Category: Playstation Portable
Portable Graphix (30-03-2008) (PSP Lua Application)

Portable Graphix is an application for PSP that let you draw and save graphics.

Features:

-Draw multiple graphics
-Save graphics under .png file
-Write things on your graphics

http://xtreamlua.com/modules.php?name=Forums&file=viewtopic&t=3513

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Musical Blind Test v0.1 (PSP misc)

Sk4rT4l released a new program written in C called “Musical Blind Test”. Full details in french language at it’s release thread (follow the link below).

http://xtreamlua.com/modules.php?name=Forums&file=viewtopic&t=3509

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Despertar del Cementerio v5 (PSP Application)

Despertar del Cementerio is a universal unbricker tool for PSP, coded by Dark_Alex.

Readme.txt:

Changes in version 5
———————–

– Now installs 3.90 M33-3 instead of 3.80 M33-5
– Integration with timemachine in case it is installed.

Installation:

– Beginning at this version, DC uses same iplloader than timemachine which usually doesn’t require to mspformat the memory stick.
However, in some memory stick it may still be necessary.
Just run the program and if you find an error, run mspformat and try again.

– Copy DC5 to PSP/GAME/

– Download 1.50, 3.40 and 3.90 update eboots and copy them to ms root with
150.PBP, 340.PBP and 390.PBP names.

– If you have a PTF custom theme set, quit it before running the program.

– Use the app under a cfw with 2.x or 3.x kernel (be sure that kernel is
selected on recovery to the correct one (2.x or 3.x))

– IF timemachine is installed in this memory stick, the program will ask you which button(s) you want to boot DC5, otherwise no buttons will be necessary.

– Now you can delete 340 and 150 PBP’s, as they won’t be used more; but 390.PBP
will be used for unbricker, so don’t delete it.

– Now you have an universal pandora ms ready to go, and you just need a proper
battery. If you have 1.50 kernel access, use c+d tool. Otherwise, use corly149 tool.

Battery and ms will work on all psp and slims to this date.

Unbricking:

– Press X to install 3.90M33.

– Press O to install original 3.90

– Press [] to dump nand to nand-dump.bin. When done, psp will auto shutdown.

– Press L+R+HOME+start to restore nand from nand-dump.bin

This proccess is very dangerous, and you should *just* use it if it’s your
last chance to get it working.

This is a physical restore process (not a logical one), and will try to make
a 100% exact clon of the dump.

If you are working with a dump that isn’t yours, you will get either a brick
or a corrupt idstorage, depending on the firmware.

If while you are restoring your psp have got any damaged block more than
when you dumped it, you might also get a brick, depending on what block is it.

Works for both PSP and PSP Slim.

—-

Note: If you are gonna use the memory stick to restore a psp other than the one that created it,
check if the file /TM/DC5/registry/act.dat exists in the ms. If it exists, remove it, otherwise the restored psp may not be able
to buy psn games until the user doesn’t delete from flash2 the act.dat of the other psp. (act.dat files are unique for each psp).

Note that act.dat will be restored to the moment of the MS creation.
If you have bought other PSN game later, the act.dat file may have changed and if you restore the old one, you may loose the latest bought game.
Backup flash2:/act.dat each time after you buy something from the PSN!

http://www.dark-alex.org/

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Agenaworld v1.6 (PSP Game)

Agenaworld: A “Homeworld” type of game. Agenaworld is an original multiplayer PSP to PSP game that allow you to command a spacecraft to other galaxies and visit all nine planets (plus the sun). In addition, the game backgrounds are real 24bit/pixel large space images that scroll in the background (courtesy of Hubble telescope). Try to reach Earth! Click on link above to download. Press the “Triangle Button” to use the “spacegate hypercube” gravity assist.

Release notes:

In Agenaworld 1.6, the major fixes are double buffered FULL 720×480 24bit color output to the TV (when run on your slim). Note that this release requires that your set up the game folder to be running the firmware 3.x homebrew code (as opposed to firmware 1.5). It should run fine on both the fat and slim versions of the PSP.

Another update is the ability to output proportional fonts! What this means is that character sizes are not fixed width (like in Agenaworld 1.5). If you press the left trigger or right trigger button, you should get a screenful of text that shows off how nice it looks in proportional font. You will notice this for words that contain wide and narrow characters (characters “i” and “w” are at the extreme points of narrow and wide characters).

Also, this version fixes the problem people may have reaching earth if you are running on Slim output to the TV (the spacegate cube was off screen).
This version moves many gates on the maps. The algorithm for calculating the location of the gates so they are fixed at the same place whatever the screen size will be fixed in the next version, but basically, in this version you should be able to reach every place in every galaxy. Also the starting point is now at Earth, this way you can see familiar planets before venturing out into the different galaxies.

I tidied up the code, and the game resembles more and more like a game engine rather than a game. Soon, it will be able to load in a file with all the map and gate info. Gates are like teleporters to different places on the same map or to different maps when you press the Triangle button when touching them. You enter one gate and exit another gate (looks like cubes on the map). In the future it should be easy for people to place gates on their own custom maps.

