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    by Published on October 29th, 2006 15:00

    Well heres some pictures of the French box art.




    Source: juju2011

    juju2011 also reports it requires 2.81 ...
    by Published on October 29th, 2006 14:14

    Hi all

    I thought you would be interested to know that i have found the links to the game demos that not many people could find exit 2, block club and loco roco the one with the new demo.

    here are all the links

    exit 2 - http://www.sendspace.com/file/mmuvwr
    Block club - http://sendspace.com/file/0vruwa
    Loco roco with new demo - http://sendspace.com/file/hq2hzn

    enjoy! ...
    by Published on October 29th, 2006 14:07

    New version of the Saturn emulator for Windows

    SCSP processing was updated.
    The sound in Black Matrix and Goiken Muyou (a.k.a. Anarchy in the Nippon) is now reproduced correctly.
    Gunblazer S now works.
    The bug where CDDA breaks off inconveniently in Virtua Fighter 2 was corrected.

    Fixed a bug where with strange termination (read: random crashing) because of the video driver.
    Fixed a bug where savestates couldn't be saved in some games. ...
    by Published on October 29th, 2006 12:12

    The game Final Fantasy VII Crisis Core will see a demo released for PSP before the years end according to a report on Jeux France:

    Tetsuya Nomura benefits from an interview granted to the Famitsu magazine to bring some precise details to us on Crisis Core: Final Fantasy VII. This one informs us that the scenario from now on is supplemented since the team of development currently works on the recording of the voices and the improvement of the system of combat. Lastly, Tetsuya Nomura announces that Crisis Core: Final Fantasy VII will be probably presented in a playable demonstration before the end of the year 2006.
    ...
    by Published on October 29th, 2006 09:15

    News/release from Cpasjuste:

    Dark Alex SEB firmware was what we were all waiting for. Many thanks to him for his hard work.

    I wanted to play my games at 333Mhz, i'm sure there will be an option in the future but it's always fun to make it's own work. So here it is, a module is flashed to flash0 (oc.prx) and "pspbtcnf_game.txt" file is updated to take care of this. Only UMD games should use this module since its launched with the 2.71 firmwares files, homebrews that use 1.50 modules should not use it. (Need confirmation by Dark Alex?)

    Anyway its really working, i'v compiled the module to run games at 33Mhz and its was damn slow ...
    I will also try to add cpu speed switching in the future.

    - To install copy the content of the PSP_ROOT folder to your memory stick then launch as usual.

    - ONLY TESTED WITH Dark Alex Custom Firmware SE-B.
    - TWO FILES ARE COPIED TO THE FLASH USE AT YOUR OWN RISK.

    - ONLY USE RELIABLE SOURCES FOR DOWNLOAD

    Many thanks to dark alex, Tyranid etc ...

    Download and Give Feedback Via Comments

    Remember Use With Caution, If you dont know what your doing then leave well alone ...
    by Published on October 29th, 2006 09:10

    Xandu has made a nice Mario Bros type Clone for the PSP, Heres what he posted:

    Hey folks!

    This is my first game, so I hope you like it .

    It is a clone of the addicting flash game Super Mario Power Coins for the PSP!

    It's not an exact clone as I have added some features like Jump,etc... .

    Download and Give Feedback Via Comments
    Via Xandu ...
    by Published on October 29th, 2006 08:58

    Matiaz posted this news/release

    Ok, I decided to make a contribution to the much-loved homebrew scene, so here it is, my first program, PSPpaint!

    It's still lacking lots of things I want it to have, but I guess it's already mature enough for release.

    PSPpaint features a sizeable brush and a color palette (for now). You can also save the pictures (they get saved in ms0:/PSP/PHOTO/PSPpaint, so you can view them outside PSPpaint). Saving creates always a new file with filename picture_x.png where x is the picture number.

    I've developed it on 2.71, but it should work on other versions via eLoader (Insomniac tested it on 1.5, works fine according to him) or other ways.

    Download and Give Feedback Via Comments
    via matiaz ...
    by Published on October 29th, 2006 02:31

    The following was posted on the GP32X forums on the 27th of october. For those of you who havn't been following the progress of this emulator it is (or was) a static recompiling GBA emu for the GP2X written by TKF15H, he hasnt updated his blogg in while but has been discussing his emulator on the prementioned forums, heres what he said:

    This post is just what I'm thinking about concerning the emulator at the moment, what I'm currently implementing, written down and shared in hopes of obtaining another point of view, even if it's just, "hah, that's silly."

    At first this was going to be a statically-recompiling emulator, but then plans changed when it was observed that the cost did not justify the benefit in comparison to a Dynarec-based CPU core. IBA is emulating an ARM processor on another ARM, so statically recompiling with GCC in the middle wasn't worth it: Register allocation and the code in general would not be optimal (did a test, results didn't look that good), CPSR flags have to be calculated (rather than using the
    GP2X's), and it's rather cumbersome for the end-user (run in decompilation mode, exit,
    compile, get back in again, rinse, lather, repeat). Since the whole thing is so experimental, one
    should not be surprised with the changes. A GCC backend would probably do a better job with
    a processor that has more registers than the ARM (PPC maybe?), but being so similar there is no
    need for it and it ends up getting in the way.

