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  • wraggster

    by Published on December 16th, 2007 21:26

    News/release from Andyauff:

    This is a program designed to let you create your own drill sets for marching bands. If you don't know, the drill is the movement of the band on the field. This program allows you to add an "X" wherever you want a band member to be for that set, just the way drill sheets look.


    HOW DOES IT WORK?
    On the screen is a standard (almost to scale, but not exactly) high school football field. You can see all of the yard lines, with the goal lines being green,
    the 50 yard line being blue, and the rest black. There are also hash marks (high school distances, still).

    You simply move the "selector," or square, around the field to where you want the "dot" (coordinates and position for each band member) of the band
    member. Press CROSS on the PSP to create an "X" right there! The selector moves at an 8-5 step with each press of the d-pad. For example, if you press the right arrow on the d-pad, the selector will move one step to the right on the screen (towards the "side 2" goal line) at an 8-5 step. Moving the analog nub will make the selector move quicker than the d-pad does. The selector also moves with the analog nub, instead of just left/right/up/down like the d-pad does (as in you can make more natural movements on angles and such).

    Up at the top of the PSP's screen is a display telling you where, exactly, the selector is currently on the screen. It tells you how many steps off of the closest yard line you are, and how many steps from the closest hash or side line you are. It also shows you the selector's x and y values (in pixels) on the PSP's screen.

    There is also a delete feature. Press O and the dot (X) that the selector is currently over will be deleted.

    Press START to open the pause/options menu. From there, you can start a new set (effectively
    deleting all current dots on the screen at once). Eventually this will be the place to save and load
    sets, once that is integrated.

    Press the RIGHT TRIGGER to take a screenshot. It chooses a random number (from 1 to 5000) to
    name your screenshot, so you shouldn't have a problem with images overwriting others. They are saved to the "Screenshots" folder inside of this main folder.

    And.... SELECT breaks the main loop.

    That's just about it, have fun!


    CONTROLS:

    D-PAD: Move selector one step at a time on the screen.
    ANALOG NUB: Move selector at a quicker rate than the d-pad.
    CROSS (X): Create an instance of "X" on the screen at the current position of the selector.
    CIRCLE (O): Delete the "X" that the selector is over currently.
    RIGHT TRIGGER (R): Take a screenshot.
    START: Open pause/options menu.
    SELECT: Break loop. This works to start a new set if you don't feel like using the pause menu.

    CHANGELOG FOR VERSION 0.15:
    |
    |--Added stable delete function using CIRCLE
    |--Added screenshot function using the RIGHT TRIGGER
    |--Added pause/options menu with working "New Set" feature

    Download and Give Feedback Via Comments ...
    by Published on December 16th, 2007 21:21

    News/release from Logikz

    Welcome,

    You may be asking yourself whats EuCi, well it stand for Easy Ultimate Cheat Installer, but this is my gui version. I guess to show how far I've gone from batch files lmao.
    This is a SIMPLE , EASY, ULTIMATE Cheat installer that installs all the essential cheat programs to use on your psp but in a clean and satisfying way brought to you from OneHitGamer.com

    This program will install the 3 following programs (If you select all 3 of them)
    -Cheatmaster v6c
    -CwCheat + Legendary Hacker Black Wolfs Private Database
    -NitePr

    You MUST be on 3.52m33 for all of these to work. And hope you all enjoy. Here is a ScreenShot.



    Download and Give Feedback Via Comments
    via logikz ...
    by Published on December 16th, 2007 21:16

    News/release from Jaklub:

    This is a platform game about the MS DOS system. The red ball makes it work by passing next level. I tried to make it good by adding scrolling levels (they appear later), items, enemies, obstacles and other platforming elements.
    This version contains 19 levels. No freezes now.

    Download and Give Feedback Via Comments
    via jaklub ...
    by Published on December 16th, 2007 21:16

    News/release from Jaklub:

    This is a platform game about the MS DOS system. The red ball makes it work by passing next level. I tried to make it good by adding scrolling levels (they appear later), items, enemies, obstacles and other platforming elements.
    This version contains 19 levels. No freezes now.

    Download and Give Feedback Via Comments
    via jaklub ...
    by Published on December 15th, 2007 22:24

    News/release from Maxthebest

    Hi, here is the third version of my homebrew protect-me. This homebrew enables you to protect your PSP with a password.

