd reading functions (some of the first being executed when the prx is being loaded).
This resolved a problem which could affect people with slow umd drives or damaged umd which could lead to more time in bootup and so making cwcheat crash when trying to access them.
So this should make cwcheat more compatible with the 3.40OE firmware.
except this trough other optimizations and the switch to -Os it was possible to reduce the size of the prx making it more compatible with other plugins.
Finally some important things made on the site are the addition of a wiki based documentation (still being written), a bug tracker (mantis), a new server and a huge cleanup of the db which made it being used again in the release package of cwcheat.
Code:
CHANGELOG:
0.1.7 REV. D RELEASE
=====================
- 0000009: [ALL] fixed automaking of a code for found trough float search which used 3 in place to 2
- [ALL] various optimizations to reduce file size in order to increase compatability with other prx
- [ALL] switched from -O2 to -Os which reduced size of ~15kb and didn't seem to do a noticeable change in speed
- [GAME] rewritten the initialization code which reads the id from the disk. Now it waits for the disk to be mounted without using time hacks. This increased compatability with slow umd drives/damaged umds in 3.40 OE systems
- [DB DOWNLOADER] updated to reflect the new server
- [DB] The db was cleaned removing some bogus codes which had zeroes on them or blank spaces: so now the db included in cwcheat is being updated again with the one on the site in each release
- [SITE] the site was moved on a faster host, the download section was fixed and now it's working again
- [SITE] Added a wiki documentation which will be expanded in the future and user can add things to it (translations are also welcome)
- [SITE] Added a bug tracked based on mantis. If you find a bug or something wrong with cwcheat or the site please file a bug report there. But report things correctly saying all the steps to reproduce it else they will be discarded
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June 22nd, 2007, 00:11 Posted By: wraggster
News/release from Sakya:
Hi!
I'm here to release LightMP3 version 1.0.0 (it's my first C program).
It's a simple mp3 player whose goal is to preserve battery life.
I use to listen to music during work and I needed a light mp3 player.
Features:
-Browse all your ms
-Play a single file or a whole directory
-Can play mp3 up to 22mb (no streaming, sorry)
-Displays information on file (including ID3v1)
-Works with psp remote.
-Can play a 128kbit mp3 at 70mhz CPU and 54mhz BUS
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via sakya
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June 22nd, 2007, 00:22 Posted By: wraggster
News/release from Fantasymaster & Bigboss :
hi guys! I'm here to release the first version of PyPlayer!
This homebrew is based on lua player concept, and allows users to run and try on psp their python script based on pspython by Fraca7 -not oslib-.
We have implemented a not totally working file browser (that filters only directories and .py script), and a secondary module that clears the namespace module after a script launch!
This module even delete all .pyc compiled files in the loaded script's directory (this cause slow speed in loading and deleting modules generated from the script).
Note that when you exit from a script you'll return immediately in pyPlayer main screen, and you'll be ready to launch another script without return to XMB
function:
-refresh directory
-dynamic import/clearing modules in namespace
-file browser (not totally working)
-screenshot mode (pressing triangle)
-help mode (pressing circle)
-dynamic reloading of all modules
-dynamic deleting of .pyc files
-.py loader
note:
-script intended to be loaded must'nt be called "script.py". those script will be ignored by loader (in order to prevent incompatibilities with script.py main instance of pspython by fraca7)
-the file browser is incomplete (can view only 49 items between files and dirs in cwd....other items are present but not displayed)
-in current version, some script may freeze when repeatedly loaded (this happens with triple triad psp v.0.1.1 by sakya)
TODO:
-we have to improve file browser
-we have to improve loader
-we have to add various psp common functions
-we have to enable USB connection
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via fantasymaster
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June 22nd, 2007, 02:28 Posted By: wraggster
News/release from radioactivex:
Welcome to my Pixel Dump
Since I've been dabbling with games for a couple of years now, I drew a lot of game pixel art, and since I never used most of it (or the stuff in which it was used was never finished) I'll be releasing it here in hope that some developer will find it useful for his next game or app.
If interest is high I'll release more of these "dumps" as I draw new stuff and dig up more stuff from my computer.
NOTE: All these graphics were made by me so consider them royalty free, and use them as you wish, (as long as you don't sell them ).
Download Here
via radioactivex
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June 22nd, 2007, 02:35 Posted By: JKKDARK
via eurogamer
SEGA Racing Studio's new vision of SEGA Rally should be arriving on Xbox Live Marketplace and PlayStation Network in demo form prior to release.
Racing Studio boss Guy Wilday also told Eurogamer that the team is currently targeting a September release for the game across PS3, Xbox 360, PC and PSP.
"We'll look to do potentially 360 and PS3 downloadable demos before release," Wilday said of the demo, although he admitted that content plans weren't locked down.
"We're looking at exactly how the demo's going to work and what we're going to do. The balancing act with demos is always obviously not to give too much away," he explained.
"We want people to get the experience of the game without giving the game away. So that's our challenge - we'll get some more bits of the game finished and then we'll make the final decision as to exactly what we're going to do."
During our visit to Racing Studio in sunny Solihull, near Birmingham, we also asked Wilday about the potential for PC and Xbox 360 cross-play. "I'm not sure that's going to make it in," he admitted. "We'll see. We're still finalising our PC specs to be honest with you. It's something we'd love to do, but we'll see."
Just for the hell of it, we also asked about PS3-PSP link potential. "It's something that's been discussed of course. Again, I'm not sure it's going to make it into this version," he said.
It wasn't all talk of demos, dates and cross-dressing though - we just like to ask those so we can splash news in your faces. The meat of the trip was to play SEGA Rally for the first time, and that we did. You can read our extensive first impressions of the game right now. We also have some sexy new PS3 and Xbox 360 screenshots.
And if you fancy shouting at each other about which is teh bestest consoel!11oneoneshift, you can read some of Wilday's comments on game development in an exclusive interview with our sister site GamesIndustry.biz.
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June 22nd, 2007, 02:41 Posted By: JKKDARK
via Gaming Today
Some people thought that when the PS3 was released, that the PS2 would eventually fade into obscurity. Obviously this is not the case. The PS2 actually outsells the PS3 and is keeping up there with the Xbox 360 and Nintendo Wii. It’s often overlooked, but I think the continued success of the PS2 is one of the big reasons that the next generation Sony console has yet to really catch on.
I actually got rid of my PS2 about a year ago and sold all my games for it. Of course, that turned out to be a big mistake because I really missed the system. I missed it so much; I picked up a PS2, memory card and 6 games yesterday. The system with the games combined was still cheaper than purchasing say a Nintendo Wii.
I truly believe that the PS2 will continue to be a viable option for at least another year or two. The original Xbox has already pretty much faded but I don’t see this happening with the PS2 especially considering the great library of games and cheap prices.
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June 22nd, 2007, 02:49 Posted By: JKKDARK
via Tech Shout
KOEI, the game company synonymous with strategy and action games announced a new game called Warriors Orochi for the Xbox 360 and PS2 consoles.
Warriors Orochi is a merge between two of KOEI’s blockbuster franchises- Dynasty Warriors and Samurai Warriors. Yes, this new game will feature around 77 playable characters from both franchises.
About the game:
Without warning, the evil Serpent King Orochi descended from the skies above. Using his unworldly powers to shatter time and space, Orochi kidnapped the strongest, wisest and most courageous warriors from Ancient China and Feudal Japan in a scheme to test his might against the heroes of these ages.
Most of the great armies of these two periods would succumb to the might of Orochi. Yet powerful warriors remain and are ready to continue the fight. Now, the greatest showdown in history is about to take place.
Warrior Orochi includes new modes such as “Team Battle System” and “Weapon Fusion”, taking tactical action games to a whole new level.
Also, players will be able to create their own three-person tag team. So, at any given time, when one warrior is engaged in battle, the other two could be taking time off to recuperate and restore their Life Meters and Musou Guages.
Warriors Orochi will also see the characters categorized according to their offensive abilities. The game also includes many new fighting techniques.
KOEI’s Warriors Orochi game for the Xbox 360 and PS2 game consoles is being developed by the company’s internal team OMEGA FORCE. This game is expected to ship to North American retailers on September 18, 2007.
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June 22nd, 2007, 04:49 Posted By: Basil Zero
Sony Computer Entertainment Inc. president and CEO Kaz Hirai will bring 380 games to the platform internationally by March 2008, reports the Japanese news service Nikkei. If accurate, the report marks a big ramp-up in development for the console, which currently sees a dozen or less new releases a month.
Hirai told Nikkei that Sony will release 200 new retail games and 180 download-only titles, although he did not name any titles or developers. According to the GameSpot database, around 150 retail and download titles are currently slated for release before the end Q2 2008 in the US, Europe, and Japan.
[UPDATE] When contacted by GameSpot, Sony Computer Entertainment America senior director of corporate communications Dave Karraker confirmed "105 Blu-ray disc games and about 40 PlayStation Network games and game packs" would arrive in North America by March 31, 2008. However, he added "I don't have visibility on third party games past Christmas and our fiscal runs to the end of March, so there are probably more."
Hirai also reportedly promised that Sony would work with third-party developers to help promote their PS3 efforts by "coordinating such marketing plans as advertisements, events, and in-store promotions."
SCEI's new boss officially started his role earlier this week on June 19, when former chief Ken Kutaragi stepped down to "pass the torch on to the next generation" and pursue his dreams "beyond PlayStation."
According to The Nikkei, Sony shipped 5.5 million PS3s worldwide in the fiscal year ending March 2007--slightly fewer than the six million the company had forecast. The company is expecting to ship 11 million units in this financial year started in April. Nintendo, on the other hand, shipped 5.84 million Wiis during the same period.
Sony CEO Howard Stringer said that he believed the next-gen machine was "making a comeback already," now that production issues had been solved, adding, "We believe PS3, going forward, will be vital to our future and will succeed." He also has publicly hinted that the company is reevaluating the price of the console, which currently costs $599 in the US and £425 (around $847) in the UK.
Hirai also discussed his plans for an Internet video-sharing service for the PS3, noting "We aim to achieve greater popularity than the PlayStation 2.
http://www.gamespot.com/news/6172868...ewstop;title;3
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June 22nd, 2007, 10:40 Posted By: gelon
Uberjack has now released anew Colecovision emulator for the PSP, this is the first release but already impressive.
v2.2.1 (June 21, 2007):
* Initial release
NICE!! :thumbup:
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June 22nd, 2007, 16:37 Posted By: wraggster
New from mr305:
Let you use Left & Right Trigger to navigate in the XMB!
