PSP Slim 2000 with TA88v3 motherboards and PSP 3000 can have custom firmware! Drop us an order form if interested!
We specialise in Playstation Portable and promise to deliver professional services comparing to shops that provide a wide variety of game services.
Enjoy your stay at psp-services.blogspot.com
Please direct all enquiries using the Order Form.
OR use our LiveHelp at the left side of the navigations if our operators are online. Alternatively, you can drop us a mail at theunplug@gmail.com
No payment if we cannot solve your problem,
Success rate of all flashing is guaranteed 100%. (Do beware if prices offered elsewhere are too good to be true. Many cases of inappropriate handling of PSPs)
Differences between our services and other shops
We'll fix your set and let you test to make sure everything is working on the spot before payment is made, no scam issues on this. All services should take about 15mins. (Singapore only)
We will send you a backup of your flash + idStorage permanently as well,
so that if you ever destroy your idStorage in the future,
or you end up with a FULLY BRICKED PSP,
there is a chance that we can help you restore it back to full functionality.
If you get your set modded by someone else and you accidentally FULLY BRICK your PSP,
they're not going to be able to fix your PSP back to its original state.
We provide after service support, if you have any questions regarding your PSP,
you can always contact us. This is what differ us from other shops.
We assure to deliver you the service with our professionalism.
We'll will also install the latest 1.5 kernel for you. (For PSP Fat only)
What are idStorage keys?
It's a set of unique keys stored on your PSP's flash that store information on the PSP's hardware,
like serial number, MAC address, PSP Region code, UMD reader, type of motherboard, adhoc, wifi, Magicgate,
brightness levels etc. If this is corrupted, any of these things listed could potentially be broken permanently.
The only one so far who can fix your idStorage is Sony,
as a method for idStorage key regeneration is still under research.
So you could end up with a working PSP, but a broken UMD drive.
And replacing a new UMD drive isn't going to fix it, cos it's a software problem.
It's just like replacing a new CD drive, but without fixing the drivers.
What's a fully bricked PSP? I thought there is a universal unbricker that can unbrick all PSPs?
You're wrong.
If the flash1 nand partitioning on the PSP is destroyed, even the universal unbricker won't be able to save your PSP.
There have been people who were faced with never ending BSODs due to the flash1 problem,
and were unable to run the Universal Unbricker to fix their PSP, rendering their PSPs useless.
Please read the terms and conditions before submitting the order form.
Terms and Conditions
For PSP services.
1. Battery has to be 80% and above.
2. Payment need not be made if service is not successful.
3. Servicing will normally take 10 to 15 minutes.
4. All services can be done on the spot! (:
Please click the 'order form' link at the top of the navigation bar to make an order.
I will be contacting you soon right after i received your orders for discussion of meeting up.
[Will reply within 24hours]
About us
Professional PSP Services Provided for both fat and slim!
Singapore ONLY (If you are from other countries and wish to purchase our service, you'll have to pay for postage)
Please read the terms and conditions before submitting the order form
Terms and Conditions
Please read the terms and conditions before submitting the order form.
Terms and Conditions
For PSP services.
1. Battery has to be 80% and above.
2. Payment need not be made if service is not successful.
3. Servicing will normally take 10 to 15 minutes.
4. All services can be done on the spot! (:
No payment if we cannot solve your problem,
Success rate of all flashing is guaranteed 100%. (Do beware if prices offered elsewhere are too good to be true. Many cases of inappropriate handling of PSPs)
Differences between our services and other shops
We'll fix your set and let you test to make sure everything is working on the spot before payment is made, no scam issues on this. All services should take about 15mins. (Singapore only)
We will send you a backup of your flash + idStorage permanently as well,
so that if you ever destroy your idStorage in the future,
or you end up with a FULLY BRICKED PSP,
there is a chance that we can help you restore it back to full functionality.
If you get your set modded by someone else and you accidentally FULLY BRICK your PSP,
they're not going to be able to fix your PSP back to its original state.
We provide after service support, if you have any questions regarding your PSP,
you can always contact us. This is what differ us from other shops.
We assure to deliver you the service with our professionalism.
We will also patch the fix for the usbdevice which will potentially fix the USB flash corruption issue currently present in 3.71 M33-2. Flashing files to your PSP while on 3.71 M33 custom firmware may lead to a full brick, which is unrecoverable. This PRX will attempt to fix this issue. (This service will be performed if you request to install 3.71m33-2 instead of the latest firmware)
We'll will also install the latest 1.5 kernel for you. (For PSP Fat only)
What are idStorage keys?
It's a set of unique keys stored on your PSP's flash that store information on the PSP's hardware,
like serial number, MAC address, PSP Region code, UMD reader, type of motherboard, adhoc, wifi, Magicgate,
brightness levels etc. If this is corrupted, any of these things listed could potentially be broken permanently.
The only one so far who can fix your idStorage is Sony,
as a method for idStorage key regeneration is still under research.
So you could end up with a working PSP, but a broken UMD drive.
And replacing a new UMD drive isn't going to fix it, cos it's a software problem.
It's just like replacing a new CD drive, but without fixing the drivers.
What's a fully bricked PSP? I thought there is a universal unbricker that can unbrick all PSPs?
