Saturday, January 14, 2006 - Posts

NeoCD PSP 0.7.1 (NeoCD Emulator for PSP) (PSP-News)

Zelurker has released 2 very quick updates to the continuation of Yoyofrs original Neogeo CD Emulator for the PSP, heres whats new in both new versions:

Version 0.7.1
Just a fix for a stupid bug which made quite a few games to crash in 0.7.
Thanks to the quick tests which allowed to spot this one very quickly...

Version 0.7
Less bugs, better sound quality, a few little additions, and a loooong list of changes :

- Fixed crash in breakers : this is once again related to the upload area,
so I can just hope it won't break other games
- Try harder to recognise game files from ipl.txt : some originals have
weird filenames in the ipl.txt (a double dragon version is in this case).
Now if I can't find the file type in the extension, I look for it in
the whole filename, which seems to work for this double dragon version,
at least.
- Fixed sound effects : they are now much clearer, and in real stereo.
The difference is especially noticeable in bust a move.
- Fixed a last possible corruption of the memcard.bin file if quiting with
the home key. Now it should be safe to use the home key to quit at any
time, and there should be no way left to corrupt any file (mp3 or other).
If you use fw 2.0, be sure to use the Exit command from the gui though,
or do otherwise at your own risk (I am not testing neocdpsp with fw 2.0)
- The sound effects do not stop anymore after 3 or 4 games (finally !)
- Added some game messages at the bottom of the screen (now you know
when an mp3 track is starting to play, if it didn't find it, if there
was an error decoding it, and so on...)
- In previous version, if an mp3 had some id3 tags it couldn't be played
in neocdpsp. This is fixed now, sorry for those who encountered this
problem.
- Now you can also place your mp3s in PSP/MUSIC. Example :
say you have a game in a directory mslug. The you can put its mp3s
as previously in mslug/neocd.mp3/ but now you can also put them in
/PSP/MUSIC/mslug/ if you prefer. After all these are mp3s, so you should
be able to play them from the psp interface if you want to !
The directory in music where you put the mp3 must be named exactly like
the directory of the game for neocdpsp.
- The mp3 decoder is a little more resistant to crashes, that is if you have
an mp3 file at 0 or 1 byte after you have filled your memory card, it
won't crash anymore. I don't say it will not every crash again though,
there are probably files which can make it crash !
- Fixed sound and music in top players golf
- Fixed Art of Fighting 3 freezing at start of gameplay
- The loading of zipped games is even faster than in 0.6.2 !
- The ingame sound effects of samurai spirits rpg work now, the game is
still very long to load, but it was already long on the original hardware
and is now limited by the access speed of the memory card.
- Now the memory card is writen only when you quit the game, not everytime
the game tries to write to it.
- Added "Select lock" option to the gui. When enabled the controls become:
Select + LTrigger instead of LTrigger for the gui
Select + RTrigger instead of RTrigger for snapshots
and Select + Cross instead of Select alone (pause in most games).
This for those who press the triggers by accident !
Download it here.
Download the source code for it here (see how it works!).
posted by Auri with 0 Comments

Second Homebrew Game to Run on PSP 2.01, 2.50, and 2.60 Released! w00t! PONG! (well, at least it's not Tetris again ;))

Percival from PSP3D has released Pong for PSP Versions 2.01 / 2.5 and 2.6 using Fanjita's Devkit for GTA homebrew.

"I have written a Pong game with Fanjita's Devkit for GTA homebrew.

Hope you guys like it!

Note: I have no idea how to let GTA load another file besides tetris.bin, so the Pong game file is called tetris.bin. Please don't be confused.
Note2: Only tested with 2.01 and EU GTA"

Remember you must own Grand Theft Auto: Liberty City Stories and a PSP with firmware v2.01/v2.50 or v2.60 for this game to work.


Download it here.

Buy Grand Theft Auto: Liberty City Stories here.
posted by Auri with 0 Comments

Homebrew: Meshloader Beta Preview by LuMo

[LuMo] has released a Meshloader that will load Maya 3D models on your PSP. You can export your graphics from whatever 3D program you use into Maya and then display them on your PSP. Here's what he said about the application.

I am modellin' 3D stuff for some time by now, and I always tried to get my stuff into games/mods or something like that. That's why I got the idea about loading a mesh file to the PSP.

Whats the aim of my work?
The main target is to get some 3D Models from Maya (or whatever.) to PSP.

How do I model in 3D?
This depends on what you like. If you prefer 3D Studio Max, you can model there, or use Maya, as I do.

