PSPMonkeys PSP Dev Site is a site that gathers all the PSP emulator and homebrew releases from PSMonkey, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
March 2012 rebirth - in 2011 the site and downloads were lost due to server hacking, hard drive crashes and forum upgrades, now we have all of PSMonkeys downloads back for you to enjoy.
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May 25th, 2008, 03:00 Posted By: PSmonkey
I'm bored, what's new?
I've kind of been away from dcemu for a while now. Work keeps me busy quite a bit. I'm kind of sad to see how psp hombrew is not going anywhere still. =(
Ubidays is comming soon, looking forward to seeing the game i've been working on to be shown/anounced. I wont say which one it is yet.
As for gaming, i'm currently getting addicted to monster hunter 2. I'm like uber late to the party on that one (not sure why I did not give it a shot before). I'm also somewhat trying to play persona 3 fes but when I barely get an hour (or none) into console gaming it does not get me far into the game. =/
As for coding, i'm working on a small engine that I started months ago. It's far from doing much but it's slowly getting there and is somewhat duel compatible PC/PSP (makes working easier) but I need to get the PSP version cought up. If I get something going i'll have to post test pictures for fun.
So what is everybody else up to? I'm currious!
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January 7th, 2008, 07:02 Posted By: PSmonkey
Well it's finaly 2008. Lets hope this year turns out fantastic.
Well my gf finaly returned on friday. Along with her return I got some new gifts/toys. One of the things I got was a JXD 301 mp4 player. My feeling about it are really mixed at the current time (i'll explain more later). My second new toy is a iQue Player. The N64 geek in me is foaming at the mouth to play this thing but sadly I can't at the moment. The included AC adapter is 220v input ONLY. As well the Output is 5v (I have an AC adapter that could fit but it's 9v output). I was looking online at thesourcecc (formerly radioshack canada) but adapters are a little steep. They do have 1 that might fit the bill (3v-7v, supports 5v, and outputs at 2200 mA which I need) but it's $50. So I think I will wait a few days/week to see if I can find something better.
Christmas break was not as productive as I had hoped. I got tons of DD hacking done but still stuck at a massive brick wall. I hope once I get that resolved then the flood gates will open and I will have tons of new material to work with (like sample read/write commands). I also spent some time over the holidays working on a small psp puzzle game for kicks but I never got to finishing it.
Work side, 2008 will hopefuly be my big year when I FINALY get a comercial PSP game out (due novemberish). So I look forward to discussing this further when it's near launch (as well as give a copy away). The first game I was working on was due in 07 but it got cancelled early on (technicaly I was on engine development and not game but meh).
Well thats it for now. I plan to post progress of DD stuff as it happens as well as my adventures into the JXD 301. Hopefuly once I get an adapter I will also get some shots/video up of my iQue.
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October 3rd, 2007, 18:27 Posted By: PSmonkey
I'm bored. How about the rest of you?
Sad this site is nothing more then just spam now a days. 
As for my progress, I still busy with work. Recently I got a spurt of free time atm since my gf is super busy with school and now has her own laptop, which means I now can hog the main pc at night. YAY!!
I've been doing a little coding on the side over the past few months. I've been building a nice little puzzle game that is sadly on hold since I lost two artist so far. Hopefuly I can find another because I would heavly like to see this game get published or atleast posted on PSN.
I've also on the side been trying to help a few coders out but I sadly have zero faith in it amounting to anything (I have low faith due to nothing amounting from my previous assistance twards people).
Well thats roughly it bar from a few things i'm keeping secret.
So whats everybody else doing (providing someone actualy still checks this site/forum).
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June 13th, 2007, 05:24 Posted By: PSmonkey
Help me deside how to give away a free game!!
Since the Iris compo went bust I have a brand new copy of Price of Persia: Rival swords for PSP still to give away. I am tempted to hold a puzzle competition but by the time i'm ready this game will be in the bargin bin.
Anyways here is the rules. Give a sudgestion, ill deside which one I like the most. Who ever makes the best sudgestion gets nada but atleast will get credited for the compo idea.
Anyways here are a few from me (feel free to voice up if you like someone's sudgested idea).
.) Design a Puzzle level for a friend's homebrew project (google Kurupoto DS)
.) Write a random picker and make my PSP pick from a list of all who enter
.) Guess something I think up of (example, I think a city and everybody guess till they get it).
Anyways I am looking to try getting this game out to someone by next week. So I will pick the best idea as soon as I see what I like, then I will start the give away and pick a winner by mid next week.
Well start submitting!!
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May 15th, 2007, 02:15 Posted By: PSmonkey
If you don't know by now, well you were never gonna know.
:rofl:
fatcat04912 is hosting an Iris competition and I though I would make this front page news since it keeps falling further and further in the main sections news post.
Also yes I am contributing a copy of Prince of Persia Rival Swords (new copy fyi, i'm not trying to pawn off my copy. I still am playing it).
Everybody feel free to continue discussion here as well. Anyways here is a link to the topic as well as the basic rules.
Have fun kids!!
(fyi, if this goes well I might try doing a compo of my own).
-------------------------
http://www.dcemu.co.uk/vbulletin/showthread.php?t=61507
The contest is for New maps And or New Characters
Just remember no all ready posted material
No Ripped Material
You Will Be Judged On the Following
1. Quality of map or Character
2. The In game speed
3. Size of the map (weather to crowded or to open)
4. Playability
5. Not to many glitches
No more entry past 05.27.07 (todays 04.30.07)
PRIZES
1. Unpatched copy of Grand Theft Auto Liberty City
2. Psp Parts
3. Prince of Persia Donated by PsMonkey
4. Socom psp head phones
5. Umd Movies
6. Umd Games
Other numerous prizes
Now im just trying to get iris back on the map
Special Grand Prize
Rules for grand prize
Must make and iris "update"
Now really i just want new bullets and maybe a gui for the update.
They get a grand prize the grand prize is worth about 80 - 120 dollars So what are your waiting for get out and map model or program
NO RIPS PERIOD!!!
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April 16th, 2007, 20:03 Posted By: PSmonkey
http://kotaku.com/gaming/gallery/whe...ion-252485.php

If anybody lives near a place where they can pick up Papabubble or know of a distributer in canada, could you please help me obtain some of this candy!!!! I once saw something simular (or maybe the same thing) on the show "How it is made" which airs on discovery channel. Ever since then I have been trying to find out what it was (I cought the last half of it) and where I could get some. Now kotaku posted some stuff today and this is the exact same candy demonstrated (but not sure if it's the same maker).
Anyways if someone out there can get me some of this stuff I would gladly pay shipping and purhcasing cost!!!!
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April 14th, 2007, 06:58 Posted By: PSmonkey
Yes the end is near. Next week will see the release of Final Fantasy I Anniversary Ed on the PSP in japan. S-E is milking this game yet again and I exspect it to be in the top 3 sales for that week's sale charts in japan.
I am actualy somewhat looking forward to this release. I've never really beat FF1 (i tried on the nes but gave up half way, i got the gba ver but never got the chance to play it before), I did try going back and playing the gba version in antisipation and realised the game is difficult because it does not do a great job telling you where to go. :P
Anyways the official date is April 19th but some import sites like play-asia are showing the asian/HK release showing up as early as the 17th. I personaly will be getting a copy and doing a side by side with the GBA to see how they stack up.
If your thinking about importing. Here are some places to pick up from
http://www.buygame2.com <- My favorite
http://www.play-asia.com/paOS-13-71-...n-70-1v6w.html
http://www.ncsx.com/
------
On another related note, Final Fantasy 7 Crisis Core is said to be dated August 2nd for japan as well. That game is going to be wicked.
------
Now onto a different note, I picked up Prince of Persia Rival Swords today from work and gave it a go. It's not bad but has some bad visual issues. God why does someone let the enviroment keep detailed textures yet give the player the most god awful low res texture imaginable (and he is on screen at all times). Anyways I am going to post my opinion on the game later this weekend. So keep posted on the general chat for that.
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April 5th, 2007, 19:16 Posted By: PSmonkey
Just a small note, this is just a simple thing I wrote up during my lunch break. Sorry if its not have proper grammar and depth. It’s just some things that have been floating in my head since yesterday.
As I sit here during my lunch break eating a salad and listen to some music, I start visualizing how I could make a game based entirely off the music I am listening to. It makes me think back to a discussion I had with a friend recently as well as other discussions with the sound engineer at my previous job. Sometimes people don’t take audio in video games seriously. They think of it as an after thought or like a movie where the music forms around the game and not the other way around. Yet in the case where a game is entirely made based on music (and I’m not talking DDR here people). Great games that push this point are Loco Roco and Lumines (for example); games that just are not the same with the audio on mute. Also one that might not be the case but where the music just fits so well that imagining a different song would change the entire game is the LittleBigPlanet demo from GDC (Which features the song “Get it Together” by “The Go! Team”).
So referring back to my friend, we had a small discussion regarding gaming built around pieces of music. We both checked deeper into music by “The Go! Team” and already could just visualize the blocks to an entire game by just using their music alone. We already could see the first world in our game using Bottle Rocket, A cheerful level full of color (on the level of the Green Hill Zone in Sonic games). We could see the Hot Chip Remix of Ladyflash making a wicked song during tutorials and information menus. Not mention many places we could fit songs like “Junior Kickstart” & “The Ice Storm”.
During our discussions we ran into one major roadblock, what type of game do we make from this? We easily could see something like sonic using music like this (See Sonic Rush to hear great music by Hideki Naganuma & Teruhiko Nakagawa). We also could see a puzzle game resulting from this. Ultimately we settled on the idea of trying to somehow combine the two. A 2D puzzle game yet that give you a sense of urgency and speed to fly though the puzzles continuously with no disconnect between puzzle boards yet also be a challenge like playing checkers (not going to BS and say deep though provoking chess here).