You're wrong.
If the flash1 nand partitioning on the PSP is destroyed, even the universal unbricker won't be able to save your PSP.
There have been people who were faced with never ending BSODs due to the flash1 problem,
and were unable to run the Universal Unbricker to fix their PSP, rendering their PSPs useless.
Wednesday, October 31, 2007
PSP Development Kit for Windows •
PSP Development Kit for Windows
So you wanna be a PSP developer, huh? Code some fresh homebrew, make a name for yourself, get all the fly PSP honeys… ZX-81 is paving the road which will ultimately lead to your success in awesomeness. Perhaps we should go into production with a reality show — will you be the next great PSP homebrew developer?
The supplied package is intended for Windows and aims to avoid the hassle of installing cygwin, compiling the toolchain, etc…
The source code for PSPWrite is given as an example — both a Linux and PSP version. Other examples also included.
Due to the nature of this package, we won’t be hosting it.
Cpasjuste has released an updated version of his Custom Firmware Extender plugin, which is now at v1.6. It's now compatible with custom firmware 3.71 M33 on both the old PSP and the PSP Slim. Other features added include the hidden 5th brightness level for PSP Slim and on-the-fly overclocking for games.
However, custom key combinations have been removed due to incompatibility with the 3.71 firmware. To show the list of button combos, press Note + Vol Up.
As the name suggests, this is one plugin that has to be on any PSP with a custom firmware. The additional features that come along with this plugin are a must have for all custom firmware users. Installation is via the same method as other plugins.
A simple plugin for the PSP Slim to remove the UMD update icon in your XMB. In my opinion it's pretty pointless since it's impossible to update to official firmware from custom firmware, Dark_AleX has blocked it.
But for those who just want to remove that icon...
What it looks like at first...
And after the plugin is enabled
This is a plugin, so copy it to the seplugins and install it into vsh.txt only. For those that want to know how it works, it patches the memory in RAM so that instead of looking for the update in DISC0:/, it looks in QISC0:/.
Are you a new user of custom firmware? Baffled by the many different folders available on your memory stick? Fret not, I've put together a short and simple guide to explain to you the folders and their uses.
if you don't have the default set of folders on your memory stick, simply format your memory stick using your PSP. Go to Settings > System Settings > Format Memory Stick. ALL DATA WILL BE LOST, so remember to make a backup before formatting. You can still continue reading this guide without formatting your memory stick, just take note of the folders you want and create them manually on your memory stick.
Connect your PSP to your computer now, or insert your memory stick into your card reader. If you've formatted your memory stick via the PSP, the default folders should have been created, and it should look something like this:
ISO: Your PSP games go into this folder. Acceptable formats are ISO and CSO. Simply put the whole file inside this folder, and the game will be available from the GAME menu on the PSP.
MP_ROOT: Your MP4 videos have to be placed into this folder. Only then will you be able to play them from the VIDEO menu on the PSP. It's subdivided into two folders inside, but more on this later.
MUSIC: All music files should be put here if you want to play them via the MUSIC menu on the PSP. You can organise your music files in folders as well, but only one level of folders is allowed. The PSP can only play MP3, MP4, ATRAC3, ATRAC3plus, WAV and WMA formats only, so check before you place music onto your PSP.
Acceptable sub-folders: 1 level only
2 levels of sub-folders is not allowed
PICTURE: You can place picture files here for viewing in the PHOTO menu on the PSP. The PSP can only read JPEG, TIFF, PNG, GIF and BMP formats, so make sure you have converted your pictures to these formats before you attempt to view them. This folder supports up to one level of sub-folders, just like the MUSIC folder.
PSP: This folder contains homebrew, saved games and browser data. It'll be covered in more detail below.
seplugins: Plugins for custom firmware go inside this folder. I've already covered installing plugins in a previous post, so refer there to learn more.
VIDEO: This folder is supposed to be able to play videos, but if you've converted your videos to MP4 format using software like PSP Video 9 or 3GPConverter, they won't work in this folder. I advise you leave this folder alone and just use the folders in MP_ROOT.
MEMSTICK.IND & MSTK_PRO.IND: These files are created when you format your memory stick with the PSP. You can either leave them there, or delete them. As far as I know, they don't affect the operation of the memory stick with the PSP.
Now let's get back to the MP_ROOT folder:
Inside the MP_ROOT folder, you'll see two other folders, 100MNV01 and 101ANV01. Regular MP4 videos go into the 100MNV01 folder, while AVC-encoded videos go into 101ANV01. If you're not sure which format your MP4 is encoded in, just try putting them into 100MNV01. More often than not it should work, else just simply move them over to the 101ANV01 folder. Videos have to be named like this: M4Vxxxxx.MP4 for regular MP4 videos and MAQxxxxx.MP4 for AVC-encoded videos, where xxxxx is any 5-digit number.
You can sub-divide your videos into different folders as well. Simply create new folders in this format: xxxMNV01 for regular MP4 videos and xxxANV01 for AVC-encoded videos, with xxx as any 3-digit number.