Instructions:
1) Copy to seplugins folder in MS root.
2) Add the line
Code:
ms0:/seplugins/Xmbcontroller.prx
This plugin is GUARANTEED to work on EVERY OE firmware even the upcoming ones. Any ideas for improvement or comments are welcome. I'm ready to update the plugin upon request.
Enjoy
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via mr305
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June 22nd, 2007, 17:53 Posted By: wraggster
via acidmods
OK everyone, I've been hinting at this one for quite a while. As some of you may know, I was sent a couple of samples of the PSP-Devolution USB JTAG Programmer to review. This is just the first part of my review and I've had my NLE running for quite some time now so that I could bring you guys this video, so without further hesitation, here it is, the PSP-Devolution Installation...
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June 22nd, 2007, 18:56 Posted By: Shrygue
via Games Industry
Sony has promised PlayStation 3 owners that at least 145 titles are on the way to the US, which includes approximately 40 PSN titles and more than 105 boxed games.
The clarification follows Sony Computer Entertainment president Kaz Hirai's recent statement promising 380 titles within the fiscal year ending March 2008.
According to an SCEA spokesman, Hirai was citing international figures.
The number of first-party titles announced for fiscal 2007 stands at 15, including Heavenly Sword, Ratchet & Clank: Tools of Destruction, LAIR, Little Big Planet, Eye of Judgment, and Uncharted: Drake's Fortune.
Third-party titles currently scheduled for fiscal 2007 include Coded Arms: Assault, Metal Gear Solid 4, and Ninja Gaiden Sigma.
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June 22nd, 2007, 20:41 Posted By: fatcat04912
Waywardson released the following:
Here is the read me
this is still the beta version of this and i will work to improve it... so far u can type some text in the top line only and save it in a text document..
the controlls are pretty simple::
up,left,right,down all move the selector over each letter.
x is to select whichever character u are currently on..
triangle opens the menu and square closes it..
you can make a space with the right trigger and backspace with the left one....
currently u can save the text u write into a .txt file ..
well hope u like it thanks :
Heres a screen shot:
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June 22nd, 2007, 20:57 Posted By: fatcat04912
MilkyPlayer for PSP
Pailes the author of MilkyTracker has released his Mod Player for the PSP. It supports over 20 module formats and comes with a nice gui.
Download
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June 22nd, 2007, 22:57 Posted By: wraggster
via shacknews
Update: The availability of the PSP's full CPU speed only affects in-development titles, a SCE representative has told Shacknews. Previously released PSP games continue to operate at the speed they were originally programmed for, and do not see any sort of change in performance or battery life.
A Sony Computer Entertainment representative has confirmed to Shacknews that developers can now take full advantage of the PSP's CPU following the late May release of the system's version 3.50 firmware. Rumors of the unlocking were initially reported via an unnamed source.
Previously, developers were only able to run the CPU at 266MHz rather than its full potential clock speed of 333MHz, though most games ran at only 222MHz. High Impact Games' Ratchet & Clank: Size Matters, released in February, is said to run at 266MHz. Hackers long ago discovered methods to run the PSP's CPU at full speed, the benefits of which include a smoother framerate for certain games, at the cost of reduced battery life. There is no word yet if this update enables previous PSP releases to run at 333MHz, something hacked PSP firmware has enabled in the past.
It is widely believed that the PSP CPU was underclocked to increase the portable's battery life. Some speculate that the availability of the portable's full CPU speed affirms recent rumors of an upcoming redesign, which supposedly includes a brighter screen, a slimmer profile, and increased battery life. Such a system would be better equipped to deal with the greater power demands of the unthrottled CPU.
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June 23rd, 2007, 01:30 Posted By: kando
Hello all,
I am very proud to tell you all about this.
LAN.ST/LAN.SH, home of Dark_AleX's team and official releases, and one of the oldest psp dedicated servers, is going to be officially merging with the MALLOC.US network, which is the home of previous toc2rta channels/users, as well as having recently acquired Dash-Hacks - the home of #psp-hacks.
Historically, since #psp was formed on toc2rta, there has always been a slight tension between some of the toc2rta and LAN users/ops/opers. When toc2rta went down, Malloc.us took off, and grew due to its layed back channel chatting rules mixed with its strict op/oper policies. Tension started to die down when LAN ops started to come to Malloc, as they realized that the most active user base has gone there.
Of course, there was still some tension, but it was very far and few between.
Now, finally, both sides have agreed to set aside their differences and have compromised a little bit to merge 2 of the largest console-based irc networks into a place where all users can come and gather together for all walks of life, and all types of consoles, including psp, ps3, nintendo ds, iphone, and possibly even more in the near future.
Op/Oper abuse is not acceptable on the Malloc.us network, and will continue to be this way. Also, Malloc.us is a TROLL-FREE network, which means we do not accept people coming on to spam people, flame people, or to simply try to cause trouble or start a riot.
So now, we have irc.malloc.us which redirects to aion.malloc.us, unaligned.malloc.us, dashhacks.malloc.us, and in a few days, lan.malloc.us!
We hope this merge will be pleasurable not only for both sides, but for any new user who wishes to come and visit the active community in the console world.
Again, op/oper abuse, if it ever happened to you on either network, is a thing of the past. We look foward to a peaceful, fun, educational and informative environment, while retaining the diverse types of conversations that keep the user base alive and active.
Thanks to EvilSeph for not only starting the Malloc.US network, but also for his amazing patience in negotiating merges with Dash-Hacks and LAN.
Thanks also to Mathieulh for working with us as well to assure a peaceful transition.
Malloc will be home now to Dark_AleX releases, Team Noobz, GameWarp, PSP-Hacks, PS3-Hacks, IPhone-Hacks, and, as we like to call it, NightClub PSP.
simply download an irc client such as mIRC or X-Chat, or just go to http://malloc.us/ for a webchat client!
Thank you for your time, comments are appreciated.
-kando
Services Administrator of Malloc.US
Owner of #psp
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June 23rd, 2007, 11:27 Posted By: mat_dizzy
Well, we've all been waiting for it, but it seems the highely anticipated psx line up has finally stopped being a dream and become reality, as what i could say are 2 of the top 20 psx games out, have finally hit the mass virtual store. The following games "Wipeout" and "Crash Bandicoot" have both been released as full games avalible to download directly to your psp or ps3. They we're released yesterday (22nd june) Crash bandicoot is priced at £3.49 and Wipeout at £3.49. Also the game "Jumping flash" has been released also. Many more should be coming out soon, and this is the beggining of something possibly very extremly cool!
Screen Via Comments
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June 23rd, 2007, 11:27 Posted By: mat_dizzy
Well, we've all been waiting for it, but it seems the highely anticipated psx line up has finally stopped being a dream and become reality, as what i could say are 2 of the top 20 psx games out, have finally hit the mass virtual store. The following games "Wipeout" and "Crash Bandicoot" have both been released as full games avalible to download directly to your psp or ps3. They we're released yesterday (22nd june) Crash bandicoot is priced at £3.49 and Wipeout at £3.49. Also the game "Jumping flash" has been released also. Many more should be coming out soon, and this is the beggining of something possibly very extremly cool!
Screen Via Comments
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June 23rd, 2007, 12:46 Posted By: -Xandu-
Sony PSP unbricker "Sony JigKick" finally has a face!
More info about the unbricker:
There was a PSP that Sony unbricked that was sent back to the owner with a memory stick inside.
The memory stick contained these items:
- Binary encrypted full NAND image.
- Required modules for system control for use by IPL of debug hardware.
- Logging module for debug log review (log is saved after full write).
- A file used for testing that the system plays well (usually a demo of a PSP game).
This memory stick supposedly unbricks any PSP.
But, you need a special battery in the PSP to load the files.
This battery is know as the "Sony JigKick".
It sends data through through the 3rd. battery pin that enables writing to the IPL from the memory stick.
Here are the battery specs:
- 1.1v-3.5v debug unit for connecting through the serial port in 3rd. battery pin.
- Transmission of data is UNENCRYPTED but uses a XOR algorithm for transmission (easily parsed and analyzed).
- Contains any number of IPLs (different ones for each motherboard revision (TA-XXX))
- IPL is loaded into the Kernel Memory. ME area seems most likely (IPL of the PSP is the same but missing 2 essential modules that the debug unit has).
- Contains ipl_mg_modules.bin and ipl_mg_nanddriver.bin
- IPL is encrypted in 3 stages. Easily decrypted to show stages, but not for decrypt each individual stage.
- Contains a 40x120 column TFT screen for display.
- Has a SERIAL port for PC connectivity.
- Seems to have a 32MB ROM IMAGE on Flash.
- 8MB of RAM.
- Nickel-Cadmium Battery Cell (possibly 76 hour battery life).
- AC/DC adapter port 15V.
- Contains 4 buttons (on/off, reset, connect/disconnect, menu).
- Arrow keys UP and DOWN for menu.
DIGG THIS NEWS
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June 23rd, 2007, 14:53 Posted By: wraggster
News/release from Logikz
I'v seen some people around asking how to change there Drive Letter on there computer for there psp. This program is very simple and safe.
This program is made for Windows Xp. This is as simple as it gets. So instead of your psp saying "Removable Disk( J: )" it can say what ever letter you want like "Removable Disk( X: )"
To Run this Program
1.Unzip the Folder to your Desktop.
2.Open up the Folder and Run the Letter.bat
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via logikz
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June 23rd, 2007, 18:29 Posted By: Shrygue
via Joystiq
A fistful of new images have just been released from Time Crisis 4, Namco's arcade rail-shooter making its way to the PS3 later this year (hopefully). Time Crisis will be a faithful port of the arcade game with an added mission mode starring Captain William Rush as the main character. Namco's more accurate Guncon 3 will be used in the new Time Crisis game as well, and a few images of the upgraded light gun have also been released.
Screens in source link or here
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June 23rd, 2007, 18:35 Posted By: Shrygue
via PS3 Fanboy
What you are looking at right there is the official WarHawk boxart you will see on retail shelves in a few months. IGN got dibs on the glorious cover, but we're not bitter. We still get to see it, after all. In addition to unveiling the art, we've gathered up all the details we currently know about what will be specific for the retail version of the game. Don't ask about prices, though, because we aren't sure. We'd guess the retail version will stay at the relative price of other PS3 titles, with the downloadable version about two-thirds of that price ($59.99 vs. $39.99 in the US).