How do I load 3D Meshes to my PSP?
Thats quite simple! If you have your model in Maya, the only thing you have to do is:
# Triangulate the model
# Combine the model
# Export the model by using my Tools

PSP reads those Ascii-file?
Actually no, but it would be possible to implement it. I decided to use this format as a good structured base. If you got this far, you are in front of your target! You can now convert your mesh to a 3DB file (3D-Binary) which can be loaded with my code|application.

Why use 3db and not ascii mesh?
cause: 3db loads faster and uses far less memory than ascii meshes!

[LuMo] also provides many excellent general PSP programming as well as Lua specific tutorials on his website such as Transposing a Matrix to Simple Animation scripts to name a few. He has also previously released a Bomberman "clone" for the PSP.
posted by Auri with 0 Comments

Lua-Based Music Sequencer by Knifa (PSPLua)

Knifa has just released Music Sequencer which is a music application written in Lua. Quite a nice first release. Here is what he had to say.

I've wrote a basic music sequencer in Lua. It has support for multiple tracks (or instruments, whatever you want to call it) too, changing BPM and the likes.

It's not exactly the most useful thing ever, but I got bored and made it for the fun of it :P

If you're going to make a song on it, it's very simple, you should be able to figure out what to do by reading the songs that come with it. Remeber that they are processed in HALF-BEATS and not a single one.

You can also add your own samples by doing something like this at the top of your song file.

Code:
V_TONE1 = AddSample( "file.wav" );

Then you would use that in your song scores/tracks

[Via PSPLua]
posted by Auri with 0 Comments

AWESOME: Fanjita Releases Developers Package for GTA Exploit

Fanjita has created a package for all developers who wish to create applications and games for 2.01+ firmwares. The file contains the expanded source for the GTA Tetris binary, along with instructions and information on how to adapt it to other applications. Fanjita has gone to great lengths to make the porting process as painless as possible, however, a good working knowledge of standard PSP programming using the PSPSDK is still required. Once it is up and running, the binaries that you build with this package will be able tdirectlyly replace the tetris.bin files in the GTA Tetris release.

Note that a launcher is not available yet to run homebrew applications in firmware 2.01 and higher but, if history is any lesson, it should only be a matter of time!

Due to the mass amount oprojectses currently underway, Fanjita will not be able to provide support for basic "“newbie"” questions about C compilation, but will be able to answer technical questions regarding the package itself.

Download the SDK here.

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Game Review: NBA Ballers: Rebound (Gamespot)

(Source article: http://www.gamespot.com/psp/sports/nbaballersrebound/news.html?sid=6142464)

NBA Ballers: Rebound Hands-On

Midway's blingy b-ball game heads to the Sony PSP. We've got a hands-on look.

The original NBA Ballers was a welcome surprise on the PlayStation 2 and Xbox. It was a hoops game that built on the solid arcade basketball roots of Midway's older b-ball franchise, NBA Showtime, infused with the modern-day cash-money sensibilities. And though the real NBA has put the bling on the back burner (thanks to commissioner David Stern's newly imposed dress code), Midway is bringing an improved version of the original Ballers to the PSP, dubbed NBA Ballers: Rebound. We got a look at the game during a recent visit from Midway and definitely like what we've seen so far.

For those who aren't familiar with the series, the original Ballers was a streetball/NBA hybrid that featured fun trick-based play on the court and a storyline that had you taking your created hoopster from the streetball anonymity all the way up to rubbing shoulders with NBA greats like Allen Iverson and Stephon Marbury. That's the general idea here in Rebound as well--a rags-to-riches story that has you creating your ultimate baller and guiding him up through the ranks until you're hanging with (and competing against) the league's elite.

That isn't to say there's nothing new in Rebound, however. Along with updated rosters and two new levels to play on, the intriguing one-on-one-on-one mode--which is borrowed from NBA Ballers: Phenom for the Xbox and the PS2--is playable in Rebound and, as you might expect, it's a lot of fun. The third man on the court adds an extra layer of difficulty to the asphalt action, because it's not just one more guy you have to get around when making your way to the basket, it's also someone you'll have to compete with for rebounds. With plenty of current and classic NBA stars to choose from, it's easy to get an epic matchup going in no time.

Beyond the three-man game, the main modes in Rebound are your straight one-on-one matches, where you choose the baller you control and the opponent you go up against, the TV tournament, practice mode, and the rags-to-riches story mode. In the TV tournament mode, you play in tournaments against a variety of opponents in order to unlock real NBA players in the game, such as Tim Duncan and Shaquille O'Neal. Rags to riches serves as the story mode and will feature your created character in a number of different tournaments as he tries to make his way up the ladder. As you play games, you'll rack up points at the end of each match. You can then head over to the Inside Stuff menu, where you can spend your hard-earned points on things like mansions, hot rides, or sign NBA players like Alonzo Mourning, Steve Finley, and old-timers like George Gervin and Rick Barry.

