Welcome
To PSP Home's Homebrew Section
This is our newest and best section, we will cover all you need to know
about homebrew on the PSP. If you have any questions please post them in our
Forums
At the recent D.I.C.E. Summit we had the pleasure of meeting with Cory Barlog, Game Director for the much anticipated God of War II. In this exclusive, Barlog tells us that he'd love to see the franchise on PSP, that he enjoys the DS and the Xbox 360, and much more.
BIZ: Will the GoW franchise make an appearance on the PSP at some point?
CB: That would be awesome. I mean, I've been a big proponent of that concept for quite a while. I want it on every possible system you could put it on. I think it's definitely a possibility. It's not something we haven't discussed but it's not something we're actively discussing right now.
BIZ: Work's begun on GoW 3 for PS3 right? I believe Jaffe had said in a recent interview that production had started a little while ago...
CB: It was awesome, because I think he said that, and then all these Internet rumors about his HL PSP game was all a ruse! He was always working on God of War PS3! [laughs] He started doing some pre-work on the that, just jotting down notes and ideas and I have a giant war board of index cards covering the entire wall of my office – hundreds of index cards that I'm moving around... ideas and plot points while we're figuring out a structure. But it's really early; it's not like, "Yes, we're going forward." It's more like, "If this goes well on the second one, what would we do on the third one?" It will really be dependent on sales and fan response to GoW II.
BIZ: Have you as a developer have had much exposure to PS3 yet?
CB: My exposure to it has been tracking games that are out as a player that wants to play but also as a developer. Seeing that Mass Effect was delayed, Assassin's Creed is delayed, Too Human is delayed... all these next gen games that I want to play but also keeping an eye on how long they've been in development, seeing who's experiencing what growing pains with each of these things... hardware independent, just the concept of making a big next-gen game, two or three times the quality of art we did on PS2 or Xbox. You're having to enhance all that, and how long is it taking everybody? That's huge; I'm looking forward to GDC to start chatting with some people, seeing what their experiences have been.
BIZ: Some people have said the PS3 is difficult to develop... [Read More]
new release via strmnnrmn of his Nintendo 64 Emulator for the PSP.
Heres what StrmnNrmn had to say-
I've been working hard making the last few changes for Daedalus R9, and I'm pleased to say that it's now ready for download
I've talked a bit about what's in this release, so I'll not repeat everything here. Here's a summary though:
* Faster
* New UI
* Audio
* Various graphical fixes
Please note - as audio support is very much 'beta' at the moment, it's disabled by default. You can enable the setting either in the front-end, or from the pause menu.
Please also note: To keep the distribution size down, I've not included any 'preview' pictures for the rom selector alongside the emulator. You can download and extract the 'Extras' file above for a few sample previews. It should be easy enough for people to create their own preview pictures - see the readme.txt for more details.
Purpose:
This demo is never going to become a full game.
It lags at certain points but could be sped up 90%, I didn't give a kwap though to put more time into it.
I only did this to be able to say, "Stop with the effiing cheap ass 2D games."
I'm mother effiing tired of seeing "OMG, 2D Halo" orrr "2D Mario" orr "2D Mario texture edit to make it look like 2D Sonic"
The PSP scene needs new life
My little Mario Demo is just a taste of what could be done if one actually tries (with just 6 days to code it + 1 day to port it to the PSP)
Come on PSP scene, get with the program
Anyways, enjoy
Source:
(I suggest if one is to try to "finish" this, to start from scratch just using poly.c and math.c) Download Via Comments
The only snippet of code that's really needed is really:
void reflex(float *a_matrix, float a_x, float a_y, float a_z)
{
//Apply the matrix rotation to the point
//Requires a custom matrix library
vector_matrix_mul(a_x, a_y, a_z, a_matrix);
//Apply the reflex lens formula
a_z=a_z - ((((a_x) * (a_x)) + ((a_y)*(a_y)))*0.05f);
//The 0.05f = Lens curvature
Look at the box for the letter of firmware: (image from MODshark.com)
No Letter = 1.50 (North-American release) Confirmed A = 1.50 B = 1.51 C = 1.52 D = 1.52 Unconfirmed (multiple version reports) E = 1.52 F = 2.00 G = 2.01 H = 2.50 I = 2.60 J = 2.60 Unconfirmed (multiple version reports) K = 2.71 Unconfirmed (multiple version reports) L = 2.80 M = 3.00 Unconfirmed (multiple version reports) N = 3.01 O = 3.02 P = 3.03
All of the above firmwares can be downgraded to 1.50 then to custom firmware at wish. Use the tutorial section to see how to downgrade the PSP system softwares.
Yes, you heard me correctly. I probably said the same thing you did when you read this.
In my regular internet travels, I stumbled upon Super Mario War 1.7 ported for PSP. Apparently, it's in BETA stages.
Heres all the info...
Super Mario War is a Super Mario multiplayer game.
The goal is to stomp as many other Marios as possible to win the game.
It's a tribute to Nintendo and the game Mario War by Samuele Poletto.
The game uses artwork and sounds from Nintendo games. We hope that this noncommercial fangame qualifies as fair use work. We just wanted to create this game to show how much we adore Nintendo's characters and games.
Features:
- Up to four players deathmatch fun
- a whole bunch of game modes (featuring GetTheChicken, Domination, CTF, ...)
- Comes with the leveleditor - you can create your own maps...
- ... and a lot of people did so. There are currently over 1000 maps
- More fun than poking a monkey with a stick
- The whole source code of the game is available
- uses SDL and is fully portable to windows, linux, mac, ...
- CPU Players
- will make you happy and gives you a fuzzy feeling
Developers:
- Michael Schaffer
- Florian Hufsky
- An incredible ammount of contributors
Whats new:
Well, it is finally done! There aren't too many differences between RC2 and the final, mainly bug fixes, a few more maps and skins and sgraff87's complete gfx overhaul. It looks fantastic!