Light_AleX is working an a new shell application for PSP. It’s in early stages.
http://forums.qj.net/psp-development-forum/166150-release-shell-0-2-beta.html
Light_AleX is working an a new shell application for PSP. It’s in early stages.
http://forums.qj.net/psp-development-forum/166150-release-shell-0-2-beta.html
SG57 is working on his PSP homeberw game “The World”. There is no release yet, but a bunch of screenshots and a video.
http://forums.qj.net/psp-development-forum/165846-wip-world.html
PSP Mario is a clone of Super Mario Bros. for the PSP.
Changes:
-Finished off the red koopa a.i
-Finished off the stand alone coins
-Improved the A.i code and lagging with hitting shells
-Added in Background Music for Overworld both the hurry version and general version
-Improved the animation code by using timers instead of counter based (still dislike the timer module hugely though)
-Added in Invisible blocks (YAY!)
-Completely changed the movement and jumping to a more progressive form rather than static by this i mean you can build up speed and loss speed by moving/not moving, same goes for jumping, the longer you hold X the higher you jump compared to just tapping it.
-Added in Clipping logic on blocks where if you barely clipped a block you’d be placed to the side in which you hit it rather than actually hitting it. (Used in the brick blocks, ? Mark blocks and Invisible blocks )
-Added 2 more levels, the first is very big at 650×17 (more than double the original) the seconded is 350×17 (i think, can’t remember but it’s around their)
-Added in death animations for both koopas (green & red) & for goombas when hit by shell.
-Changed the positioning of the HUD to fill the screen more and added a few improvements to make it look more like the original for example, the score is now 0000000 instead of just the 0 like the old version
-Have a “OK” menu now which shouldn’t confuse anyone on which character to pick still the GFX isn’t great also a loading screen is now present takes 3 seconds to load everything
-Reverted to using the classic old school 8bit Mario graphics, fit in a lot better with the game now and less hassle for me seeing as the custom sprites i used weren’t exactly to scale.
http://forums.qj.net/psp-development-forum/165968-release-psp-mario-new-worlds-v0-03-a.html
DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.
Changes:
[!] Revert back sqrtf (vfpu_sqrtf is alot slower, thx IWN and Hardhat for pointing out)
[~] A couple of minor changes
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:
Another 4 months passed, a lot of hard work done… and finally it is here: ScummVM 1.1.0 is available now on our downloads page.
There are some pretty exciting new features: We added support for 16bit graphics, which allowed us to add support for a whole bunch of newer Humongous Entertainment games for kids. We also added or improved support for the Amiga versions of Monkey Island, Legend of Kyrandia and Future Wars. Plus there are two completely new engines for the games Dragon History (available for free from here) and TeenAgent (available for free from GOG.com). And finally there is now a port for the Nintendo 64 game console!
Take a look at the release notes if you want to know a bit more.
There is one grain of salt, though: If you want to play Nippon Safes Inc, we recommend that you stick with your current ScummVM version for now, as there are some nasty regressions in there which may even make it impossible to complete the game. Also the background music in Pajama Sam 1 isn’t working correctly in the Kitchen and Mine areas anymore.
We are not happy about that, but in the end decided that we should not let this hold up the other new cool stuff we added. Instead, we will follow up this release in about four weeks with a 1.1.1 release that should fix these issues. In fact, you can help us make 1.1.1 even better by reporting any bugs you might encounter in 1.1.0.
And now go and get it while it’s still hot from our downloads page, grab a build for your favorite device and have fun :).
Changes:
1.1.0 (2010-04-04)
New Games:
– Added support for Blue’s Art Time Activities.
– Added support for Blue’s Reading Time Activities.
– Added support for Freddi Fish 5: The Case of the Creature of Coral Cove.
– Added support for Pajama Sam: Games to Play on Any Day.
– Added support for SPY Fox 3: Operation Ozone.
– Added support for Dragon History.
– Added support for TeenAgent.General:
– Added support for a custom SJIS font for FM-TOWNS and PC98 games.
– Added support for 16bit graphics. (GSoC Task)
– Removed QuickTime MIDI backend on Mac OS X; it was buggy and did not compile on modern systems.CinE:
– Added support for Amiga style menus for Amiga versions of Future Wars.KYRA:
– Added support for the Amiga version of The Legend of Kyrandia. (sound support was done as a GSoC Task)
– Adapted KYRA to support the custom SJIS font.SCUMM:
– Added support for the PC-Engine version of Loom.