If you take the plunge and buy the retail version, you'll get a headset bundled in the package as well as a bunch of bonus stuff on the Blu-ray disc itself, like behind-the-scenes documentaries and other such things. What's good to notice on the boxart, in addition to knowing these details, is the mention of splitscreen play (under the Multiplayer Only tag). For too long have next-gen games touted online gaming as the crux of their entertainment value, but they forgot people have real friends too and they want to play. WarHawk will apparently address this and we're glad that's finally completely confirmed.
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June 23rd, 2007, 21:41 Posted By: wraggster
Xero a french coder has released the first version of his Halo 2D game for the PSP. Check out these screens:
DIGG THiS
This game has two modes one called Killer and also Survivor.
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via xero
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June 23rd, 2007, 21:58 Posted By: JKKDARK
via CB
Looks like Harry Potter’s Hogwartz is going to get a little competition when it comes to magic schools and turning out master magicians. NIS America’s GrimGrimoire brings RTS/RPG gameplay to the PS2 with an innovative 2D atmosphere and an easy-to-learn playing scheme to help newbies learn the ropes.
There hasn’t been a lot of press covering this game, but it’s definitely one of the more original titles that is seeing shelf life this summer. I mean, seriously, what the heck was up with Shadowrun and Call of Jaurez? Geesh. Anyway, GrimGrimoire introduces gamers to 2D, strategic army battling with up to sixteen monsters in four different magic categories.
But in addition to the game’s unique playing mechanics, GrimGrimoire is built around beautifully drawn images. It’s amazing that graphics can still look fantastic, without the need of the Unreal Engine 3 or the CryEngine 2. Nevertheless, the nature of the beast says a $60 price tag on a pseudo life-like model file will guarantee platinum sales, with the exception of Bullet Witch. But that’s because that game sucked. Anyway – back to the real meat and potatoes – GrimGrimoire contains some of the following key features, and soon you'll be able to check the game out at your local for the suggested retail price of $39.95.
GrimGrimoire Key Features:
, • Grimoire Battle System Summon p to 16 monster types from 4 different magic categories. Each category is stronger and weaker from another, so summon monsters according to your adversary.
• Side Scrolling Battle Map Departing from the console n-friendly birds eye view of the
• RTS battle map GrimGrimoire adopts a simple yet unique side view map. The 2D view allows players to quickly acknowledge the situation and navigate to battle enemies.
• 50 challenging stages There are p to 50 challenging stages for players to enjoy. Each stage can be revisited through an intuitive bookshelf system that keeps all the stages vis ally in order for easy access.
• Stunning 2D Visuals Prepare to be st nned by the animated “artwork ” both in and o t of the battles of GrimGrimoire.
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June 23rd, 2007, 22:01 Posted By: JKKDARK
via Shacknews
Aksys Games has announced a North American release for the latest entry in Arc System Works' Guilty Gear fighting series, Guilty Gear XX Accent Core. Based on the arcade version of the same name, Guilty Gear XX Accent Core will arrive on PlayStation 2 and Wii later this fall.
Featuring entirely redone voice work and character sprites over past iterations, Accent Core also adds two new characters--A.B.A and Order-Sol-- and three new gameplay mechanics--Force Break, Throw Escape, and Slash Back.
Exclusive to the Wii version are what today's announcement called "waggle controls," allowing players to activate fighting moves by performing gestures with the Wii Remote. The Wii version will also support traditional non-waggle controls through support for GameCube and Wii Classic controllers.
"Accent Core is definitely a game for the elite fighting game connoisseur, with its wickedly fast, technique oriented gameplay," explained Aksys Games producer Michael Manzanares. "Guilty Gear veterans will definitely enjoy finding out all the intricacies of their favorite characters and mastering all the new gameplay enhancements and systems."
Upon its release last month, the Japanese PlayStation 2 version of the game was reported to be extremely buggy. Developer Arc System Works issued an open apology for the issues. Shacknews has sent inquiries to Aksys Games regarding potential improvements for the North American releases.
Update: An Akysys Games representative has confirmed to Shacknews that the North American PS2 edition of Guilty Gear XX Accent Core will address the issues present in the Japanese version.
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June 23rd, 2007, 22:04 Posted By: JKKDARK
via IGN
In a blow to 2D gaming, Starfish SD officially announced today that it has halted development on Kiki Kai Kai 2. This sequel to the series that came to America on the SNES as Pocky & Rocky was in development for the PS2. The company cited "general issues" as reason for the cancellation.
With its slick 2D visuals, we were all looking forward to this revival of the SNES classic. Hopefully the "cancellation" is just a temporary one.
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June 23rd, 2007, 22:56 Posted By: mesosade
Yet another swift update from the man vl-tone
info via vl-tone's blog
Bug-fix release for Toad's Tool 64, now at version 0.3b.
http://homepage.mac.com/qubedstudios/ToadsTool64.htm
•A bad bug in Windows that was triggered when right-clicking causing TT64 to crash or refresh the window was eliminated.
•Some imported textures weren't correctly saved to ROM (creating a dot in the corner). This should now be fixed.
•The "Rotate Camera" button should now be hilighted as it should, when a level is loaded.
•Manually entering decimal values in the parameter bar would cause the wrong number to be entered instead. Also fixed.
•On Windows TT64 should now stop using CPU cycles when it's window is deactivated or minimized.
•Fixed a bug where clicking on cancel when opening a ROM would generate a script error.
Some people seem to have problems opening a ROM even if it was extended, for example generating a script error while loading in TT64. I guess that there are some variations in the ROM versions, and that even if the ROM extender works on a ROM, it doesn't guarantee that it will be compatible with TT64. In future versions I'll implement a more thorough check to ensure people open/extend the right version.
Bad news: it seems that levels that I thought would be very reconfigurable, (Bowser courses, Lethal Lava Land) actually are limited by the fact that they rely on the main level collision data. If you move platforms in these levels, the collision data won't move with it. Dealing with this will require some pretty complicated collision data editor. I guess that this problem will encourage me to work on it sooner than expected. But don't expect miracles, it's not as simple as enabling movement of individual vertices in the collision data.
The Documentation is still not finished, but I made a few changes (mainly the styles and layout).
I'm gonna leave town for 6 days starting Monday, instead of Sunday. But, I'm also gonna be outta town later today, and be back by Sunday afternoon/evening, leaving me Sunday night to finish the documentation before I leave for my vacations. I'll also try to improve the download page and FAQ before I go.
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June 24th, 2007, 01:49 Posted By: Cloudhunter
Via noobz:
An exploit has been uncovered in Lumines - allowing unsigned code to be ran!
The All-Seeing Eye is watching you...
Following research in conjunction with Archaemic, Noobz are proud to present the first ever all-firmware exploit for the PSP. Based on Lumines, the "Illuminati" exploit is a user-mode exploit using a buffer overflow in the savedata file - similar to the GTA exploit.
That's right - if you've got a legal UMD copy of Lumines, then you can run homebrew on your PSP - whatever the firmware version. That includes v3.50! Right now, the only homebrew is the Hello World demo released below - but in future we intend to release a HEN and downgrader.
To make the exploit work:
* Check that you have an EU or US version of Lumines (ULES00043 or ULUS10002). Currently we don't have a version for the Japanese version, but we're working on it, as soon as we get hold of a Japanese UMD.
* Extract the contents of the 'MS_ROOT' folder from the ZIP file into the top-level of your memory stick. (HINT: If you wind up with an 'MS_ROOT' folder on the stick, you've done it wrong).
* Start the game, and as soon as it gets to the 'Press START' screen, press START. If you wait until the demo has started, the exploit may not work.
* The screen should go blank, and the exploit will start after a few moments. It doesn't do anything except look pretty at this stage - but feel free to enjoy the first homebrew on your v3.10 - v3.50 PSP Wink
Here's a picture of the exploit in action:
If you don't own a copy of Lumines, why not go and buy one? It's cheap these days, and it's a great game - get it before it gets patched!
You heard the man! All you people who can't downgrade, go and buy Lumines - NOW!!!
If you want noobz to get a share of the profits from the purchase of Lumines, Get it in the UK here - Amazon UK - Lumines; or in the US here Amazon - Lumines
UPDATE:
It seems that the Illuminati exploit doesn't work properly if your PSP is set to non-English settings. At a guess, it's something to do with unicode when displaying the profile name.
Anyway, if you are having problems, especially with the European Lumines, then try switching your PSP to 'English' settings.
One other note - Lumines sales on Amazon.com have gone up over 14,000% since yesterday!
DOWNLOAD AND GIVE FEEDBACK VIA COMMENTS
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June 24th, 2007, 10:14 Posted By: Art
Hi Guys,
I just dropped in to share news of a little project of mine
This is not a release, but rather a demo/news, or whatever, as I believe it
is a world first of a barcode scanner application for the PSP with YouTube videos to proove it
http://www.freewebs.com/defxev/PCS.htm
Direct YouTube links in case the embedded videos don't work:
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June 24th, 2007, 20:24 Posted By: Malksta
via McZonk's Blog
News for the un-informed
Quake 2 Handling
Today I have fixed a few bugs and added some features in Quake 2 like the surrounding box when the opponent has quad damage.
Click for screenshots
I also test multiplayer a lot. When only single player was working I never really played. I have noticed some bad movement problems. I have rewritten the analog nub code and allow to increase the turning speed by factor 4. I will test none linear analog input and speed accuration to get a better movement.
Click for Screenshots
Those three screen shots show the multiplayer menus. The first one is the multiplayer menu where you can select the wifi connection: none (for playing against bots), adhoc and the names of your saved connections. I will add the dialog to configure them in the future. The second and third one are the menus for creating and joining a server.
I will need a few expierenced testers so I can improve the movement and aiming. You should be able to handle Quake 2 console and be a good player. So if you do not know what is a strafe jump or /bind do not ask. The other ones join the chat and ask (do not post comments about getting a beta tester).
-----
Quake 2 Mapping
Before I can release the next version I need some multiplayer maps. Sure you can play base1, base2 and base3. But those maps are no good multiplayer maps. The gameplay on the psp is slower and you will usually play with 2 to 4 players, so huge maps with less connections are not what you want to play.
So it is time to make some maps. I want you for model some small Quake 2 multiplayer maps with textures from the demo. I will deliver those maps together with the next release.