So what does this have a connection to homebrew? It does to some extent. See the thing is, PSP homebrew does not have a lot of creativity going around. It’s just game clones and half baked lua ideas. I am not trying to look down on homebrew coders but I would like to see more creative ideas come out of the scene. Homebrew is probably the most perfect place to see creative, original, & innovative ideas to come together in a small game. Remember that some of our favorite games came out of simple ideas that teams pushed together with no commercial intent. flOw was done as a concept in flash, Portals was originally an idea put together by digi-pen students, Katamari Damacy was a creative idea by a Japanese student before graduating, Every Extend Extra was based on a small pc homebrew game called Every Extend, as well as many others floating out there. So why are we not seeing more of this creativity in psp homebrew?
Sorry running out of time here so I will simply wrap this up for now.
What was the whole point of this write up? Well somewhat boredom, somewhat me wanting to rant about the lack of creativity in the homebrew scene, somewhat me wanting to shoot out ideas and see what others think. Will anything come of me and my friends’ discussion? Well that is up for him to decide and so far he wants to keep toying with the idea mentally for a little longer.
Anybody have their two cents they would like to add to this?
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April 4th, 2007, 21:37 Posted By: PSmonkey
http://www.last.fm/music/The+Go%21+Team
Great stuff. I recomend everybody going and checking out their music. Their song probably most well known on the internet is "Get It Together" which was featured in the LittleBigPlanet Ps3 demonstration back at GDC. I've actualy heard another one of their songs before that but never looked into the band back then.
Their music definantly should find its way into more games. It would just fits so well!!!
You can listen to the songs on the website above. Just click the play buttons next to a song's name.
- My Top 3 Pick -
1) Junior Kickstart
2) Get it Together
3) Bottle Rocket (I could so see this in a 2D sonic game)
Panther Dash is also great but somewhat like Junior Kickstart (so that is why i did not rank it in top 3, or it would have been 2nd)
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March 24th, 2007, 05:59 Posted By: PSmonkey
Hallmark card gone wrong.
Happy Birthday to you
Happy Birthday to you
Happy Birthday dear _____________
Happy Birthday to you!!!
(Please fill out PSPdemon in the blank)
:thumbup:
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March 16th, 2007, 18:19 Posted By: PSmonkey
http://www.xboxyde.com/news_4113_en.html
Journey Into the Darkness With “Castlevania: Symphony of Night” on Xbox Live Arcade
Celebrate more than two decades of the Castlevania franchise by reliving (or experiencing for the first time) one of the series’ most highly regarded games. The legendary 2D side-scrolling action adventure game from Konami Digital Entertainment, “Castlevania: Symphony of Night,” will be available for download on Xbox Live Arcade for Xbox 360 beginning Wednesday, March 21 at 0900 GMT (2 a.m. PDT).
The Castlevania franchise is well known for delivering exceptional quality in all elements that make a great game – story, music, level design, character development, gameplay and controls. In “Castlevania: Symphony of Night,” the 12th iteration of the series, gamers take on the role of Alucard, the half-vampire son of the blood-drinker Dracula, as he ventures into his infamous father’s foreboding castle. Along the way, Alucard must collect items, weapons and armor to defeat the powerful boss monsters that block access to key areas of the castle.
“Castlevania: Symphony of Night” is the first full console classic to appear on Xbox Live Arcade and offers dozens of hours of non-linear action RPG gameplay. “Castlevania: Symphony of Night” will be available worldwide for 800 Microsoft Points and is rated T for Teen (Animated Blood and Violence).
Game Features
* Play the original version of the game or experience it in enhanced mode with improved graphics and modernized audio and sound effects
* New native widescreen and high-definition support
* Earn up to 12 Achievements and 200 Gamerscore points
More information is available at http://www.xbox.com/games/livearcade.
I've got 800 sitting in my account waiting to spend on this. 
So thats been
1) Alien Hom.
2) Worms
3) TMNT
4) Castlevania: SOTN
What will be next? :P
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March 13th, 2007, 07:01 Posted By: PSmonkey
Awsome week all around!!
Monday: God of War PSP made official by sony as well as some game details.
Tuesday: God of War 2 / 007: Casino Royal
Wednesday: TMNT Aracade on XBLA ($5, Wooo)
Thursday: Mortal Kombat II on PS3 (online play)
Friday: Hotshots Golf 5 Jpn Demo (Providing I can get to it).
Posible Bonus this week, Sold some stuff and have funds to buy a Virtua Stick High Grade (Sega VF5 Ps3 stick). If i'm lucky it will show up by friday.
:thumbup:
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March 9th, 2007, 06:20 Posted By: PSmonkey
:rofl:
Ok to the point. Today (march 9th) is my birthday. This monkey is now 24 (yes pretty damn young).
Now to spill a few beans about my self (was my intentent for my birthday).
I will not post my name (if you know it, keep it to your self). Anyways yes I did get a big job back in august. I now work for Ubisoft Montreal. I initialy started on the PSP pipeline for an FPS. Sadly the title was canceled a month ago . Luckly after that I was transfered and am working on an unanounced PSP/Wii title. I am quite happy with my job yet every weekend I miss my homebrew work. While I do work on psp stuff at home it's nothing like I use to do (maybe 1-4 hours every few weeks).
So now you guys know a little more about me (less misterious). Truthfuly tho a few people *cough sniper, wally, wragy* knew about this long ago. 
-- P.S. --
If you hail from a news site, don't report it. No need to make a huge post outside my forum regarding this. 
UPDATE
I've just ben fired... aw just kidding.
Actualy A big happy birthday to BrooksyX!! He to is celebrating today on march 9th. Good times all around.
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March 8th, 2007, 06:37 Posted By: PSmonkey

Got a ps3? Buy MotorStorm!! Quite a fun game (just picked it up today). Actualy it would be cool to play some people here in the online mode.
Also for canadians. Here are the places to purchase from...
1 - Futureshop ($59.99 for the next 2 weeks)
2 - Best Buys / Sony Store ($64.99)
3 - Everywhere else
I Went to futureshop first but they were sold out (and the game just arived today) so I took a guess and tried the montreal sony store and by luck they still had alot of copies in but shockingly, I was the 13th person who bought the game today. My friend end up picking up the last copy the local EBGames had. So moral of the story, Montreal people should hit the sony store for motorstorm.
:thumbup:
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March 6th, 2007, 05:24 Posted By: PSmonkey
WTF going on? Well quite simple. Wrag is helping me clean house at the moment. "PSmonkey Archive Forum" has been created and all my previous stuff is there for reference.
Mostly this new section is going to be for me to bitch and maon about the industry, homebrew scene, piracy and other topics.
As an added bonus march 9th is my birthday (no nothing is planned, just stating). Anyways exspect to hear more personal things about me in the future (for ***** and giggles).
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December 9th, 2006, 08:06 Posted By: PSmonkey
No i am not back. I am just cleaning out the closet on old project. I am starting this with what was to be ngPsp v1.4 or what I redubed NeoPop PSP Port.
I in no way shape or form continued on this project after my job. Only additional work done was by my friend Beeker who did rough sound suport (its ass tastic, but works). He ran out of time and loss interest in doing a gui and a full release (a shame).
Anyways I am posting the src in hopes someone will continue on with it. The huge benifit is the entire psp port was rewriten and a bit faster the the previous version of ngPsp (not to mention a hell of alot cleaner too, ngPsp was messy since it was based on a dirty Symbian 60 port i made long ago).
Oh and one minor note. There is no bin attached to this release, It's just pure source. I am choosing not to release any binary work for legality reasons.
-- things to posibly come --
Src to Iris 0.2, Sandbox / KohKae, M64.
Think there could be something of use in the src for other coders out there.
:thumbup:
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October 13th, 2006, 19:48 Posted By: PSmonkey
Hellow All!! Yes monkey boy is still alive and good (job rocks btw).
Anyways I am currently seeking artist & coders who would be interested in developing some advance homebrew games for the psp. I will not be directly programming anything. I will only be overseeing the projects.
There are two posible games I am considering, A tactical RPG (2d/3d hybrid with physics) and the other a 3D game.
Here is what I am looking for. If you are interested please contact me via PM or this topic. Please give all references that you can (ex, artist give sample art, coders give sample code).
What I am looking for.
Tactical RPG
- 2D Sprite Artist
- 2D Texture artist
- 3D Eviroment Modlers
- C or C++ Coders
3D Game
- 3D Character Modlers
- 3D Animators
- 3D Map makers (Proficient in Q3 Mapping a plus)
- 2D Text Artist
- C or C++ Coders
Neither project will progress with out sufficent staff. As well I request people apply to one only and not both.
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September 3rd, 2006, 06:44 Posted By: PSmonkey
Sorry to do this to you all but it is the end for PSmonkey.
As of last monday I started my new job at a big name publisher/developer to work on psp games. Sadly due to my contract I no longer can continue to do homebrew development (well atleast cant release it). It's a sad thing for my scene work but the best move I can make for my self comercialy (since my previous company was going no where and I was sick and tired of coding DS games based on a stupid license).
Yet there is no reason to be sad or angry. My work will continue on though other coders. I already have some coders who wish to continue two of my main projects.
Yes Iris 0.3 is still comming. I have a few people interested in redoing the game like I inteded as well as coninue to progress KohKae engine.
Sandbox is also not going anywhere. One of this scene's great coders is going to pick up where I left off to continue the game.
Regarding my other projects, I personaly will continue my fight to conker N64 & DD emulation on the PSP. M64 will still continue but no releases will be made public. I will how ever make my DD research public once finished.
ngPsp 1.3 ( the neogeo pocket emu) is still comming, A friend is gonna finish writing a GUI for my latest version.
Other then that, sadly all my other work is now dead (new fps will migrate into Iris 0.3, beat-em-up is dead).
That's it.
I will still lurk around and try to help people out with technical info but it will be sad to no longer work on homebrew for the scene I loved so much. Yet who knows what the future will bring and maybe I will end up being in a position that it's legaly posible for me to do homebrew again.
- Goodbye -
PS, sorry that I used will and grace image below. It's the only bow I could find close to what I wanted.
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August 26th, 2006, 20:39 Posted By: PSmonkey
Ok guys. I though it would be a good time for me to come forward with this bit.
Unbeknown to most people, There is a hidden message (sort of) in sandbox. The only way you will find this one is to keep you ears open for the clue.