Lastly, the PSP folder. This contains the most sub-folders as compared to the others:
GAME, GAME150 and GAME3xx: These folders are reserved for homebrew and PSX games. Homebrew in GAME will be executed using the kernel set in the recovery menu, while homebrew in GAME150 and GAME3xx will be executed using 1.50 kernel and 3.xx kernel respectively.
COMMON: You can use this folder to store portal pages for your PSP. Portal pages are just HTML pages that have been put together for viewing on the PSP.
PHOTO: This folder can store picture files as well. You can choose to put your pictures in either this folder or the PICTURE folder. Like the MUSIC and PICTURE folder, the PHOTO folder also accepts one level of sub-folders.
SAVEDATA: As the name implies, this folder stores all your saved data for PSP and PSX games. Each save data is stored in its own folder, with the game ID as the folder name.
SYSTEM: In here, you will find a file ISOCACHE.BIN and another folder, BROWSER. ISOCACHE.BIN stores the names of the ISOs available on your memory stick, allowing them to be displayed faster in the GAME menu. In the BROWSER folder, you will find files that store your browser history, as well as bookmarks.
These are the basic folders, but there are actually more folders that can be accessed on the PSP. I won't be covering them here, instead I'll just give a brief overview.
PSP/SYSTEM/RSSCH: You can find RSS channels that you have subscribed to here. The folder will be created automatically once you subscribe to your first RSS Channel.
PSP/MUSIC: This folder works the same as the MUSIC folder in the root of your memory stick, but it's been removed from the default folders.
DCIM/101MSDCF: This will create a "Digital Camera Images" under the PHOTO menu on your PSP. You can copy images from your digital camera straight to this folder and be able to view it on the PSP. The images have to follow this strict naming format: DSCxxxxx.JPG, where xxxxx can be any 5-digit number.
Now that you know how to use the different folders, try playing around with them and maximize the full potential of the PSP!
Introducing theb1rdm4n’s first PSP homebrew game, “Birdman’s Shooter.” Loosely based on the classic arcade game Galaga, Birdman’s Shooter is written in C and definitely shows true potential. theb1rdm4n notes one known issue: sometimes enemies end up stuck together and don’t move; this bug will most likely be corrected in the next version. Check back soon for future releases.
PSP theming has sure come along way, and we can thank ZiNgA BuRgA for providing the necessary customization tools allowing various aspects of the XMB to be personalized. RCO Editor enables easy manipulation of localized resources (*.rco files) — icons, sounds, text, etc… Basically anything & everything that makes the XMB what it is.
Changes in 1.15c:
Fixed another bug in GIM conversion routine
Changes in 1.15b:
Fixed a bug in the decompression and GIM conversion routine
Changes in 1.15:
Rewrote GIM < -> BMP conversion routine
Dimension restrictions removed, as well as the “visible dimension” nonsense (RCO Editor automatically fixes that)
osk_utility.rco icons no longer cause crashes
Support for creating 4 bit and 32 bit GIMs (previously, only 8 bit supported) - effectively removing the 256 colour restriction
You can now use ICO, PNG and GIF files as inputs, in addition to 4 bit BMPs
Other minor changes and bug fixes
Added option to disable compressing resources - this is for some 3.7x RCOs not working properly with compression enabled
A portable journey of darkness. If you've recently found yourself stalking through the night, shrouded in the darkest of cloaks, and lusting for the intoxicating taste of blood, you're probably a vampire. Fortunately for you, vampires can still play Castlevania: The Dracula X Chronicles, if you don't mind slaying your own kind in digital form. Does this have anything to do with the game? No, but we thought it would make for an amusing introduction. Let's move on.
Castlevania: The Dracula X Chronicles is a compilation of sorts, featuring a completely remastered version of a previously unreleased Castlevania game: Rondo of Blood. It also includes the original Rondo of Blood, as well as (here it comes) the original Symphony of the Night, an incredible fan-favorite. For those of you who are unfamiliar with the Castlevania series, you're dealing with a side-scrolling action platformer that pits you against a host of demons, ghouls and vampires in an attempt to slay Dracula and his dark minions. Anyone uncomfortable with extremely intense, old-school platforming may want to look elsewhere for their gothic fix - the remastered Rondo of Blood is really hard, and often times it's just downright frustrating. Casual gamers beware: it'll suck your blood.
Give 'em the axe.
The majority of this game is all about the remastered Rondo of Blood. The other two games are treated more as extras, even though Symphony of the Night is an entire package in itself (we'll get back to this later). So for now, let's focus on the new item in this package, and what it brings to the table. Rondo of Blood follows Richter Belmont, direct descendent of Simon Belmont, as he charges bravely into the thick of night to kill the legendary Dracula and save his beloved Annette, who has been abducted by sinister forces.
To start, the game looks pretty good. Although the entire title revolves around 2D side-scrolling, the backgrounds and character models are actually in 3D, which gives Rondo of Blood an interesting aesthetic appeal. Just think of a much darker New Super Mario Bros., and you'll have a good idea as to how this game is presented. And while there are very few cutscenes to speak of, we were pleased with what was there, as simple as it was. Most of the dialogue is fully voiced (some of the talent is questionable though), and the musical score is fantastic. At a glance, Rondo of Blood is a well-done remake.
