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  • wraggster

    by Published on May 23rd, 2006 22:55

    PSP v1.0 users can now back up their own firmware and then upgrade to v1.50 and then restore their v1.00 firmware with this new release from 0okm

    Heres the info from the site

    How-To :
     Restore Your FW1.00 to "Default Setting"
     Use FW1.00B(FW1.00 Backup Tools) to Backup Your FW1.00
     Update Your PSP to FW1.50
     Use FW1.00R(FW1.00 Restore Tools) to Restore Your PSP to FW1.00

    FAQ :
     Q : Why the Tools say "Fatal error: Power NOT Online or Battery NOT Exist or BatteryLife < 50%" ?
     A : When you Restore Your PSP FW, you need to Connect the AC adaptor & with BatteryLife > 50%,
       Otherwise the Tools will Terminate.

     Q : Why the Tools say "Fatal error: BadBlock find, Terminate" ?
     A : Because this Tools NOW not support NAND Flash had BadBlock, so the Tools will Terminate.

     Q : Why the Tools say "Fatal error: FW Data NOT Matched" ?
     A : Because this Tools just for Backup & Restore your own PSP with FW1.00,
       so you can't use other PSP's DATA.

     Q : why won't it allow _anyone_ with a 1.50 to downgrade ?
     A : Because Make a Downgrader with Unofficial NAND Flash Write is Very Very Dangerous !!

     Q : why in Backup file have most "can't read Page from sceNand" ?
     A : Because if the Nand Page has not used, it will "can't read Page from sceNand"

    Extract Password is : I agree use this program at My own RISK!

    Download and Give Feedback Via Comments ...
    by Published on May 23rd, 2006 22:50

    If there are better or nicer handheld games designers than Tetsuya Mizuguchi, we'd like to meet them – we got to interview him at E3, and we thoroughly enjoyed the experience.

    Mizuguchi is one of the busiest games designers too. Just in terms of PSP games, he had Lumines II and Every Extend Extra playable at the show, while the Lumines universe continues to expand with Lumines mobile, Lumines Plus on PlayStation 2, and a version of Lumines for download on Xbox Live Arcade.

    Read the full interview over at Pocketgamer ...
    by Published on May 23rd, 2006 22:48

    News Via PS2dev

    New binary release of PSPLINK (no thanks to certain quarters). What's new: Hardware debugger support in the shell (on 1.5 firmware only). Support for storing and restoring VFPU registers on exception, can be printed (only in single values atm) in the shell. Hardware debugging support in GDB (hbreak and watch), some improvements to the thread management will only return threads in our app and also returns the name of the thread to GDB on the PC. General overhaul to the exception handling model, can debug up to 8 individual threads in the shell. Made current directory persitent over resets so no more re-cding to the right place. A few bug fixes as well. Have fun and stay legal ...
    by Published on May 23rd, 2006 22:47

    Pacific Design today announced the retail availability of its PSP case.

    Retailing for $29.95, Pacific Design's innovative model offers the first fully-functional case that allows the UMD to be changed while the PSP remains in the case via a magnetic "trap door". Furthermore, the PSP case is available in eye-catching, color combinations with a racing stripe design that include black with a burnt red stripe, black with a bright blue stripe, gray with an orange stripe, and gray with a yellow stripe.
    The cases are constructed of Italian-sourced polyurethane (PU) material, providing a soft, leather-feel without sacrificing durability. The interior also features a scratch-resistant polyester velvet-feel material for additional product protection.

    Case Features

    * Unique, open frame design allows complete usability while PSP remains in case;
    * Full access to headphone and sync/power ports;
    * Ability to change UMD (media/game) without removing PSP via magnetic "trap door";
    * Four contrasting color combinations in Italian-sourced PU material; and
    * Additional internal compartment for additional UMD storage;

    Screenshot Via Comments ...
    by Published on May 23rd, 2006 22:42

    PSP Authority is back, and better than ever! New in this double issue is... E3 news blowout, Mag redesign, Over 200 pages! Over 10 reivews of games and movies including; Fun with Dick and Jane, UMD, Nba Ballers, Daxter, Syphon Filter, Splinter Cell Essentials, and many more! Exclusive GTA:VCS wallpapers, PSPA Hands on preview of Loco Roco, PSPA featured artist And much much more!

    Download over at PSPMagazines ...
    by Published on May 23rd, 2006 22:39

    Over at PSPfanboy they have a trailer for Silent Hill: Origins check it out HERE ...
    by Published on May 23rd, 2006 22:37

    Article from PSPFanboy

    Oh, Steve, no matter how angry and sweaty you get, Japan still hates the Xbox 360. To rub salt in you're wounds, the trade in value for the 360 against the much less expensive, but much more mature PSP is now exactly the same.

    In an article over at Xbox Circle, some super-shoppers have uncovered DS pricing craziness and more. "Even more interesting is that an Xbox 360 console trade-in will only fetch 15,000¥ ($128), which matches the trade-in worth of a PSP Value Pack and a slim-line Silver PS2."

