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  • wraggster

    Graph 

    by Published on September 10th, 2009 19:41

    News via Psphacks

    I challenge you to a game of MTN’s Graph… It’s similar to Peg Jump in terms of simplicity; however, Graph definitely poses a real challenge as you progress further through each level. And not only that: MTN has shared a pre-release of a Graph Level Editor (GLE) allowing you to create, well, your own levels. Download both the game and the editor below.


    As I mentioned, the Graph concept is simple: you start where you see the red dot, move the cursor to a connecting dot ridding the line between the two. Once you’ve eliminated all lines, proceed to the next.

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2009 19:35

    News/release from indrora

    Ebootr 0.01 release beta by Indrora

    Ebootr is a replacement for PBP Unpacker. It was written in C# against the .NET 3.5 Runtime. If you keep your computer anywhere up to date, you should be fine. otherwise, be sure to download it from microsoft:
    Download details: .NET Framework 3.5

    Its fast, except when copying data from large (i.e. >400MB) Eboots. On my 2.1Ghz box, it took ~10 seconds to create an eboot off of Final Phantasy Origins (keeping only DATA.PSAR and DATA.PSP and PARAM.SFO)

    For those interested, I've included my Eboot loader library in source form.

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2009 19:35

    News/release from indrora

    Ebootr 0.01 release beta by Indrora

    Ebootr is a replacement for PBP Unpacker. It was written in C# against the .NET 3.5 Runtime. If you keep your computer anywhere up to date, you should be fine. otherwise, be sure to download it from microsoft:
    Download details: .NET Framework 3.5

    Its fast, except when copying data from large (i.e. >400MB) Eboots. On my 2.1Ghz box, it took ~10 seconds to create an eboot off of Final Phantasy Origins (keeping only DATA.PSAR and DATA.PSP and PARAM.SFO)

    For those interested, I've included my Eboot loader library in source form.

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2009 19:35

    News/release from indrora

    Ebootr 0.01 release beta by Indrora

    Ebootr is a replacement for PBP Unpacker. It was written in C# against the .NET 3.5 Runtime. If you keep your computer anywhere up to date, you should be fine. otherwise, be sure to download it from microsoft:
    Download details: .NET Framework 3.5

    Its fast, except when copying data from large (i.e. >400MB) Eboots. On my 2.1Ghz box, it took ~10 seconds to create an eboot off of Final Phantasy Origins (keeping only DATA.PSAR and DATA.PSP and PARAM.SFO)

    For those interested, I've included my Eboot loader library in source form.

    Download and Give Feedback Via Comments ...
    by Published on September 10th, 2009 19:32

    Sony Europe's head of developer relations discusses the firm's grand Mini plans

    Apple’s approach to gaming cannot go unnoticed. The company continues to flaunt some remarkable statistics which show, beyond anything else, that there is a vast potential in mobile gaming for the ‘digital lifestyle’.

    Yet questions remain unanswered surrounding the long-term sustainability of App Store games.

    Developers are finding it increasingly difficult to get discovered in what is now an ocean of over 13,000 iPhone games, and, while many of those games can be sold for as little as 59p/99¢, many consumers looking for a rich play experience remain unsatisfied by what’s on offer.

    With these flaws there lies an opportunity for a rival to step in and exploit them. That’s precisely what Sony is doing with its new PSP Minis initiative.

    Launching in a matter of weeks on the PlayStation Store, Minis are micro-sized digital games available at App Store prices.

    In the first half of a two-part interview, Sony Europe's head of developer relations – Zeno Colaco – explains how Minis will offer developers a better chance to succeed, and consumers a better play experience.

    There’s a wealth of developers creating games for the iPhone. What reasons do you think they have to turn their efforts to PSP Minis?
    Colaco: Well there’s certainly opportunity for them. PSP Minis is a different approach altogether in that we still have a professional environment – if you want to call it that.

    I’m not suggesting that iPhone developers are unprofessional, but I think that the App Store has attracted a number of hobbyist developers.

    Clearly, the PSP is designed for gaming.

    We’ll of course get some transition. In fact I think we already have; we’ve already got on board some developers who have had much success in the iPhone sector; developers such as Subatomic Studios, who of course had much success with [portable tower defence title] Fieldrunners.