I nor anybody of my staff is allowed to confirm or denie if someone post what the message is (I dout anybody here will find it out unless their the fan of a specific anime).
Anyways I will post next week what this all means.
I will give 1 hint tho, it does not elude to a new project.
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August 23rd, 2006, 00:30 Posted By: PSmonkey
Lookie what showed up. 4 DD games. 
From left to right Doshin the Giant 1, F-Zero Expansion DD, Communication Studio & Polygon Studio.
So far my favorite is Polygon studio. It has two really cool mini games (setup as coffee break).
Now if only my other package with F-Zero cart would show up so I can play f-zero expansion.
Oh also still waiting for my vj64jr to show up. Once I get that I can start hacking the DD some more.
* yes that is a 360 to the right. On the shelf above is my xbox. :P
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August 22nd, 2006, 17:07 Posted By: PSmonkey
Ok guys, It's time to get in your request for version 1.1 (hopefuly due out this friday/saturday).
Stuff currently going into the next builld ( Sandbox v1.1 )
.) Fixed Rotations
.) Add pause menu to take you back to main menu
.) Add Ini suport for Gravity value
.) Add ini suport for setting an obj mass
Current things in consideration (not all will make it)
.) Dropping Battle (not sure how to salvage it)
.) Fix Bowling
.) Add MD2 Suport (*)
.) Add Mini Golf
.) Add Monkey Ball Clone
.) Add Car Crash Mode
(*) The point of md2 suport is so you can say for instance in bowling, have the pins look like bowling pins insted of just boxes. Yet they still will react via a bounding box vs per verticie.
---------------------
Now here is your chance to speak up on what you would also like changed for the next build.
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August 21st, 2006, 22:08 Posted By: PSmonkey
Ok
I will try doing an explination of how to make themes for sandbox.
Sorry if its not very well writen.
Music Files
Music files are AT3 format. The best way to generate an at3 file is either via Goldwave or download the codemasters tool for Race drive 2006 and renamed the converted file from .toc to .at3
http://www.codemasters.com/downloads/?downloadid=22511
Art Files
Art files are TGA format (24bit or 32bit suported). Best way is to get an art program like photoshop or jasc paintshop pro to make acceptable files.
Theme Files
Park theme.ini taken from sandbox v1.0
Ok lets break this down a bit & explain.
As clearly stated. The first line is a tag. When themes are loaded it checks if the first line is "SANDBOX" to make sure it's a valid theme. So do not modify this line or it will reject your theme.
This TAG tells Sandbox which game mode to run. At the current time the following tags are suported.
GAMEMODE_SANDBOX - Straight up sandbox mode. Do as you please setup.
GAMEMODE_DEMOLISION - Demolision mode (set a bomb and watch things fly)
GAMEMODE_BATTLE - A mode for battle (kind of not finished atm).
GAMEMODE_BOWLING - Simply just bowling.
Simple enough. Room Description (not fully suported in sandbox yet but soo will) is a basic description of your theme. Eventualy this will apear in a message box when someone selects to play.
Room Audio is specifying what audio file to load in the theme folder. Sandbox only suports AT3 playback since its not done by the CPU. This frees the cpu to handle the complex task of physics & keeps music from studdering because the cpu is busy.
Room size sets the dimentions of the room in units. The form is Width, Height, Depth.
The following commands setup the room textures. The second parameter of TEXT_WALL is not implemented yet. Make sure your textures for the wall are properly numberd 1-4. So even tho the define is "ParkWall" the texture should be "ParkWall1.tga"
Roof & Floor are single textures only. So just provide the name for them.
The next bits setup the block information. The first command tells how many uniq block types will be setup in this ini file.
The second command tells the physics engine what is the maximum amount of blocks that can be active in the theme.
The third command tells tells the game how many pre set blocks are defiend in the ini file.
This block of code defines the setup for a object type. The first line is simply just what texture to use. The second parameter is currently not suported.
The second option (block type) sets what type of geometrical shape will this object use. Currently suported are box & sphears (note atm sphear geometry is not implemented so a block will be rendered in its place). Eventualy there will be suport for Piramids and other objects.
The third command setups the object size.
If the shape is a box, The 3 commands represent Width, Height & Depth.
If the shape is a sphear, the first command is the sphear's radius. The 2nd & 3rd command will be ignored (but please do not remove, just repeat the sphears radius on the 2nd & 3rd command).
The fourth command tells the engine if a user can use this object. What it means is that if you wish to define objects to use on the pre-set commands but don't wish the user to be able to place thies objects, you would set the value to 0 (false).
The last part is about pre defined blocks. What thies are, are blocks you wish the ini file to create and set in the scene.
The first command tells what type of object to use from the previous defined list (BLOCK_TYPE_#, # is the number you would use here).
The second command is the Position command. It is where you wish for the object to be set. The parameters are X, Y & Z. note that the value is floating point.
Do note that all objects positions are based on the center of the object. So if say you have a 32x32x32 box you wish to sit on the floor. You must set the hight to 16.
The third command sets the objects rotation value. This is buggy at the moment and does not properly work. The values are for rotating the x, y & z axis.
The forth command is the active command. What this does is tell the engine if the object is to run as a dynamic physics object or if it is static geometry. The difference between the two is an active dynamic object will fall by gravity and bounce when it colides with other objects. A static object will just sit in its location. It will not react to active objects but active objects will react and bounce off it.
So that is it for now. Sorry if the explination is not very well. If you have issues please ask. I will help out where I can.
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August 21st, 2006, 06:09 Posted By: PSmonkey


I was hoping it would turn out better but due to lack of sleep adding up now out of time, a few corners were cut.
Anyways go try out my neoflash compo entry. I probably will only get 3rd place for this.
Do note tho, I plan to update the game this week to fix for stuff I did not have enough time to do.
http://www.neoflash.com/forum/index....ic,3033.0.html
================================================== ======================
Sandbox Project Overview
================================================== ======================
- What is sandbox -
Sandbox is pretty much Physics demos meet lumines style themes with a mini game twist.
It's as simple as that.
- Future plans -
.) Fix few game modes (bowling & Battle)
.) Add Game Modes (Mini Golf, Stunt Rally)
.) Suport returning to menu (Sorry ran out of time)
.) Fix Audio loop & cutout issue.
/////////////////////////////////////////////////////////////////////////////
// Usage ////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
.) Copy Art & PSP folder to the root of your memory stick (ms0:/Art/)
.) Run Sandbox
/////////////////////////////////////////////////////////////////////////////
// Credits //////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
- Lead Programmer -
PSmonkey
- ODE Technical Help -
AnonymousTipster
- Menu Art & Logos -
Produkt
- Theme Makers -
PSPdemon - Neon-World, Park, SpaceBattle, BowlingAlley
PSmonkey - Mario
- Music -
$n!pR
- Testers & Feedback -
AnonymousTipster, $n!pR, Produkt
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August 18th, 2006, 23:26 Posted By: PSmonkey
Small update. Things are progressing and slowly comming together. Hopefuly later tonight I get gui and few other things in. This entry is gonna be down to the wire but over all even in it's current state I am beyond pleased. I try to polish where I can.
So few beans I will spill.
1) The Game will have 3 (posibly 4) game modes. I wont say what they are in detail (just name). The modes are Sandbox, Dominoes, Demolision & if time persist Bowling.
2) Game will have AT3 Audio Playback. Yet due to the prx modules & wanting to stay compatible. The game will require a UMD Game disc in the drive that is of 1.52 firmware or less. The game will give a warning on boot if its not the correct disc. 
3) Users will be able to contribute "Themes" to the game which will alow for ALOT of controll. I wont go into more detail till after sunday.
Thats all for now. Must get back to work. The pressure is building to get this done.
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August 15th, 2006, 06:01 Posted By: PSmonkey
Wii, Sandbox is evolving. 
I will be putting more focus into this game to be my submittion for the NeoFlash Compo. So my deadline is this comming sunday. I will continue to polish it more after the compo is over (hopefuly I win).
Anyways the game is evolving. It will ultimately become a Sandbox / Physics playground. I am now in plans to try adding game extensions (like bowling, mini golf, fort, ... ). I am not sure if the extensions will make the compo but i'm trying my hardes to get them in there.
Here are some early screenshots (still heavly WIP, currently gonna be up till 3-5am every day this week). I know it has a mario theme to it atm but something you guys will find out in the future is where you guys get to take part in the game much like you could in iris. 
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August 10th, 2006, 20:33 Posted By: PSmonkey
The beast has arived. My 64DD unit has showed up today and I gave it a quick go to make sure everything was alright.
Over all the system, box & parts (randnet disk, modem, ...) are in great shape. Unit is a little dirty but thats fine. Everything boots up great.
So what does this mean? I need a flash cart :P
I'll post more info later down the line when i get somewhere with debugging the unit. So untill then enjoy the pictures.
Also small note. I sadly only got the randnet disk with my unit. If anybody could donate me some DD games or better yet just sell them to me at a reasonble price (ie less then the ebay rip offs atm) that would be much apreciated. 
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August 1st, 2006, 20:06 Posted By: PSmonkey
Here is a new forum to discuss and antisipate the up and comming puzzle game by me.
Please check back for more info in the comming weeks.
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August 1st, 2006, 20:05 Posted By: PSmonkey
Here is a new forum to discuss and antisipate the up and comming tactical FPS by me and team.
Please check back for more info in the comming weeks.
--edit--
Project Status:
Currently on Hold!
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August 1st, 2006, 06:13 Posted By: PSmonkey
Nothing to write home about but you guys kept saying you would like to see larger roms like zelda run.
So see attached images.
Again this is not a big deal since daedalus already suports large rom and runs faster. I more just did this after playing dk64 and caving in to see if it or zelda would actualy run on m64. Well the results is that both zelda's run (but have a scale bug, probably from cop1 rounding ops), Ridge racer 64 runs, DK64 hangs (I though it was 64k eeprom but its not), Resident Evil 2 hangs (same as DK64, it just keeps looping), Rayman 2 crashes (shows ubi logo then hard psp crash). Also games over all run like shit if they read all over the rom in a single frame since my rom cache is too large and I only keep 1 block (thinking doing 4 1MB blocks or 8 512KB blocks, currently 1 4MB block).
