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Your search for Avi mit psp located the below Avi mit psp Search Results. The Avi mit psp Search Results are returned from stories QJ publishes stories covering Avi mit psp news, Playstation news, Xbox news, PC news, Wii News, Nintendo DS News, Gaming News, Reviews, Downloads, Custom Apps, Homebrew and much more.


Posted Apr 29, 2012 at 4:45PM EST by Demonchild Listed in: PS Vita Tags: half byte loader, homebrew, vhbl, vita hbl, wololo
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vhbl-xmb-iconWololo, the dev you all know and love for VHBL, has taken some time out from his schedule to address the issues that some users are experiencing with the homebrew loader.

 

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Posted Apr 15, 2012 at 12:30PM EST by Demonchild Listed in: PS Vita Tags: half byte loader, hbl, homebrew, psp emulator, vhbl, vita hacks, wololo, wth
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vhbl-xmb-iconIt may not be the VHBL related news that you're looking for but it's still newsworthy, nonetheless. Developer wth has released a new version of his Vita Half Byte Loader for the exploit within Everybody's Tennis.

 

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Posted Apr 11, 2012 at 1:23PM EST by Todd B Listed in: PS Vita Tags: nintendo 3ds sales, ps vita sales, psp sales, Sony, xbox 360 sales
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psj1The next-gen handheld is still struggling to find a user base in Japan, with last week’s sales being worse than any previously recorded tally.

 

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Posted Apr 9, 2012 at 8:12AM EST by Harrison E Listed in: PS Vita Tags: half-byte loader, homebrew, loaders, ps vita hacks, ps3, psp hacks, Sony, wololo
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psp-remasterOne of the scenes leading experts on Homebrew discusses why Sony took games off the market and the future of Sony homebrew.

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Posted Feb 24, 2012 at 10:35AM EST by Listed in: PS Vita Tags: nintendo 3ds vs ps vita, ps vita sales, sony fails
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Sony’s savior is nothing more than PSP: the sequel.
Warning: This article contains – gasp! – my opinion. If your delicate sensibilities can’t grasp reading something counter to your own beliefs, perhaps you should mosey along to something you’ll find easier to digest. Here’s a suggestion.
Read the comments on this site, and you’ll see that I’m a bona fide Sony hater. Curiously enough, I’m also an Xbox, Android and Nintendo hater, depending on the comments you read. Basically, if you ask the readers of this site, I hate everything.
Reader contention aside, it is true that I’ve never been a fan of the Sony brand. This is the result of several factors: the “quantity over quality” approach they’ve always taken towards game development, their absurd comments about the superiority of their consoles despite sales data saying otherwise, and their documented tendency to screw their playerbase.
I believe the Sony Vita will fail. Not on the scale of the Virtual Boy or Jaguar, but in the sense that it will not overtake the Nintendo 3DS, and will not extend Sony’s grasp on the handheld market far beyond what the PSP already provided. This belief comes not from my admitted distaste for Sony, but from the tepid response the device has seen since Japanese launch, the lukewarm reviews offered to the system’s launch lineup, and the unfolding clusterfucks related to the new system that indicate Sony hasn’t learned how to make a system that’s easy to use and fun to own.
Put simply, the PS Vita is too little, too late. And no matter how you feel about Sony, it’s not going to change this simple fact: Nintendo remains the king of the handheld kingdom for the foreseeable future.
Sorry Sony fanboys; it looks like you’re out of luck.

mfvitapov1Sony’s savior is nothing more than PSP: the sequel.

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Posted Jan 24, 2012 at 4:56PM EST by Listed in: PS3 Tags: Australia, r18+
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The Australian government is finally addressing major problems in its game rating system.
We’ve talked previously about the massive problems with the way Australia’s government rates games. Because the country has no “Mature” equivalent rating, all games must be appropriate for teens in order to hit retail shelves. This limitation has caused some games to either be modified for the Aussie market, or made unavailable to Aussie players.
The Australian government is aware of the problem, and recently recommended a full review of their ratings system be administered to figure out how to best move forward. While the results from that review are still pending, the new Federal Minister for Home Affairs doesn’t seem intent on waiting around. Jason Clare, who now serves in the Minister position, confirmed via interview that a bill designed to establish a mature-equivalent rating would be introduced to parliament sometime next month. The new rating, known as R18+, will help developers bring violent and otherwise graphic content to Australian shores.
After the bill is introduced, it will have to pass first in the Lower House, then in the Senate. There’s no guarantee of passage, but even having a bill on the docket is farther than the Aussie government has managed to get in a long time.
Here’s hoping the bill goes through and our Australian friends can stop worrying about whether particular games will make it to their stores. Look for more updates in February, once the bill hits a vote.
[Edge]

mfsub1The Australian government is finally addressing major problems in its game rating system.