The game itself takes place over nine stages, though one of them is a thirty-second prologue, so that doesn't really count. You make your way through each stage and usually face a boss at the end, but you only have a set number of lives for each stage attempt, and if you lose them all, you have to start all the way at the beginning (as opposed to starting at a checkpoint mid-stage). This system is one of our biggest complaints about the game, but we'll address that soon.
Something evil is afoot.
One of the cool things about Rondo of Blood is the branching level design. Stages two through five have varying paths through each stage, which can lead you to different boss fights and, actually, different stages entirely. There are alternate versions of each of these stages that you can find, if you look hard enough. Although you end up in the same place regardless of which route you take, it's nice to have virtually four extra stages to explore and fight through.
Fighting can be done in one of two ways: you can use your whip or you can use a side-weapon. That's all. Although you have six of those side-weapons to choose from, including throwing knives, axes, crosses and holy water, this is a very straight-forward, old-school game. This factor will definitely turn off a lot of people, because they may be accustomed to more refined and complex gameplay mechanics, like those that Symphony of the Night possesses. But Rondo of Blood is all about trucking through the stages and using your very few weapons as effectively as possible. Players who want more than that may be disappointed.
You can also tackle the game with another character, Maria Renard. Maria is a young girl that Richter frees towards the beginning of the game (she's very well hidden), but after you meet her you can select her at any time from the stage select menu. Maria uses, surprisingly, a bunch of animals as weapons, including her main attack which is releasing small doves at the enemy (wicked!). It may sound a little odd, and while she's certainly a vivid contrast to the game's otherwise dark elements, she's a great deal of fun to use and helps mix things up a bit.
Rondo of Blood is a lot of fun, it's challenging, and it harkens back to the mentality that drove games many years ago. Unfortunately, this PSP collection has some issues that we should address. Although the remastered title offers a Japanese language track, not all of the scenes are subtitled, which means you're out of luck if you don't know Japanese. This was a real disappointment for us; even though most of the scenes without subtitles are brief and inconsequential to the story, it still felt like we were missing out.
The biggest problem with this Castlevania title is its difficulty. Challenge is, as we have stated many times before, not a bad thing. But when Rondo of Blood preserved its fundamental, old-school mechanics, it also preserved the problems that were present in many older platformers. For one thing, jumping can be a huge problem. Some of the jumps, even when timed precisely, can still plunge you to your death and force you to start over, washing away the previous fifteen minutes of gameplay. It may not seem too frustrating right now, but we can assure you that it feels intensely unforgiving during play. Furthermore, stair control can be a serious issue as well. If you jump when on a stairwell, you have to continue to hold up on the directional pad when you land, or else you'll fall through the stairs, which often results (once again) in death. Oh dear.
Uh oh.
Another concern is the spacing of the checkpoints, which feels very uneven. You could clear massive amounts of space and even pass into different sections of the stage, but sometimes death will set you back all the way to the beginning, even though it may seem like a later checkpoint would have been more natural. Again, this frustration was significant, but didn't ruin our experience. For hardcore fans of older titles, it'll be less of an issue, but appreciation for classic games doesn't necessarily negate mechanical hitches.
Our final complaint is that the remade Rondo of Blood is the only available game when you start; Symphony of the Night must be unlocked, and unlocking it is a very strange ordeal. As opposed to being a reward for beating the game, you actually need to find a very obscure item in one particular stage to play Alucard's adventure. While this isn't that much of a concern, it just seems strange that a major (it not incredible) part of this collection isn't available from the start. But once you do have it, the game runs beautifully and is mostly free of technical issues or glitches. Keep in mind though that the screen will be cropped, but that's to be expected.
That's one big eye.
Closing Comments
If you're a Castlevania fan and you think that the somewhat short Rondo of Blood is enough to satisfy you (assuming you've already played Symphony of the Night), you may as well pick this one up. Besides the difficulty and somewhat finicky jumping mechanics, it’s an impressive game with a lot going for it. And if you're new to the series, this compilation may be even more worth your attention because of its strong components. Just remember the nature of the challenge, because things can get real tricky, real fast.
We were pleased with Dracula X Chronicles and it'll make a solid addition to a hardcore gamer's library. If you have two copies of the game, you can even face Rondo of Blood's boss fights cooperatively with a friend over ad hoc, which definitely adds some spice to this deal (don't worry, it runs smoothly). If this sounds like your cup of blood, head on over to a vampiric retailer and pick up a copy. Actually, any retailer will do.
The real story of Joan of Arc is as dramatic as any ancient myth or legend. Driven by religious visions, Joan led French troops to nigh impossible victories, but eventually fell victim to political hypocrisy. A sham trial resulted in her execution in 1431. The story's been told and retold for centuries in theater, film, and song. But games seem like an awkward host for Joan's spiritual journey, a fact made clear by previous attempts to do so. By the same token, it really doesn't sound like a great idea to throw in fantasy creatures, magic bracelets, and demon possessions. But Jeanne D'Arc defies expectations in a number of ways because it manages to twist the story into something legitimately exciting. In fact, it is a fun and user-friendly strategy role-playing game. It doesn't break new ground, but it twinkles with cleverness, as well as slick design, and is one of the best RPGs on the PSP so far this year.