Anyways enjoy the shots. This does not mean a new m64 build is comming soon. I am really busy with my compo entries (Actualy behind somewhat). I just was more currious and thats about it for now.
Seee... M64 is still not dead!
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July 31st, 2006, 19:41 Posted By: PSmonkey
I've gotta new toy, *sticks toung out like a 5 year old*.
hehe
Anyways I got a new toy in the mail today. I sold off an arcade game to get this. Its a brand new clear red n64 + Dk 64 game.
The reason I did this is because I have a second toy comming in 1-2 weeks which I plan to probe more then an alien probes a specimin. That in turn will hopefuly lead to M64 being the first n64 emu to suport ***** (censored untill ready, yet you can probably take a good guess what it is).
Either way Dk64 is actualy fun (I never played it before). I also have restored a new sense of enjoyment in the n64 and gonna go tinker with the m64 code later.
--edit--
I posted shots of DK64 box because I found it interesting how they just made a bigger box to fit both a normal Dk64 & expansion pak in together. This is different then the USA box which is a custom made box to hold an expansion pak & cart together.
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July 20th, 2006, 19:08 Posted By: PSmonkey
Would anybody be interested in seeing a Map compo for iris? I have though about this and talked to wraggster and we think it could be a good idea to breath some more life into iris.
Prize will probably be a game of choice and maybe a few other things (if I get some suport for the prize).
thoughts?
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July 13th, 2006, 20:15 Posted By: PSmonkey
Yep, Its the long over due project update post. Sadly this one is chalk full of bad news. Sadly I did not wish to post this to see it flooded on a bunch of news sites but too many are asking whats up. So better to fill everybody in.
- ngPsp -
Erm, Well its not dead yet. Last weekend I spent 3 days reporting the pc core to psp again and trying to improve where I botched things. I also added afew things that improve performance some. I would have posted the release already but I am kind of dragging my feet in getting a brand new gui coded. Sorry about that.
Anyways the next build 1.4 will probably be my last major build for this project. While there still wont be audio, I have recoded everything clean enough for someone to easly continue on with it. Hopefuly someone will. I might do a few small revisions to fix issues but nothing major.
- Monkey64 -
This one is not dead either. So for the love of god please stop saying I quit. I've slowed down alot since I dont see a reason to rush & burn my self specialy with deadalus around. So I am now more just researching and doing test to see what I can do to improve or change n64 emulation. So far i've got a few fps boost by converting more to run in 32bit vs 64bit. I'm also trying to see if I cant get a performance boost out of the cop1. I'm also trying to get my hands on a 64DD unit to do some research (currently debuging the ipl4rom and now need a unit to probe the registers).
So while there wont be a update in near future. It's still moving along in development.
- Iris -
Iris is on extensive hold for the time being. I really need a new engine since iris is a dirty hack of my old bspviewer. So no new iris for the summer. Sorry.
- Beat-em Up -
The beat-em up I anounced a while back is in the same state as iris. I need a new engine before I attempt to go anywhere with this. So it too is on hold.
- Oh snap? -
I wont give out details but me & a good friend are working on a solid compo entry for the up and comming competition. Lets just say if this does not impress anybody for homebrew, nothing ever will!! Fyi, its a new FPS game.
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July 8th, 2006, 20:35 Posted By: PSmonkey
While i'm swimming on a caffeen high. I feel like doing some off topic chatter (something not emu or coding related).
Anyways first up. I found the drink of the monkey gods. Its a chocolate frappé from van houtte. Sure while i've had them before, what makes the one i had today better is how it was made. Pretty much find a van houtte (if you're in canada) that has crushed iced. Order a chocolate frappé that has 3 shots of expresso (normaly its 1 or 2). Also make sure they put a reasonable amount of chocolate in it (some times some places skimp on the chocolate nor put any chocolate surup in the cup).
You should pretty much be loaded on expresso and chocolate by the time you finish it. Its really gooood and makes for a great drink on a hot day.
Second thing, GO BUY BRAVE STORY PSP. While the game is somewhat of a final fantasy 7-9 clone, it's hands down the most visualy impressive psp game out right now. It easly can be mistaken for a ps2 game, even when you focus hard to see if it holds up. The only real issue i see in the game is some town enviroments are meh & the game lacks blending animations (heavly aparent at the start of the game but less so when you get into the game).
Here are some useful links.
- Famitsu Score -
Brave Story: Shintanaru Ryojin (Sony): 8, 8, 8, 9 - (33/40)
http://the-magicbox.com/game20060628.shtml
- Screenshots -
http://the-magicbox.com/0607/game060706b.shtml
- Video -
http://www.jp.playstation.com/scej/t...ravestory/psp/
2nd icon on the left that has MOV in it.
Then in the next window you want the one on the right.
- Places to buy -
http://www.ncsx.com/2006/070306/brave_story_psp.htm
http://www.play-asia.com/paOS-13-71-...n-70-1d17.html
http://buygame2.com/eng/productdetai...roduct_id=8361
third thing,
Erm... nothing really. just kind of hyper still.
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June 23rd, 2006, 17:35 Posted By: PSmonkey
* PLEASE DONT REPOST THIS ON OTHER SITES. THERE IS NO NEED. THIS IS JUST AN INFORMATION FOR MY SITE/FORUMS *
Anyways i'm not dead yet. I was really busy with work up till monday night. Then right after that (tuesday morning) I went on a planned vacation to toronto for a few days (it was fun). I just got back into thursday and pretty much rested. I'll be back into things next week and am planning to release a few updates now that I will have alot more free time to do so.
that be all.
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June 5th, 2006, 03:54 Posted By: PSmonkey
Totaly off topic but I had to post this. While out for breakfast in china town today, I saw a cool monkey toy at one of the shops. Well my girlfriend noticed this and went and got it for me when I was not paying attention.
Anyways I think it's cool. 
Check out the shot below.
*Edited by The Grammar Ninja*
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May 20th, 2006, 04:50 Posted By: PSmonkey


Please note this is still a serious work in progress.
- Note, Sorry for the rather large file size (its because I included some quake2 deathmatch maps that were converted to quake3).
////////////////////////////////////////////////////////
// Iris (ver 0.2 Alpha)
////////////////////////////////////////////////////////
// By PSmonkey, MGFox & Produkt ( nemo.dcemu.co.uk )
// Icon by pochi
http://pochistyle.pspwire.net/
// Copyright Notes
////////////////////////////////////////////////////////
The Maps were created & edited by MGFox & Produkt ( nemo.dcemu.co.uk )
Invader was created by Reed Hawker ( http://www.alternatedimension.com/invader.html )
Q2Female & Q2Male were created by ID Software. The models are a direct copy from Quake 2 demo (With texture converted to .tga format) ( http://www.idsoftware.com )
Q2DM Maps were created by ID Software. The maps were pulled from planetQuake.com.
// Alpha Note
////////////////////////////////////////////////////////
Please note that this is still a work in progress. I am releasing 0.2 early so map moders can get a general
feel of the latest engine. There are many improvements to 0.2 that moders will need to take into consideration
when making their maps.
// Info
////////////////////////////////////////////////////////
This is and alpha build of Iris 0.2 which hopefuly will become a big fan favorite in the psp scene.
Iris is a Simple yet fun death match game for the psp. Users can load up one of the included maps &
player models to play with or go online and download more maps & Quake 2 models to use in game. The
over all goal of this project is to have something simple, quick & fun yet not be restricted to maps
or characters they dont like. Eventualy the project will progress far enough to allow many things to
be modified or different game types made by the scene.
On behalf of Iris team, Happy Hunting!!
P.S. Sorry it's a little rough around the edges still. 0.2 is still heavly a work in progress!!
// Suported Features
////////////////////////////////////////////////////////
.) Simple yet fun deathmatch gameplay.
.) Suports Quake 3 Maps modified for Iris (Document to come soon).
.) Suports Quake 2 MD2 Character Model Files (Document to come soon).
.) Basic & Advance Controlls.
.) Play against 0-4 bots (with simple AI).
// To Do
////////////////////////////////////////////////////////
.) WiFi - Infrastructure & Adhoc.
.) Proper polygon clipping.
.) Improved collision system (to allow slopes, steps & ladders).
.) Implement MD3 & MD4 suport.
.) Improve gameplay.
// To Use
////////////////////////////////////////////////////////
1) Copy the "Iris" Folder to the root of the memory stick.
..) Example "G:\" (replace G: with your psp drive letter)
2) Copy the "GAME" folder in the "PSP X.X" to your "memstick:/PSP/" folder
..) X.X = your psp version (1.5 or 1.0).
..) Note, This game should work on 2.0 psp units. use the 1.0 verison.
3) Run Iris & Enjoy 
// Simple Controlls
////////////////////////////////////////////////////////
D-Pad Left & Right - Rotate Camera
D-Pad Up & Down - Move Forward & Backward
Cross / X - Fire
Triangle - Jump
Left Trigger - Flip Animation
Right Trigger - Taunt Animation
Analog Left & Right - See D-Pad Left & Right
Analog Up & Down - See D-Pad Up & Down
// Advance Controlls
////////////////////////////////////////////////////////
D-Pad Left & Right - Strafe
D-Pad Up & Down - Move Forward & Backward
Square & Circle - Rotate Camera
Cross/X & Triange - Tilt Camera
Left Trigger - Jump
Right Trigger - Taunt Animation
Analog Left & Right - See D-Pad Left & Right
Analog Up & Down - See D-Pad Up & Down
// Greetings
////////////////////////////////////////////////////////
Clessy, wraggster, Pochi, Snipr, Zeenbor, all at dcemu, & everybody who suports homebrew programmers.
// Special Thanks
////////////////////////////////////////////////////////
ID Software, People who wrote the docs on parsing the Q3 Bsp file & the guy who made the chq2 dm mappak!
Q2DM Map Fix:
I found the bug and here is a small fix till I can actualy correct the code later tonight.
Here is the actual problem if you wish to correct it your self (or just download the posted zip).
