Force the last player to take the last piece!
http://forums.qj.net/psp-development-forum/149826-release-nim.html
Force the last player to take the last piece!
http://forums.qj.net/psp-development-forum/149826-release-nim.html
Bitmap Hunter is a homebrew program for Sony PSP designed to hunt, and directly edit monochrome or 256 colour bitmaps within firmware files for electronic devices so they can be user customised.
This one was inspired by HACKBMAP.EXE by Datrex, a DOS application used to hunt for bitmaps within Garmin Etrex GPS firmware files.
http://forums.qj.net/psp-development-forum/150037-bitmap-hunter-v5.html
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft’s Simon the Sorcerer 1 and 2; Revolution’s Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep’s Inherit the Earth; Coktel Vision’s Gobliiins; Westwood Studios’ The Legend of Kyrandia and games based on LucasArts’ SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Release notes:
It was not that long since our previous release, and now here is a new bugfix release hot off the press!
The list of fixed bugs is quite long, and you could read all of it in the release notes, but here is a summary for those of you who are too lazy to follow the links and eager to play the games better.
SAGA: Inherit the Earth is completable again; AGOS, Groovie, Sword2: fixed many sound-related issues; Parallaction: fixed a bug in one of the puzzles; squashed a number of bugs in the GUI. Also iPhone, Symbian, WinCE ports are much improved and NDS and PS2 ports are back again since 0.11.0.
We won’t bother you anymore with the details. Go, download ScummVM and enjoy your play!
Changes:
AGOS:
– Fixed crash after OmniTV video is played in The Feeble Files
– Fixed crashes when exploring Jack the Ripper scene in the PC version of the Waxworks
– Fixed palette glitches in the AtariST version of Elvira 2
– Fixed noise that can occur when sound effects are played, when exploring Pyramid scene in the WaxworksGob:
– Fixed a crash in the Italian version of WoodruffGroovie:
– Fixed some issues with music in The 7th GuestParallaction:
– Fixed the sarcophagus puzzle in Nippon SafesSAGA:
– Fixed a crash in Inherit the Earth
– Fixed glitches in the save/load dialog.Sword2:
– Fixed random sound corruption when using the original sound files.Game launcher:
– Fixed a case where memory could be corrupted
– Fixed the small cursor in the modern theme
– Fixed a bug in the theme engine, which could cause crashes
– Made the file browser bigger in 1x modeiPhone port:
– Fixed backspace handling on the iPhone soft keyboardDS port:
– Added support for the Global Main Menu featurePS2 port:
– Switched to the new GUI and theme code
– All possible devices are supported to store, play and save games (CD, HD, USB, MC and remote)
– Optimized cache/read-ahead for every media
– Added support for the Return to Launcher featureSymbian port:
– Added Bluetooth mouse support
– Added support for the Return to Launcher featureWinCE port:
– Fixed an issue which could cause random crashes with VGA devices
This game is based on Crazy Gravity for the PC by Axel Meierhoefer.
You are the captain of a freight shuttle on a far away moon base. Crazy gravity rules the place. Your objective is to move cargo from their platforms to your homebase; avoiding obstacles like cannons,magnets and one-way gates.
Changes:
Added 7 levels (10 total)
Decreased overall difficulty, approximates gameplay of pc version now: less gravity, less drag etc.
Fixed major and minor bugs. (For those who want to make their own levels, this update is highly recommended)
Doubled level loading speed.
Thanks to http://www.dcemu.co.uk for the news.
http://www.psp-hacks.com/2009/04/25/crazy-gravity-portable-v11-released/
SX has released a new version of his port of OpenBOR for the Sony PSP. OpenBOR is a 2D game engine that runs “PAK” files which are stand alone games or game mods. These games are free and are usually side scrolling beat em’ ups, but there are a few 2D space shooters available. [Text by brakken]
Changes:
Moved DebugInfo Option from video options to system options
Added new option in System Options to Disable File Logging. Which improves load times if you are not concerned about log files and in-gameplay logging slowdown. Default Enabled.
New Default CPU speed for PSP is 333 MHz
SecurePAK is supported in the Build
Thanks to http://www.tehskeen.com/forums/showthread.php?threadid=11483 for the news!
http://www.psp-hacks.com/2009/04/24/openbor-v30-build-2244a-released-w-securepak-support/
Wagic is an Heroic Fantasy battle game reproducing the rules of a famous Collectible trading card game. In Wagic, you fight against an AI with your deck of cards. Each time you win, you earn credits to buy more cards in the shop, and improve your deck.
Changes:
– New card: Clone! (thanks gdspsp!)
– New game mode: Momir Basic! Play against the AI with more than 800 creatures in a mix of random fun and strategy! I’ll explain later on this blog (http://wololo.net/wagic) how to unlock this extra mode
– More than 300 new cards, including cards from the sets Mercadian Masques, Mirrodin, Odyssey, but also in other sets (10th edition, Revised, Shadowmoor, Eventide, Shards of Alara, Conflux, Ice Age, Invasion, Lorwyn, Mirage, Portal, Tempest…). Wagic now allows you to play with more than 1600 cards! (many thanks Dr.Solomat and leungclj!)