    A dynarec has been built for outputting blocks of code that supports all of the ARM's instructions
    except, currently, the opcodes for co-processor communication. The code it outputs can be saved
    to the SD so that ROM code does not have to be re-translated... so in a way, this emulator can still be a static recompiler, it just does ASM->ASM instead of ASM->C->ASM. (If anybody goes
    out and says, "I told you so" I'll pull out a large trout and deliver a few slaps before the day ends)

    When the emulator starts, the processor attempts to execute whatever is at address 0x08000000, which resides on the cartridge (GPROM). To know if the instruction at that address has been previously compiled, a second table is needed. Due to the size of the GPROM (up to 32MB) a table that keeps track of what's beed compiled and what hasn't needs to be as compact as possible. Since the worst case is that all 32MB are filled with Thumb code, you could say that every short (16 bits) needs one bit to indicate previous compilation. So, 32MBytes / 2Bytes = 16M Thumb instructions = 16Mbits are necessary for flagging each instruction = 2MBytes for the GPROM Compilation Bit Map (GPROMcbm from now on).Now that there's a table that tells the emulator that it has executed that instruction before, it needs to know where the translated block is. We can't afford to have a 32bit pointer for each instruction (it would require 64MB plus the GPROM's 32MB totalling 96MB!) so we'll have to over-write whatever the GPROM is storing there with a pointer to the code's actual location. In the case of ARM code, this is not a problem as the instructions are the same size as a pointer... but what about thumb mode? A pointer can't be stored in 16bits! Well, where you can't store an absolute address, a relative one will have to do. Let's say the letters on the left are GBA instructions and the ones on the right are the translated GP2X equivalent:
    ...
    by Published on October 29th, 2006 01:40

    News via ITworld

    As if the laptop battery recall and stumbles towards the launch of the PlayStation 3 weren't enough for it to deal with, Sony Corp. said this week that shipments of its PlayStation Portable (PSP) handheld game device are well below expectations.

    Sony Computer Entertainment Inc., the unit of Sony responsible for PlayStation products, expected sales this year to be below 2005's levels, but they now appear to be falling much faster than initially anticipated -- and much sooner after the launch than was the case with the PlayStation and PlayStation 2 consoles.

    The PSP was launched in Japan on Dec. 12, 2004, and 3 million units were shipped by the end of March 2005, according to figures from Sony. In the financial year from April 2005 shipments jumped to 14.1 million units as the machine went on sale in North America and Europe. For the current fiscal year, from April 2006, Sony initially said it expected shipments would decline to 12 million units, but this week revised that figure to 9 million units.

    Part of Sony's problem has been strong competition in Japan from Nintendo Co. Ltd. and its Nintendo DS handheld. The DS has differentiated itself from the competition with a unique double-screen layout, a touch-sensitive panel and an innovative software lineup.

    For example, the "brain training" game has proved particularly popular with businessmen in their 40s, 50s and above because the software presents a series of puzzles that are said to stimulate and improve brain functions. That's helped expand sales of the handheld to a group of people that have never been gamers before.

    "If you look at the availability of software, there are a lot of games for the PSP but are not particularly successful," said Hiroshi Kamide, director of the research department at KBC Securities Japan. "You don't see any million-seller games for the PSP but you do hear about them for the Nintendo DS."

    The latest game software sales rankings in Japan bear this out. Seven of the top ten titles for the week from Oct. 16 to 22 were Nintendo DS titles. The most popular PSP title ranked at number 19, according to data compiled by Media Create Co. Ltd.

    "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 favors," said Kamide.

    It's a point with which Sony appears to agree.

    "Clearly on the software side, any real killer title will galvanize the sales. There have been a number of titles that have been terrific, but not the one title that defines the product," said Robert Wiesenthal chief financial officer of Sony Corporation of America, in a conference call with financial analysts Thursday.

    The quick drop in shipments of the hardware is also out of line with the pattern established after the PlayStation and PlayStation 2 went on sale. The PlayStation didn't register a drop in shipments until its fifth full year on sale, while the PlayStation 2 managed to avoid a slide in shipments until its fourth year on sale. Shipments of the PSP are dropping in only the second full year since release.

    To stoke demand, Sony will be looking at how to widen the device's appeal beyond hard-core gamers.

    "We are preparing the wiser use of the PSP for the future and also the releasing of a number of software [titles]," said Takao Yuhara, Sony's head of investor relations, during the conference call. "We are always looking at the PSP business expansion."

    The PSP includes a number of additional functions such as a Wi-Fi adapter and Web browser, and in recent months Sony has added new features such as GPS (global positioning system) through an add-on GPS receiver, and the ability to subscribe to RSS (really simple syndication) feeds. ...
    by Published on October 29th, 2006 01:34

    Tharandur posted this news/release:

    My first post

    This game is a Magical Drop version based in Naruto's universe. The controls are easy:

    (A) -> Catch
    (B) -> Throw
    (R) -> New line (used like a speed-up, the lines appear automatically)
    (START) -> Pause, quit announces,...

    Download and Give Feedback Via Comments ...
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