News

Monolith (PSP Game)

Monolith is a 3D Tetris like game for the Sony PSP (PlayStation Portable). It is written using the PSPSDK, found at http://www.ps2dev.org

The game features a “classic Tetris” gameplay mode, as well as other modes.

Thanks to http://www.dcemu.co.uk for the news.

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WorldTourPSP v1.0 (Beta) (PSP Application)

WorldTourPSP is a collection of Webcams to be viewed with your PSP once you are conncted to a network.

Release notes:

Sorry for this space of time with No New Versions.

-The BETA 1.0, has two sub-versions.
–1-The normal one
–2-One whith Xmas Decoration

Both versions have the same cameras an update.

The new cams in Europe:
–Hungary
—–Racianska, Bratislava
—–Dubnica, Slovakia
—–Hotel Havrania, Zazriva
–Ireland
—–O’Connell Bridge, Dublin
–Italy
—–Fontana della Immacolatella
—–Monte Muggianeddu
–Lithuania
—–City Park Hotel
—–Rokiskis

Thanks to http://www.dcemu.co.uk for the news.

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

PyPOPS 0.1b (PSP Application misc)

That’s a Popstation GUI made in Python, using the TKinter module, it’s works for Popstation Single-Disc and Multi-Disc.

Simply run PyPOPS.py and put the PSX Images, and choose the Compress Level. Then press Make EBOOT button. If you want to customize your EBOOT, put ICON0.png, PIC0.png, BOOT.png, etc… in the program’s folder.

ATTENTION: You Need the Python Interpreter to run the program, you can download it here: http://www.python.org/download/

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Screensaver v1.0 (PSP Application)

This plugin, called screensaver.prx, allows you to turn your PSP into a very low energie consumer mode if you don’t use it for some time.

Here is what it does:
-Turns your psp into “sleep” mode after a time you set.
-Puts it to very low CPU frequency (you can set it too)
-Shows the hour while in sleep mode.

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Daedalus WIP (N64 emu for PSP)

StrmnNrmn posted some progress news about Daedalus for Playstation Portable.

Here is the quote:

It’s been a while since the last update so I wanted to give some news on how things are going with work towards the next release.

I’ve spent a lot of time working on getting the HLE audio code working on the Media Engine. I’ve been making steady progress, but it’s been taking longer than I initially expected. Fortunately, I’m very close to getting all of the audio processing moved over to the ME – in fact I believe I have just one significant bug left to fix.

The issue seems to be a very odd synchronisation bug which causes the emulator to lock up when running the audio processing asynchronously. As with many of these types of bugs, it’s proving quite hard to track down because as soon as I change the code to debug the problem, the issue goes away. A true Heisenbug ๐Ÿ™

What’s particularly annoying is that the bug is stopping me from measuring how much of a difference running the audio code on the ME makes. Hopefully I’ll be able to fix the bug over the Christmas break and be able to publish some timings over the new year.

As part of this work, I’ve also been writing a general-purpose ‘job manager’, which coordinates batches of work between the main CPU and the ME. The idea is to build on top of J.F.’s MediaEngine.prx to provide a simple interface for queing up and dispatching work asynchronously. When a job is added to the queue, a flag indicates whether the job is suitable for running on the ME, or whether it should just be run asynchronously on the main CPU instead.

Initially just the audio processing will run through the job manager on the ME, but eventually it should be possible run other pieces of work asynchronously too. I’m hoping that it will eventually be possible to move parts of the HLE graphics processing to run asynchronously too, but I need to investigate things a bit more first. That’s a job for future releases however.

Anyway, that’s all for now. I’m off to eat mince pies and watch The Great Escape on tv. Merry Christmas everyone ๐Ÿ™‚

-StrmnNrmn

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