Here is a small idea of a map I made this morning. The maps should be small but balanced.
---
Time to get some friends
If I look at the results of the poll, I have obviously done the false thing: single player is prefered. But let me explain my point of view. I played a giant multiplayer match with some old classmates two week days ago. This game was the trigger that makes me working on Quake 2 again. I want it on psp. Now it is done. Since the interest in single player is so huge, I will work on this next.
Quake 2 PSP Multiplayer
I ported the network stuff and add some code to select a wifi connection or open adhoc mode (untested at the moment). Now you can play Quake 2 against your mates on psp or pc. The console can act as server and client. So you can make psp vs psp games without a pc as server. Movement and aiming on the psp is pretty hard, so only a battle with consoles is fair. Before single player is finished, get some friends or at least some bots and play against them.
Stupidly I build some bad bugs into my graphics code, so I was forced to use the old one with clipping and sky problems at the moment. It is also a little bit slow.
The reason why I just release a video is that the setup for multiplayer is a little bit complicated at the moment. You need some help of the console and I want to put everything into menu first. When I release now I will get tons of problems and bug reports and I do not want to deal with that. I hope to have time enough the next week, before I really have to learn for exams.
Getting owned by my girl
I tested some combinations of psp/pc and server/client with different people and it works fine. Thanks to my very patient beta tester Reh. Now watch the video and look forward to a release.
Video is located on the blog
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June 25th, 2007, 15:01 Posted By: Chameleon
Via NOObz
"It seems that the Illuminati exploit doesn't work properly if your PSP is set to non-English settings. At a guess, it's something to do with unicode when displaying the profile name.
Anyway, if you are having problems, especially with the European Lumines, then try switching your PSP to 'English' settings.
One other note - Lumines sales on Amazon.com have gone up over 14,000% since yesterday!"
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June 25th, 2007, 17:01 Posted By: wraggster
New from Divineo USA
Easy to set-up, with a strong cooling power supplied by 4 fans, and no power supply / batteries needed, the Mega Power Cooling System will keep your Playstation 3 at safe operating temperature for as long as you can play!
Specifications & extra information
- Power wind
- Easy set-up
- Compact size
- Low noise
- No batteries needed
- Built-in 4 mega power fans
- Built-in working status indicator
- High quality and efficient product
- Lower the temperature of your console
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June 25th, 2007, 17:12 Posted By: wraggster
New from Play Asia
features
Huge arsenal of weapons including handguns, powerful shotguns, tricked out guitars and much more
Combo system allows players to equip up to four different weapons that can be swapped at any time
Customize Dante's fighting style with short range, long range, evasive choices and more
Enhanced graphics with fully textured 3D backgrounds and real time rendering for in gamecut scenes and intro movie
Hidden weapons, items, characters, difficulty levels and more
Dolby Digital and Dolby Pro Logic II support
Special Edition feature: Now play as Dante's twin Vergil
Language: English/Japanese (selectable)
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June 25th, 2007, 17:14 Posted By: wraggster
New from Play Asia
features
Pages: 176
Walkthrough for all 60+ mission and for the new mode "Ultimate Road"
Learn to customize character skills with detailed tutorials and walkthroughs
Moves, combos, and secret techniques for all 32 playable characters
Tables detailing every unlockable
Unlock secret bonus characters
description
To be the ultimate ninja requires the ultimate strategy!
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June 25th, 2007, 17:17 Posted By: wraggster
New from Play Asia
features
FOUR UNIQUE THEMES WITH 40 SCENES: Be entranced by brilliant, interactive evolutionary backgrounds from cells to dream-like landscapes.
SINGLE PLAYER: Level by addictive level, unlock fresh colors and luscious beats in either time and goal-oriented play or score-oriented play.
MULTIPLAYER: Take on single opponent or up to 8 other people
GAME SHARING: Send friends a demo of the game via the PSP® (PlayStation®Portable) system's wireless functionality.
ORIGINAL SOUNDTRACK: 40+ energetic tracks from pumping Drum & Bass to tripping Trance and grooving House
description
Escape to block-busting puzzles and pulsating beats in this exciting new puzzle game for your PSP® (PlayStation®Portable) system! Be entranced by brilliant, interactive evolutionary backgrounds from cells to dream-like landscapes in four unique themes over 40 levels. Level by addictive level, unlock fresh colors and luscious beats in either time and goal-oriented play or score-oriented play. Play solo or, in multiplayer mode, take on a single opponent or up to 8 other people, or team up and compete against another team. Send friends a demo of the game via the PSP system’s wireless functionality.
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June 25th, 2007, 17:19 Posted By: wraggster
New from Worldwide importers SuccessHK
An ambitious but novice dungeon maker arrives in a small town known to suffer periodic attacks from violent monsters. He buys a vast plot of land at the outskirts of the town to create a grand dungeon in hopes of luring in various enemy monsters which to hunt to collect gold and items. He envisions his complete dungeon to be one so appealing as to lure the legendary Wandering Demon. Defeating this menacing monster would free the townspeople from the fear he casts upon them, while winning acclaim as a true dungeon maker for the "Architect." The townspeople are initially skeptical about the Architect's ability to achieve his ultimate goal of building such a dungeon. Over the years, they've watched other such dungeon makers arrive with great plans but ultimately fail -- falling prey to the very monsters they've lured into their dungeons or haphazardly abandoning their creations. However, as the Architect's dungeon grows and improves, luring rarer and more powerful enemies, and he begins bringing back more valuable treasures, the townspeople begin offering support to his mission. Soon the whole town is involved in the dungeon making process; they give advice about the intricacies of dungeon making, sell crucial items, provide weapons and magic spells, treat the Architect when injured, and request various favors to be completed in the expanding dungeon in exchange for generous rewards.
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June 25th, 2007, 17:23 Posted By: wraggster
New from Worldwide importers SuccessHK
Fire up your mind with Hot Brain, a game that engages the mind through a series of puzzles and challenges designed to raise the activity and temperature of your brain. Hot Brain presents challenging and fun mental activities that help ignite your mind in areas like logic, memory, math, language and concentration. Exclusive to the PSP system, the game allows you to test your skills in several single player modes or you can play with up to three people via ad-hoc connection. Fire up your mind with four main game modes including two multiplayer modes (Brain Race and Think Tank) and two single player modes (Test Mode and Practice). Whether you're an expert or a beginner, a robust tutorial mode makes the game accessible and enjoyable to people of all ages.
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June 25th, 2007, 18:13 Posted By: wraggster
Via CRN
Sony Computer Entertainment Europe (SCEE) has hit back at criticism that its PlayStation 3 (PS3) console is suffering from sliding sales and revealed it is harbouring treats for gamers up its corporate sleeve to conqure the all-important Christmas market.
Nintendo’s Wii console is currently riding the crest of a wave in terms of market share, leaving both Sony and Microsoft in its wake. But Jonathan Fargher, SCEE representative, said it was wrong to pit the Wii and PS3 against each other.
“The one thing we have always done with the PlayStation is stick to our business strategy,” he said. “We keep an eye on the competition, but it is unfair to put the Nintendo Wii and PS3 in the same category. The Wii is a sub-£200 console and does one thing pretty well. Compare that with a £400 piece of hardware that plays next-generation games, allows users to access photo files and has built-in Blu-Ray technology.
“Many people have said PS3 is not doing well, but in nine weeks we have sold more than one million machines in Europe, which is faster than the sell-through rate of the PS2. The PS1 and PS2 sold 115 million machines worldwide, so we are confident of the PS3’s performance in time,” he added.
“However, the problem has been a boom and bust scenario with the software, particularly in the summer months when many firms tend not to release big-name games.”
Fargher said Sony is looking to counterbalance the lack of games from third-party developers by making other titles available on its online PlayStation Store.
“It will be towards the end of the year when the big titles start to show what the PS3 can really do and hopefully make people feel more comfortable about the decision they made to invest in our hardware.”
Titles due to hit the shelves in the Christmas run-up include the latest instalment of favourites such as Grand Theft Auto, Metal Gear Solid, and Drakes: Uncharted Fortune, which is from the same creators as Crash Bandicoot, and Jak and Daxter, he added.
“If you look at the hardware, you do get a lot for your money: as well as playing Blu-Ray, the PS3 also upscales DVDs to High Definition (HD) format, and if a gamer is lucky enough to own a PlayStation Portable (PSP, pictured, below-left) they can access their PS3 remotely using the PSP and a Wi-Fi connection,” said Fargher.
At the PS3 launch backward-compatibility issues had blighted the console, but Fargher told CRN the problems had been ironed out.
“The backwards-compatibility issues have pretty much gone away,” he said. “There are now up to 2,500 playable titles including all the major ones that gamers want to play.”
Fargher said Sony has also released the PS3 Firmware update – v1.8 – which upscales both PS1 and PS2 games to HD and can be downloaded onto the PS3.
“People don’t want to throw their games library away and want to make sure that the investment they have made, in terms of software, is catered for. Firmware v1.8 allows this,” he said.
Add this to the console’s ability to support games outside the PAL format, which means gamers can buy titles from the US and Japan, and the PS3 gives value for money, he said.
On the hand-held side, Sony is certainly not neglecting its PSP console. Fargher hinted there could be a redesign of the console on the cards, and admitted there had been a lack of AAA titles available for the format.
“There are many high-profile titles in the pipeline and the PSP will continue to grow. We are working with a number of content partners for the PSP, so watch this space,” he said.
Hamish Thompson, a representative for the Dixons Stores Group, said the gaming market was very buoyant.
“We are confident about Sony. Launching the PS3 at the time of year that it did got it off to an impressive start and we are certain that the interest and demand will build as we get closer to the peak season of November, December and January.
“It is an interesting market as there is a lot of competition. All the [different vendor] products are appealing to a broader demographic and they all have another dimension to them, such as Blu-Ray and online connectivity. It certainly creates an exciting buzz, which is great news for retailers.”
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June 25th, 2007, 18:13 Posted By: wraggster
Via CRN
Sony Computer Entertainment Europe (SCEE) has hit back at criticism that its PlayStation 3 (PS3) console is suffering from sliding sales and revealed it is harbouring treats for gamers up its corporate sleeve to conqure the all-important Christmas market.
Nintendo’s Wii console is currently riding the crest of a wave in terms of market share, leaving both Sony and Microsoft in its wake. But Jonathan Fargher, SCEE representative, said it was wrong to pit the Wii and PS3 against each other.
