Category: Playstation Portable
DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.
Changes:
*Fixed GBI1_BranchZ, GBI2_BranchZ uCode commands (Fixes Crash on Pokemon Snap on Phat)
Rev. 406:
*Cleaned up some warnings;
*Reduced ROM Buffer on Slim to 8Mb;
*Fixed Speed regression in ROM Cache for Roms over 16Mb;
*Reworked Rom cache to provide slight speed increase;
*Optimized Buffers for stability (Needs testing on Phat);
Rev. 405:
*Forgot an include in Microcode.cpp;
Rev. 404:
*Fixed ucodes.txt being generated on every rom run. (Now Debug only and optional even then);
* Small sln change to ensure compatibility with modification on VC++ Express and in prep for new continuous integration (All Alphas will be posted after commit at the SF site soon.);
*Change version to Alpha for the SVN (No more need to change releases will get individual titling at release time.);
Rev. 403:
*Switched from JenkinsHash to two types of Murmur2Hash (Using endian neutral hash for persistent hashes non byte fiddled textures, otherwise using faster non neutral method);
*Added improved auto uCode detection (Works better with unknown roms, but may break some games needs testing);
*Using smaller ROMFileCache to save memory;
*Commented out added commands from Rev 402 @ Salvy’s request (Will be restored once purpose is known and can be tested);
Rev. 402:
*Implemented SetConvert, SetKeyR, SetKeyGB.[Wally and Salvy]
Thanks to http://www.tehskeen.com for the news.
http://www.dcemu.co.uk/daedalusx64-rev-407-released-216877.html
Here comes an updated early RPG Demo by Xteaph-N.
Release notes:
Just another release. This time there are collisions in the town. However all the buildings only have the doors defined. I also was working on a menu system that might not seem anywhere near done, however is very much near completion. I still haven’t added anything to the battle system however.
I would also like to point something out that I feel I wasn’t entirely clear on. I just want people to know this is in no way shape or form a game. This is a demo of Dynamic RPG mechanics I’m working on, not a demo of a game. I do have plans on making a game using the mechanics I’ve made. But this is not it.
Also just another note I’m still looking for graphics people. So if you have any talent at all with graphic design feel free to PM me.
http://forums.qj.net/psp-development-forum/152662-release-rpg-demo-v4.html
Codetactics updated their multiplatform, 3D, top down, arcade style helicopter game Apollonia.
Changes:
– Code Optimisations
– Explosions from tank shells hitting buildings are visible more often
– Thinner air strike targeting circle
http://www.psp-hacks.com/forums/f141/homebrew-idol-2-apollonia-v0-04-t239928/
Battlegrounds 3 is a hovertank deathmatch game. Using a variety of weapons, defeat your opponents to bring glory to your homeland.
http://www.psp-hacks.com/forums/f141/homebrew-idol-2-battlegrounds-3-t239957/
It’s the 1950s, and you are flying somewhere over a desert in Texas when all of a sudden, GAMMA RAYS!!! Your plane looses control and you make a crash landing somewhere in the desert only to find that the source of the gamma rays are ZOMBIES! Left with no choice, you must blast your way out of the desert through heaps of zombies that want to tear at you if they get but a whiff of you.
http://www.psp-hacks.com/forums/f141/homebrew-idol-2-zombie-desert-t239954/
PSPMarble is a homebrew game that adopted the style of the “Marble” game (remember that old retro game?), but also extended the gameplay to 3D, with physics and some new gameplay ideas.
http://www.psp-hacks.com/forums/f141/homebrew-idol-2-pspmarble-orchestra-sensation-t239848/
Your goal is to leave the labyrinth. For this, you must kill Homer Simpson, else you won’t be able to leave. There is a minimap to help you withi your task.
http://www.psp-hacks.com/forums/f141/homebrew-idol-2-labkillhomer3d-t239923/
Bomberman-inspired MMORPG.
Changes/Fixes:
0) Tag (EBOOT images)
3) Add bombom planting (Lobby = no bombom planting) (requires #33)
11) Add temporary time out to prevent users from clicking [Submit] in the menu like mad
17) Add collision map loading server side
20) Add time indep. movement by getting the ticks in the game_think function
24) Add colors to chat text to denote when server speaks, you speak, and others speak (changed my mind, not going to implement this)
28) Add player dying.
29) Add background to help tint areas around text to be easier to read.
32) Add player radius check in collision detection, instead of just the center.
33) Add place item packet
34) Remove the player misalign hack
35) Add player respawn time out and selection (requires #17)
41) Add ?, /, ‘, :, and a bunch of other missing ASCII keys to the OSK; Note: |~[]{} are not on OSK cause they’re game-reserved keys!
42) Promote chat messages to TPC-over-UDP (some may notice that some messages get lost; this is due to me using a lossy send mode for chats.)
43) Implement sgl_splitSprite() for drawing large textures as split chunks (speed boost)
46) Fix issue where, a player goes to another map, their X/Z coords are changed to match the ‘door’ of the new map, yet this change is visible for a few seconds on the old map.
47) Phase out “POLL_EVENT” packet, and replace it with anti-cheat server-side version.
49) Read events from the ESM map and not hard coded into the server
53) Add setExp server command
http://www.psp-hacks.com/forums/f141/homebrew-idol-2-faintredux-t239881/
Chronicles is a first person action-adventure game for the PSP. Fight your way past ghosts, goblins, and whatever those other things are to get the secret key to the locked gate, then hop across some platforms to land yourself into the next of 6 challenging levels.
Changes:
-Fixed gate and key masking
http://www.psp-hacks.com/forums/f141/hombrew-idol-2-chronicles-t239955/
PSP Store is a webbased game downloading portal for PSP homebrews. It’s in german language only yet.
http://forums.qj.net/psp-development-forum/152724-release-psp-store.html