The create-a-character tool has been given a makeover for Rebound. Not only will you be choosing the look and style of your baller, but you'll also be assigning him a move set based on a number of real-life NBA pros, choosing whether he is a conservative or flashy player, and, of course, assigning skill points across a number of different general attributes including clutch, power, speed, and stamina, as well as both offensive and defensive attributes, like two- and three-point shooting ability, blocking, and stealing.

In fact, one of the key improvements the Backbone development team has made to Rebound has been in terms of player attributes. As one producer told us, the original Ballers had several categories that were less than useful. This time around, the team has tried to make every attribute carry more weight in the progression of your player. Additionally, how you improve your character stats has changed as well. Instead of automatically upgrading your stats, your attributes will improve based on how you play the game. Spend a lot of time on midrange jumpers and three-point shots, for example, and your shooting abilities will improve. Drive to the basket on a consistent basis, and attributes dealing with your inside game will get a boost.

One of the most impressive aspects of Rebound is simply how good it looks. If the player models don't have quite the number of polygons as they did on the Xbox and PS2 versions, then the numbers are probably pretty close. This is one fine-looking game on the PSP screen--the impressively lifelike and recognizable faces that were so amazing on the console version are well intact here. If the game's pace is slightly slower than that of the NBA Street series, it's not necessarily a bad thing. If anything, it gives you more time to position yourself to grab a rebound, or set up a series of trick combos.

Wireless ad hoc support for up to two players in both the one-on-one and one-on-one-on-one modes should offer this PSP game some life on the multiplayer front, as will the loads of unlockable content that kept players coming back to the original game. While the load times got in the way of some of the fun in our hands-on time with the game, the core challenge and lively animations made up for it. NBA Ballers: Rebound is scheduled for release in late March, and you can expect to see, read, and hear more about the game in the coming weeks.

By Brian Ekberg

posted by Auri with 5 Comments

Ubisoft To Bring Astonishia Story to the PSP (PSPUpdates)

Today Ubisoft, one of the world's largest video game publishers, announced it has signed a worldwide licensing agreement with Sonnori Corporation of Korea to publish Astonishia Story in all worldwide territories excluding Korea and Japan. Astonishia Story is a role-playing game for the PSP system. The game will first be available in North America in March 2006.

In Astonishia Story, players embody an honorable royal knight and embark upon an epic journey to recover a stolen sacred relic that symbolizes prosperity and fortune. Players must seek the help of wizards and many other mysterious allies to succeed.

"Astonishia Story is one of the acclaimed games for the PC and PSP system in Korea and we are excited to add this quality RPG game to our PSP system lineup," said Jay Cohen, vice president of publishing at Ubisoft. "Astonisha Story brings a rich and simple experience that will satisfy the PSP system owner's desire for a RPG game."

http://pspupdates.qj.net/Astonishia_Story_Screen6.jpg

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Opinion Piece: PSP a Work in Progress (GlobeAndMail.com)

(Source article: http://www.globetechnology.com/servlet/story/RTGAM.20060113.gtgaming13/BNStory/Technology/?page=rss&id=RTGAM.20060113.gtgaming13)

When you think King Kong, you think of a physically imposing brute, right? A huge ape towering over wee, horrified humans? On the small screen of the PlayStation Portable, however, he's a cute little monkey: Here little monkey, swing on the vine, tussle with the salamander that is supposed to be a T-Rex.

The PSP version of Peter Jackson's King Kong: The Official Game of the Movie was released in the middle of the holidays, one of the last games to land before the annual January lull. The title has now made an appearance on every gaming platform currently available, with very mixed results.

On PCs and home consoles, especially the Xbox 360, it is a hit, impressing players with its craggy island setting and oversized, fierce enemies. On the Nintendo DS, it is almost unplayable, a mess of a game. And on the PSP, it is underwhelming. Squeezing graphics best viewed on a 17-plus-inch screen onto four-plus inches of LCD was never going to be easy, and the already short game has been further cut down to around four hours of play. Your companions, including Jack Black's Carl Denham, have been stripped out of the play portions. In the sequences where you swing as Kong, the big guy and Ann Darrow (Naomi Watts) no longer solve puzzles together -- or bond, creepily.

Another recent PSP release, Prince of Persia: Revelations, also fails to impress, despite being a straight port of a good console game, 2004's Prince of Persia: Warrior Within. It has a few extra levels and does manage to capture the feel of the original, but the control system is wonky, the sound sporadically gives up the ghost and each new section loads far too slowly.