“The one thing we have always done with the PlayStation is stick to our business strategy,” he said. “We keep an eye on the competition, but it is unfair to put the Nintendo Wii and PS3 in the same category. The Wii is a sub-£200 console and does one thing pretty well. Compare that with a £400 piece of hardware that plays next-generation games, allows users to access photo files and has built-in Blu-Ray technology.
“Many people have said PS3 is not doing well, but in nine weeks we have sold more than one million machines in Europe, which is faster than the sell-through rate of the PS2. The PS1 and PS2 sold 115 million machines worldwide, so we are confident of the PS3’s performance in time,” he added.
“However, the problem has been a boom and bust scenario with the software, particularly in the summer months when many firms tend not to release big-name games.”
Fargher said Sony is looking to counterbalance the lack of games from third-party developers by making other titles available on its online PlayStation Store.
“It will be towards the end of the year when the big titles start to show what the PS3 can really do and hopefully make people feel more comfortable about the decision they made to invest in our hardware.”
Titles due to hit the shelves in the Christmas run-up include the latest instalment of favourites such as Grand Theft Auto, Metal Gear Solid, and Drakes: Uncharted Fortune, which is from the same creators as Crash Bandicoot, and Jak and Daxter, he added.
“If you look at the hardware, you do get a lot for your money: as well as playing Blu-Ray, the PS3 also upscales DVDs to High Definition (HD) format, and if a gamer is lucky enough to own a PlayStation Portable (PSP, pictured, below-left) they can access their PS3 remotely using the PSP and a Wi-Fi connection,” said Fargher.
At the PS3 launch backward-compatibility issues had blighted the console, but Fargher told CRN the problems had been ironed out.
“The backwards-compatibility issues have pretty much gone away,” he said. “There are now up to 2,500 playable titles including all the major ones that gamers want to play.”
Fargher said Sony has also released the PS3 Firmware update – v1.8 – which upscales both PS1 and PS2 games to HD and can be downloaded onto the PS3.
“People don’t want to throw their games library away and want to make sure that the investment they have made, in terms of software, is catered for. Firmware v1.8 allows this,” he said.
Add this to the console’s ability to support games outside the PAL format, which means gamers can buy titles from the US and Japan, and the PS3 gives value for money, he said.
On the hand-held side, Sony is certainly not neglecting its PSP console. Fargher hinted there could be a redesign of the console on the cards, and admitted there had been a lack of AAA titles available for the format.
“There are many high-profile titles in the pipeline and the PSP will continue to grow. We are working with a number of content partners for the PSP, so watch this space,” he said.
Hamish Thompson, a representative for the Dixons Stores Group, said the gaming market was very buoyant.
“We are confident about Sony. Launching the PS3 at the time of year that it did got it off to an impressive start and we are certain that the interest and demand will build as we get closer to the peak season of November, December and January.
“It is an interesting market as there is a lot of competition. All the [different vendor] products are appealing to a broader demographic and they all have another dimension to them, such as Blu-Ray and online connectivity. It certainly creates an exciting buzz, which is great news for retailers.”
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June 25th, 2007, 19:57 Posted By: Shrygue
via Games Industry
2K Games has confirmed to our sister site, Eurogamer.net, that the PlayStation 3 version of The Darkness has been delayed until July in Europe.
Retailers are reporting that the game will arrive on July 20 but 2K has simply stated that the current target is "July".
The Xbox 360 version of The Darkness is due out on June 29 as originally planned.
The game will be published by Take-Two and is being developed by Starbreeze, the studio who produced hit Xbox title The Chronicles of Riddick.
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June 25th, 2007, 20:24 Posted By: Shrygue
via Computer and Video Games
Sony Computer Entertainment has revealed plans to bring it's previously PSP exclusive Syphon Filter: Dark Mirror to PS2 this September.
The news adds more fuel to Sony's cries, asking developers to make more creative titles on PSP, and not just PS2 ports you can play on the train. Which Dark Mirror turned out to be, by the looks of it.
Dark Mirror has old hero Gabe Logan stealthing his way through terrorist-laden missions in the snow, and snagged pretty good reviews across the board.
The PS2 port is "enhanced" with improved controls and the obligatory graphical tweaks that the handheld version couldn't erm, handle.
The next PSP instalment Syphon Filter: Logan's Shadow, which sports underwater combat and blind fire gameplay (yes!), is due out this October.
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June 25th, 2007, 20:31 Posted By: Shrygue
via Computer and Video Games
Don't forget the next internet-stopping Grand Theft Auto IV trailer is due to land this Thursday.
So far all we know about the second video is the cryptic title, 'Looking For That Special Someone'. We reckon it has something to do with the new female lead featured on the front cover of Official PlayStation Magazine.
Provided our routers don't blow up in the chaos, you'll find the new trailer on CVG at 6pm on Thursday.
Expect all the usual frame-by-frame dissecting and over-the-top speculation the moment the trailer arrives - that's only three days away.
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June 25th, 2007, 21:03 Posted By: Shrygue
via PS3 Fanboy
With the advent of WipEout Pulse approaching for the PSP, and an old trailer to get you pomped for trippy-fast action, buzz has been accumulating for the PS3 edition of WipEout. While it has been off the map for a long time, we've at least got some words from developers at SCEE that could carry over into the PS3 game. It's the hot topic for games to exploit online functionality and downloadable, user-created content. With that in mind, we have to wonder what is planned for the WipEout series once it makes its next-gen debut.
WipEout on the PS3 plans to exploit the PSN, naturally. The devs want it to be a place where you can "download and learn anything and everything about WipEout." In addition to that, they're allowing you to go online and come up with what you think a true WipEout ship should look like. Why does that matter? Well, " I think anything we do on the PS3 will incorporate this sort of functionality because its not always all about playing the game, it's about getting involved in the game." So, what this means to us is full customization of our very own WipEout ships for any of the games coming out. It's speculation, but who knows. We'd go for it.
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June 25th, 2007, 21:08 Posted By: wraggster
In the reorganisation of the forums last year the PSP Hacking & Development Forums were merged together but today ive had some time to resort the forums and ive opened up a new PSP Hacking and Exploit Forum for discussion of the latest exploits and hacks and investigation into new hacks.
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June 25th, 2007, 22:45 Posted By: mesosade
you may have all seen the recent news of the editor beeing released. well...i started to play around and so far i have come out with this...
19427
19428
Before you go nust about piracy i'm NOT releasing a hacked rom...this is a PPF patch that is applied to a mario 64 (U) extended rom. If you need to extend the rom here's the tool (made by the same guy who made the editor)
http://homepage.mac.com/qubedstudios...ender_1.1b.zip
here's the patcher, it's fairly straightforward to use don't let the iso selection confuse just choose fle type, any filetype, choose the extended rom then select the patch and done! Than enjoy my crappy work.
19414
Few things about the game:
i only did up to entering the castle there's nothing different there...
the idea is you arrive and the door is missing OMG! than well...you'll find it and than you'll find out what you need to do next and what comes next is going to be really hard with a keyboard...but i hope you enjoy it anyways...i'll call this 0.1 for now :thumbup: note there's always some glitches with a beta...as with this it sometimes has graphical errors and a dor you have to unlock goes a bit crazy when you do...
Enjoy!
Mesosade
P.S let me know if you got into the castle =]
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June 25th, 2007, 23:15 Posted By: wraggster
New from Test30:
Good Day
Today update my plugin a v2 of extinguished fast in the XMB
This plugin is to off your PSP in fast form in the XMB and a game.
INSTRUCTION
copy the folder seplugins in the root of your MS
and activate in the recovery
Mode Suspend: Press L
Reboot your PSP: Press R (NEW)
Off your PSP: Press SELECT
work in FW 3.10/3.30/3.40 OE
NOTE PERSONNEL:
On using plugin in the games that is an optional option because
the plugin use single of 1 button and in the game can give some problems.
because in the FW 3.40 OE-A have more protection and I could not have had access
to everything the buttons to put it of many combinations.
My next version go fix some bug of my plugin(no is 100% probably)
greeting
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June 25th, 2007, 23:21 Posted By: wraggster
New Custom firmware release from Becus25::
This firmware have the VSH/XMB of 3.00 and the kernel of 2.71.
With this firmware can't play PSX games because it have the kernel of 2.71 .
Because you can use the camera and more functions that contain the firmware 3.00.
Install it from 2.71 SE-C and not change the name of folder "GAME", install from kernel of 1.50 with 2.71 SE-C
As with any custom firmware read the readme and use with extreme caution
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June 25th, 2007, 23:24 Posted By: wraggster
News/release from ManiacX:
Changelog
Added support for LUA files
Added Plugin support (for people making their own plugins!)
Fixed bug in setup of environment variables
Yes, it is a small changelog, but some huge changes there.
BUG ALERT: There is a known bug: you must close the start page and the makefile creator in order for the plugins to work. I am still trying to find a work-around.
Notes
Yes, support for lua files! Includes lua player and all!
Added plugin support - people can write and share plugins in a DLL format! Makeable in VB.NET, C# and C++ .NET!
Download
www.pspsc.com/csp/update21.zip
Install Information
Extract all files into your CSP install directory, overwriting all duplicates.
Creating Plugins
Creating plugins is actually quite simple. I have made a sample one for you to see how it works.
(VB.NET)
The sample plugin just converts all the text in the doccument to lower case.
You might have to re-reference the PluginManager.dll into the project. If you don't know how to do that, just google "vb.net reference dll" and you should get a valid result.
On a last note, please release all plugins you make so that other people can benefit from it too.
Download Above
via maniacx
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June 26th, 2007, 03:45 Posted By: evolve
A video clip of a supposed v3.50 downgrader is in action at a game shop in Shenzen and China who claim they can softmod PSPs with a firmware version of over v3.10. People are suspecting that this downgrade process is conducted with the Official unbricking battery from Sony.
Via EvolveXMB
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June 26th, 2007, 07:27 Posted By: wraggster
News/release from ufoz
I wanted to do an actual free homebrew Cave Story PSP port for quite a while now. What with the Variant deal being mostly unclear / cancelled / whatever, it's time I got off my ass and tried it.
Finally got Pixel's approval and the source code. It looks doable, but at ~50000 lines of code it's a little daunting.
This is the preview version that I sent to Pixel, so it's mostly guesswork and buggy and certainly feels different from the original. Playable up to the first boss fight. Dual-language English and Japanese Tested on 3.10, should work unmodified with most custom firmware.