– Added support for music and sound effects in the the Amiga version of The Secret of Monkey Island. (GSoC Task)
– Fixed some other bugs related to game versions for the Amiga.
– Added support for original save/load dialog in MM NES.
– Added support for savepoint passcodes for Sega CD MI1 via debugger command ‘passcode’
– Added support for Kanji rendering in Japanese version of Monkey Island Sega CD.
The Giana’s Return Team is currently working on a remake of the TI-83 Jump’N’Run puzzler “SQRXZ” using graphics from the J2ME version in a “classic” mode, but also fully redrawn deluxe graphics. The screenshot below shows the classic graphics.
Here is a quote from the Giana’s Return page:
We are heavily working on Project “S”! The game is fully playable, minor features and little bit of bugfixing is left. Our current intern version is v0.5!
We will be releasing for most major systems such as GP2x, Wiz, GP32, Dreamcast, Dingoo Linux (Dingux), Windows, Wii, PSP and possibly other systems. As we do have permission from the copyright holder and creator, we shouldn’t be running into any problems releasing for the systems mentioned above.
Prepare for the possibly hardest Jump’N’Run puzzler you have every played! If you can’t handle this game, you better go and play golf
Codetactics updated their multi platform, 3D, top down, arcade style helicopter game Mobile Assault (formally known as Apollonia).
Changes:
Improvements
* Improved radar with a north marker, new look and feel, and the helipad is now shown as an ‘H’.
* The leaderboard now shows the current player and ranking as well as the top 10.Bug Fixes
* On the iPhone, when the home button is pressed, the mission is ended as if it was aborted.
* When the iPhone is locked, the game now pauses.
* Fixed a bug where the menu music restarted after unlocking the phone ingame.
* Fixed a camera issue when a mission ended while the tactical support panel is open.
* Correctly take ammo capacity upgarde level into account when starting a mission.
* Fixed a bug where it was possible to upgrade and downgrade outside the maximum range.
* Fix a menu scrolling issue on PSP in the players selection menu.
PSPMAME is a multiple Arcade machine emulator for Playstation Portable.
Nanodesktop is a general purpose software development kit (SDK) oriented to the creation of applications (scientific or general use) under embedded platforms like PSPE emulator or PSP (Sony Playstation Portable).
Content:
– NanoCore system libraries (sources and binaries);
– Nanodesktop library for PSP/PSPE (sources and binaries);
– Customized PSPDEV kit;
– Custom version of ndOpenCV (sources and binaries);
– New version of Nanodesktop HighGUI (sources and binaries);
– Custom versions of ndDevIL (sources and binaries);
– Modified versions of libjpg, libpng, libz, libtiff for opening/saving images (sources and binaries)
– Nanodesktop user guide;
– Nanodesktop Demo, ndOpenCV Applications, and ndHighGUI Applications;
– PSP Compilers;
– ndSIFT: a version of Scalar Image Features Transform designed for nd
– ndSQLite: a version of the library for database management designed for nd;
– ndGOCR: a version of GNU OCR (Optical Char Recognition)
– ndOCRAD: a version of GNU OCR (Optical Char Recognition)
– ndFLite: a version of Vocal Synthesis Engine designed for nd;
– ndPocketSphinx: a version of the CMU Voice recognition engine;
– ndLibsPopC: for accessing to the POP3 servers
– VOIP Libraries
– ndFreeType library for TTF support
– ndPython 2.52 interpreter, compiler, executor (with sources)
– ndMotion2D: parametric motion estimation program by INRIA
– ndSuperRes: a program for SuperResolution by Carlenton University
– ndImageMagick: a library for image manipulation
– ndMPEG2Dec: a MPEG2 decoder for nd
Thanks to http://www.psp-ita.com/?module=news&id=37512&view_reply=1 for the news.
http://visilab.unime.it/~filippo/Nanodesktop/PSP_PSPE/Downloads/Downloads.htm
Hide or unhide your movies stored on your memory stick.
http://forums.qj.net/psp-development-forum/164892-release-hide-my-movies-good-plugin.html