    Subatomic will be bringing that game to the PSP, but rather than just port it across, the functionality is going to be specific to the PSP version.

    That’s the key element for Minis. There’s new opportunities that come with the greater functionality that the PSP hardware provides.

    Going back to the question, what would you cite as the key reasons why developers – especially iPhone developers – should consider developing PSP titles?
    One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

    The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

    We’ve already seen an uptake in companies approaching us since we announced Minis at Gamescom, making their game proposals at tpr.scee.net, and that process is pretty simple.

    On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.

    So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

    You’ve seen the first wave of proposals from these developers. From what you’ve witnessed so far, how much of these game proposals seem suited to the PSP Minis’ direction? How many of these games are as innovative as is implied with the smaller independent studios?
    Obviously we targeted a number of developers before making our PSP Minis announcement at Gamescom. We contacted developers not only from a mobile gaming background, but also a traditional PSP development background, and even a PS2 development background.

    But also we’ve also targeted a number of newer developers who’ve made interesting PC games and casual games on the net.

    We’ve contacted these developers about porting their games over to the PSP, but when you do that, you also need to think about how they got that innovative idea in the first place.

    The positive thing that I’m seeing is that we’re seeing multiple applications of product. There is a fair amount of the brand-new in the Minis product mix, and with our new development partners, there’s less risk in actually developing a new title for us. We’ll see more of that.

    At the front end, we have a nice mix of both the innovative and the brand new, as well as recognisable franchises such as Sudoku and Tetris from EA.

    So while we’re pushing for innovation, we do want people to come to the PSP Minis store and see some recognisable franchises in there.

    Though Sony’s demonstratively lowered the barriers for entry with PSP Minis, what’s Sony’s position on ‘hobbyist developers’? Do you encourage them to develop PSP Minis?
    Absolutely. We were at Gamescom with Honeyslug; their team started with three people, so it’s not exactly what I would call ...
    by Published on September 10th, 2009 19:32

    Sony Europe's head of developer relations discusses the firm's grand Mini plans

    Apple’s approach to gaming cannot go unnoticed. The company continues to flaunt some remarkable statistics which show, beyond anything else, that there is a vast potential in mobile gaming for the ‘digital lifestyle’.

    Yet questions remain unanswered surrounding the long-term sustainability of App Store games.

    Developers are finding it increasingly difficult to get discovered in what is now an ocean of over 13,000 iPhone games, and, while many of those games can be sold for as little as 59p/99¢, many consumers looking for a rich play experience remain unsatisfied by what’s on offer.

    With these flaws there lies an opportunity for a rival to step in and exploit them. That’s precisely what Sony is doing with its new PSP Minis initiative.

    Launching in a matter of weeks on the PlayStation Store, Minis are micro-sized digital games available at App Store prices.

    In the first half of a two-part interview, Sony Europe's head of developer relations – Zeno Colaco – explains how Minis will offer developers a better chance to succeed, and consumers a better play experience.

    There’s a wealth of developers creating games for the iPhone. What reasons do you think they have to turn their efforts to PSP Minis?
    Colaco: Well there’s certainly opportunity for them. PSP Minis is a different approach altogether in that we still have a professional environment – if you want to call it that.

    I’m not suggesting that iPhone developers are unprofessional, but I think that the App Store has attracted a number of hobbyist developers.

    Clearly, the PSP is designed for gaming.

    We’ll of course get some transition. In fact I think we already have; we’ve already got on board some developers who have had much success in the iPhone sector; developers such as Subatomic Studios, who of course had much success with [portable tower defence title] Fieldrunners.

    Subatomic will be bringing that game to the PSP, but rather than just port it across, the functionality is going to be specific to the PSP version.

    That’s the key element for Minis. There’s new opportunities that come with the greater functionality that the PSP hardware provides.

    Going back to the question, what would you cite as the key reasons why developers – especially iPhone developers – should consider developing PSP titles?
    One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

    The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

    We’ve already seen an uptake in companies approaching us since we announced Minis at Gamescom, making their game proposals at tpr.scee.net, and that process is pretty simple.

    On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.