I will explain some technical details of what I changed in this release to make 1.6 work.

In the previous release, I mentioned that the PSP had only 2MB of vram memory. Well, apparently, the PSP Slim actually has 4MB of vram. What this means is that you can use the whole 4MB for your display buffer (the buffer that connects directly to your TV or PSP LCD screen). Apparently, this extra 2MB is only available on the Slim for homebrew if you call a kernel function:

sceGeEdramSetSize(4*1024*1024);

That call will open up the whole 4MB for homebrew. This function call was put into a newer version of dvemgr.prx (which the original was released by the maker of the M33 custom firmware).

As you can see, there is no need to move the display buffer to display from the system memory anymore, and since the old fat psp didn’t have the ability to output to the TV, the original double buffered 480x272x32x2 LCD display code fit in the 2MB vram limitation.

Concerning the proportional fonts, I was able to design four different types of fonts. If you open up splash.bmp in an image editor, you will see what looks like four lines of fonts (with some lines interleaved with a line of blank blocks or numerical blocks right below it). If you wish to follow along below, please do open up splash.bmp now, so you can get a better understanding of what is being described.

The first font line is 6 pixel wide by 8 pixel tall of fixed width font. I allow 106 different characters per font, and start it at ASCII code 32 (the “space” character).

The second font line is 4 pixels wide by 8 pixels tall of semi-fixed width font. “Semi” in that the majority are 4 pixels, but I allow an extra 4 pixels for characters that need more than 4 pixels. I put this extra 4 pixel wide info in the font line right below the second font line. This line allows more than 106 characters of font data, but I only implement the first 106.

The third font line is a proportional font that I did not implement in the game, after finding out that it was easier to code using the last font type (the fourth font type). In this type, I basically used 4 pixels wide to hold the data, and if extra are needed it gets expanded to the next character. The problem with this method was that you had to put in extra code to know where the start of a character was in the bitmap, and without a fixed starting location, it gets very tedious since each font character data can start anywhere based on previous fonts that used the extra 4 pixels.

The fourth font is also a proportional font, and this got implemented in the game. The font data were shifted left so that it is at the leftmost position on the font grid. This allows narrow font characters to use up the least amount of space when output. All fonts character blocks take up 6 pixels, but during actual copying, the number of pixels to copy (width) are listed below the font (you can see all those numbers which indicate the actual bit width).

The game can actually display all three font types concurrently, but in the game you see the fourth type (proportional) throughout. The fonts look nice, and I am thinking of porting it so that it is used as a text reader application if the need arises.

Webboard: http://www.edepot.com/forums/viewtopic.php?f=8&t=12

http://www.edepot.com/game.html

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Time Baby v13d (PSP Application)

Art updated his clock/time application “Time Baby”.

http://forums.qj.net/showthread.php?t=137050

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PSP Firmware v3.90 M33-3 (PSP misc)

Friends of costum PSP firmwares might be happy ot hear that Dark_Alex has updated his M33 firmware for PSP. Grab it from his page!

http://www.dark-alex.org/

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Nikwi Deluxe PSP v1.0 (PSP Game Port)

You play as a 9 year old boy in a game about his absolute dream: a world made of candies! Your role is to guide Nikwi through all the 30 levels, eat all the candies in each level and avoid the monsters and the hazards that each level has. Nikwi has a talent on jumping high – although his falls are not as good as he would like – and this is his only armor against the monsters which try to turn his dream into a nightmare.

Changes:

– Added password selection screen (press [triangle] on password entry screen); New passwords are saved as the player progresses through the game.
– Added music tracks
– converted FX to use SDL_mixer (faster startup)
– misc PSP-specific optimizations

http://deniska.dcemu.co.uk/

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PSP-Maps v0.7 (PSP Application)

This program is not using the Google Maps API (except for address search), it is retrieving the images directly.

Changes:

added Windows version to the release
added Google Maps and Yahoo Maps! hybrid views
added Virtual Earth hill view
added a list of available views in the menu
new icon and screenshot
joystick should be less sensitive and more precise
added optional on-screen informations (lat/lon/zoom/view)
geocoding now uses maps.google.com (and not .fr)
load balancing between Google Maps servers
menu updated (smaller font, nicer coding)
readme file was updated

http://royale.zerezo.com/psp/

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Adhoc Messenger v2.0 (PSP Application)

Adhoc Messenger allows the user to send messages through the PSP’s adhoc connection to another PSP.

Changes:

– changed colours
– added session name entry screen
– added main menu
– added more options in adhoc mode
– added an in adhoc mode messaging menu
– message box scrolling
– save message history

http://forums.qj.net/showthread.php?t=137764

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Chipmunk Physics Demo PSP v1.0 (PSP misc)

This is a port of the Chipmunk Physics ( http://wiki.slembcke.net/main/published/Chipmunk ) by Slembcke including the demonstrations that come with it to the PSP. For graphics and user input the JGE++ Engine by Dr. Watson has been used.

Thanks to MK2k for the news.

http://www.mk2k.net/serendipity/index.php?/archives/11-Chipmunk-Physics-Demo-PSP.html

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