Will try to do this in four stages:
1. get the windows version working with the alternate screen size (480x272)
2. port filesystem+graphics+input handling
3. port sound+music
4. add menus (key config) etc.
I expect this will take a while, so I guess I'll try my best.
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June 26th, 2007, 07:31 Posted By: wraggster
News/release from silmarilion:
Hi, i'm releasing today my new app GameMusicGear_0.1.0. It is an evolution of my old app GameMusicEmu wich I released a long time ago.
It is a music app that lets you play some of your favorite music formats (MP3, MIDI, MOD, PSF, SPC, GYM, ...). At first it was created to be a videogame music only app, but I have added support for some popular music formats like mp3 and midi!!.
Also rockMax has made a really nice skin, with some classic pixel style , and has designed a new GUI too, wich has more functions and is more friendly than the last one.
And well i'm not too good with my english so please see the readme for a more detailed explanation!!
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via silmarilion:
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June 26th, 2007, 17:04 Posted By: wraggster
Newly released today at Play Asia
In Harry Potter and the Order of the Phoenix, Harry returns for his fifth year of study at Hogwarts and discovers that much of the wizarding community is in denial about the teenager’s recent encounter with the evil Lord Voldemort, preferring to turn a blind eye to the news that Voldemort has returned. Fearing that Hogwarts’ venerable Headmaster, Albus Dumbledore, is lying about Voldemort’s return in order to undermine his power and take his job, the Minister for Magic, Cornelius Fudge, appoints a new Defense Against the Dark Arts teacher to keep watch over Dumbledore and the Hogwarts students. But Professor Dolores Umbridge’s Ministry-approved course of defensive magic leaves the young wizards woefully unprepared to defend themselves against the dark forces threatening them and the entire wizarding community, so at the prompting of his friends Hermione and Ron, Harry takes matters into his own hands. Meeting secretly with a small group of students who name themselves “Dumbledore’s Army,” Harry teaches them how to defend themselves against the Dark Arts, preparing the courageous young wizards for the extraordinary battle that lies ahead.
With the ability to play multiple characters, including Harry Potter, Dumbledore and Sirius Black, the videogame of Harry Potter and the Order of the Phoenix offers fans the opportunity to wield a wand, explore all around Hogwarts, and experience one of the most exciting and dangerous years in the life of the Boy Who Lived.
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June 26th, 2007, 17:15 Posted By: wraggster
Newly released today at Play Asia and Success HK (Worldwide Shipping)
In Harry Potter and the Order of the Phoenix, Harry returns for his fifth year of study at Hogwarts and discovers that much of the wizarding community is in denial about the teenager’s recent encounter with the evil Lord Voldemort, preferring to turn a blind eye to the news that Voldemort has returned. Fearing that Hogwarts’ venerable Headmaster, Albus Dumbledore, is lying about Voldemort’s return in order to undermine his power and take his job, the Minister for Magic, Cornelius Fudge, appoints a new Defense Against the Dark Arts teacher to keep watch over Dumbledore and the Hogwarts students. But Professor Dolores Umbridge’s Ministry-approved course of defensive magic leaves the young wizards woefully unprepared to defend themselves against the dark forces threatening them and the entire wizarding community, so at the prompting of his friends Hermione and Ron, Harry takes matters into his own hands. Meeting secretly with a small group of students who name themselves “Dumbledore’s Army,” Harry teaches them how to defend themselves against the Dark Arts, preparing the courageous young wizards for the extraordinary battle that lies ahead.
With the ability to play multiple characters, including Harry Potter, Dumbledore and Sirius Black, the videogame of Harry Potter and the Order of the Phoenix offers fans the opportunity to wield a wand, explore all around Hogwarts, and experience one of the most exciting and dangerous years in the life of the Boy Who Lived.
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June 26th, 2007, 17:31 Posted By: wraggster
New from Play Asia
Based on the 2007 live-action feature film, Transformers: The Game lets gamers control the outcome in the battle for Earth as they choose to protect it as Autobots or destroy it as Decepticons. Players experience the unstoppable power and massive scale of their favorite Robots in Disguise such as BumbleBee, Barricade and others. As the Transformers robot's war comes to Earth, gamers make the choice to join the Autobots in protecting our planet or to join the Decepticons in destroying it. With dual campaigns, the fate of the world is in players' hands.
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June 26th, 2007, 17:33 Posted By: wraggster
New from Play Asia
Super Robot Taisen OG: Original Generations is a tactical RPG game and a remake of the two Original Generation games for the Game Boy Advance™. The game is intended to celebrate the Super Robot Taisen series' 15th anniversary.
Original Generations has been developed by the team that produced Super Robot Taisen MX, and uses high-energy, dynamic action for the in-game battle sequences.
The game features a new combat system called the "Twin Battle System", which allows two adjacent units to combine into one squad, similar to Super Robot Taisen Alpha 2 and Alpha 3's squad system. The Twin Battle System allows both robots to attack simultaneously, and either focus their fire on a single target (with a damage penalty for one of the robots) or, when facing another squad, each target a different one of its members.
Squads can also support-attack with other squads, allowing up to four attacks in a single action. As in the PS2 Alpha games, a single unit can also use an ALL attack to strike both members of an enemy squad at once. The game also features "ALLW Attacks," similar to the "Double Attacks" in MX, which can strike both members of a target squad and a single unit (or squad) directly next to it.
Original Generations has the largest amount of pilot cut-ins in the franchise's history, along with individual, unique animations for certain pilots when using equipable weapons (i.e. Brooklyn Luckfield with the Shishio Blade).
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June 26th, 2007, 17:36 Posted By: wraggster
New weekly special offer from Play Asia
The world in Rezel Cross is undergoing an awakening after a comet passes by. Beasts undergo rapid evolution and dormant abilities in humans start to manifest. Increased strength, faster reflexes and agility transform a small number of humans into super humans known as "rezel". While the world is in constant flux Isle, Lefia and three other heroes gifted with rezel powers begin their tale.
The game is split into 20 chapters and the heroes gain the powers of teleport, time pause, psycho kenesis, transformation and x-ray vision as they progress. In addition, the battles are in full 3D with an XMB like interface and the heroes get skill points to unlock new abilities and Rezel Arts as well as Hyper Rezels.
The game has character designs by Eiji Kandeda who also did character designs for Aquarion and a script written by the team who wrote Arc the Lad III & IV.
Sony's PSP™ RPG Rezel Cross is now available at discounted US$ 15.90 only.
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June 26th, 2007, 17:44 Posted By: wraggster
New from Divineo China:
XCM Crystal Series face plate for PSP is a high quality see through faceplate for a new high-tech look of your console. Available in different shades, you can see your console at work underneath your fingers!
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June 26th, 2007, 17:48 Posted By: wraggster
New from Divineo UK:
These high quality, snug fitting knitted socks keep your DSLite,DS or PSPwarm and cosy whilst protecting against everyday scratches
Note - This is a 3 pack of socks, you get 1 white, 1 pink and 1 black!
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June 26th, 2007, 18:14 Posted By: Triv1um
Via Playstatic
Research is being conducted on the technology used in the Playstation 3 in an effort to develop new national security devices in the US.
The Pacific Northwest National Laboratory in Washington, USA, is using the processing power of Cell to help manage complex information, such as security videos and facial recognition technology. Apparently the PS3’s technology has approximately a quarter the computing power of the lab’s 8,000 square foot supercomputer.
Quoting lab researcher, Mark Goodwin;
“It [facial recognition and video surveillance] places a tremendous burden on the operator of those control environments that are look at all these video feeds coming in an not knowing how to process all of that information. This is an opportunity to bring machine based processing into the video analysis environment.”
The article doesn’t state exactly what “technology” is being made use of from the Playstation 3 but one might assume they refer to Cell, with its seven separate processing units. It may be an expensive toy for the average gamer, though cheaper than building another giant super-computer.
PS3 - not only Folding for cancer but Big Brother too.
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June 26th, 2007, 19:27 Posted By: wraggster
via playstation blog
What’s up PlayStation fans??? I know my earlier post was a bit thin…thin like one of the Olsen twins…so I thought I would come back and add some more of what you’re asking for. I love your passion and drive for God of War: Chains of Olympus info, so I’ll do my best to accommodate you with this follow-up. I’m going to share a little bit more about God of War and maybe talk about what’s next on my plate, or I might just announce the rumble feature for the PSP.
Ok, just kidding about the rumble feature for PSP, I made that up.
It’s pretty strange posting something in these new digs though, it’s more formal than my ghetto little blog. I feel like I need to sit up straight when I’m writing this. I’m not going to of course, I just feel like I should. So I guess I will just have the guilt to carry around with me all day. Fortunately I am too shallow to be bummed about that for too long.
All right, enough already, let’s chat a bit about the PSP. I hear that the official news about unlocking the PSP processor speed is out there. Many people are asking if God of War: Chains of Olympus is going to take advantage of this. The short answer is yes we are! Ready at Dawn has been doing some pretty amazing stuff with the PSP since the early days of the platform. Every time I see a new build I am more amazed with what we’re able to pull off with the PSP. I mean, 1080p on the PSP…who would have freaking thought??? Ok so that is wholly untrue, but it does look amazing. I feel confident in saying that we (and when I say we, I mean Ready at Dawn since they are doing the bulk of the work) are nailing the look and feel of God of War for the PSP. If everything goes according to plan then this will be a must-have game in your PSP library.
The combat for God of War: Chains of Olympus is also coming along really nicely. With each new build I get to see more and more of the game taking shape, which from my perspective is great. This game is really a first for me overseeing a game in this fashion. I don’t live with the game every day in the trenches like I did on the first two God of War games. So, all the daily stress that goes with directing this title gets placed squarely on Ru Weerasuriya’s shoulders. To be honest, I don’t like this position nearly as much as directing a game. I prefer being in the trenches and tackling all the problems. Thankfully the folks over at Ready at Dawn are doing a great job and over the next few weeks you will get to see the fruits of their labor. I would say ‘our’ labor, but including myself in that would be like the guy who stands on the side of the road during a marathon and hands out a glass of water and says “run faster”, and then says ‘we’ won the race.
I hope to have more info on the game sometime soon, keep your eyes open at E3. I’ll let you know when we’re finished. I think the first people getting one will be the people who participated in the Island of Rhodes website tease.