    So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

    You’ve seen the first wave of proposals from these developers. From what you’ve witnessed so far, how much of these game proposals seem suited to the PSP Minis’ direction? How many of these games are as innovative as is implied with the smaller independent studios?
    Obviously we targeted a number of developers before making our PSP Minis announcement at Gamescom. We contacted developers not only from a mobile gaming background, but also a traditional PSP development background, and even a PS2 development background.

    But also we’ve also targeted a number of newer developers who’ve made interesting PC games and casual games on the net.

    We’ve contacted these developers about porting their games over to the PSP, but when you do that, you also need to think about how they got that innovative idea in the first place.

    The positive thing that I’m seeing is that we’re seeing multiple applications of product. There is a fair amount of the brand-new in the Minis product mix, and with our new development partners, there’s less risk in actually developing a new title for us. We’ll see more of that.

    At the front end, we have a nice mix of both the innovative and the brand new, as well as recognisable franchises such as Sudoku and Tetris from EA.

    So while we’re pushing for innovation, we do want people to come to the PSP Minis store and see some recognisable franchises in there.

    Though Sony’s demonstratively lowered the barriers for entry with PSP Minis, what’s Sony’s position on ‘hobbyist developers’? Do you encourage them to develop PSP Minis?
    Absolutely. We were at Gamescom with Honeyslug; their team started with three people, so it’s not exactly what I would call ...
    by Published on September 10th, 2009 19:32

    Sony Europe's head of developer relations discusses the firm's grand Mini plans

    Apple’s approach to gaming cannot go unnoticed. The company continues to flaunt some remarkable statistics which show, beyond anything else, that there is a vast potential in mobile gaming for the ‘digital lifestyle’.

    Yet questions remain unanswered surrounding the long-term sustainability of App Store games.

    Developers are finding it increasingly difficult to get discovered in what is now an ocean of over 13,000 iPhone games, and, while many of those games can be sold for as little as 59p/99¢, many consumers looking for a rich play experience remain unsatisfied by what’s on offer.

    With these flaws there lies an opportunity for a rival to step in and exploit them. That’s precisely what Sony is doing with its new PSP Minis initiative.

    Launching in a matter of weeks on the PlayStation Store, Minis are micro-sized digital games available at App Store prices.

    In the first half of a two-part interview, Sony Europe's head of developer relations – Zeno Colaco – explains how Minis will offer developers a better chance to succeed, and consumers a better play experience.

    There’s a wealth of developers creating games for the iPhone. What reasons do you think they have to turn their efforts to PSP Minis?
    Colaco: Well there’s certainly opportunity for them. PSP Minis is a different approach altogether in that we still have a professional environment – if you want to call it that.

    I’m not suggesting that iPhone developers are unprofessional, but I think that the App Store has attracted a number of hobbyist developers.

    Clearly, the PSP is designed for gaming.

    We’ll of course get some transition. In fact I think we already have; we’ve already got on board some developers who have had much success in the iPhone sector; developers such as Subatomic Studios, who of course had much success with [portable tower defence title] Fieldrunners.

    Subatomic will be bringing that game to the PSP, but rather than just port it across, the functionality is going to be specific to the PSP version.

    That’s the key element for Minis. There’s new opportunities that come with the greater functionality that the PSP hardware provides.

    Going back to the question, what would you cite as the key reasons why developers – especially iPhone developers – should consider developing PSP titles?
    One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

    The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

    We’ve already seen an uptake in companies approaching us since we announced Minis at Gamescom, making their game proposals at tpr.scee.net, and that process is pretty simple.

    On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.

    So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

    You’ve seen the first wave of proposals from these developers. From what you’ve witnessed so far, how much of these game proposals seem suited to the PSP Minis’ direction? How many of these games are as innovative as is implied with the smaller independent studios?
    Obviously we targeted a number of developers before making our PSP Minis announcement at Gamescom. We contacted developers not only from a mobile gaming background, but also a traditional PSP development background, and even a PS2 development background.

    But also we’ve also targeted a number of newer developers who’ve made interesting PC games and casual games on the net.

    We’ve contacted these developers about porting their games over to the PSP, but when you do that, you also need to think about how they got that innovative idea in the first place.