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Posted Dec 19, 2011 at 3:43PM EST by Listed in: PS3 Tags: Bethesda, ps3 patch, skyrim
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37 days after launch, Skyrim still has major problems on the PS3. Here’s what you can do to make things better.
Skyrim launched with its fair share of bugs and glitches, but none has been as devastating as the PlayStation 3’s save file problem. In short, the size of Skyrim’s save file and the way that file interacts with the PS3’s architecture create a situation in which the system struggles to keep up with your ever-expanding save, eventually dragging gameplay into a slow, laggy mess.
Bethesda attempted to fix the issue earlier this month, but many users are still experiencing the same issue. And while there’s no official fix to the problem (one could still be weeks away), there are a few things that have been reported to help alleviate the symptoms.
If you’re having trouble with Skyrim on your PS3, here are a few things you can try to make it run more smoothly:
Clear Space on Your Hard Drive: This is only effective if you wipe several gigabytes of installed games and is not guaranteed to positively impact Skyrim’s gameplay. Only test it if you’re not worried about re-installing games.
Turn off Auto-Save:  Turning off the auto-save function helps keep your overall save file size down, but probably won’t change issues you’re already experiencing. Still, it’s worth a shot.
Control Your File Size: Skyrim keeps track of everything you do, from leaving doors open to moving fruit around your house. Do what you can to leave the environment as undisturbed as possible and you’ll keep your save file down to a more manageable size.
Restart the PS3: No guarantees here either, but some players report that a quick restart can help limit frame rate issues for long play sessions. Always worth a shot, right?
What’s really amazing about this problem is that it somehow made it into the final version of the game. It’s astounding to think that no tester at Bethesda put enough time into the PlayStation 3 version to hit a bug that’s apparently affecting a very large sampling of the user base. Then again, you can’t always catch everything, right?
Let us know if you have troubles with your Skyrim install, and if any of these solutions help. In the meantime, how should Bethesda make this up to customers?
[IGN]

mfskyps3137 days after launch, Skyrim still has major problems on the PS3. Here’s what you can do to make things better.

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Posted Nov 5, 2011 at 12:30PM EST by Harrison E Listed in: PS3, PSP Tags: gameshare, november 18, playstation news, ps3 updates, psn updates, psp homebrew, psp news, psp qj
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sony-bowHackers get your homebrew tools ready...just remember to share.

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Posted Nov 4, 2011 at 1:48PM EST by Listed in: PS3 Tags: psn sharing
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PlayStation 3 owners are about to lose one of the system’s best features – the ability to share PSN games with up to five other devices.
Sony just announced that the PSN share limit is changing from five devices to two as of November 18th. Any content purchased on or after that date will only be available for sharing across two devices, a stark change from the previous policy. You’ll still be able to play two PSPs and two PS3’s, bringing the potential total to four, but that’s only for games that can operate on both systems. Otherwise, you’re stuck with just the two.
To clarify: PSN games downloaded after November 18th can be shared to two PS3 systems and two PSPs, down from the original number of five. Sony is also adding a web tool that finally allows you to deactivate your account from old systems, saving you the hassle of a long customer support call in the event that your PS3 fails and you need to recover your games on a new console.
Game sharing was always one of the more interesting things that PSN brought to the table, allowing you to “bring” games to your friend’s house or share them with a family member’s account when you were home for the holidays. While reports of abuse certainly came up, most gamers probably used the system exactly as intended.
Paring down the total number of systems probably won’t impact too many people, but it’s still a strange thing to do so far into the development cycle. The comments section of the PlayStation blog shows a pretty clear resistance to the idea, so we’ll just have to see how it plays out.
What do you think of the new reduced sharing limit?
Via GamePro

mfpsn1PlayStation 3 and PSPowners are about to lose one of the best features fo the two systems – the ability to share PSN games with up to five other devices.

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Posted Oct 8, 2011 at 10:26PM EST by Ryan F. Listed in: PS3, Nintendo DS, Nintendo 3DS, PSP Tags: Capcom, falcom, Japan, Media Create, Microsoft, news, Nintendo, sales, Sony
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legend_of_heroes_thumb3DS continues to lead on the hardware side of things.