What of all this religious business anyway? Jeanne D'Arc doesn't gloss over the spiritual aspects of the story, though Jeanne's heavenly visions aren't a simple matter of divine intervention in this retelling. This is a fantasy version of events, where dogmen and demons clash, while the English child-king looks ready to spew pea soup at any minute. It could have been tacky and disrespectful to the legend, but instead it's a surprising, personal journey of discovery populated with clearly drawn, likeable characters. Jeanne herself is a conflicted, complex heroine making sense out of newfound supernatural skills and England's insidious invasion of France. As the game's intensity ramps up, the 30-hour story hurtles toward an explosive conclusion.
Just as the story revamps a classic, the gameplay also infuses the traditionally dense and slow-paced strategy of the genre with urgency. As in most SRPGs, you place members of your party onto the game grid then take turns moving them, attacking enemies, and using items or spells. And just as you'd expect, such factors as the way a character faces or terrain height determine where you move your party members and how you attack the enemy. But if those things are what make Jeanne D'Arc traditional, it's how developer Level 5 layers in just the right amount of complexity and accessibility with features that make battles fluid, as well as truly dynamic.
The quick pace of battles is Jeanne D'Arc's best attribute, and a number of mechanics work in tandem to move things along. The armlets that Jeanne and a few of her cohorts brandish are amongst them. Equipping jewels in the armlets allows these characters to transform into pillars of righteousness, granting them additional attacks power, spells, and more. Killing an enemy grants the transformed character an extra turn, which means a well-timed transformation will have Jean trouncing around the map and killing a bunch of enemies before your turn is over. It's definitely powerful but also necessary on the difficult maps, and you will feel Jeanne's triumph as she overcomes seemingly insurmountable odds by felling four or five enemies in a single turn. It all makes for a superb level of challenge that is never a cakewalk or a frustrating cycle of death and reloading.
Burning auras are another feature that not only keeps the pace moving, but also ramps up the tactical aspect of battle. Attacking a foe sets the square behind him or her aflame, and a character occupying that square gets additional attack damage during his or her turn. If you align everything right, you can string together a chain of auras, especially if a transformed character has left a bunch of auras behind. There's also a higher chance of counterattacks than you're used to seeing in SRPGs, which keeps the action moving. But it also presents the downside of burning auras: A counterattack will also leave an aura behind, giving the enemy the chance to take advantage of it.
Although battles keep you pressing forward, you shouldn't take that to mean Jeanne D'Arc doesn't offer its own brand of complexity and flexibility. Most of the customization is found in the system of skill stones, which function like spells and upgrades that characters equip to their limited number of slots. There are restrictions to what stones certain characters can equip; in the same way that characters are limited to a certain weapon type, they are also limited to certain types of skills. Stones are found as loot and in shops, at least in the beginning. However, about a quarter of the way through the game, you will earn the ability to combine stones into new, more powerful ones. This is underwhelming if the resulting stone is one available as standard battle loot, but it's genuinely exciting when you receive a brand new, formidable stone that far exceeds what you already possess.
When you throw in a rock-paper-scissors system of elemental affiliation, you have plenty of ways of customizing characters. For example, a jack-of-all-trades route--a strategy that often falls flat in other games--can be surprisingly effectively in Jeanne D'Arc, particularly with the right combination of skill stones. It all makes for a tight, focused experience that hits all the right notes without ever getting too dense or too simple. Yet nothing is breaking new ground here, so as appealing as the gameplay and story are, you're never quite blown away. Everything falls safely into the SRPG formula. That's not to say it feels formulaic, but Level 5 didn't take any huge chances either.
Jeanne D'Arc is an attractive and vibrant game. It isn't stunning, but it's got a keen sense of style and crystal clear visuals that make it easy to identify characters during battle. However, the character design may not be everyone's cup of tea: The characters looks like bobbleheads, which is an interesting design choice but doesn't always fit with the serious theme. In part, this is because the static 2D character drawings and awesome cinematic cutscenes are realistically proportioned; thus, while they are interesting to look at, there's some inconsistency in the art direction. Recent PSP RPGs, such as Riviera: The Promised Land and Tales of the World, have featured a ton of voice acting, so it's a little disappointing that there isn't as much in Jeanne D'Arc, but what is there is quite good. The soundtrack is appropriately French, but it's repetitive and occasionally grating
If reliving 15-century French history sounds as appealing to you as being burned at the stake, rest assured you will find a lot to love about Jeanne D'Arc. This is revisionist history at its finest, which sounds like a dubious honor but in fact is high praise for one of the year's most compelling and fascinating stories. The gameplay is equally gripping, thanks to the pounding pace of battle. Finally, 2007 brings us a PSP RPG well worth its price tag.
Homebrew developer Mediumgauge has released an update to PSP Filer, a versatile file management application for the PSP that allows users to easily edit, copy, delete, and move files on the memory stick and flash memory.
New to this release is a CPU speed change option, bug fixes, and a UMD ripping feature.
version 4.0: MD5 = E93695B4 BE991FA3 47FC252F 7DE1A9E8
general:
- added a feature to modify CPU speed.
(Though UMD ripping feature always runs in 333MHz.)