    The positive thing that I’m seeing is that we’re seeing multiple applications of product. There is a fair amount of the brand-new in the Minis product mix, and with our new development partners, there’s less risk in actually developing a new title for us. We’ll see more of that.

    At the front end, we have a nice mix of both the innovative and the brand new, as well as recognisable franchises such as Sudoku and Tetris from EA.

    So while we’re pushing for innovation, we do want people to come to the PSP Minis store and see some recognisable franchises in there.

    Though Sony’s demonstratively lowered the barriers for entry with PSP Minis, what’s Sony’s position on ‘hobbyist developers’? Do you encourage them to develop PSP Minis?
    Absolutely. We were at Gamescom with Honeyslug; their team started with three people, so it’s not exactly what I would call ...
    by Published on September 10th, 2009 19:28

    PSP ita have posted some observations of whats hidden in firmware 6.0:

    The release of a new official Sony firmware is always cause for debate among PSP owners, is to comment on any additional features introduced with the new update is to figure out if Sony has corrected any bugs found in previous versions and has introduced new anti-hacking. Just hours after the release, the French site PSPGEN is already successful in decrypting the new version of system software and is able to provide the earliest information.
    A preliminary analysis of the new firmware you can see the new ones. Prx appointed 04G, for future PSP Go! as the same firmware files are also 01G, 02G and 03G respectively provided for PSP-1000, PSP-2000 and PSP-3000. The most important thing in this regards POPS 6:00, the PS1 emulator, stand-alone Sony. For the first time it has a version of that. Prx specific to a single console. As you can see from the image to follow, has made its appearance file pops_04g.prx which, as explained above, is reserved for imminent PSP Go!. The questions then arise spontaneously. Why Sony decided to introduce this new. Prx? The PSP Go! operate differently emulation of PlayStation 1 titles? The answers have nothing but the first October, when the new console will be available in European shops.
    ...
    by Published on September 10th, 2009 19:28

    PSP ita have posted some observations of whats hidden in firmware 6.0:

    The release of a new official Sony firmware is always cause for debate among PSP owners, is to comment on any additional features introduced with the new update is to figure out if Sony has corrected any bugs found in previous versions and has introduced new anti-hacking. Just hours after the release, the French site PSPGEN is already successful in decrypting the new version of system software and is able to provide the earliest information.
    A preliminary analysis of the new firmware you can see the new ones. Prx appointed 04G, for future PSP Go! as the same firmware files are also 01G, 02G and 03G respectively provided for PSP-1000, PSP-2000 and PSP-3000. The most important thing in this regards POPS 6:00, the PS1 emulator, stand-alone Sony. For the first time it has a version of that. Prx specific to a single console. As you can see from the image to follow, has made its appearance file pops_04g.prx which, as explained above, is reserved for imminent PSP Go!. The questions then arise spontaneously. Why Sony decided to introduce this new. Prx? The PSP Go! operate differently emulation of PlayStation 1 titles? The answers have nothing but the first October, when the new console will be available in European shops.
    ...
    by Published on September 10th, 2009 19:28

    PSP ita have posted some observations of whats hidden in firmware 6.0:

    The release of a new official Sony firmware is always cause for debate among PSP owners, is to comment on any additional features introduced with the new update is to figure out if Sony has corrected any bugs found in previous versions and has introduced new anti-hacking. Just hours after the release, the French site PSPGEN is already successful in decrypting the new version of system software and is able to provide the earliest information.
    A preliminary analysis of the new firmware you can see the new ones. Prx appointed 04G, for future PSP Go! as the same firmware files are also 01G, 02G and 03G respectively provided for PSP-1000, PSP-2000 and PSP-3000. The most important thing in this regards POPS 6:00, the PS1 emulator, stand-alone Sony. For the first time it has a version of that. Prx specific to a single console. As you can see from the image to follow, has made its appearance file pops_04g.prx which, as explained above, is reserved for imminent PSP Go!. The questions then arise spontaneously. Why Sony decided to introduce this new. Prx? The PSP Go! operate differently emulation of PlayStation 1 titles? The answers have nothing but the first October, when the new console will be available in European shops.
    ...
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