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Posted Oct 5, 2011 at 3:24AM EST by Ryan F. Listed in: PSP Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1

The DaedalusX64 has updated their ever-popular Nintendo 64 emulator for the PlayStation Portable, bumping it up to revision 733.

 

 

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Posted Sep 29, 2011 at 4:00PM EST by Harrison E Listed in: PC Gaming Tags: burnout, burnout 3: takedown, burnout crash, ea games, music in games, PS2, psn, xbla
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The Burnout series is synonymous with fun for me. Being a PS2 owner from way back when I was a cursey teen instead of a cursey adult (or someone in their early 20's) as I am now, it's like a Pokémon evolution except not cool and really just learning about controlling my emotions and maturity and all that lame stuff. Included in that evolution was getting a PS3, and eventually being excited about the release of Burnout Paradise. I actually owned a PSP at one point and playing Burnout Dominator was bliss for me. Long bus rides filled with angsty or beat-punching music as I swerved corners and took badasses down whilst everyone just kinda looked at the weird fat kid and wondered where his guardian was.
Burnout Paradise was a personal low in the series. Despite, friends having the initially pre-release, I convinced myself that a free-roaming city was actually "really cool" and that it totally wouldn't be "lame" and you'd have a lot more freedom. I was wrong. Really wrong. I don't know about you but being in a free-roaming cityscape and having no sense of direction, as well as a poorly intuitative, linear map design really doesn't bode well with someone thinking in free-roaming mode. So burned by that Burnout experience, the announcement of another Burnout game spurred the pessimist in me and I was excited once again, but when I saw the first video's for it, I wasn't too pleased. I was less than pleased and the optimist inside me died...just a little...not too much, I hope.
I did go into Burnout Crash with less than a positive aspiration for what the game actually might be. I know people don't like people who waffle on, so let's just say Burnout Crash is good and there is a demo you can play, it's free, it'll give you a good indication of what it's like except for some modes but let's also say that Burnout Crash is initially underwhelming.
The 2D opening is cutesy to say the least but so mediocre it doesn't really register on my mental spectrum as being a video game. It reminds me of the animated sequence in Catch Me If You Can and I'm half expecting the little ute (or pick up truck for our US readers) to hit a tiny Leonardo DiCaprio and send him flying against a 2D wall...but yes, it's underwhelming and my memories of Burnout begin to fade, like the opening screen does. I left the opening on too long to start writing the opening paragraph, the visuals humming away in the background with my PS3 and then a song begins.
This is where my opinions change by a simple video and musical manipulation. The song by The Primitives, aptly titled - at least for this game - Crash and I'm brought back to a simpler time in my childhood called the 90's, when this song was not written. It's an 80's New Wave pop song and whilst I became a fan of New Wave some time in my late teens, the song still resonates and I'm back to apart of what makes the Burnout series amazing, the mind numbing, heart racing music. When I say mind numbing, I don't necessarily mean it in a bad way, it's just beautiful background fodder. Much like the Clair De Lune in Burnout Paradise or Shotgun by The Outline in Burnout Revenge, it brings you into a different element when it comes to the game.
One of my fondest memories of Burnout Paradise is watching the sun slowly set just as Clair De Lune began and I started a Takedown Race and watched the shadows stretch and pull the landscape of the city as I raced from night into day and won with 12 Takedowns when I only needed 5. I get weird when it comes to games and music. Most pieces just wash over me and I just shrug my shoulders, but when there's a piece that's memorable, it really sticks. Whether it's the beautifully whimsical music from Legend of Zelda, a series I've barely played or the block rocking minimal piano and beats of Minecraft - it all sticks in my mind like Tetris tessalated musical blocks.
PICTURE OF MARIO MUSICAL BLOCK
Of course, the Burnout series is just more than music and so I actually start playing Burnout Crash and stop listening to the Primitives for the 12th time....and I press start and the song actually starts to play in full, kicking off with a lovely little animated explosion of the pick-up. The menu kicks in after a failur to login to the PSN/Autolog network and a voice gives me a warm douchey welcome, sadly often associated with Burnout games. No one I really know is a frat kind of person and I feel EA keeps those voice over guys for that reason, I kinda liked it when it was the chick running Crash FM, but meh, that was then, this is now.
So far, the visual design is nothing like the little opening animated feature, with a nice little neon sign design floating as the menu and I kick off the game itself (after adjusting the sound settings, music up, voice over off). So after I'm told I'll be on the wildest ride of my life I choose the first mission and go on a bit of a rampage and you know what, it's fun. It's consistently fun, it's a whole lot of fun. Seeing those little cars coming, which is indicated in-game by a yellow arrow, and noticing all the little details on the houses and cars and just everything, I want to look at it closer but also destroy it at the same time. It's like being Clockwork God with a magnifying glass, but alas, my creations are not my own, only the destruction. But alas, before all the destruction there's a tutorial and it's a bit annoying.
Last time I was in a gaming DMV I decided not to play the game, that game was Driver, I was 8, things were different. Here it's  nice little tutorial that tells you about all the great things including the "Crazy Special Feature", which didn't exactly hype me up despite the vocal inflection and after playing Bastion last week I feel all voice overs need better voice actors or better writers, seriously. There could have been a lot more to do with the wacky voice-over, there are a few amusing lines here and there such as the description of the area being remembered as "all field" and the voice over actor pausing and being like "oh...it still is", I laughed at that, but the humour was far and few between and like Dreamworks movies, relied too much on pop culture than raw wit.