-- The Bug --
I found the bug. I will issue a revision tonight for it. It's trying to load the health packs from "ms0:/BspMaps/models/items/healing/medium/tris.md2" and not "ms0:/Iris/models/items/healing/medium/tris.md2".
A simple fix now would be to make a folder called BspMaps on the root of your memory stick and copy the models folder into it (not players folder).
-- Release Notes --
// Iris 0.2 Q2DM Map Fix
/////////////////////////
// To Patch
///////////
To patch the 0.2 alpha release. Copy the "BspMaps" folder from this archive to the root of your memory stick (example e:\)
This should correc the problem temporary till I can correct the bug in code later and issue a revision (gonna find the ai crash as well for the revision).
// Directory Structure (Replace E with the letter of your memory stick when connected as an external drive)
//////////////////////
E:/BspMaps/
E:/BspMaps/models/...
E:/Iris/
E:/Iris/Maps/...
E:/Iris/textures/...
E:/Iris/Players/...
E:/Iris/models/...
... Signifies all the stuff that are located in that folder.
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May 19th, 2006, 08:00 Posted By: PSmonkey
Ok after all the crap that went on with m64 recently I desided to reflect on things a bit. So here is a general update.
- Monkey64 -
After all the recent crap I have desided to go back to my plan on taking a small break to reflect where I want to head on this project. The project is far from dead but there will probably not be any updates for a few weeks.
- Iris -
The gods have smiled on you all. Iris 0.2 alpha is going up later today (friday). Do note that this build is early and as such is a serious WIP/Alpha. Bots will be disabled !! (there is a stability issue with them). The point of the alpha release is to get everybody up to date on the latest engine so moders can start taking better use of Iris. There has been huge improvements in overall performance and of couse all the new goodies like surface clipping (still has bugs), improved colissions and all that jazz will be there to play with. So consider the build to be more BspViewer 0.3 then Iris (Do note BspViewer is now dead, The engine is now iris, not bspviewer anymore, and will stay that way from here on out).
- New Project -
Details are little but I got some serious chearing up today. I recently finaly got an atomiswave kit with demolish fist in for my arcade (sadly had to trade tons of stuff for it. ). Anyways first time I played demolish fist I felt bored to tears. Today playing it after work, I for some odd reason felt drawn into the game to the point of actualy quite liking it. On top of all this I started to watch what the game was doing over all and realised that this might work on the psp if done well. Not only that I could easly get something going quite quickly after all my work on iris.
So whats the details? Well there is not much to state still since things are in the planning stage but you all know how I work. Things will probably start rolling at an alarming rate & smack us in the face when we did not exspect it. So far my main goal is to esentualy make A 3d Beat-em Up Iris / 3d Beats of Rage. I want to make the game easly modifyable from enemys, characters, objs, placements, ai patterns, textures & level geometry. Not to mention making it look pretty on the psp .
That is all for now. More details to come once I have a working concept prototype up and running.
For a nice video of what is going on in my mind. See this nicely captured video of demolish fist in action.
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May 17th, 2006, 20:32 Posted By: PSmonkey
Ok, I ment to post this sooner but was holding off so I can clean up the commenting. Since some people are so hell bent on proving daedalus did everything or I just fully stole every line of code from pj64, I desided to just post anways and if they need suport they can go **** them selfs.
Anyways here is the source. If any coders need serious suport or have questions. Feel free to contact me via PMs or on my forums.
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May 17th, 2006, 20:03 Posted By: PSmonkey
Hey, I know many questioned about this and I was relunctant to do so till after a major release was made (which was v2.0).
So anyways a donations email is now open for paypal donations. As soon as I can get a hold of wraggster, I will have him add a donation button on the right side of the website.
Anyways donate if you wish. No forcing nor will the outcome have any effect on productivity or favortism to thoes who donate. A major reason why I am doing this in the first place is because I want to have something to give back to people who have helped me. So 1/3 of all that comes in is being donated to the PJ64 team for all their help & cotinued suport. The rest will be used on stuff to help further development of projects like M64 & Iris by buying things like books, software or any hardware needed.
So that is it really. Just to let everybody know, I did talk to zilmar about this first to get his aproval.
Paypal donation email is psmonkey64@gmail.com, This email was created for this only so really emailing me at that address is a waste. It's better to just PM me if you wish to get in contact with me.
Edit:
There is now a donation's button on the right side of the main page. Please donate if you wish.
--- List of Donators ---
$20.0 -- Sroon
$9.08 -- $n!pR
$7.32 -- Ben Slater (Wally)
$5.00 -- Sumo X
* Special thanks to all donaters *
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May 12th, 2006, 00:07 Posted By: PSmonkey
Yeah Yeah, The next build of monkey64 is here. Here is the readme file.
BIG NOTE - SEE THE COMPATIBILITY LIST FOR MICROCODES FIRST BEFORE RUNNING ROMS. SETTING THE WRONG MICROCODE WILL CAUSE THE GAME TO NOT PLAY PROPERLY OR CRASH YOUR PSP.
EDIT by $n!pR: Please be sure to check the HOWTO for installation instructions.
Well go enjoy, you spam monkeys!!
-- Readme --
////////////////////////////////////////////////////////
// Monkey 64 v2.0
////////////////////////////////////////////////////////
// Monkey 64 by PSMonkey
// -- http://nemo.dcemu.co.uk/ --
// Icon by pochi
http://pochistyle.pspwire.net/
// NOTE
////////////////////////////////////////////////////////
This emulator is not in an advance state yet. It runs commercial roms but with glitches & speed issues.
Please give me time to be able to advance the emulator far enough to play more games at a reasonable speed.
Please also do not bother me regarding the speed. It is running off a pure interpreter core which
is slow. I will get a dynamic recompiler core in as soon as I can get things much further.
// MICROCODE NOTE
////////////////////////////////////////////////////////
Please note that before running a rom you must set the proper microcode. If you do not set the proper microcode
the game could crash your psp or show up incorrectly. Please see compatibility.html for a list of proper microcodes
for each game.
// Info
////////////////////////////////////////////////////////
Monkey64 is an n64 emulator started from scratch that takes the psp limitations into consideration. The
ultimate goal is solid n64 emulation at 30-60fps on the psp. This will not come instantly but maybe 6 months
now it will be a reality.
At the current time Monkey64 supports a large array of n64 homebrew / PD roms that draw to the framebuffer & commercial roms.
While not all commercial roms run & the ones that do are a bit glitchy, things are improving on a daily basis.
// Change List
////////////////////////////////////////////////////////
- 2.0 -
.) Way too much to list, Commercial roms work.
.) Fast 3D/SW 2.0, Fast 3D Ext, F3DEX1.0 & F3DEX2.0 Microcodes supported
.) Many gfx & Hle issues still exist. Missing a surface clipper & n64 combiner support.
.) 4Kb Eeprom supported
- (if you wish to use your eeproms from pc emu's, rename them the same as the rom and change the extension to .epr)
- 1.0 -
.) First Release, Runs a majority of homebrew roms that render directly to the CFB.
// To Use
////////////////////////////////////////////////////////
1) Create a folder labeled "n64" on the root of your memory stick.
2) Copy your roms into the "n64" folder (roms MUST NOT be zipped).
..) Example "G:\n64\" (replace G: with your psp drive letter)
3) Copy the files from the folder containing your psp version number
..) Example, 1.0 users will go into "1.0 or 2.0" folder and copy the psp directory to the root of the memory stick.
4) Run the software 
// Controls
////////////////////////////////////////////////////////
// Menu
Up & Down - Change Selection
Left & Right - Change Option
X / Cross - Select
// In Game
Left Trigger & Select - Capture Screenshot (stored in location of eboot.pbp)
Select - Exit Emulation
// N64 Controls
PSP N64
DPad - DPad
Analog - Analog
Start - Start
R Trig - Z Trig
If L Trig Held
Triangle - C Up
Circle - C Right
Cross - C Down
Square - C Left
else
Square - L Trig
Triangle - R Trig
Cross - B Button
Circle - A Button
// Thanks & Greetings
////////////////////////////////////////////////////////
Zilmar & PJ64 Team, Lac, Strmnnrmn, GPF, $n!pR, Wally, Evab3va, Psyco, wraggster,
Pochi, Zeenbor, Clessy & all at dcemu!
-- NOTICE --
No rom request or your account will be banned. I'm not joking on this either.
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May 8th, 2006, 23:14 Posted By: PSmonkey
Yeah, I've got lots to learn on working with advance systems still (psp).
Anyways Strmnnrmn help me realise my bug was a cache issue ( i needed to flush cache ).
So Textures are much better now. I still have some rsp/rdp issues to fix before the build comes out this week. Yet it is 100% true. A build is comming out this week before e3 ends!!!!!!!!!!!!!!!!!!!!!!!!!!!
Some screenshots will come shortly. :P
--edit--
And here are the screenshots
--edit2--
If you think i am teasing, its only because you're pist you have to wait still for a build. It's comming damn it.
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May 1st, 2006, 18:04 Posted By: PSmonkey
If you've not heard or seen this I heavly recomend checking it out.
The author of daleus has been secretly working on a port of mario64 that he has finaly released publicly. I must admin I am a little down I wat beaten to the punch but over all the guy deserves alot of credit for it.
Anyway head over and check it out.
http://www.dcemu.co.uk/vbulletin/sho...threadid=23614
P.S. Don't let anybody bullshit you into believing this is Donkey's work. That is a total load of horse shit.
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April 28th, 2006, 19:59 Posted By: PSmonkey
I'll let you figure this one out for a change.
I'm exausted from trying to figure out things atm. So now is your turn to figure this picture out.
Enjoy

--edit--
Fixed a missing rdp op in F3DEX, Mario kart now runs. See two screenshots.
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April 16th, 2006, 06:51 Posted By: PSmonkey
Happy Easter everybody. To celebrate the holiday I desided to do a little easter hunt.
Through out the day, I will post new screenshots regarding the current progress of Monkey64 (so check back freqently).
"Eh?" you say? Wasn't I on break?
Well yes I was. Yet that did not stop me from doing a few things here and there on the emu. Not major. Just felt bored on wendsday durring lunch so tried a few things. As well also a little work on saturday (my only day off from work this week due to milestones).