    But does that mean the Xbox 360 is quickly dying, or does it mean that the PSP is doing stellar? In reality, it probably means a bit of both. The Xbox 360 is not doing well (we'll call it a slow death) and the PSP is holding its own admirably. The DS, to be fair, is on a roll, dominating all competitors (for now). ...
    by Published on May 23rd, 2006 22:35

    As was quietly revealed at this year's Electronic Entertainment Expo, gaming's most beloved invertebrate is set to star in a new adventure that returns him to his 2D roots -- on the PSP, no less, and from the original development team at Shiny.
    Thanks to the return of characters like Princess Whatshername, Psycrow and Professor Monkey For A Head, the development team's charm is all over the new game. Old levels, such as New Junk City which appeared as the first level for the original game, have been re-designed with new layouts and new power-ups, but still retain a retro feel, while there will be plenty of new areas for players to explore as well.

    One of the biggest changes for the series with the PSP game is that it takes place in 2D environments with polygonal characters and environments, placing it alongside games like Pandemonium! and Klonoa 2 in its look. At this early stage, the polygonal graphics look great and animate well, but they don't have quite the same "cartoony" look that the classic Earthworm Jim games are famous for, so the developers are considering going in a slightly more cartoony direction with black outlines on the characters or something of that nature.

    Read the rest of the preview at 1UP ...
    by Published on May 23rd, 2006 22:33

    Today Ubisoft, one of the world’s largest video game publishers, announced a long-term worldwide licensing agreement with Touchstone Television to develop and publish a video game based on the Emmy Award-winning television series ‘Lost.’ Developed by Ubisoft’s award-winning Montréal studio and scheduled to hit retail shelves worldwide in 2007, the game will be offered for home and portable consoles as well as PCs.

    “We are delighted to work with Bryan Burk, one of the biggest producers in Hollywood and with Touchstone Television,” said Yves Guillemot, CEO of Ubisoft. “That they have chosen us for the adaptation of the cult series ‘Lost’ is the best homage that a producer can make to the creativity of Ubisoft.”

    “This deal is another example of how truly powerful the ‘Lost’ brand is,” said Bruce Gersh, senior vice president, business development, ABC Entertainment and Touchstone Television. “We are excited to work together with Ubisoft to create a gaming experience that will allow fans to further immerse themselves into the mysteries and intrigues of the series.”

    “The creative appeal of ‘Lost’ transcends borders with its character driven stories and addictive mysterious mythology,” said Julia Franz, executive vice president, Touchstone Television. “It's not enough for fans worldwide to just watch 'Lost,' the game is a wonderful opportunity to organically extend this creative phenomenon into an interactive consumer experience.”

    "Many of us on ‘Lost’ have been hardcore gamers for years and the chance to work with Ubisoft, a company behind some of our favorite titles, has excited us to no end," said ‘Lost’ executive producer Bryan Burk. "With the ability to tell new interactive stories within the ‘Lost’ universe, we’re giddy to be developing a game that, once completed, will be as engaging and fun to play as it is to create."

    J.J. Abrams and Damon Lindelof co-created “Lost” and also serve as executive producers, along with Bryan Burk, Jack Bender and Carlton Cuse. “Lost,” which is filmed entirely on location in Hawaii, is from Touchstone Television. ...
    by Published on May 23rd, 2006 22:16

    Despite the fact that Ubisoft insists on using those promo shots of the crazed goth teen with the mile-high hair travesty piled on top of her head, we're still quite excited by Michel Ancel's imminent return to the Rayman universe in Rayman Raving Rabbids, set to launch with Nintendo's Wii.

    Speaking to IGN, Ancel has divulged a few nuggets regarding how the game will utilise the Wii's fancy new controller - and, frankly, we're a bit scared. Firstly, and most traditionally, Rayman's movement - including walking, run, jump and roll - will be performed using the nunchuck attachment, while the brand new fighting system works via the Wii remote.

    You'll be able to perform Rayman's trademark puch move by literally punching with the controller in your hand, but that's not all. Apparently, the sensitivity of the remote means the game will recognise when you're punching from left to right and so on, meaning you can strategically bring down an onslaught of foes.

    Ancel also reveals that grappling can be performed with a quick move of the nunchuck to latch on to nearby enemies. It's then possible to spin them around and launch them as projectiles by whirling the nunchuck around your head. Try not to get the cable wrapped round your neck then, obviously.

    Apparently, Rayman's dive attack is achieved by launching yourself in the air and gesturing downward with both bits of the controller, performing a ground stomp worthy of Mario himself, we imagine. You can also perform kung fu moves by shaking the remote at will.

    Once you've mounted a creature in the game - both eagles and sharks are given a mention by Ancel - you can ride them around by tilting the remote in the direction you want to travel. Ancel describes this as being "very natural to control".

    Finally, and more mysteriously, it also seems you'll be able to dance with your bunny opponents, although Ancel stops short of revealing too much on this one: "I will let your imagination fly on that one!"

    Rounding up the interview, Ancel gives his thoughts on developing for Nintendo's new system. "The hardware is perfect to develop games. It's easy to program so you can concentrate on developing new ideas and pushing your gameplay," he explains, "The controller is definitely innovative. This controller opens new ways to play games. As gamers, we will rediscover how to enjoy videogames. As developers, we must rethink our controls and gameplay to push the interactivity and immersion even further. "

    Via CVG ...
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