Old system of "More stars to unlock more cars" gives you a good old sense and even with the top-down look, Burnout Crash becomes a lot less like the Burnout series minute by minute. What I feel is Criterion should have just called it Crash. I understand that they may have possibly been sued by Universal for use of the fluffy Bandicoot character, but using the brand recognition of Burnout really doesn't work here.  It's a real identity crisis where it's clear they want to re-establish their brand for whatever reason. I remember Burnout selling like hotcakes, with every iteration since the 3rd one, and personal favourite, Takedown. The actual game itself does get a big hand from musical and sound cues, but a better focus on gameplay and making the game a lot more interesting, in regards to the voice work and writing, would have been better. For example, whilst the game out and out visually wants to have a rough design, it wants new players to the franchise to remember "to use that Crashbreaker" in an overly excited tone as if the big flashing x button on screen and the fact that other than kinda moving/sliding around the map, there isn't much else to do in-game, other than be amused and giggle when a bank truck comes along and the bombastic voice of Shirley Bassey claims "HEY, BIG SPENDER"...I giggled...like a girl.
Despite my girl giggling, there will be a lot of references young player - new players - won't get and will be baffled why they're in the game at all. Hearing Spandau Ballet's Gold when I blew up a golden truck was amusing for me but may only reach 5% of the people who play the game, seriously after reading the above paragraph, who knew 1. Who Spandau Ballet was/is? and 2. Who Shirley Bassey was? The identity crisis Criterion creates is more of a cultural problem than a gaming problem. Licensing those tracks would have cost them/EA millions, literally, and if it was worth it, I feel like we're on the inside of an in-joke, but everyone keeps beating the outside of it and it just keeps making a hollow thud.
I do want to give a handshake this week to two people, the guys who chose the music and the visual designers. As much as I've bitched about the visuals in the game, I do have to say the mix of eclectic styles of Neon-signed - almost Las Vegas in tone - and the cute top down car creations, it all works. It melds into this odd piece of automotive Americana, filled with the right colours here and there to look it mildly entertaining as well as watchable. When almost every week there's a lot of grey and brown being sloshed around, it's good to see emerald, aqua and  crimson red to be thrown into the mix. Sure, the game does have a fairly consistent use of black on the menus, but it adds to the steel and burning rubber style Burnout is known  for, and that's where it really takes a different side to the Burnout series.
However, it being a top-down game, it does have it's visual misdemeanours, such as the
The game's reward system is quite classic too. The star system is something I've always favoured in the series, with the whizzing or rushing of the flaming stars to come crashing into my self-gratification coz I pressed da buttons and dey do da ting dat it was programmed to do. The actual gameplay itself is quite simple, you're in a runaway car and you're going to crash. It's a lot more interesting to imagine you're a man who recently just went through the worst day in the world and intend to have the most creative day in the world, which includes ending with a multiple car pile-up, however, he keeps having a Groundhog Day-Quantum Leap scenario where he wakes up in a new car and new body everyday and ends it all the same...or I might be insane.
A few minor gripes about the game itself as there were a few framerate issues, even playing on the first level, but nothing to noticable as the game went on. The gameplay element of The Good Cops was a bit weird and has never really come up in previous parts of the Burnout canon...I guess, there really isn't a canon to a series about cars that gone and done smashed demselves up. However, the game does require a bit of strategy and it would have been interesting, if a bit farfetched, if you could place the cops at an entering intersection of yout choice.
See putting in extra obstacles such as The Ambulance, sometimes makes me feel as though they're dragging out the level, but then again hearing the words "Paging Dr. Beat" followed by the song by Miami Sound Machine, just makes me want to throw on some more 80's tracks and start dancing...nobody wants that. But it is a nice touch, if a bit cheap, I say cheap but honestly it resonates with my pop culture brain like a meth addict and I can't wait for that siren blaring bohemoth to come screaming through the streets again.
Having elements such as Tornados and Magnets are incredibly fun and don't outstay their welcome, the actual gameplay does begin to get stale in the other modes, but it's really just a personal preference and I think you should try out the other modes such as Rush Hour and Pile Up, I highly recommend them but they're not particularly my thing.
Rush Hour is a personal pain as I hate almost all timed missions in games and it just frustrates me. It almost seems like it'd be a lot interesting if it was an extra option that you could turn on or off, even have it as a version of the game like a Quick Match section of the game. Meanwhile, Pile Up is just cause as much destruction as possible, it's fun if a bit boring after a while, all the same gameplay elements are there. A co-op implementation would have been freaking amazing with you having to smash into a friend's car on the same interesection and see who could do the most amount of damage on a stretch of road, like a drag-race + Burnout...just an idea, Criterion.
Other than the music, which turns a bit generic but fun after Crash plays, the sound design is phenomanal with firey auto crashes sifting through my ears and the sound of poker machine winnings as points rack higher and higher like the possible animated body count, if the game was any ballsier...coz that's totally a word. The random sound effects add to the crazy style  The money has always been an interesting thing to me, not just money in general, God knows how the economy works, but the actual pricing of each car and the potential for costs and multipliers is just something I've wanted to calculate, make a big chart of, actually do math...yep, definitely insane.
In the corner I'm informed I'm a Wannabe, which gives me the assumption that the writers or designers of the game, and a lot of game worlds for that matter, really have this disdain towards players from the get go, but then again I'm a bit of a wuss who can't take any form of criticism whatsoeverpleaseloveme. But the actual gameplay elements are never really against the player, there is a balanced sense of both challenges and even with a plot-less game, there is a drive - whoa, pardon the pun there, been left over for weeks - to actually see the next intersection, the next car and the insanity that will ensue.  For example, really how determined are these drivers, logic is best not put in the way of the Burnout series...especially when car magnets are concerned.