– Improved memory usage for card textures (For those interested, JGE now allows you to load jpeg files in 5551 while being in 8888 memory mode)
– New “cache size†option. Slim owners might want to try to push it up to 60, while Phat owners probably need to stay below 20. Increasing the cache size while improve game speed if you play with card pictures, but might increase the risks of crashes. Try to find the value that best suits your needs.
– Improved stability. The game has been reported to crash less than version 0.5.1
– New parser keywords: mustattack, cantattack, cantblock, may, copy. I will update the “create your own cards†page soon.
– New alternate deck format (card names rather than their id), should make it easier to create your own decks (for yourself or the AI) with a text editor.
– The test suite now allows card names rather than their id, makes it easier to write tests.
– Small shop improvements, to make it easier to buy cards and boosters
– Victory is becoming more exciting than before, as you get bonus credits depending on how well you beat your opponent.
– 5 new AI decks (thanks Abrasax)
– Bug fixes for the following cards: Arcanis the omnipotent, Elvish Piper, Fastbond, Fountain of youth, Nevinyrral’s Disk,Spirit Link, …
-Other bug fixes related to the following: lifelink, more than 100 cards in deck, more than 64 abilities in play, nightmare with 0/0 that doesn’t go to graveyard when it comes into play, selling cards in deck editor…
http://wololo.net/wagic/2009/04/23/wagic-060-released-includes-momir-basic/
Flash Spacer removes and backups certain files in flash0.
http://forums.qj.net/psp-development-forum/149398-release-flash-spacer-v2-7-a.html
Bitmap Hunter is a homebrew program for Sony PSP designed to hunt, and directly edit monochrome or 256 colour bitmaps within firmware files for electronic devices so they can be user customised.
This one was inspired by HACKBMAP.EXE by Datrex, a DOS application used to hunt for bitmaps within Garmin Etrex GPS firmware files.
http://forums.qj.net/psp-development-forum/149550-bitmap-hunter-v4.html
A while ago the NEO Spring Coding Competion 2009 came to an end and now also the results are public.
Application Division:
No.1 [PSP APP] downPSP v210
No.2 [PSP APP] PSPconsole v1.3neo
No.3 [PSP APP] PSPDictionary v2.4.1
No.4 [PSP APP] pag3 – make your own website today
No.5 [PSP APP] TimeTrainer (updated)
Game Division:
No.1 [PSP GAME] Ragdoll Cannon v2.11 [UPDATE 2]
No.2 [PSP GAME] Asterz V1.2
No.3 [PSP GAME] Crazy Gravity Portable
No.4 [PSP GAME] TibiaPSP v0.2
No.5 [PSP GAME] asterSpace3D
No.6 [PSP Game] Wagic 0.5.1
No.7 [PSP Game] Apollonia 0.03N
No.8 [PSP GAME] Agenaworld 1.7
No.9 [PSP GAME] PSPReversi V1.0 (FINAL RELEASE)
No.10 [PSP GAME] GNAR PONG
http://www.neoflash.com/go/index.php?option=com_content&task=view&id=291&Itemid=34
DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
Changes:
[!] Fixed crash when loading 2nd ROM on Phat (Kreationz)
[+] Roms up to 16Mb loaded into Slim Memory (Kreationz)
[-]Removed Double Display Lists (To be replaced with proper paging code)(Kreationz)
[-]Temporarily Removed DynarecLoopOptimisation (Causes most games to crash under current CPU code)(Kreationz)
[+] Added resources from upgrade in prep for new GUI(No Lite version for future releases(Kreationz)
[~] Fixed typos in rom.ini (Salvy)
[~] Added 2 games to rom.ini (Salvy)
[!] Compiler shouldn’t make too much noise now (ex:blendmodes)(Salvy)
[!] Fixed performance decrease per game loaded.(Salvy)
[!] updated intrafont to 0.31, contains various bug fixes and enhancements(Salvy)
[+]Added blendmodes: (Salvy)
*Zelda Oot:
Big tree on Kokiri Forest is now rendered
Hearts should blend better now, (still WIP)
Rupees show up better. (Wally/Salvy)
*Batman Beyond
Characters, enemies,foes, and other things should show up now
*Pilot Wings
Beaches should blend correctly
*Super Bowling 64
Needs more work, but now should be more “playable”
[~] Move RSP logic out of CPU core(Howard0su)
[!] Change KnownValue of a register from s32 to REG32. So that we can cleanup the code a bit(Howard0su)
[~] Simplify the logic to handle register cache in LoopOptimization(Howard0su)
[~] Cleanup the logic for JAL, JALR in the PSP code generator(Howard0su)
[~] Simplify the parameters for GenerateCode.
[+] Delay initialize MediaEngine. So that we can suspend if we don’t use Async Sound. (If you use async sound once, before you exit to XMB, you can not suspend anymore.)(Howard0su)
[+] Improve Batch Test framework abit and bring it to PC platform(Howard0su)
[+] Declare MAKE_UNCACHED_PTR for PSP(Howard0su)
[+] Move all I/O access to Hardware component. (Merged from -N64 tree by Howard0su)
Thanks to http://www.aep-emu.de for the news!