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March 31, 2008
Chipmunk Physics Demo PSP

Posted by greg

Laying some groundwork for potential homebrew dopeness is MK2k with a Chipmunk Physics port.

This PSP demonstration is ported from Slembcke’s chipmunk physics library and the included demos that showcase its capabilities. For graphics and user input, MK2k uses the JGE++ Engine by Dr. Watson.

Download: Chipmunk Physics PSP Demo
(includes fw 1.50 & cfw builds, a Win32 version, and the source)

- release thread -

- source: www.mk2k.net

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March 30, 2008
Razor X — In Action!

Posted by greg

L0rdNic0’s modded PSP Slim with Dual Nubs. Check it out…

And something else I should mention… AcidMods’ Analog Stick on the Right Side Project.

- source: AcidMods

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March 30, 2008
Custom Firmware 3.90 M33-3 and Despertar del Cementerio v5 Released

Posted by greg

Roll out the red carpet; Dark_AleX back in the spotlight with two PSP updates… We got custom firmware 3.90 M33-3 and Despertar del Cementerio version 5 — the universal unbricker.

If you’re already running 3.90 M33, feel free to update via M33’s network update function.

CFW 3.90 M33-3 Update:

  • March33 noumd driver compatibiilty has increased to support games like Coded Arms, Patapon, Harvest Moon Innocent Life and probably others affected by same errors.

Despertar del Cementerio v5 changes:

  • Now installs 3.90 M33-3 instead of 3.80 M33-5
  • Integration with timemachine in case it is installed.

Download:
Custom Firmware 3.90 M33
Custom Firmware 3.90 M33-3 Update
Despertar del Cementerio v5

- source: dark-alex.org

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March 30, 2008
PSP-Maps v0.7 Released

Posted by greg

PSP-Maps Logo Royale has a new version of PSP-Maps out… The must-have homebrew app supporting Google and Yahoo Maps, as well as Virtual Earth.

PSP-Maps 0.7 changes:

  • added Windows version to the release
  • added Google Maps and Yahoo Maps! hybrid views
  • added Virtual Earth hill view
  • added a list of available views in the menu
  • new icon and screenshot
  • joystick should be less sensitive and more precise
  • added optional on-screen informations (lat/lon/zoom/view)
  • geocoding now uses maps.google.com (and not .fr)
  • load balancing between Google Maps servers
  • menu updated (smaller font, nicer coding)
  • readme file was updated

Download: PSP-Maps 0.7

- source: royale.zerezo.com/psp

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March 29, 2008
DIR-to-XML v.1.2.1 Released

Posted by greg

Bravekn1ght sends his thanks… “…to your site and it’s readers who sent me feedback regarding my app, I was able to learn about a bug on my app that is being encountered by a few. With this, I have release the latest version of my app, version 1.2.1, and implemented some fixes and a few enhancements on it’s functions.”

With DIR-to-XML you’re able to create a RSS/XML compliant feed from your MP3 collection; for ease of streaming to the PSP. Details in the README.

DIR-to-XML Screenshot

DIR-to-XML v.1.2.1 changes:

  • better directory and file handling
  • made changes to README.txt
  • implementation of a new application icon

Download: DIR-to-XML Tool v.1.2.1

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March 29, 2008
AgenaWorld v1.6 Released

Posted by greg

Step into Po-Han Lin’s AgenaWorld — a “Homeworld”-type game supporting Ad-hoc multiplayer. Command your spacecraft through other galaxies while visiting all nine planets, including the sun.

AgenaWorld Screenshot

To quote Po-Han Lin:

In Agenaworld 1.6, the major fixes are double buffered FULL 720×480 24bit color output to the TV (when run on your slim). Note that this release requires that your set up the game folder to be running the firmware 3.x homebrew code (as opposed to firmware 1.5). It should run fine on both the fat and slim versions of the PSP.

Another update is the ability to output proportional fonts! What this means is that character sizes are not fixed width (like in Agenaworld 1.5). If you press the left trigger or right trigger button, you should get a screenful of text that shows off how nice it looks in proportional font. You will notice this for words that contain wide and narrow characters (characters “i” and “w” are at the extreme points of narrow and wide characters).

Also, this version fixes the problem people may have reaching earth if you are running on Slim output to the TV (the spacegate cube was off screen). This version moves many gates on the maps. The algorithm for calculating the location of the gates so they are fixed at the same place whatever the screen size will be fixed in the next version, but basically, in this version you should be able to reach every place in every galaxy. Also the starting point is now at Earth, this way you can see familiar planets before venturing out into the different galaxies.

I tidied up the code, and the game resembles more and more like a game engine rather than a game. Soon, it will be able to load in a file with all the map and gate info. Gates are like teleporters to different places on the same map or to different maps when you press the Triangle button when touching them. You enter one gate and exit another gate (looks like cubes on the map). In the future it should be easy for people to place gates on their own custom maps.

Download: AgenaWorld 1.6

- source: edepot.com

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March 28, 2008
LOAD Magazine Issue #11 Out Now

Posted by greg

LOAD Issue #11 Cover Droppin’ their 11th consecutive load — LOAD Magazine Issue #11.

The April issue of LOAD Magazine is out now featuring cutting edge music, film, art and for the first time, fashion.