Burnout Crash is not a bad game, it's just not a Burnout game. It does take the basic game mechanics of Crash, my honest to God, favourite part of the series, something I always look forward to and just made it a Downloadable Title. I'm looking forward to the good old days of burning through a city doing challenges and having some real fun, but for now, I guess this will tire me over. It's not expensive, it's a lot of fun, it's great to listen to and look at, it's like the

 

 

 

perfect girlfriend...there's your selling caption for Burnout Crash - Burnout Crash: The Perfect Girlfriend.

burnoutcrashposter

   So Burnout Crash is out, but is it really a Burnout game?

 

 

 

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Posted Sep 28, 2011 at 1:50AM EST by Ryan F. Listed in: PSP Tags: emulator, JPCSP, jpcsp team, psp homebrew
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jpcsp_thumb

Here's the latest build of the Java-based PlayStation Portable emulator for PC, JPCSP.

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Posted Sep 27, 2011 at 9:23PM EST by Ryan F. Listed in: PSP, PS3 Tags: PlayStation Network, PlayStation Store, Sony
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psstore_bag

Check out the new contents in this week's edition of the North American PlayStation Store update.

 

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Posted Sep 20, 2011 at 1:53AM EST by Ryan F. Listed in: PSP Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1

Revision 729 of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable is now out folks.

 

 

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Posted Sep 15, 2011 at 9:32AM EST by Ryan F. Listed in: PSP, PS3, PS Vita Tags: news, playstation suite, Sony
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xperia_play-thumb

Aims to ease cross-platform content development for all PlayStation Certified (PS Certified) devices and hardwares, including Android based portables and the PlayStation Vita.

 

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Posted Sep 9, 2011 at 2:54AM EST by Ryan F. Listed in: PS Vita Tags: dj max technika, Pentavision
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djmax_technica_thumbKorean developer Pentavision is readying a whole new DJ Max game for the PlayStation Vita.

