Kitten Cannon Ca$h Tournament v1.0 Released: Win Money by Playing and Scoring High!
greg | July 24, 2009
You gotta make that, take that with SG57’s latest — Kitten Cannon Ca$h Tournament. I’m talking cash money for simply catapulting fuzzy felines as far as you can.

It works like this: You buy into a tournament for $1.00 via credit card, PayPal, or by completing free offers. Hey, it takes money to make money, right? Once you’re in – play Kitten Cannon Ca$h Tournament as much as you want in attempt to rank high on the tournament leaderboards. When the tournament ends, the jackpot is distributed.
I suggest you check out SG57’s site for the finer details.
Kitten Cannon Updates:
- Added a new Ca$h Tournament system where you can win real money just by scoring high!
- Added custom MP3 Playback, recursively scans the /MUSIC and /PSP/MUSIC folders. Included is a Default.mp3
- Switched to intraFont making text fonts much better
- Upgraded to the SVN version of OSlibmod
- Small tweaks regarding collision and physics
- Uses Sony utilities for a smooth and seamless interface
- Rotation of cannon barrel no longer resets after each launch
- A lot of small tweaks and fixes I hadn’t caught all those years ago…
Download: Kitten Cannon – Ca$h Tournament v1.0
Comments (37)Light Cycle 3D v3.01 Released
greg | June 20, 2009
Homebrew Idol 2’s heavyweight crown holder, SG57, delivers another iteration of Light Cycle 3D. Added is camera control, a few bug fixes, and really, just check the change log below…

Light Cycle 3D is a clone (NOT a port) of the light cycle racing concept from the hit movie Tron. This uses GLtron’s models and a few textures. This uses Brick’s LTE Lite Mod for rendering. As of v3.0 it supports up to 30 racers at once with 4 different speeds, 4 different grid sizes, 4 different skins come bundled and 2 game types with full mp3 playback support and customizable light cycle component colors.
Light Cycle 3D v3.01 changes:
- You can now control the distance on the camera from the cycle with Up and Down on the D-pad
- You can now control the height of the camera from the cycle with the analog stick up and down
- Reset camera distance and height with O while in-game
- ‘The Void’ by 0m3GA ARS3NAL skin now comes bundled with the game (along with Virtual Reality)
- Tracers/rails are now randomly colored til the main graphical bug is fixed
- Fixed up ‘uber’ gametype, no longer can you go through walls and walls will destroy properly
- You may now toggle MP3 looping with TRIANGLE in the Pause menu in-game!
- MP3 Playback should be much more stable now (yes finally lol)
- More I just can’t remember!
Download: Light Cycle 3D v3.01
Comments (22)Light Cycle 3D v2.01 Released
greg | June 17, 2009
Homebrew Idol 2 contestant, SG57, has released a new version of his Tron inspired homebrew game — Light Cycle 3D. You’ll no doubt get lost in time playing this one…
The Light Cycle objective: zigzag this way and that way through the cyberspace arena leaving behind your trail. Avoid colliding with the enemy’s trail, and should your trail eliminate all the enemies, you win.

Light Cycle 3D v2.01 changes:
- You can now turn while looking to the side and behind you.
- You can now skip the AI dukin’ it out amongst themselves after you die by pressing Select (onscreen instructions say this as well).
- The game play now speeds up to 3x the pace after you die to speed things up – enjoy seeing who won in fast-forward.
- The race now starts when I say ‘Go!’, ready or not!
- Fireworks for the winner! Hazahh!
- Fixed a bug where cycling through your mp3’s too fast would cause a crash – it is no more, cycle as fast as you want.
- Tweaked the lighting of many things to more illuminate the playing field and tracers/rails.
- Extended the flare trail you leave behind you.
- More graphical tweaks here and there (moved the tracers down a bit, etc.)
- Adjusted sound effect levels to balance them with the music level.
- Replaced the name of an AI; it was tasteless, dry humor. I hope those who it upset can forgive me.
Download: Light Cycle 3D v2.01
Comments (12)Homebrew Hits: Minesweeper and Block Dude *Updated*
greg | July 12, 2008
Update: You may re-download each archive should you be interested in the source code for both Minesweeper and Block Dude. SG57 notes the Block Dude code is ancient dating back to the 2.80 TIFF SDK days.
Continuing to make a name for himself is SG57 with two classic cabin-coded clones — Minesweeper and Block Dude. Both have been rewritten and redefined in fine homebrew form for your PlayStation Portable.
The source code is said to be available soon; for those who learn better from example.
Minesweeper:

Controls:
- Move the cursor fast with teh analog stick (good for just starting out randomly selecting squares)
- Move the cursor slowly for more precise cursor movement
- Press X to activate a square if not already activated and it isnt flagged
- Press [] to flag a square as a mine or if it is flagged it removes the flag
- Press SELECT to start over and pick your difficulty (easy, intermediate, expert)
Block Dude:

Features:
- Pretty close to the same graphics as on the calculator, just colored
- Has sound effects, just little ones though (from the playSound function in the tiffsdk gfx library)
- Included levels are exact replicas of the originals
- It supports up to 100 levels named consecutively in the lvl folder from 1.lvl to 100.lvl in a very easy to use map format.>
Download: Minesweeper | Block Dude
Comments (8)Boxhead Zombie Wars — looking for testers and sprite formatters
greg | April 12, 2008
Zombie games kick nearly as much ass as Zombie movies — if not, more. Developer SG57 has an ongoing thread concerning his clone of Sean Cooper’s, “Boxhead: The Zombie Wars.”
…It’s a clone of the gameplay, but has many changes. For one the menu requires you to physically walk to your level and it’s difficulty. Also, you can play your own music while you survive! It plays your own MP3s and AT3s in /MUSIC/ or /PSP/MUSIC/, you can seek through them forward or backward as well in-game. You can also pause the game, very helpful if you have a call or need a bathroom break.
Fans will know what’s up, otherwise, for a clearer understanding — check out the online version here.
The forum thread is a call for testers and sprite formatters to lend a hand; much of the work is completed, but some crucial functionality remains, as the list below illustrates…
Done:
- Intro
- Menu and Pause menu
- Map system w/ collision
- Close Combat Map
- Custom MP3 and AT3 playing, default included
TODO:
- I need formatted spritesheet to replace my current dummy sprite with our main boxhead player
- Enemies
- Weapons
- The 2 other maps – Death Alley and Double Trouble
- HUD
- Highscores
Because of Boxhead’s current state, we’ll ask you visit the thread or the project’s home page to download, try out, and provide any feedback.
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