I will try and stop by as often as I can and give some more PSP updates for everybody, without giving away too much of course. I don’t want to ruin the surprise
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June 26th, 2007, 19:49 Posted By: burrito
via eXophase
Users over at the IGN Boards are reporting that retail chain Gamestop is currently offering a free Syphon Filter: Logan's Shadow demo UMD. Not all stores appear to be offering the demo at this time, so its best to give them a call before heading out.
Alternatively, you can request a copy of the demo from Sony at the official website. It's puzzling as to why Sony always limits new demos to UMD format, rather than offering a downloadable version. Ah well.
Free Syphon Filter: Logan's Shadow demo UMDs [IGN Boards via PSPFanboy]
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June 26th, 2007, 20:49 Posted By: evolve
One gamer reports that he managed to purchase a copy of Lumines for the PSP for the price of just $0.10 from Wal-Mart. The exploitable game was found in a bargain bin with a price tag of $11.83, but it scans through the till at just $0.10!
[via EvolveXMB]
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June 27th, 2007, 00:38 Posted By: evolve
The NOOBZ Team have released their Downgrader for firmware 3.50, heres the full newspost from Noobz:
We said it would be done - although some people even said we couldn't - and lo... let there be a downgrader! Noobz are proud to present a downgrader for any PSP - even the one in the picture on the left .
This downgrader is for v3.50 firmware, and includes a port of the Homebrew ENabler (HEN) for firmware 3.50. It will automatically detect all known PSP motherboard types, and do the appropriate steps to ensure a safe downgrade.
Before we get started, let's have the obligatory warnings:
Any downgrader carries some risk of permanently damaging your PSP. We've done everything we can to remove as much danger as possible, but if you choose to use this downgrader, you are accepting all of the risk involved. Nobody else will be held responsible for any damage to your PSP, howsoever caused.
Recent Sony official firmwares (3.30 onwards) have included checks that block upgrade from previously-downgraded PSPs with TA-082 or later motherboards. If you use this downgrader on such a PSP, you will lock yourself out of official firmware updates - although you will still be able to use new OE firmwares when they are released. We intend to release a tool to allow a return to official firmwares in the future.
This software is provided free of charge, so that you can use legitimate homebrew on your PSP. You are explicitly prohibited from selling it, or using it to pirate commercial games or applications. If you want to play a commercial game, do the decent thing and support the developers by buying it. If you don't, then YOU are contributing to the death of the PSP software industry.
To use this downgrader, you will need the following:
A PSP, upgraded to the official Sony v3.50 firmware. You should also set your language settings to "English".
A legal Lumines UMD, either the EU (ULES00043) or US (ULUS10002) version. The original, Platinum, or Greatest Hits versions are all fine. Support for the Japanese version will come soon.
Sufficient intelligence and english language skills to be able to carefully and throroughly read the instructions.
It would also help if you've previously run the Illuminati Hello World, so that you're familiar with how to run the Illuminati exploit.
For instructions on how to run the downgrader, see the Downgrader_HOWTO.txt file in the ZIP.
Future plans? Firstly, we intend to provide a solution for people who are stuck on firmware 3.10 or 3.11, unable to upgrade to 3.50 due to the new Sony checks. The exact format of that solution is still to be decided. We also intend to develop an eLoader for v3.50 HEN, so that those who do not want to downgrade will still be able to run some homebrew.
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BUY LUMINES EU Version
BUY Lumines US Version
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June 27th, 2007, 00:53 Posted By: Malksta
via Emergency Exit
McZonk releases a new version of Quake 2 PSP as he will not have as much free time, be warned it is a buggy build, however.. Have fun
Here's what McZonk said in his blog.
Exams
I will be less or even not be available in the next days. My first exam is soon and I really should begin to learn. Well I already should have started, but it is the same every semester
I also want to start coding again after I passed my tests. I was coding for around two weeks now and got a pretty decent version. I am a little bit unhappy with the current version, because it is still very buggy, but I do not want to be away for a few weeks without releasing it. You can spam tons of bug reports, I only will answer when I have enough time. Thanks for all support and all nice comments I got over the time.
Click for download
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June 27th, 2007, 02:08 Posted By: On The Rise
StrmnNrmn has released a new version of his excellent Nintendo 64 emulator for the PSP
DIGG THIS NEWS
"Here is the list of changes:
* [!] Fixed issue preventing Goldeneye from being loaded.
* [!] Fixed dynarec for Goldeneye.
* [!] Fixed dynarec for Super Smash Bros.
* [!] Fix various texturing issues with 4bpp and small or non power-of-2 textures.
* [!] Fix TexRect instructions with negative s/t components.
* [!] Fixed the HUD in Mario 64 (broken in R11.)
* [!] Fixed lights in F3DEX2 microcodes.
* [+] Correctly implement instruction fetch exceptions, improving compatibility.
* [+] Improved floating point compatibility.
* [+] Correctly handle mask_s/mask_t tile values.
* [+] Implemented a few custom blend modes.
* [+] Screenshots just cover visible viewport.
If you've been following the updates on this blog over the past month the most obvious change is that Super Smash Bros. is now running well with dynarec enabled, and many graphical glitches have now been resolved. The compatibility fixes were specifically aimed at Super Smash Bros. but may well fix issues with other roms too. Overall SSB is looking and playing much better than it was in R11, but even at 30-40fps it's still not running at fullspeed yet. There are a few graphical issues that still need resolving, but all in all it's starting to feel very playable with frameskip set to 1 or 2.
Goldeneye is also running in R12. Although the intro sequence is running very quickly and with few noticable graphical issues, a lot more work is needed to it running at a playable framerate in-game. I think it's a good start though, and something to get excited about for the future
Otherwise R12 just has a fewm minor compatibility and graphical fixes - there are no optimisations for this build.
As always, leave your feedback on the comments pages. I read all your comments and I'll do my best to reply to any questions you raise. I'm particularly interested to hear if any roms which were broken in previous releases are now running in R12.
Enjoy!"
-StrmnNrmn
Check out our Daedalus Compatability List
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DIGG THIS NEWS
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June 27th, 2007, 07:37 Posted By: wraggster
News/release from Becus25:
Custom Firmware 3.02 IE - A Update1
It is a extension for OE.
With it you can have on one nand the improvements of firmware 3.xx, the OE kernel and the IE.
For install put the PSP folder in the root of your memory stick.
Then install it.
Later of this, enable the autoboot option (OE Recovery {press R on power on the PSP}) and you will have the IE also !.
For launch the IE recovery press START.
NOTE : For use the new autoboot function , activate it from the recovery of IE.
Install it from 3.02 OE-x
Enjoy!
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June 27th, 2007, 07:55 Posted By: CaptainMorgan4
--------------------------------------------------------------------------------
********* The poll is now official no more votes after this post will count, the official turn out was 394 votes *************
The Official 3 Titles that will be worked on for R13 are:
1. Zelda OoT
2. Goldeneye
3. Diddy Kong Racing
** The Poll Has Been Official Since 7/7/07 **
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June 27th, 2007, 17:13 Posted By: wraggster
News/release from bloodredxxx:
hello. Just wanted to share a game concept which I started working on just yesterday.
Basically its a prototype for a DJ Max Portable type of game.
This is designed to run on cools LUA mod v4 (which is also included in the file)
* new link; included a sample mp3 file (64kpbs) *
** second update for today, I'm kinda on a roll =P
just unrar in your PSP/GAME150/ folder (FW 3.xx OE)
or PSP/GAME folder (FW 1.50)
*** important! ***
place an MP3 music file in
/PSP/GAME150/luaplayer/Applications/MyGame/
with a filename of "mp3.mp3" for the background music.
Run LUAplayer, then run the "MyGame" script
== Gameplay ==
just try to hit the corresponding button with the correct timing to increase your score
== Controls ==
beats from left to right:
left, up, triangle, circle
start - pause / exit game screen
L / R - change background
== future planned features (not yet implemented) ==
- track list selection
- "note chart" for each track
- "note chart" creator
it still has a veeeerrrryy looooong way to go. I just want to share it with you guys, maybe I can get some ideas. Thanks.
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via bloodredxxx
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June 27th, 2007, 20:29 Posted By: DarthPaul
I was browsing the internet and found this..that MathieuLH himself said it:
"first of all we disabled signcheck protection meaning now firmware's prx wont be signchecked although it will still be able to load signcheck prxes other stuffs are planned though
if we have enough time no-umd compatibility will be slightly increased"
Via PSPGen
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June 27th, 2007, 20:51 Posted By: Shrygue
via Eurogamer
Sony plans to introduce support for AVC High Profile (H.264/MPEG-4) file playback in a new firmware update due out soon.
The firmware, version 1.82, will be released "in the next few days", PlayStation Network Operations Director Eric Lempel said in a post on Sony Computer Entertainment America's blog.
Recent PS3 firmware updates have introduced the ability to upscale DVDs, PS1 and PS2 games to 1080p resolutions, to downscale Blu-ray video to 720p and to view files stored on a home network.
However, there has been a mixed reaction to firmware updates from those who intend to play older games on their PS3s, with the level of support for several key titles including Metal Gear Solid 3: Snake Eater from Konami seemingly in fluctuation.
In his blog post of Monday 26th June, Lempel perhaps anticipated this concern when he added: "We're continuing to evaluate and improve things across the board, including PS2 software compatibility."
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June 27th, 2007, 20:54 Posted By: Shrygue
via Eurogamer
Sony UK has declined to comment on reports that the company is preparing a "WipEout HD" title as a downloadable PlayStation Network product.
WipEout Pulse game director Tony Buckley reportedly told 1UP that the internal Liverpool studio handling WipEout titles wants to release the PSN version quickly, and that we may see an announcement in August or even at E3 next month.
WipEout HD would feature online multiplayer, 1UP added, and would be an addition to the WipEout release schedule rather than a replacement for the full WipEout game that Sony Liverpool is known to be developing, which is supposedly due out next year.
A spokesperson for Sony UK said: "I can't confirm anything about WipEout on the PS3 at this time."
Earlier this month we spoke to WipEout designer Clark Davies about WipEout Pulse, the one Sony Liverpool WipEout game that is confirmed for this year, and he told us it was "too soon" to discuss plans on PS3.
But hey, we know something's going on, and WipEout HD sounds like a good bet given Sony's obvious fondness for high-definition PlayStation Network releases. Expect more in the coming weeks.