 

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Posted Sep 6, 2011 at 9:38PM EST by Ryan F. Listed in: PSP, PS3 Tags: PlayStation Network, PlayStation Store, Sony
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psstore_bag

Check out what's new in this week's edition of the North American PlayStation Store update.

 

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Posted Aug 30, 2011 at 10:33PM EST by Ryan F. Listed in: Xbox 360, PS3, PS Vita Tags: Arc System Works, Atlus, persona 4, persona 4 the golden, persona 4 the ultimate in mayonaka arena
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persona4_thumbNew 2D fighting spin-off for consoles also in the works.

 

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Posted Aug 30, 2011 at 5:50AM EST by Ryan F. Listed in: PSP Tags: popsdeco, popsloader, pro team, psp homebrew
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psp homebrewNew versions of POPSloader has been released for the latest custom firmwares.

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Posted Aug 30, 2011 at 3:17AM EST by Ryan F. Listed in: PSP Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1

The DaedalusX64 team has published the latest build of their Nintendo 64 emulator project for the PlayStation Portable.

 

 

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Posted Aug 20, 2011 at 6:24AM EST by Ryan F. Listed in: PSP Tags: ne0h, psp homebrew, xplora 2
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pspblue_thumb

A test version of Xplora 2 with an added PSP Go support has been released by homebrew developer ne0h.

 

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Posted Aug 15, 2011 at 10:20AM EST by Ryan F. Listed in: PSP Tags: emulator, JPCSP, jpcsp team, psp homebrew
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jpcsp_thumb

Here's the latest build of JPCSP, the ever-improving Java-based PlayStation Portable emulator for PC.

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Posted Aug 10, 2011 at 9:36PM EST by Ryan F. Listed in: PSP, PS3 Tags: Europe, PlayStation Network, PlayStation Store, Sony
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psstore_bag

In case you haven't checked yet, here is the latest contents that is now available in the EUropean PlayStation Store.

 

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Posted Aug 9, 2011 at 3:44AM EST by Ryan F. Listed in: PSP Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1

Here's the latest build of DaedalusX64, the ever-popular Nintendo 64 emulator for the PlayStation Portable.

 

 

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Posted Aug 6, 2011 at 6:41AM EST by Ryan F. Listed in: PSP Tags: kenma9123, krap-psp, psp homebrew
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brewredHomebrew coder kenma9123 has released a new version of his feature-packed homebrew application, Krap-psp.

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Posted Jul 25, 2011 at 9:16PM EST by Ryan F. Listed in: PSP Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1

Here's the latest build of DaedalusX64, the ever improving Nintendo 64 emulator for the PlayStation Portable.

 

 

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Posted Jul 20, 2011 at 4:36AM EST by Ryan F. Listed in: PSP Tags: dissidia clocker, psp homebrew, suloku
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brewblu

Homebrew coder suloku has dropped by our forums to release his latest project, Dissidia Clocker.

 

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Posted Jul 17, 2011 at 10:46AM EST by Karl B. Listed in: PSP Tags: final fantasy type-0, Square Enix
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ff-type-0-thumbA bunch of new gameplay videos showing off the upcoming handheld title's many battle systems and features have been released by Square Enix.

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Posted Jul 8, 2011 at 5:31AM EST by Ryan F. Listed in: PS Vita Tags: news, SCE, shuhei yoshida, Sony
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vita-thumb

Admits previous PlayStation platforms have been complex.

 

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Posted Jun 22, 2011 at 5:09AM EST by Ryan F. Listed in: PoV Tags: playstation vita, Sony
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psvita-thumb

Sony promises not to make the same mistake with it's upcoming portable handheld wonder, but can they deliver this time?

 

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Posted Jun 7, 2011 at 4:52AM EST by Ryan F. Listed in: PSP Tags: ne0h, psp homebrew, xplora
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pspred_thumb

Homebrew developer ne0h is back on the scene to release a new version of Xplora, a feature packed file manager/shell for your homebrewed PSP.

 

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Posted Jun 6, 2011 at 10:48PM EST by Ryan F. Listed in: PS Vita Tags: e3 2011, ngp, playstation vita, ps vita, Sony
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psvita-thumbAfter finding out the official pricing for Sony's PlayStation Vita, we now learn the full specifications list and other features of the long awaited PSP successor.