While mario64 is still not working (and still my top priority), a few other games have started to improve.
So how does this hunt play out? Well it's simple. I will be hiding new screenshots once and a while in old post (not my post but any random post). They will all be in the archive section.
First one to find the screenshot is to report back here (with a link to the post) where they will be credited for the find.
So check here first to see what has been found before you go off on the hunt.
First shot goes up soon. Good luck. 
Archive forums:
http://www.dcemu.co.uk/vbulletin/forumdisplay.php?f=115
--------------------------------------------------------------
-- 3GG #1 -- (Quest 64) Found by $n!pR
-- E§§ #2 -- (Doom 64) Found by michael chan
-- ÊGG #3 -- (Rugrats) Found by michael chan
-- ξGG #4 -- (Quake 64) Found by jas0nuk
-- ξ§§ #5 -- (Virtual Chess 64) Found by michael chan
-- æĝĝ #6 -- (Penny Racers) Found by Davidov
-- ē§ģ #7 -- (Quest 64) Found by kyle2194
-- æ§§ #8 -- (Mace) Found by kyle2194
-- Æĝĝ #9 -- (Wonder Project J2) Found by kyle2194
-- Egg #10 -- (Iris map by Sniper) Found by $n!pR
-- There are currently 0 screenshot(s) Not Found --
---------------------------------------------------------------
--edit--
Just to clairify, the shot will not be in my post so they are not to be confused with old screenshots.
-- To be Fair --
To be fair, don't edit old post to make it seem like you found it before others. If I find you're post edited with the result after someone else (by time stamp), I will give it to the other person.
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April 13th, 2006, 16:28 Posted By: PSmonkey
*Just a note, This is more discussion, Less news post. No need to post this as news on other sites*
Ok anyways last night I was having trouble sleeping so I got to start thinking about the next iris (specialy after sniper showed me shots of his new map).
I realise I really need to get a new build out because alot of moders are waiting on me before they can post their mods. So I think I will probably get cracking soon as i get back from break and put lesser time into money64 (like maybe 4 days iris, 2 days monkey, 1 day for me).
While up thinking, I was going over what I feel are big problems to iris that need to be upgraded. The two major ones are Controlls & AI. There are a few more things but thies two need to be solved the most.
So on the controll front. I realised last night that iris needs to evolve into more then doom like it is now. It needs to allow people to see all over so they can shoot people above & below with ease. Yet I am not sure what is the best setup. So I've desided to try getting some help from a few designer friends to hammer out 1-2 of the best controll setups that not only work well on the psp but also can make iris great. Sadly I've also desided to go against allowing custom controlls (if there is, its minimul and not full custom controlls). I know this sucks but the psp is limited on buttons and this would mean the difference between iris becoming coded arms (ok with alot of bad controlls) or Syphon filter (great controlls that fit the game). Once we figure something out we will post it up so people can see & maybe I will make a small modified demo of iris 0.1 so we can see them in action.
The second biggest problem with iris atm is AI. It's discussingly stupid. I know but it was the best i could do in like 3 hours i had. I have been thinking of new methods that would work but there are drawbacks to all. The first is to use quake3 bot setup files but the problem is they are a little over bearing and complex which will probably hurt the performace. The next idea was to install waypoints in every map and a few guide nodes to let the bot navigate the amp. This is very posibly what i might do but it means that map editors must plop thies in but if not there, the ai wont work on the map. So this as well kind of sucks. The best method is to somehow parse out waypoints or some map info from quake 3 bot files but this is hard to do because I dont think there is any solid documentation other then checking though the quake 3 source (which is a bit complicated to read).
So pretty much thoes are the two main things i need to fix. I also have though about doing a few more things to help improve iris as a whole that I will probably do. First being a real menu system (in external tga images so mods can customise the look) with fonts so the game will look better. I'm heavly leaning on the idea of going with the doom/quake style menu (not complex with simple buttons to get though everything). It sure as hell wont be anything complex like unreal2k4. Another thing on the list is fixing clipping & posibly throwing lightmaps back in and droping the use of vertex colors. Lightmaps look 200 million times better even tho they are a little costly. Yet to do lightmaps, map editors will have to run the maps though a tool i will write to make them compatible. I also am thinking to rewrite the weapons setup. So the game uses a 3d weapon, a 3d projectile and a 3d animated explosion. Thies will be specific for each weapon so a moder can make different ones for each. I probably wont add much in the way of extern weapon custumization tho (like to change how it fires and etc). I am also thinking to do some wifi but not sure since I still have problems getting my psp & router to work together.
So that is about it at the moment. The only last thing is I am posibly going to rename the version and consider this 0.2 since there will be alot of changes made & just make the ps2dev compo entry 0.3 (still planning to do this).
So thats about it for my late night thoughts. Any comments or sudgestions people wish to add?
As for a release date. I have no idea. Depends how things go starting next week.
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April 6th, 2006, 09:10 Posted By: PSmonkey
Stop spamming my forums so much and I promiss to post more later today (currently 3am where i live).
Also time to clear up a few points.
1) Monkey64 Will stay in user mode! It will always be 2.0+/eboot loader compatible.
2) Monkey64 Will not come out this week (sorry). It will come out as soon as I feel it's ready (maybe next week?). No need to ask me when since I don't know when.
3) After next release I am taking a few weeks break to work on Iris again.
Just needed to clear that up. 
--edit--
The shots another quest64 shot. Yet this time the camera is in the right place and the projection is much more accurate then before.
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March 22nd, 2006, 23:25 Posted By: PSmonkey
Ok so I made some dumb mistakes in the cop1 emulation.
1) I did not check for cop1 unstability.
2) I was storing a 2nd set of cop1 registers into the general cop1 registers (general reg stores float values, 2nd set is 32bit int that hold cop1 status).
Anyways with this fixed I lost a bit in the framerate department on some stuff. Yet I now have more games running as a result. Doom64 runs to the title screen and posibly beyond but cant tell since i get a white screen when i start a new game. Bust a move 2 also runs now but looks to crash in game on a bus error (still hunting this one out).
So that is about it. Sadly no calls for 3d instructions so I guess I am screwed. I will be starting up hle this week so we can start seeing some 3d (but I might spend more time on fixing texture stuff in the rdp).
Enjoy the title screen from doom.
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March 16th, 2006, 05:05 Posted By: PSmonkey
Days of development and all I got was a lousy t-shirt.
just kidding.
Ok well i've been busy over the last few days. Textures are much more difficult then I had thought. Anyways today I am starting to make progress. I am now getting some structure in place (there are alot of cases to handle). Anyways while things are far from perfect they are off to a good start. Below you will find screenshots from Bust A Move 2 Intro & Mortal Kombat Mythologies Item Screen. Hopefuly I can get things looking more correctly soon.
P.S., The date at the top is so people know which topic is the latest vs going into old topics since they were bumped. 
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March 10th, 2006, 19:49 Posted By: PSmonkey
Well sorry I am late but here is the much promissed first release of monkey64. I was hopping for better at the last min but it still passed my exspectations for a first build.


Few things to note.
.) While Rsp & Rdp emulation is started it is far from complete. As well there are still numerious issues in the main cpu core. I plan to fix things as soon as I can get to them.
.) This wont run mario64 or 99% of the n64 library. Some roms are starting to do things with Mortal Kombat Trillogy actualy being playable (to some extent).
.) I know there are odd looking color squares when running some comercial roms (like mortal kombat). The reason is because I have not completed texture suport in rdp. I am hoping to get a revision out asap once this is fixed.
.) The emulator is slow. Some PD roms do a pretty nice framerate but games like mortal kombat do about 5fps. This is due to the emulator still being on a pure interpreter core. In good time I will build a dynamic recompiler so we can get some more playable framerates.
.) The app is in user mode. So it is quite posible this works on 2.0+ psp units. I just sadly dont have the time to check.
Well that is it. Do enjoy. The zip contains a few favorite PD roms. Pong by Oman is a must play imo. Also if you're all currious what mortal kombat trillogy looks like in game. Please see attached screenshot on forums. 
PS. Mortal Kombat Trillogy [!] dump wont work. [b1] dump runs just fine. When you see the second screen, press start as it's just warning you that there is only 1 controller plugged in.
-- EDIT --
Hey guys. Sorry I forgot to mention. The screen flickering is because its not doing double buffering on the psp. It's just directly rendering to the display screen. I was trying to fix this at lunch but ran into problems so I gave up since I wanted to push the build out asap. I'll have it fixed for the v1.1 build.
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March 7th, 2006, 04:32 Posted By: PSmonkey
Yep, I've got a secret and I have lied a bit to downplay it. The reason was I did not want to get people overly excited to early but I am slowly feeling confident at the current time. While the secret is not mario64 running it is something that is pushing me close to that. So what is it?
Well since about thursday last week (after the absolute crap demo started working) i've been working my ass off like crazy on rsp emulation. Just yesterday I finaly had my first rdp opcode executed and today have been working my ass off to implement dummy opcodes so I can progress it enough to render out untextured quads.
Are games running? Well no they aren't. Currently I am experimenting with two roms. The first is Mortal Kombat trillogy & the second is the PD rom VNes (nes emu by JL-Picard). Both are calling on the rdp to render and have been a great source to help advance emulation. So what about mario? Well actualy mario is also using the rsp yet is waiting on me to implement vector opcodes. Once I can get mortal kombat playable then I will start up on vector ops in hopes of getting mario up and running soon.
So the big question is, will the 9th release run games? The answer is maybe. If it does it will only be mortal kombat trillogy. Tho once I do get mario64 running a new build will be released.
So that is my big suprise secret. I hope you all enjoy it & pray to the monkey gods I can get mkt running by the 9th.
PS, once I get a fully rendered out screen, I will post pictures.
--edit--
PS, the RSP/RDP is being done LLE style atm with a pure interpreter (minus the drawing which is piped to the psp gpu, not gonna software render triangles. pfff). This is important as it will let me experiment on the instructions to find a faster method on different parts of the hardware.