    Here are the changelogs since version 2.0:

    -PSP SLIM and lite now supported (and so is the HX firmware)
    -Added a new function: a historic: it registers in PSP/SYSTEM/hist.txt the day and hour when you logged in and if the password was accepted or not (and if it wasn't accepted, it tells you what the "thief" typed as a password.
    -Now, even if there is no password set, the prx works and writes the connection times in the hist.txt file
    -You can now go from "a" to "z" directly.
    -In the XMB, press square to accept (to avoid launching the umd by pressing cross...)


    For the installation, everything is explained in the readme, which I quote for you here:

    Installation:
    -Unzipp to ms root
    -Add "ms0:/seplugins/password.prx" to the file named "vsh.txt" located under seplugins
    -Activate the prx via the recovery menu
    -And if you want to set a password, laiunch PMInstaller via games under the XMB.

    And that's it, your psp is now protected with a password and you have a historic of every switch on of the psp under PSP/SYSTEM/hist.txt

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 22:21

    Art has posted a new release of his Audio Mechanica app for the PSP, heres the release details:

    This is the latest release of my digital audio recorder and effects processor program.

    The Virtual Tape Recorder mode features voice activation, and a basic ascii graphic waveform monitor. There is also a Digital Delay Processor mode that plays everything recieved at the PSP unit's input after a user defined delay that can be set and adjusted at runtime.

    You need a Socom compatible headset and PSP headphone remote control for this to recieve microphone input. There are numerous modifications to tap a microphone input out of your remote, or find a 4 conductor 3.5mm jack, and convert your own standard PC microphone headset, or, as I have done, convert a mobile phone headset for use with the PSP. In my experience, mobile phone headsets don't have the volume (or the mic output) of the original PSP headset.

    On the other hand, if you want to use the Delay Processor with your sound system, use a stock (unmodified) Ipod Video cable with three RCA connectors on one end, and the four conductor 3.5mm plug on the other end. You can then use adapters to connect the PSP between your PC and sound system. One idea is to delay the
    right channel by connecting the right output of the PC to the PSP input, and the right output of the PSP
    to the sound system. The left channel is left connected straight through as usual.

    When the Ipod video cable is connected to the PSP remote, the Yellow RCA plug is the PSP input,
    and the red and white RCA plugs are the Left and Right PSP output channels. Different wiring configurations can then be used for various outcomes such as producing simulated stereo from a single mono channel.

    Don't say I didn't try!

    This is a recompiled version of what I attempted in V6d.
    Lowered CPU speeds to 133/133/1.
    This one has Mikmod left in it.
    Hopefully works on the later firmwares.
    PHAT PSPs ONLY!!!

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 22:15

    Via PSPinfo

    HellDashX release an update of the last 3.73HX.Il is the 3.73HX-1.
    You will be 3.73HX to install this MAJ

    News:

    Ability to run the recovery on the XMB. L Tap on the XMB to see the recovery.
    Adding a MAC Spoofer visual

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 22:11

    Stonecut posted this news for irShell fans:

    iR Shell 3.81.1 - Multi-Disc POPSloader fix
    This is just a minor fix for iR Shell 3.81. The previous version didn't support the new multi-disc popsloader that Dark_AleX has released, but this little update will fix that.

    IMPORTANT: This version only supports the *bugfixed* version of Dark_AleX's multi-disc popsloader and NOT the one included with 3.71 M33-4. You will need to download it seperately:

    http://dark-alex.org/popsloader_bugfix.zip

    Installation
    Extract the contents of the archive to the root of your memory stick, overwrite any files already present when asked.

    Download and Give Feedback Via Comments ...
    by Published on December 15th, 2007 15:58

    Hi all this is a network wide feature of sorts ill be doing for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system

    Firstly heres a look at each system and a description to remind you of the history of the console.


    Sega Dreamcast
    Around March 12th, 1997 rumors began to surface about what began as a 64-bit upgrade for the Sega Saturn. Eventually news began to leak about Sega?s development of a totally new console. By June 1997, Sega had two different design specs under consideration to become the new console. One design was code-named ?Black Belt?, and the other code-named ?Dural?.

    ?Black Belt? was being designed by Sega of America. The console would sport an IBM/Motorola PowerPC 603e CPU with 3Dfx Voodoo graphics chipset. As a result of the programming difficulties of the Sega Saturn, Sega of America also approached big time Windows developer Microsoft to create an easy to program operating system for the console (Probably where Microsoft took an interest in the console market). Sega of Japan however began developing ?Dural? which would sport a Hitachi SH-4 CPU with PowerVR2 graphics chipset designed by old console rival NEC/Videologic (Maker of the Turbografx 16, Turbo Duo, and PC-FX). Both designs were brought to the big shots at Sega, and compared side by side. It was determined that the ?Dural? design would be used, but would incorporate elements of the ?Black Belt? design. As a result most of the members of the American design team quit the company. 3Dfx then filed a breach of contract lawsuit against Sega.