 

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Posted Jun 3, 2011 at 2:50AM EST by Ryan F. Listed in: PSP Tags: DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1Revision 713 of DaedalusX64, the ever-improving Nintendo 64 emulator for the PlayStation Portable is now out folks, bringing a new set of fixes and improvements.

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Posted May 26, 2011 at 3:54AM EST by Ryan F. Listed in: PSP Tags: Daedalus, DaedalusX64, daedalusx64 team, emulator, psp homebrew
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daedalusx64_thumb1Time for another DaedalusX64 refresh as the DaedalusX64 team released a new build of their ever-popular Nintendo 64 emulator for the homebrewed PSP, DaedalusX64.

 

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Posted May 26, 2011 at 2:08AM EST by Ryan F. Listed in: PSP Tags: psp battery timer, psp homebrew, snailface
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brewbluOk, I must admit, this one's a bit useless, but if you digg the internet phenomenon that is the "Nyan Cat," then this app is for you.

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Posted May 19, 2011 at 3:32AM EST by Ryan F. Listed in: PSP Tags: jukki, lightning, nazi zombies portable, psp homebrew, yosh
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pspblue_thumb

Two new homebrew games coming from the PSP Genesis Competition 2011 for you today, an awesome looking Nazi zombies portable and the latest version of simple yet addiciting game, Lightning.

 

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Posted May 16, 2011 at 10:28PM EST by Ryan F. Listed in: PSP Tags: psp homebrew, psp3dplugin, pspwizard
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brewblu

A fresh new update of PSPWizard's PSP3DPlugin, a nifty app that enables your device to produce anaglyph 3D graphic effects (the red/blue kind of 3D) when playing games. Tagged as version 2.0, the latest update brings the following features and enhancements.

 

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Posted May 16, 2011 at 9:16PM EST by Ryan F. Listed in: PSP, PS3 Tags: PlayStation Network, Sony
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psnl

Sony tries to answer all your PlayStation Network restoration questions.

 

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Posted May 12, 2011 at 1:30PM EST by Carl B Listed in: iPhone Tags: angry birds, apple, guinness world records
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iphoneThe Guinness Book of World Records 2011 gamer's edition features several records set by Apple in the last four years.

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Posted Apr 27, 2011 at 6:24AM EST by Mabie A. Listed in: PS3, PSP, PoV Tags: Sony
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ps-logo-black-thumbLet's take a break first from all the Sony-PSN issues and instead talk about the Sony-what-are-you-doing-releasing-all-these-gadgets-at-one-time scenario.

 

 

 

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Posted Apr 26, 2011 at 11:28PM EST by Ryan F. Listed in: PSP Tags: emulator, JPCSP, jpcsp team
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jpcsp_thumb

The JPCSP Team has released a new version of their Java-based PlayStation Portable emulator for Windows, JPCSP.

 

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Posted Apr 23, 2011 at 1:00AM EST by Ryan F. Listed in: PSP Tags: mindcraft, minecraft, perli55, psp homebrew
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pspred_thumb

The third release of perli55's MindCraft, a homebrewed clone of the block-building game Minecraft is now out and ready for your downloading consumption folks.

 

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Posted Apr 1, 2011 at 10:26PM EST by Mabie A. Listed in: PSP Tags: music unlimited, sony network entertainment
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So yesterday we reported on Music Unlimited heading off to the PSP and potentially, on the NGP. While this is all good news, it's not one that comes free. Sony now released a statement justiying the prices tagged along with the service.
Said Shawn Layden, EVP and CEO of Sony Network Entertainment, "The feedback is all over the place. Some people wrongly think music should be free. Why would I use this service when I can pull it all down Limewire for free? Well that's exactly what people ought not to be doing."
The pegged price for Music Unlimited is at £3.99 a month for the basic plan, while the premium service costs 10 bucks every month. People understandably have balked at the seemingly steep pricing, but Layden insists that it's just a matter of supporting the artist.
"We feel that way in the game business. We feel that way in the movie business. This is content. It has value. People spend their lives creating this, and so there has to be some way to reward them for their labour. It only seems fair."
Inevitably, the issue of piracy is raised, and to this, he said, "They have got away with it [piracy] for years. We try to modify that behaviour. We try to get people to understand and realize that behind these music there are artists and theose artists have careers and livs and a cost of living that goes with that."
"If you just lay out the value proposition, £9.99 a month for six million songs, any time, anywhere, all of the time, it's not hard to do the math on that. That's two trips to Starbucks to have all the music in the world. But users always want it to be less rather than want it to be more. This is a fairly established price point for this kind of offering in the market. We think it's equitable and fair."
He also remained confident that despite the initial reactions on the pricing, Music Unlimited will still be a success on the PSP. After all, it's been "quite successful" on the PS3.
"The PS3 user is, shall we say, more net savvy than others. They're already into the network via the PlayStation Network, which has been up for about three-and-a-half years. They understand that world and what you get when you go there and how to navigate that."
Ultimately, wants to be able to make your PSN ID as an access to everything PS, including Sony Bravia TVs and Android phones.
music-unlimited-logo