- fixed a bug some kind of mp3 files that had LAME tags could not be played.
filer:
- added a feature to access ISO archive file.
(Those are read-only, and cannot be marked and sorted)
Additionally, Mediumgauge has provided a beta version of the latest release compiled for the 3.0 kernel, meaning it will work under custom firmware 3.71 M33 without the 1.5 kernel patch installed. Those who have a PSP Slim might want to wait until it is confirmed working, as the author himself notes that the beta release has not been tested on a Slim unit.
Description: danny_kay1710's PSP ISO Compressor front end for Windows supporting several ISO compression formats -- CSO, DAX, and the newly introduced JSO.
Check, and, mate — sucka! ZX-81 has released the first playable version of PSP GNU Chess. There isn’t really much else to say, other than good luck trying to beat its A.I. ZX-81 confesses, “I don’t know if the ‘you win’ message is displayed properly, but the ‘you lose’ is well printed.” And that it is; I can also confirm. So if you have Peter Breschnev skills ($20 PayPal to whomever knows that reference), let us know whether or not “you win” works. ;)
GNU Chess is command line Chess program running on many different systems such as UNIX, windows or MacOS. It was started in 1986 by Stuart Cracraft, who is continuing to develop it with other coders such as Chua Kong Sian, Stuart Cracraft, Lukas Geyer, Simon Waters and David A. Wheeler.
PSP Gnu Chess use the GNU Chess version 5.07 for the Artificial Intelligence, and I’ve added a Graphical User Interface.
Mediumgauge returns with an update to PSP Filer, a versatile file management application for the PSP. PSP Filer allows users to easily edit, copy, delete, and move files on the memory stick. Users can also replace files on the flash, making it a handy tool for developers and experienced users alike.
Version 3.9 adds a feature that allows users to set the current timestamp, along with fixing some minor language and application bugs.
PSP Filer 3.9 Changelog
general:
- fixed a bug Filer was crashed when it opened a broken mp3 file.
- added a feature when ripping UMD image to append extra records that could not be accessed from filesystem. (bottom 2k-6kbytes)
filer:
- added a feature to view Kbytes / Mbytes mode.
- added a feature to set timestamp of file/folder to NOW.
- fixed a bug in Russian mode Filer was crashed when it opened file information.
- added to show "filesystem size" and "described size in ISO" in UMD device information.
text viewer:
- fixed a bug Some characters could not be drawn in EUC-jp mode.
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Final Fantasy Tactics: The War Of The Lions Review •
Almost ten years ago, Square Enix introduced Final Fantasy Tactics, one of the best and most critically acclaimed turn based strategy titles ever seen on the PlayStation or any other console. The adventure, set in the now familiar game world of Ivalice, surrounded a huge war that splintered the land in two. Now, Square Enix is re-releasing this title with a number of technical enhancements for the PSP. Is The War of the Lions the definitive edition of the classic RPG? Yes, but you will have to allow for a number of classic and new issues that inconvenience many of the new features in the title.
For those of you not familiar with the storyline of Final Fantasy Tactics, I'll provide a brief explanation of the general themes and basic scenario of the title without spoiling anything. The game covers political intrigue, betrayal, class warfare, divided allegiances, murder, manipulation and numerous other topics. You know -- light, cheery fare. War of the Lions is set up thanks to the problems between two dukes in the kingdom of Ivalice. With the king having suddenly died and his two year old son becoming the ruler of the land, the queen's brother, Duke Larg, is widely considered to be the front runner for the throne's regency. Hoping to counter any influence from the queen, the council of the land appointed the king's younger cousin, Duke Goltanna as regent. Of course, this sets up a large amount of conflict within both the royal court as well as the populace, particularly since both men were valorous generals in a previous war.
The War of the Lions now features new cel-shaded cutscenes.
Along with this backdrop of complex issues, players take over the story of two childhood friends, Ramza Beoulve and Delita Heiral. Born to privilege, Ramza is the youngest son of a prestigious house of nobles, while Delita is a commoner taken under wing by Ramza's family. As young knight apprentices, the two friends find themselves tasked with tracking down a bandit group that kidnaps Princess Ovelia. What they find drags them into key roles in the conflict between Duke Larg and Goltanna, and the impending titularly named War of the Lions. If you find yourself confused, don't worry; the original title was particularly convoluted with what happened throughout the plot. Part of this was due to a substandard translation: players were continually hit with phrases on par with "You spoony bard," or names that were spelled multiple ways. Even if you completed the title multiple times over, you weren't necessarily guaranteed to understand everything that went on in the game.
While the plot is still relatively complicated with plots and subplots, War of the Lions addresses the murky nature of the title in a few ways. First of all, the game plays in a brand new 16:9 widescreen presentation to take advantage of the PSP's screen. The sharpness of the portable's screen aside, War of the Lions highlights a number of new animated cutscenes. The brand new cel-shaded sequences show off the character designs of Akihiko Yoshida beautifully, and a number of new elements that haven't been shown before are depicted with these new cutscenes. As a result, players receive new insight into the characters and their motives within the story. What's more, these cutscenes have great voice acting to compliment the sequences, making them much more than eye candy. Combined with new visuals for special attacks and magical spells, the presentation is visually striking. There are even cameos from other Final Fantasy titles that play a role in the revamped storyline.