On the cover and stars of our audio section, we chat to young Aussie sensation Operator Please about school, donuts and trashing the Satin Peaches’ tour van. We also track down mysterious internet buzz band Bitchee Bitchee Ya Ya Ya, certainly one to watch in the coming months. On the album front, we run the rule over Foals’ highly anticipated debut, The Kills magnificent third album, as second LPs from Panic at the Disco, The Kooks and The Raconteurs.

Set to rule cinema over the next few months, comic book adaptations are back with a vengeance and we preview the cinema’s best bunch yet. We also get to grips with the wonderful Son of Rambow, The Orphanage, Drillbit Taylor and many more.

In our biggest art section yet, we have exclusive spreads from character artists Aaron St.Goddard and NYC photographer Markus Hartel, both set for a rapid rise to prominence, while in our first ever style section, we give the low down on ioannisdimitrousis after a fantastic London Fashion Week show.

Download: LOAD Magazine Issue #11

For the PC-formatted version, head to loadmagazine.co.uk.

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March 27, 2008
AcidMods Releases Their Dual Nub “Razor X” Boards

Posted by greg

Hand-held fanatics went wild in mid ‘07 when AcidMods demonstrated their first dual nub modded PSP—the “Razor.” Today its been released and [as of late] redesigned providing for an easier installation; now code-named, “Razor X.” To quote Cyberpyrot, “this is the final razor design which allows you to assemble the razor before soldering, making installation a lot easier.”

RazorX Board Design

And if you’re wondering where to pick one up, head to coolmods.co.uk.

- source: AcidMods

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March 26, 2008
NervOS v1.6 Released

Posted by greg

Pirata Nervo may have this contest won… Available direct is NervOS version 1.6. Plenty of improvements and additions bound to please, check ‘em below…

NervOS 1.6 Screenshot

NervOS 1.6 changelog:

  • Added:
    • New menu animation (when in music column, I have a new animation made but will be used on the net version)
    • Ability to change the CPU Speed from the configuration file.
    • CPU Speed is shown on the top bar.
    • Added a “Are you sure?” question when running something from NervOS.
    • Battery percentage is shown in red if it’s below 10%.
    • Displays “Charging” if the battery is charging.
    • Added “Control Panel” title to L+R Window.
    • You can change the text color of the Control Panel (L+R to access it).
  • Changed:
    • Fixed bug with the task manager.
    • You can have up to 1000 themes in your THEMES folder.
    • Fixed a file browser bug.
    • Fixed bug with the volume.
    • Now when exiting from something, you return to the same point as you were before (example: “when going into browse for tracks, then exiting it should put you back at the music menu rather than putting you at the USB”)
    • Removed the stop button.
    • No more crashes when pausing/stopping music and then loading music again.

Download: NervOS v1.6

- release thread -

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March 26, 2008
CWCHEAT 0.2.2 REV. A Released

Posted by greg

Weltall with CWCHEAT 0.2.2 Revision “A” — for Awesome!

Some God of War cheats…

– infinite double jumps by dc4
0×6033614C 0×00000001
0×00020002 0×000002C8
0×30000060 0×00000000

– infinite health proper by vosman
0×60346B00 0×42C80000
0×00020003 0×00000064
0×200000A8 0×20000068

CWCHEAT 0.2.2 REV. A:

  • [ALL] fixed a bug in the difference search which could lead to an evaluation error making the difference function unusable in the case that the game allocates more than entire user ram - 50kbs
  • [ALL] Removed allocation of user ram for the difference search. This should increase compatibility with never games and reduced the plugin size of about 200bytes.
  • [ALL] Various optimizations in the controller management in the menus, additionally some menus now auto repeat just like most. This allowed to reduce the size of the plugin of 632bytes
  • [GAME] Added multilevel pointer codes. This will allow you to track a point in ram by going trough a series of pointer like those seen in god of war. this is the code type:
    • 0×6aaaaaaa 0xvvvvvvvv
    • 0xqqqxnnnn 0xiiiiiiii
    • 0xSwwwwwww 0xSwwwwwww
    • a = the starting pointer
    • v = the value to store at the found point at the end
    • q = the offset to add to a each loop(x4) most probably you want this to be zero in this case
    • x = pointer type (check the normal pointers)
    • i = offset to add/subtract (depending to x) from the last pointed area in the pointed chains to find were to put v
    • n = number of times to point (you must start counting from one, so if the level of pointer you want to do is 2 you put here 2 if it’s 3 you put 3, the first pointer is considered first level, so if you put two offsets in the third line the value you need is 3)
    • S = offset type to find next pointer (2 for normal offset(+w), 3 for inverse offset(-w))
    • w = offset from the last pointed area to find the next pointer
  • [GAME] some performance optimizations to avoid unnecessary repeated loops and assignments in the pointer codes
  • [ALL] reworked, yes again, the db downloader now the 3.x version is libhttp based so it should work better. Plus various enhancements were added and some additional checks and functions. No changes for the 1.x version.
  • [ALL] removed some repeated code this reduced the size of the plugin of 916bytes
  • [ALL] now last text file opened is reopened when you go to the text reader

Download: CWCHEAT 0.2.2 REV. A

- source & latest cheat DB: cwcheat.consoleworld.org
Donate to Weltall

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