    Sega worked with Microsoft, Hitachi, NEC/Video Logic and Yamaha to produce the new console. It was announced to the public as the Sega 'Katana' on September 7th 1997, and would be the first 128-bit console to enter the videogame market. Sega fueled the console?s hype by spending $100 million to launch it.

    The system now called Sega Dreamcast was re-scheduled a number of times due to the demand for units. . Dreamcast was finally released on November 25th 1998 in Japan. By 16th July 1999, the Dreamcast was outselling the Nintendo 64 by a 3 to 1 ratio. Meanwhile in America, advertising for the Dreamcast was taking place and by August 1999 it had broken many sales records by grossing an estimated 98 million dollars. Europe also saw a successful release on October 14th 1999.

    The Dreamcast was an impressive system boasting powerful specs, a simple to program Windows CE operating system, and a built in modem for use in internet browsing and online gameplay. The year long wait from the Japanese release gave 3rd Party Developers ample time to bring an impressive collection of software titles for the console's release.

    After some delays, SegaNet was finally introduced. SegaNet gave Dreamcast users the ability to play games online. In January 2000, 30% of Japanese Dreamcast owners were online, and by February 17th this had risen to almost 50%. In the US over 300,000 people were using DC's Internet and in Europe over 200,000 were reported. It would seem that Sega had finally corrected the mistakes that plagued them in the past.

    Even with the success of Dreamcast all was not well in the world of Sega. Sega faced numerous lawsuits from companies such as 3Dfx, and were attempting to recover from a failed merger with Japanese company Bandai that occurred in January 23 1997. The eventual release of Sony?s 128-bit over hyped successor complicated matters with it?s backwards compatibility and ability to play DVD?s (more bang for the buck). The President of Sega Sholchiro Irimajiri steped down and was replaced by Isao Ohkawa. One of Ohkawa's first steps is to issue an ultimatum and 500 million dollars to Sega of America to make the Dreamcast strong in the U.S market again. Sega began facing difficulties with price wars against Sony. Sega initially could not afford to lower the price of the console because they would never meet the break-even point ( losses from previous console failures did not help matters. Console manufacturers actually lose money for each console sold, and recap losses by licensing each game released for the console.) Obviously with Nintendo and Microsoft?s announcement of new consoles, Sega knew they couldn?t hold out.

    On January 31 2001, Sega of America announced a major restructuring. The price the Sega Dreamcast dropped to $99.95 on February 4, and production of new Dreamcasts ceased on March 31. Sega left behind the hardware business and became a 3rd party software developer. Sega of Japan followed suit two days later.

    The Sega Dreamcast was an amazing console, and possibly one of Sega?s greatest successes. It opened the gateway to console online gaming, and it's heart lives on in Sega?s NAOMI arcade board. It?s a shame that the Dreamcast?s success could not save Sega as a hardware company, but it?s amazing game library lives on in console and PC ports.

    FACT: Sega?s choice to
    ...
    by Published on December 15th, 2007 15:07



    Hey, we gave you the opportunity to voice your opinion on Microsoft's original Zune back in August, so it's only fair that the new kids on the block get their turn in the ring, too. This go 'round, however, we're adding a little twist -- focus your attention on the flash-based iterations only. The diminutive Zune 4 and Zune 8 were probably more highly anticipated than their HDD-based siblings, and considering that the rumors were literally all over the map leading up to the release, we can't say anything really shocked us when launch day came and went. Granted, we were a bit bummed to find that these wouldn't feature TV outputs, but hey, at least we got the option of adding more than just two lines of text to the thing's rear, right?

    By now, you've had more than ample time to give the flash-based Zune of your choice some serious play, and we're sure you've logged a couple of complaints in your mind, so here's your chance to get it all out in the open. If given the keys to the Zune 4 / 8 design lab, what changes would you implement? Add in a few more pixels? How about a few more gigabytes? Melt the whole thing down and shape it like a discus? Or is your heart still longing for the oh-so-elusive Zune phone? Whatever your wish may be, feel free to let the whole world know in comments below -- you never know who'll tune in.

    http://www.engadget.com/2007/12/14/h...-based-zune-2/ ...
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