This program will allow your psp to load faster and run smoother.
http://forums.qj.net/psp-development-forum/152345-release-memory-manager-beta-0-2-a.html
This program will allow your psp to load faster and run smoother.
http://forums.qj.net/psp-development-forum/152345-release-memory-manager-beta-0-2-a.html
Codetactics updated their multiplatform, 3D, top down, arcade style helicopter game Apollonia.
Changes:
Features
* Chase camera – The default camera view is from behind the helicopter, rather than from isometrically above. The original (retro) camera view can be selected from the controls screen.
* Player profiles – Player names and data can now be saved to a database.
* Enhanced particle effects -ÊThese are used for missile impacts and bullet to ground impacts.
* Airstrike! – An A-10 Thunderbolt II can be called using L+R trigger. Includes audio.
* New Apache model.
* Ingame messages can be printed to the HUD.
* Briefing screens – To add meaing to the madness, there are short mission descriptions for each mission (excludes Instant Action).
* Three new missions.
* Friendly tanks.
* Player Statistics – Mission data is saved to a player’s profile. This includes flight time, accuracy, deaths etc.
* Post mission score board -ÊThe score board summarises statistical data of a just completed/failed mission.
* New Ammo and Health display on the HUD.
* The player helicopter can start some missions airborne.
* New factory building.
* Existing buildings have been scaled more accurately.
* Tweaked existing missions so that the player is less likely to be overwhelmed.Under the Hood (for your interest)
* Particle Engine, Terrain and rendering optimisations.
* Splash Screen fixes.
* You can now shoot through destroyed buildings so that units inside them can be hit.
* Using the sqlite database for player data.Known Issues
* Sometimes there is incorrect textures loaded (very elusive).
* Three Player Profile limit.
* High memory usage. Beware of too many PSP background processes.
* Suspend mode not supported.
* There is a delay between the mission being won/lost and the scoreboard being visible. This is because of the time taken to write data to the database.
* Slow load times; about 8 seconds (minus Sony logo).
* Some instances of near plane clipping of the terrain resulting in small amounts of unrenedered terrain.
http://forums.qj.net/psp-development-forum/152376-release-apollonia-v0-04-a.html
For all those who love to use different shells on their PSP, here is another one to try out: “Android”.
http://forums.qj.net/psp-development-forum/152202-release-android-1-0-a.html
Heres just a fun little game thecraziness1 coded in C/C+.
http://forums.qj.net/psp-development-forum/152260-release-bush-shooter-2008-a.html
MrX256 decided to make a game very loosely based on the Nintendo DS game “Make 10: A Journey With Numbers”
Basically you play as a guy shooting Make 10 characters using an Ingram Mac 10. Each kill awards you 10 more bullets. It took MrX256 three hours to make, so don’t expect it to be good it was only meant as a joke version of Make 10.
http://forums.qj.net/psp-development-forum/152285-release-mac-10-a.html
This is a demo of a simple Mario game written in Lua using PGE.
http://forums.qj.net/psp-development-forum/152334-release-psp-mario-new-worlds-demo.html
Here comes an updated early RPG Demo by Xteaph-N.
Release notes:
here’s not much of an update but I thought you guys would like to see my very early framework of the town/overworld. There are very little collisions defined so when I mean early I mean early. It only took 4 hours, thats how early so don’t expect much. Though I’m happy with it because I think it feels like final fantasy. I think it feels good. I also fixed a problem in the battle system where you couldn’t pick who you wanted to attack with magic. Now you can pick who, not that it matters to the player at this point.
http://forums.qj.net/psp-development-forum/152299-release-rpg-demo-v3.html
Commodore 64 emulator for PlayStation Portable.
For those of you who would like the functionality of Team M33’s firmware on your Sony PSP without actually installing it (either because you don’t want to or have a model you can’t flash) here is Xenogears’s and Becus25’s Custom Firmware Enabler which will allow you to. Using the ChickHEN exploit you can install a lot of M33 type features which now includes the ability to boot POPS (PS1 games) under ChickHEN. While this is compatible with ChickHEN is sadly won’t work on PSP-3000 consoles.
Changes:
* Fixed bug that prevented either activate the plugins.
* Fixed bug that prevented version and patching of the hen to leave a game.
* Improved system pops, now you can install a flash version (whatever that is 5.00)
* Fixed a bug that prevented either activate the plugins.
* Improved detection system version, you can install over previous versions (not recommended).
* Improved detection system model, no longer crashes with modified versions of the hen (original versions are recommended to avoid problems.)
* Fixed a bug that crashed into the setup menu randomly.
* Improved the patching system ChickHEN.
* It is not necessary that the folder is called CFWEnabler.
Thanks to brakken / http://www.tehskeen.com for the news and newstext! 🙂
Exter updated his Rubik’s Cube game for Playstation Portable.
Changes:
– Changed:
– Move animation speed is now 40% faster.
– The colors now match the colors of a real rubik’s cube (parallel sides were previously inverted).
– Added:
– Timer (starts when the cube is scrambled and stops when the cube is solved).
http://forums.qj.net/psp-development-forum/152158-release-psp-rubiks-cube-v1-6-a.html