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February 26th, 2006, 03:58 Posted By: PSmonkey
Mmmmm *drool*
Well after some back and forth I figured a few things out. For some reason I dont need to byteswap the pif ram where pc emulators do. So with this and a few corrections I got input working. Even better is the fixing of SI transfer now keeps a few homebrew games from crashing.
So here are some screenshots of Pong by omar, Liner (I dont understand the point of this game), Manic Minor & MM hiden levels (oddly enough its very dark), & the wonderful n64 logo returns from waverace (do note that no comercial games run, this just this logo shows up since it draws to the framebuffer with no use of the rsp/rdp).
Anyways enjoy. More updates to come when more progress is made. 
Screens via the comments
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February 21st, 2006, 22:30 Posted By: PSmonkey
Monkey Present
Thanks to zilmar's help (of PJ64). I have fixed a few stupid mistakes I made in opcodes and starting register values (lol, n64 though it was in pal mode).
Anyways many more demos are now running but more bugs are stoping me further (most demos run 1-2 frames then hang or need more opcodes emulated).
So enjoy the shots and good times all around !!
-- See Comments for screenshots --
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February 15th, 2006, 08:14 Posted By: PSmonkey
O M F GOD
God bless my gf and her taking over the pc for 20 mins. If not for her I would have not tested out all the PD roms I have on my PSP. Thanks to this I now have 2 count that, 2 brand new demos up and running. They are liners & 1964. Both would actualy progress furter if not for the lack of input/pif emulation.
Tomorrow I plan to test more PD roms and see if others work. At the moment everything else causes the psp to lock up somewhere (and roughly near each other). So hopefuly I can debug and fix this soon.
Anyways great news & enjoy the screenshots (see comment section)!!! 
P.S. The Framerate is around 5.0-7.4 fps. A vast improvement over the previous 1.8 fps i was getting on fire demo.
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February 10th, 2006, 17:38 Posted By: PSmonkey
Sorry to do this but I am desprite. Can anybody in the USA please get me the PSP demo disc to Daxter & Syphon Filter? They are avaible at Gamestop retail stores.
I'll let you beta test an early build of Iris or Monkey 64 if you can. Like I said I am despirate because I wont be able to get either one here in montreal. I want the daxter one since i've been waiting like crazy for it. I also want the Syphon Filter demo because I want to compair stuff they do to add into iris (i think they do a basic form of ragdoll).
So please if you can help. PM ME!!
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February 8th, 2006, 21:39 Posted By: PSmonkey
Ok guys. I though now would be a good time to chime you in on whats going on. So lets get started shal we.
Iris
In the near future an Iris 0.15 build will be released. This will not be the holy grail 0.2 build i've been touting about but it should be a welcom upgrade from the build avalible. After 0.15 I will be heavly working on the official 0.2 build which will debute for the dcemu compo. Why? Because I am cooking up some great features for this build and need some time to get it all in.
So what will be the basis of 0.2? Well here is my main focus.
1) Md2 models will be thrown out in favor of Md4 & hl 1 models. Why? Because I need models with bones. Why? See 2
2) RAGDOLL !! I dont know about you but one thing I think would make iris better is ragdoll. Why? Because it's always fun to have ragdoll in an fps.
3) Game Modes ( Mission, CTF, DM )
4) Wifi (adhoc & infrastructure)
5) Improved gameplay (a given)
So my plate is extra full on this project. I plan to work my ass off so you wont be disapointed. 
Nincest 64 / M64
I have today officialy desided, and already underway, to rewrite the emulator from scrach. As most know by now. I have taken up the emulator full time along with Iris (but iris has higher priority to me). Every thing I correct on the emulator in turn makes stuff stop working which is sad. Its like repairing a model house with good glue only to have the crapy glue hate the good glue and fall apart. With the rewrite comes a new name. In the mean time the project will be called M64 for Monkey 64. The project will stay open source because this project only exsist because of the great work of others in the n64 emulation scene. So every build will also include the full source.
Well thats it for now.
Comments? Feel free to speak your mind!!
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February 3rd, 2006, 00:11 Posted By: PSmonkey
Eek indeed. Our fellow monkey Wally has discovered something interesting. He has found a way to make waverace 64 show the n64 logo. It's a rather interesting hack. Whats going on is waverace progresses far enough to setup the n64 logo into the framebuffer but then haults on an unemulated opcode. So by supressing the unemulated opcodes for now the emulator is able to loop long enough for the video code to force a vsync and make the emulator draw the framebuffer to the screen. So why does this matter? It shows the emulator can progress further then originaly though. It does not mean we are close to running comercial roms yet but it does mean with a little more work we could start seeing more results.
So we will have to see how things progress.
So huge credit to wally for finding the hack & $n!pR for his continual testing of the emulator for me.
-- info about protest --
Well my protest turned out interesting. It's still an on going project that I will continue to push for (to get sites like ********** & dcemu to get along for a change). Yet I have still desided to take nincest on as a baby project wile i am still hard at work on iris, once maybe iris is futer along i will dedicate more to getting ninsest furter along to start running mario 64. So we will have to see how things go in the future.
Thanks to all who suported the protest & the scene.
--edit--
Now this post comes with a free pretty picture. Mmmm thats lovely. I sudgest framing it.
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January 31st, 2006, 23:38 Posted By: PSmonkey
Well i bring you the "theoreticaly" first nintendo 64 emulator for psp. Before you get your hopes up, it only runs a small number of homebrew demos.
Here is the readme
P.S. If you wish to join my protest, post here on the forums!!
---------------------------------------------------
////////////////////////////////////////////////////////
// Nincest 64
////////////////////////////////////////////////////////
// NINCEST 64 by Marius Dumitrean [marius@faraway.ml.org]
// PSP Port By PSmonkey (http://nemo.dcemu.co.uk/)
// Based on the dreamcast port by Gpf (http://gpf.dcemu.co.uk/)
// Icon by pochi
http://pochistyle.pspwire.net/
// My Protest
////////////////////////////////////////////////////////
NOTE: THIS README MUST BE POSTED IN FULL, ANY REMOVAL WILL CALL FOR THE RELEASE REMOVED FROM THE SITE!
------My Protest
I am sick and tired of sites treating coders like property.
We are here for the scene! We are not your property!
You do not own us! We would still be here without you
and just as strong!
This project is dedicated to all scene coders out there keeping up
the good fight to progress the scene and not for cash, fame or
being bought out by sites.
This project is dead from here on out untill this scene improves!
If you wish to join my protest, please visit my homepage.
http://nemo.dcemu.co.uk
Enjoy the emu.
Ps, This wont run commercial n64 roms.
// Info
////////////////////////////////////////////////////////
This is theoreticaly the first n64 emulator on the psp.
It only runs 2 PD/Homebrew demos (stars & fire) which are included with the release.
If the scene improves. I will come back and eventualy get a working emulator that will allow psp
users to play smaller n64 games like mario 64 on their psp. If not, this emulator stops here.
Also do note the source is included.
// To Use
////////////////////////////////////////////////////////
1) Copy the "n64" Folder to the root of the memory stick.
..) Example "G:\" (replace G: with your psp drive letter)
2) Copy the files from the folder containing your psp version number
..) Example, 1.0 users will go into 1.0 folder and copy the psp directory to the root of the memory stick.
3) Run the software 
// Greetings
////////////////////////////////////////////////////////
wraggster, GPF, Pochi, Zeenbor, Lac, Everybody who worked on this emu & all at dcemu!
DOWNLOAD AND GIVE FEEDBACK VIA COMMENTS
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January 31st, 2006, 06:50 Posted By: PSmonkey
I just felt like saying this.
I today, theoreticaly, made a new first for the psp. It's ungodly ugly, slow (1.5fps) and wont progress farther in the near future. Yet on a technical test it's damn interesting.
It's nothing complex (a simple port from pc with much cleaning) yet it might open a huge can of worms on the psp scene.
Exspect a full anouncement & release (bin & src) in a few days by wragster (it will be a dcemu exclusive). There will be some baggage to this release (i am fed up with another sites brown nosing certain coders) but it will be my statement & a cheap technical laugh to give me a short 2 day break on iris.
Thats all i say for now. Iris is not suffering over this. Iris is my #1 priority now. This was just done for kicks (and something i've been thinking about for months).

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January 25th, 2006, 19:36 Posted By: PSmonkey
Hey guys, I though it would be a good time to give you all a status update.
It has become increasingly apperent to me that the code base is getting messy and I still have yet to properly plug things into the correct location or made it easy to expland on parts (like say suport for multiple model file formats, ex md2/md3/md4/hl). So I have desided now is probably the best time to port & rewrite the project to CPP. This way it will be cleaner and easier to work on. I also plan to start making parts open source for others to include into their project.
So the plan is to now stop where I am at and rewrite everything into cpp. Once the rewrite is done, I think everything is acceptable enough to push the long over due BspViewer 0.3 out the door. After that I plan to polish up more game mechanics for the iris 0.2 release.
Oh also sometime tonight or today. I will post up a video of the current build to BspViewer/Iris engine so you can see it in action. It's quite nice with improved box collission, jumping, & sliding suport (now you can go up & down stairs or slopes in the enviroment).
So that is about it for now. I promiss I wont disapoint for the next wave of releases regarding both projects.
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January 11th, 2006, 23:01 Posted By: PSmonkey
Hey everybody,
Iris is now avalible for download. Just head over to the dcemu compo page (see below for link). hope everybody enjoys it AND FOR THE LOVE OF GOD, PLEASE FEEDBACK FEEDBACK FEEDBACK !!! I will need your guys input for future builds in making it a more fun experience. So please hit me up with anything and everything and I will take them all into consideration.
So have fun & here are some more screenshots (see forum post)


http://psp-news.dcemu.co.uk/psp30codingcomp2.shtml
Download Iris Here
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January 9th, 2006, 02:50 Posted By: PSmonkey
Well it's time to give you all an update & introduction to the project me, MGfox & Produkt have been cooking up recently (sorry if this anouncement is somewhat incohearent, i'm lacking on sleep atm).