It also features two new job classes.
Players will also find themselves taking on completely new battle sequences within War of the Lions. For instance, players may remember taking on Gafgarion at the falls with Ramza, but players will also take on a band of marauders as Delita as he escorts the princess out of harm's way. Elements like this extend and improve the story dramatically, and with the help of the constantly accessible chronicle feature, which highlights everything from plot events and people to feats, wonders and artifacts your characters collect, players will gain a better sense of the events that rocked Ivalice. To go along with the new story details is a brand new English translation that finally cleans up the confusion between character names, locations and even skill titles. Sure, classic insults like "spoony bard" remain in the game, but for the most part, just about everything has been revamped. The lone gripe (and it's a minor issue) about this is that if you've played the game before, you'll have to get re-accustomed to many of these abilities having completely different titles. For instance, Move-Find Item has evolved into Treasure Hunter, and Arrow Guard has turned into Archer's Bane.
The primary concept behind the game hasn't particularly changed since the title debuted almost ten years ago. Players move around the world of Ivalice with their roster of up to 24 playable characters, taking on plot specific battles (highlighted in red) or random battles (highlighted in green). The original title had 20 separate jobs that could be selected for your characters, ranging from the lowly squire and archer to the more powerful samurai, arithmetician and dancer class. Each one of these jobs had their own separate list of active, reactive, support, movement, or special skills that could be acquired. War of the Lions includes two brand new jobs for players to choose from: the Onion Knight and the Dark Knight.
Both designed around the long haul of level grinding and item acquisition, the strengths of the Onion Knight and Dark Knights are apparent after only after you've sunk in a large amount of time with these classes. Onion Knights (who hail from Final Fantasy III) initially appear to be a weak choice for a profession. Their advantage is in the ability to equip and use every piece of equipment that they come across in their journey; As you learn and master new skills, you'll find that your Onion Knights become more and more dangerous, shrugging off attacks while dropping huge amounts of damage on enemies. Dark Knights, on the other hand, are extremely dangerous thanks to their ability to surrender some of their health to power many of their strikes. Once you've built them up to later levels, very few enemies can withstand their attacks or even scratch them in battle without paying the price.
Multiplayer has been added and can benefit both player's parties.
Of course, you can battle your way across Ivalice, trying to gain the gear for your warriors, but you won't necessarily receive the special items you want for your Onion Knights, Dark Knights or other warriors. The best way to acquire this gear is with the brand new multiplayer implementation, which allows two friends to play with or against each other in the title to earn new job points, levels and equipment. Multiplayer battles are a bit different than standard story or random fights because you won't have to worry about losing any party members if they're defeated and removed from the battle field. Instead, these characters, along with their pre-multiplayer equipment levels are restored at the end of a fight. By reaching a tavern, players can engage in a rendezvous battle, which lets players join up and take on a number of computerized opponents in missions offered by the Tavern master. On the other hand, if you'd like to face off against each other, you can jump into a melee battle and bash your way through each other's parties, trying to determine who the winner of each fight will be. You can even tweak the rules of engagement, adding a number of traps, providing special knockback conditions or locking weapons with attacking characters. Depending on your performance in the middle of the multiplayer battle, you'll have the chance to open treasure chests and acquire new gear.
While it's extremely cool to play with a friend via ad hoc, multiplayer would've been even stronger if it also allowed infrastructure mode so any War of the Lions owners anywhere could team up with each other or challenge their parties in battle. What's more, there were a few issues that complicated the multiplayer experience. First of all, we constantly noticed the "Communicating" message that kept cropping up during our multiplayer match. We were aware that the PSPs were communicating to keep the signal, but it's somewhat infuriating to continually see this message crop up on the screen in the middle of a fight or while action was taking place. Also, multiplayer can suffer from some extremely unbalanced play, particularly if you or your friend happens to have a much more advanced party than the other player. For instance, a discrepancy of three to five levels can be enough of a difference to let the stronger party crush the weaker. Even worse, the game won't scale down to account for your two parties in co-op, so the game will spawn a number of monsters at the level of the most experienced character. As a result, the weaker party members will be continually preyed upon while the stronger ones will quickly find themselves overwhelmed by the lack of help. This can make some fights even harder to successfully complete.
It still has some old issues, but it's still a classic strategy RPG.
Although the multiplayer has its issues, the single player experience retains a number of the classic problems that plagued the original game. For instance, the game still experiences a lot of slowdown, ranging from special attacks to basic strikes, which really should've been fixed in its transition to the PSP. However, for some reason, it remains to draw out each battle. Similarly, the same sound delay issues from the PlayStation title returns in War of the Lions. The sound effects are good in War of the Lions, but unfortunately, the sound hasn't been fully synched up with the game action. Landing a blow on an enemy, such as using a special strike like Pummel, magic like Thundaga or summoning Shiva, for instance, will cause the animation to play a second or more before the sound effect recognizes what's going on and triggers the sound. It sucks that these issues weren't re-mastered along with the rest of the title, but looks like there's only so much that could've been tweaked.