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June 28th, 2007, 00:14 Posted By: wraggster
News/release from spike_132000:
You may have previously downloaded Lectus as 1.0.0 (BETA)
This version was discontinued do to copyright theft. My Bad... Leave it out.
This version gets rid of the browser so no copyrighted material is included in this release.
This release was created by me (spike_132000)
INSTALL -- -- --
To Install...
1) Extract the Lectus Folder to your Desktop
2) Open the Lectus Folder and Run INDEX MAKER.exe
3) Enter a Username and Password
4) index.html file will be created
5) Return to the Desktop (Or place where you extracted Lectus)
6) Plug in your PSP and open up the Root Folder
7) Copy the Lectus Folder to PSPROOT:/PSP/COMMON/
8) Unplug your PSP (or leave it in if you wish )
9) Navigate to Internet Browser
10) Press [Triangle] and Navigate to File
11) Press [Cross] on Address Entry
12) You can Choose if you want Password or Non Password mode
if you want password on : Enter - file:/PSP/COMMON/Lectus/index.html
if you dont want password on : Enter - file:/PSP/COMMON/Lectus/home.html
13) Lectus will load from the memory stick
14) Bookmark this page.
CHANGELOG -- -- --
1.0.0 -
[-] DISCONINUED DUE TO COPYRIGHT THEFT....
2.0.0 -
[+] Added Images to Games List
[+] Added Images to Applications List
[+] Major Revamp of Help Files
[-] Dropped the Browser
[+] Online Support
2.0.1 -
[+] Online Support Finished
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June 28th, 2007, 00:58 Posted By: Wally
Hi people,
Decided to make a poll so that we can choose a feature we would like to be improved in R13.
The poll options explained:
Speed (includes Moving CPU to ME)
More Compatibility - includes making games work that dont show any life or show life but freeze up (Includes Turok, WWF Wrestlemania or Waverace)
Graphical Fixes - includes broken GFX / Fixing games that flash or are upside down (Army Men games / Fighting Force 64)
Ok serious time folks, vote on what you REALLY want for Daedalus R13, this is not a game vote its for what you would like to see improved the most of all.
I thought since Captain Morgan was only working on what game would like to be compatible with Daedalus. I thought i would make a Poll on which sections people would like to see improved / Added to daedalus in time for R13. This will be passed on to StrmnNrmn via his blog.
Sure only one option can be checked so please choose wisely, you only have one chance!
I picked Speed, due to the fact that the ME processor would make a lot of performance difference, sure it doesn't fix glitches in games like Diddy Kong Racing (Don't get excited Morgan) or make Revolt work, but it probably will allow Zelda OOT and lots of other games that we simply can not live without work much better. Im sure many of you will agree but please do vote for what you wish!
To make people vote now i've set this poll so it closes in 10 days.
Thanks
Wally
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June 28th, 2007, 04:07 Posted By: JKKDARK
via PS3 Center
An EGM report stated that Sony is getting ready to release a new PS2 motion sensing controller this Christmas to compete with the Wii.
Sony has thus far denied these rumors completely stating that they will not be making the PS2 more like the Nintendo Wii which continues to tear up the gaming market.
EGM wrote that "Sony will be retrofitting the PlayStation 2 with a Wii-like remote by Christmas. That console just won’t die, will it?"
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June 28th, 2007, 04:09 Posted By: JKKDARK
via Pro-G
Gamesradar (via the UK's Official PlayStation 2 Magazine) reports that Alone in the Dark: Near Death Investigation, previously a next-gen and PC title, will now also be released on PlayStation 2.
This doesn't mean that PS2 owners will receive a watered down experience. Speaking to the magazine, Lionel Fumery, lead designer for the PlayStation 2 edition said, "All the next-gen features are in the PS2 version".
The PS2 game will follow the same structure as the other versions, with players given a series of episodic levels set in New York. Obviously there have been some cutbacks in porting the game to older, less powerful hardware. The Central Park location has been reduced in size, enemy intelligence has been dumbed down and players will notice less 'oomph' with the physics effects.
Still intact is the game's fire technology which enables fires to spread realistically, and the ability to interact extensively with the environment. Load times will also be kept to the minimum, with no apparent loads during an episode.
The PS2 port is being handled by Hydravision Entertainment, the studio responsible for the moderately entertaining Obscure for PS2.
Alone in the Dark: Near Death Investigation is scheduled for release on PS3, Xbox 360 and PC in November. No release date for the PS2 version has been announced.
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June 28th, 2007, 07:29 Posted By: wraggster
News from Yoursam:
I think v2.03 of netlib is finished, I just need someone to test it out because I'm not sure if I broke it...
The major change is that I wrote an HTTP server so that anyone can view the logs. I changed netlib so that netsend's 3rd argument is optional.. Thats about it.
You can view it at http://66.25.53.65/
Would someone play a netlib game now?
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June 28th, 2007, 07:34 Posted By: wraggster
News/release from Mr305:
Here's a new update after finding some leisure time. This should solve most of the reported annoyances from previous version.
New Features:
Press and hold Select for approximately to 2 seconds to disable L & R navigation feature.
Instructions:
1) Copy to seplugins folder in MS root.
2) Add the line to vsh.txt
Code:
ms0:/seplugins/Xmbcontroller.prx
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via mr305
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June 28th, 2007, 07:39 Posted By: wraggster
News/release from Cubicpixel:
Hello fellow PSP users.
I really appriciated zx-81 realease of Denzel's AFKIM with keyboard support (3.2.1). I use msn everyday and now I get to use it on my psp! I redesigned the entire graphics to match msn LIVE's look, with a new eboot etc.. I haven't changed anything else. I'd like to thank anyone who participated in this project. This is my small contribution
Also, I added a seplugins folder containing irsmp3.prx plugin seted up right. I'm using this plugin all the time:
- Works perfect with 3.40oe in AFKIM (and other homebrew for that matter);
- Targus keyboard still compatible;
- You get to lower the CPU speed with it and listen to music while chatting;
- Runs smoothly at 110 mhz, saves lots of battery;
- Internet connection is stable, psp gets less hot lol;
- On screen display of music fits ok in the menus.
--------------------------------------------------
INSTALLATION:
--------------------------------------------------
1. Install AFKIM 3.2.1 (3.xx version): http://zx81.dcemu.co.uk/afkim-instan...2-1-66769.html
2. Download my .zip file via comments
3. Copy the content of the "3.xx_eboot_and_skin" folder to your AFKIM folder. exemple: ms0://PSP/GAME340/AFKIM/... Click "Yes to all" to replace files;
4. Copy the "seplugins" folder to the root of your memory stick. Click "Yes to all" if asked;
5. To enable the plugin, you must go in recovery mode (restart psp & hold R). Make shure that the "irsmp3.prx [GAME]" is enabled in the "plugins" section;
6. To use the plugin (you can change these settings in the ms0://seplugins/mp3conf.txt):
Volume up: NOTE & UP
volume down: NOTE & DOWN
Start or Stop: NOTE & CROSS
Previous track: NOTE & LTRIGGER
Next track: NOTE & RTRIGGER
Random/Sequence: NOTE & TRIANGLE
Boost CPU speed: NOTE & RIGHT
Lower CPU speed: NOTE & LEFT
Reload music: NOTE & SQUARE
Screen display: NOTE & CIRCLE
---------------------------------------------------
ps: If ever you have pikey installed to flash memory. You might need to hold SELECT on homebrew startup or else the mp3 plugin gets disabled (random glitch I guess). Other than that this works great!
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via cubicpixel
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June 28th, 2007, 17:01 Posted By: wraggster
News/release from Vashts121:
Phaze v1.5 is a huge improvement from the bland v1.0. This new version is headed down a community-based, and run road - something I feel other portals lack. I am also promoting the modification and improvement of Phaze. Some added features are:
- Downloads now has music, demos, wallpaper, videos and images
- Forum added
- News on homepage and is also a link
- More games
- More apps, pixel fixer added
- Forum added
- Search added (yahoo, google, wikipedia ect)
- File browser under Search
- Plethora of links
- Two new themes (in About)
I will be adding *patches* which just replace your current files, and add new themes and content in the near future (hopefully with the help of other Phaze users.) But for the most part, the links go to my ftp server, so it can be updated in real time.
DOWNLOAD URL
Or enter net version on your PSP at:
http://vash0wnz123.65gb.com/index.htm
(you have to add the index.htm or it won't work)
Installation:
1. Unzip phaze.zip
2. Connect your PSP to your computer
3. Navigate into X:/PSP/Common
4. Put the phaze folder inside of X:/PSP/Common
5. Disconnect your PSP and open the web browser
6. Enter this into the url: file:/PSP/Common/phaze/index.htm
Sidenote: Problems have been reported when using FullScreen Browser, such as distortion and hiding of the clock. I highly recommend you do not use any supplimental apps to view Phaze v1.5
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June 28th, 2007, 17:37 Posted By: wraggster
via Gamedaily.biz
The PlayStation Portable just came off one of its best months, selling over 221K units in the U.S. during May. We chatted with Senior Marketing Manager for PSP, John Koller, about the state of Sony's portable business, what they've learned and why they're such big believers in the platform.
GameDaily BIZ: So how do you feel about the progress you've made since entering the portable gaming space?
John Koller: Very strong. It's been a fantastic experience for Sony and SCEA overall. We were to new to the handheld space on the gaming side, and we really carved out a new area. We created a product with the PSP that differentiated significantly from all the other portable products that are available, whether it's the DS on the gaming side or the iPod on the video/music side. Nothing really comes together with all the feature sets that the PSP has... I've been giving my "Knut Rockne speech" for the last six months or so, but this is really going to be a big year for the PSP. That kicked off a few months ago with the price drop campaign, but if we continue through the year with the number of titles that'll be coming out, some of the announcements at E3 and then beyond, some of the things that'll be happening in the fall... The PSP is a fantastic growth platform for SCEA and we look at it as a significant revenue driver for us as we continue through the year and beyond.
More via link above
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June 28th, 2007, 17:40 Posted By: wraggster
The Underminer has updated his Galatic breakout game for the PSP.
Heres whats new:
version 1.1
- fused BackGroundMusic and BGMvol under settings. Decrease all the way down to 0
to turn off BGM
- added paddle speed under settings. affects d-pad and analog stick
- track info does not show when BGM is turned off.
- fixed analog Inverse Paddle bonus bug
- fixed a bug with loading a particular image
- fixed laser+teleport bug
- fixed fruity loops bug
Download at Official Site
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