The problem here is that developers are regularly pumping out PSP games that originated on the PlayStation 2 and other consoles. It's amazing that the PSP and its small but bright screen can even come close to making these games work, but close is not good enough if you have spent a few week's wages on a portable device. Often the very essence of what made the games good on the other machines is being lost in the translation. Even when they technically excel, these repurposed games do not provide enough surprises or unique challenges.

Most of the small batch of quality PSP games out there are driving titles -- Grand Theft Auto: Liberty City Stories, Burnout Legends and Wipeout Pure. It's great for those, partly because you can turn the unit like a steering wheel when you get pulled into the racing action, but only a few games in the system's first year have blazed anything approaching new ground. Lumines, a puzzler, and Infected, which transfers characters from one machine to another after a multiplayer game, are the exceptions that prove the rule.

The PSP is a first-rate tool for watching movies, with more and more films being released on the Universal Media Discs it plays. Amateur programmers also love it, playing around with -- or hacking, if you must -- its operating system and running all kinds of programs that displease Sony and copyright lawyers. But as a portable gaming machine, the PSP needs games that are made specifically to take advantage of its potential charms.

Nintendo's DS and its much stronger lineup have proven that handheld games work best when they are made according to the hardware's features and inherent limitations. The two screens on the DS are so small that they turn off some players, but its core titles -- Nintendogs, Animal Crossing: Wild World and Mario Kart -- are fun enough to make most people forget such things. And Nintendo released another oddity this week: Electroplankton lets you make music by moving small fish around on the bottom touch screen with a stylus. It's not really a game -- there are no goals or competitive elements -- and you can't save your creations, but it is charming in its bizarreness and, above all else, innovative.

Sony is still new to the portable gaming scene -- the PSP only launched in March of last year -- and the company has not yet learned the secret of Nintendo's handheld success: Variety is the spice of life.

posted by Auri with 0 Comments

Press Release: Slappa Releases New PSP Accessories

(Source: PR Web, http://www.prweb.com/releases/2006/01/prweb330466.htm)


SLAPPA Announces Release of New PSP Storage Case

Download this press release as an Adobe PDF document.


SLAPPA Distribution LLC., today announced the launch of the newest additions to their PSP product line, the SLAPPA® HardBody PSP Complete Case and a new version of their already popular SLAPPA HardBody PSP Daily Case. Both arrived just in time for this year’s CES tradeshow and the NAMM Show, where SLAPPA plans to exhibit this year in booth number 7431.

(PRWEB) January 10, 2006 -- SLAPPA Distribution LLC., today announced the launch of the newest additions to their PSP product line, the SLAPPA® HardBody PSP Complete Case and a new version of their already popular SLAPPA HardBody PSP Daily Case. Both arrived just in time for this year’s CES tradeshow and the NAMM Show, where SLAPPA plans to exhibit this year in booth number 7431.

The HardBody PSP Complete Case
offers a storage capacity capable of carrying a gamer’s full PSP collection. A hand sewn UMD storage page holds 6 UMDs, while separate Velcro secured scubaprene storage bags are provided for protecting and storing PSP, extra UMDs, headphones and remote separately.

The white and silver edition of the HardBody PSP Daily Case was created in response to the very well received black model, which was released in the fall of 2005. This case is ideal for the gamer-on-the-go with a storage capacity capable of toting the basic necessities to get any gamer through the day.

Both cases feature a sleek graphite and patent PVC outer design on the xEVA HardBody shell, which provides tough protection without the rigidness of hard plastic. Cargo storage nets for extra accessories, Velcro secured storage dividers, rainproof zippers and dual SLAPPA logo rubber pulls complete these cases, making them a highly protective and smart solution to storing your PSP gear.

“We designed the new SLAPPA line of PSP cases to be the best of both worlds—tough protection and a look as sleek as the PSP itself,” says Dustin Garis, Director of Marketing for SLAPPA.

The SLAPPA HardBody PSP Complete Case is now available for preorder for only $25.49 (Retail: $29.99). The SLAPPA HardBody PSP Daily Case in white and silver is now available for preorder for only $16.99 (Retail: $19.99). Both are available at www.slappa.com and will ship to customers on January 25th.

About SLAPPA Distribution LLC.
SLAPPA Distribution LLC. is a distributor of digital storage cases and accessories for digital products that are sold under the “SLAPPA” brand name. SLAPPA products have been recognized as “ground breaking” and “the best available,” and can be found at retail outlets around the globe. SLAPPA’s innovative team continues to produce quality style savvy designs for digital gear, such as CD/DVD storage cases. For more information on SLAPPA, visit the website at www.slappa.com.