Closing Comments Even with the standard issues returning to the gameplay, and some skewed multiplayer elements, Final Fantasy Tactics: The War of the Lions stands out as a great remake of a classic title. New story elements and missions, new multiplayer modes and brand new job classes strengthen what was already one of the best strategy titles around. If you're into strategy and you own a PSP, you should definitely check out the second coming of this excellent game.
While it's common practice in the music industry for a band to have a self-titled album, it's not too often that you'll find something similar in the gaming world. But here we have Juiced 2: Hot Import Nights from Juice Games, the sequel to the original 2005 release of Juiced. The follow-up sees a large number of changes in the series' overall design - the calendar-driven event sequence is gone, you no longer have to pay to repair damage after a race nor pony up a race fee to enter an event. It's a sleeker experience to be sure, but it's still far from perfect.
While we had issues with the current-gen controls, the PlayStation 2 and PSP's steering mechanics are a bit better in that they're not nearly as touchy during a race. The general feel of the game is a bit generic, with reasonably responsive controls but no real personality to each of the cars that come through the controller. One thing that's a bit curious is that although the game encourages you to drift around corners to gain boost, you also lose speed when you do so, unlike some of the other versions of the title.
Hit the lights
The track designs in this version also feel fairly generic. Each track is a closed-off portion of a city, each of them feeling like a test track for you to race on. The designs aren't bad, per se, but they don't have the personality that we'd seen in the more advanced versions of the game. Chalk it up to hardware restraints or what have you, but the end result is that while they work, they aren't all that memorable or different from the other 3,265 racing games you'll find on the system.
The presentation aspects of the Career mode and so forth are extremely hit or miss. One thing that we like quite a bit is the new goal-based progression. For each racing league, you'll need to complete a number of goals in order to race in an advancement qualifier to move up to the next tier. Each level has a number of goals for you to complete, and they're generally pretty varied.
For instance, one goal might be to win a $25,000 bet against a certain racer, while another is to amass an airtime of 6 seconds in a race while another is to simply win a single circuit event. The cool part is that you can achieve multiple goals in a single race, so if you're good and know what you're looking for, you can cut down on the number of races you need to partake in to advance. It's also nice that not all of the goals require you to actually win a race, which will help those who begin to struggle at the later tiers.
The track design isn't very inspired.
While going from race to race is much better this time around, what with the game having a series of goals to hit at your leisure before advancing rather than relying on a calendar, a number of other elements outside of racing are poorly implemented. For instance, the Driver DNA system doesn't really work all that well. The idea here is that you can swing a number of your racing styles (and those of the AI drivers) from being red hot, a.k.a. aggressive, to ice cold, or calm and refined.
One of the issues with this system is that it doesn't seem to have an impact on how well anyone performs. Drivers that have practically maxed out their racing abilities one way or the other can finish dead last in a race and do so just as often as someone with a rather "plain" DNA readout. When hiring drivers to race on your team, which you'll only need for crew-based events, you're shown their DNA structure to help you figure out who to pick, but it reads differently than before a race and, again, it doesn't seem to matter all that much.
While the Driver DNA's lack of any real impact upon what's going on doesn't really break anything since you can essentially just ignore it, the car performance and upgrade system can be anywhere from confusing to a nuisance to a money-drainer. For one thing, each car is given a single performance number that is supposed to tell you how well the car will drive. This isn't an entirely accurate system as we've had cars wipe the floor with other cars at the same performance level. Why there aren't separate numbers for acceleration, top speed and handling, we'll never know. As well, while you can upgrade the handling of your car, your performance rating doesn't include your vehicle's handling ability, and there's no way to see exactly how much of an impact your upgrade has made.
Speaking of upgrades, each racing league that you advance to unlocks three new levels of upgrades for each of power, handling and weight reduction. While this is nice, the issue is that if you pay for a level one upgrade of any sort, you don't get any kind of discount for upgrading to level two or level three. With a very minimal price difference between the three, it feels like a complete waste to pay for lower levels. The only reason that you would ever do so is because in order to unlock upgrade levels two and three you need to complete small challenges to unlock them, and then you need to pay for them. We're fine with this part since the challenges can actually be fun. But something that we're not fine with is having to repurchase an upgrade if you uninstall it for any reason (like to allow the car to compete in a different league, for instance). We could understand having to pay an installation fee, sure, but why do we need to pay for the whole thing over again if we've already purchased it?
Unfortunately, the drift controls feel way different than driving.
In addition to upgrading your vehicle's performance, you can also install a number of visual mods, like new hoods or rims, and apply decals and paint jobs. The physical additions that you can add all look nice and allow you to customize your car pretty well, though unfortunately they have no impact on its performance. The vinyls tool is generally good, allowing you to place shapes or logos on any part of your car, twist and resize them and layer them to create whatever you want.
Closing Comments Juiced 2: Hot Import Nights has its share of strengths and weaknesses. The layout of the Career mode is nice, and there's lots to do. However, some aspects of the car customization are poor, and the track design is fairly generic. If you love customizing cars and racing them, you'll find some things to like here. But certainly don't expect perfection.
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layout credits to detonatedlove♥, maureen♥ Doody (For PSP Contents) IGN (For Game Reviews) Gamespot (For Game Reviews) PSP-Hacks (For PSP Contents)