Sony now released a statement justiying the prices tagged along with their Music Unlimited service headed for the PSP, after their announcement last caused quite a stir from the consumers.

 

 

 

 

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Posted Apr 1, 2011 at 3:07AM EST by Mabie A. Listed in: PS Vita, PSP Tags: music unlimited, Sony
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music-unlimited-logoSony's now confirmed that Music Unlimited, their cloud-based music subscription service on the PS3 is coming to their handhelds.

 

 

 

Good news for music lovers/ PSP fans/ NGP fans-to-be out there! Sony's now confirmed that Music Unlimited, their cloud-based music subscription service is coming to their handhelds.

 

Currently, Music Unlimited is available only on the PS3, but "in a matter of weeks" will soon be available for access on the PSP.
As a service, Music Unlimited boasts of six million songs, which you can get your hands on via two options. First, there's the basic plan, which offers you genre-specific and era-specific channels. This one costs you £3.99 or €3.99. Meanwhile, the premium service gives you more variety by providing for on-demand access to any and all songs in their ginormous music library, as well as additional channels with new music, all for £9.99 or €9.99 a month.
"The heard of the offering here," explains EVP and CEO of Sony Network Entertainment Shawn Layden, "is that with the one account you can access this music on your TV, your PS3, your laptop, your Blu-ray player, and have your music follow you wherever you go, rather than having to download all of your music into a device and make that device go with you everywhere."
"You can see that in the gaming world, because you can pull down PSP games across a PS3 and associate that with your portable player. You can create your account in your country home on your PS3 and access the same content you purchase on your other PS3 home. Associated sharing is already happening."
So what of it coming to the NGP? "We will make it happen," Layden said. "There are still very few details that have come out in the marketplace about the launch. The folks at Sony Computer Entertainment will have a big reveal of exactly what the scope of that entire feature set is going to be."
He also revealed their plans of bringing the service to Android devices, as well as Xperia Play.
Via [Eurogamer]

 

 

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Posted Mar 18, 2011 at 11:52PM EST by Ryan F. Listed in: PS Vita Tags: digital release, Sony
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pspnpg-clear-thumbThe firm says they have already learned from their PSP experience, and a hybrid approach is needed to offer more flexibility to consumers and distributors alike.

 

 

 

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Posted Mar 18, 2011 at 10:45PM EST by Ryan F. Listed in: PSP Tags: JPCSP, jpcsp team, psp homebrew
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jpcsp_thumbHere's the latest build of the Java-based PSP emulator for Windows, courtesy of the JPCSP Team.




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Posted Mar 16, 2011 at 9:09PM EST by Ryan F. Listed in: PSP, PS3 Tags: Europe, PlayStation Network, PlayStation Store, Sony
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ps-store-bag-thumbThis week's EU PlayStation Store update includes a bunch of PlayStation Move focus titles at discounted prices, new demos that includes an early look at PlayStation Move Heroes and the Crysis 2 multiplayer and a brand new DLC for Marvel vs Capcom 3, among others.

 

 

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Posted Mar 5, 2011 at 2:02AM EST by Ryan F. Listed in: PS Vita Tags: gdc 2011, phyreengine, Sony
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ngp-thumb1Fresh from GDC 2011, Sony has announced that the latest iteration of their "free to use graphics engine" has been released to support game developers and publishers on both the PS3 and its upcoming Next Generation Portable device, the NGP.

 

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Posted Mar 2, 2011 at 6:06PM EST by Karl B. Listed in: PSP, Nintendo DS, PS Vita Tags: 3D, ngmoco, Nintendo, Sony
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ngmoco-thumbA lot of developers may have high hopes for Sony's Next Generation Portable, but smartphone game developer and publisher ngmoco isn't one of them. As far as ngmoco boss Neil Young is concerned, the NGP will be "dead on arrival." And Nintendo's 3DS? It's "gimmicky."

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