###

posted by Auri with 0 Comments

It's Finally in the News: PSP 2.60 firmware cracked (Eurogamer)

(mainstream press is catching up)

Wily cracksmith "Fanjita" has worked out how to break through the latest PSP firmware, version 2.60, and managed to get a copy of Tetris running in spite of Sony's added security measures.

The breakthrough is likely to be followed by more thorough cracks, which could potentially unlock the system to the same kind of versatility available to cracked 1.50-firmware PSPs.

The revelation comes just days after the same chap managed to break through the previous firmware, 2.50.

Both versions were thought fairly secure, after Sony closed holes that allowed inventive crackers to run their own programs on PSP hardware with version 2.00 software and even revert it to the much more malleable 1.50, which runs virtually anything thrown at it.

Then again, 2.00 was also supposed to be secure. As was 1.50. Indeed, Sony's been engaged in a bit of a running battle with software crackers eager to use the portable to power console emulators and homemade software applications - Sony's argument being that the potential for software piracy is too big to allow this sort of thing to go unchecked.

Indeed, full PSP games are widely available through newsgroups and "warez" sites, and can be loaded onto sizeable Memory Stick Duos - like the 1GB versions Sony's been promoting heavily in the UK recently. Ironically though, quite a few PSP owners have argued that all they're doing is transferring their own, legally owned PSP games to Memory Stick to take advantage of greatly reduced load times.

As is tradition, Sony can be expected to react by releasing new firmware for the PSP in the near future.

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Tsuyo Kiss v3.1 Released for the PSP

PSP RK has updated Tsuyo Kiss to version 3.1. Tsuyo Kiss is an interactive graphic novel player for the PSP, unfortunately, all in Japanese. From the few details we can extract, you need to own the original game and this will run it on the PSP. The changelog is:

  • Quick save/load is possible even when selection branch is displayed
  • 24bit PNG loading is fixed
Download it here.
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Cheat Device v0.7d for Grand Theft Auto

Edison Carter has made some quick updates to his Cheat Device for Grand Theft Auto: Liberty City Stories in the last few hours, via version 0.7c, to version 0.7d. Here's what's new since v0.7b:

v0.7c:
Support for cheats with pplayer, pobj or pcar in them

v0.7d:
Select ped outfit, press TRIANGLE to activate
Support for cheats with #off section

Download the U.S. version here.
Download the U.K. version here.



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PSP Pro Mag Issue 1 Released

Numbaz has released his first issue of the PSP Pro Mag. This issue features 30 pages, including music, games, movies, gadgets, guides, art programs, manga/anime and calendar.

Download it here.

PSP Pro Mag Issue 1
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PMP Simple Converter 0.05 for PMP Mod

Miemt11 from our forum has released his PMP Simple Converter for PMP Mod, version 0.05. PMP Simple Converter 0.05 for PMPMOD is a video converter for the full resolution media player PMP Mod. Here is the release info from the author:

– What can it do?
Convert any video (rmvb, avi, mpg, wmv, asf) to PSP PMP format

– Changes since version 0.04
1: add multi-thread (CPU core) opntion to inprove speed (Only for Dual-core or hyperthreading processor)
2: add new 160:100, 320:200, 360:256, 480:192, 480:200, 480:204, 480:208, 480:256 and 480:264 resolution
3: GUI change to allow more easier to encode PMP for first time user
4: Overall Program File size is only 36KB
5: New Edit Menu
6: add Very simple preview video player (Need mplayer), now you can preview before encoding

– Component Requirement
1: Get all the memcoder component from [here].
    For Real Media and Windows Media video format you need the codec from [here].
2: Put pmp_muxer.exe to the intall directory e.g. C:\Memcoder
3: Now extract my PMP Simple to the intall directory e.g. C:\Memcoder
4: .Net Framework Runtime 2.00 from [here]


Download it here.
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Weirdest game on the PSP? Byte Hell 2000 Import Hands-On (Gamespot)

Byte Hell 2000 is one of those "off the beaten path" sort of games that has the potential to completely blow your mind. No, it doesn't do that by offering brain-busting graphics or face-melting sound effects. Byte Hell 2000 is a simple minigame collection, not entirely unlike Nintendo's WarioWare series. But rather than limit each game to five seconds before moving on, Byte Hell is bent on making you suffer as you press your way through 40 tasks, some of which are hilariously menial, as you attempt to earn money...so that you can unlock more jobs...so that you can earn more money...so that you can unlock more jobs. See where this is going?

Read the whole article...




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