So today I introduce to you Iris. Iris is a game built off the bsp rendering engine I have been working on for the past few months. The game is ment to be a simple yet fun 3rd person Deathmatch game for the psp. Old Quake mappers will have the additional fun of making their own maps & characters to use in the game. The maps are based on quake 3 bsp format & the character are based on quake 2 MD2 model format.
Insted of giving you guys some unoptimised quake 3 maps. MGFox & Produkt have steped up and created 3 wonderful maps that will be included in the release as well as the posibility of 2 more maps (if time permits).
Sadly due to time limits, our dcemu compo entry might more be an alpha then a real release (too much to do) but we plan to get a second build out asap to add what we want.
With out further delay, time to check out the screen shots !!
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January 3rd, 2006, 18:06 Posted By: PSmonkey
Well its the start of the new year and thus means time to get my ass back in gear. So here is info as to whats going on globaly.
1) BspViewer 0.3 is being delayed some more. This is all in due to me cleaning up the source code and trying to re organise things. This is a good thing because hopefuly next build you can start loading and unloading maps & md2 models with out having to reboot the app every time. As well hopefuly let you select any map by filename insted of the bs testXX.bsp setup now.
2) My ass is in high gear over the Dcemu compo. I have 7 days to pretty much write a game. See below for more info regarding this.
3) Bof3 trans is dead 100%. We gave up mostly because its not worth the time investment with capcom finaly bringing an english release early this year. Plus this give me more free time to work on the 3d engine. Clessy contains all rights to the code and my documentation. He is free to do as he pleases with it (so its up to him if the info will be released).
4) ngPsp might see an update release in the comming months. My good friend yoshi has taken the time off to port the code to the newest sdk (I was on the original nem setup). This is great as it saves me weeks from getting it done. Once thing settle a little on the 3d engine. I will jump back over and get things cleaned up and finaly get a damn freaking multiplayer build out (sorry it took over a year, ran into many adhoc bugs that someone else figured out now).
---------------------------------------------------
Dcemu Compo
Ok so what do I got cooking? Well me (coder), MGFox (Map Maker) & Produkt (Texturing & Lighting) are working on a very small and basic FPS/TPS for the psp. The maps will be very small but the basis is that users can build their own maps if they wish or use their favorite quake 2 character models.
So far there is tons of work to be done. I do plan to keep updating this project to some extent after the compo release. The only thing is I am a little worried the compo entry might be more of a alpha build then an actual game (due to there being so much needed to be done).
Anyways. See Forums for an early screen shot of the game. Keep checking back for this screenshot to evolve.
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December 22nd, 2005, 22:37 Posted By: PSmonkey
Hey everybody,
I just wanted to take a time to wish everybody a merry christmas & wonderful new year. Today is my last day at work before holiday break and starting tomorrow I am off for a week & few days. Durring that time I will be trying to spend as much time as I can with my wonderful girlfriend since she is off from school (she is a full time student at mcgill university). So durring that time things might slow down a bit but I will try to keep you guys updated on all my progress over the holidays.
Exspect great things next year. Hopefuly the year will start off with a blast with the up and comming dcemu compo & we will see where things progress from there.
Anyways Happy Holidays,
PSmonkey
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December 11th, 2005, 00:22 Posted By: PSmonkey
Hey guys. Though I would post up some more pictures of the up and comming bspviewer version 0.3. The major difference in this version is lightmaps & Bsp tree/PVS implementation.
The version will be released sometime this year (need to finish a few more things).
Oh FYI, the reason for a new post is because people are missing out on seeing the improvement.
So head over to the forums and check out the pictures (if you are viewing from the website).
** Few Notes **
Picture 1 is Texture & lightmap blended together. Picture 2 is Vertex colors applied to texture surface then lightmap blended on top of it.
Strange color squares in the enviroment are from color reduction to lightmaps. I am still working on a correct color reduction method (since lightmaps use more then 256 uniq colors).
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November 23rd, 2005, 20:24 Posted By: PSmonkey
Can someone please help me get a xbox 360 core unit!!
I have the cash to pay for everything but i'm not about to spent $600 to buy a core off ebay (what a joke). but if someone can help get me a core please contact me via the forums.
Ps. spread the word !!! PSmonkey needs an xbox 360 to play ridge racer 6. So HELP ME PLEASE !!
-- EDIT --
I've ordered a japanese xbox 360 insted. I will be getting mine sometime next week (i ordered a while ago but just now updating the first post so the site reflects it).
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November 23rd, 2005, 20:00 Posted By: PSmonkey
-- For website viewers, Visit forum link for files --
Here is the latest version of the map viewer & a map pak to play with (includes maps & textures).
Do enjoy !!
Please note, if you wish to view your favorite quake 3 map, you will probably have to conver the textures to 24bit or 32bit uncompressed TGA images. Quake 3 uses a mix of TGA & JPG images.
From Readme.txt
////////////////////////////////////////////////////////
// Quake 3 Bsp Map Viewer (ver 0.2a)
////////////////////////////////////////////////////////
// By PSmonkey ( nemo.dcemu.co.uk )
// Icon by pochi
http://pochistyle.pspwire.net/
// Info
////////////////////////////////////////////////////////
This is a simple app that lets you view a quake 3 bsp map
file on the psp. Development is on going so this is far from final!
// Suported Features
////////////////////////////////////////////////////////
.) Renders Quake 3 Bsp Maps.
.) Suports Polygon Surfaces.
.) Suports Mesh Objects (statues, candles, etc).
.) Preliminary Bezier Suport. (only some draw).
*Note: For debuging purposes, the bezier control points will be rendered as lines.
.) Suports Vertex Coloring.
.) Suports 24bit RGB or 32bit RGBA Uncompressed TGA Images
.) Simple Camera Navigation.
// To Do
////////////////////////////////////////////////////////
.) Add Suport for Billboard Surfaces.
.) Fix Bezier Surfaces.
.) Suport More Texture Formats.
.) Suport "Quake 3 Shaders" (do not confuse with pixel shaders).
.) Transverse the BSP for Hidden Surface Removal.
.) Optimise Rendering
// To Use
////////////////////////////////////////////////////////
1) Make sure you have a Quake 3 map named testXX.bsp in "fatms:/BspMaps/". XX represents a number from 0-99
..) Example "G:\BspMaps\test00.bsp" (replace G: with your psp drive letter)
*Note: Texture path is relative to map location. So put the texture folder into "fatms:/BspMaps/"
..) Example "G:\BspMaps\Textures\" (replace G: with your psp drive letter)
2) Run BspView
// Controlls at title screen
////////////////////////////////////////////////////////
Change Map - D-Pad Up & Down (Down increments)
Load Map - X
// Controlls in Viewer
////////////////////////////////////////////////////////
Movement - D-Pad (think quake style)
Move Camera Up - Right Trigger
Move Camera Down - Left Trigger
Rotate X Axis - Triangle & X
Rotate Y Axis - Square & Circle
Reset Camera - Start
Debug Mode - Hold Select (Note, input changes to below but no menu shows)
// Controlls in Debug Mode
////////////////////////////////////////////////////////
Disable Textures - Left Trigger
Enable Textures - Right Trigger
Modulate Texture Mode - D-Pad Up
Blend Texture Mode - D-Pad Down
Additive Texture Mode - D-Pad Left
Replace Texture Mode - D-Pad Right
// Where to obtain more Quake 3 maps
////////////////////////////////////////////////////////
.) Go to http://www.fileplanet.com quake 3 map section.
.) If you get a .pk3 file, rename it to .zip, open the zip then go into the maps folder to get to the bsp maps.
// Greetings
////////////////////////////////////////////////////////
Clessy, wraggster, Pochi, Zeenbor, MGFox, Produkt, all at dcemu, everybody who suported ngPsp!!
// Special Thanks
////////////////////////////////////////////////////////
ID Software, People who wrote the docs on parsing the Q3 Bsp file & the guy who made the chq2 dm mappak!
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November 7th, 2005, 07:43 Posted By: PSmonkey
They make unspeakable horror.
So here it is in picture form.
*note, if reading from the website. Click comments to see the pictures*
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October 31st, 2005, 17:28 Posted By: PSmonkey
Damn it I am sick and tired of all your bull**** that you guys keep giving me. Requesting this and requesting that. When is this comming out and when will this transform into ultra mega barbra.
No more request to feed timmy. No more request to kick your dog. No more request to continue with this obvious bs joke because everybody else is doing it. 
Anyways Just wanted to say Hi this morning. I'm not quiting, I just felt like doing "Mee Tooo!!" with everybody quiting the psp scene. I will never quit because I like the PSP too much.
Anyways down to buisness. Sorry that updates are slow. Nothing new is going on in the 3 relms because I have been busy trying to learn 3d (bah, I am a comercial gba coder, never needed 3d till now). Below are some pictuers of a quake 3 bsp loader I am working on for fun. I hope to eventualy port it to psp and release it so people can write very simple 3d fps games for psp using quake bsp maps & character models. Should be interesting to see.
Oh I have recently desided to start releasing some of my adhoc code soon. I'll start documenting things and start posting stuff in good time. Wifi coding has been really taking off and I dout I will be the first to accomplish adhoc so I might as well assist in making it happen sooner with some of my work.
Anyways Have a Happy Holloween!!
P.S. Send all your candy to me !!!
P.P.S. Sorry the shots are dark. I have to figure out why my vertex coloring went ungodly dark when I init textures (its not from rendering the textures because the vertex colors whent dark as soon as i init textures but did not bind them to use or use uv cords yet).
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October 5th, 2005, 16:04 Posted By: PSmonkey
Hey guys. I feel like I owe you an update on the status of everything. Sorry for no updates recently but I have been very tired recently. I try to get some progress done but I am not getting much done.
- ngPsp -
Well nothing new really. I sadly need to get in contact with neopop-uk this week again to discuss things. So sorry nothing is going on here.
- Nemo -
Well Nemo is pissing the **** out of me atm. I can get as far as actualy having units looking for others on adhoc but when its time to call functions to connect I get nada.
I did however learn that adhoc uses a PSP's Mac Address as it's way of identifying other PSPs much like we use ips for our computers on the net. (guess this is probably duh but something new to me).
Anyways I will start posting some init code so people can start trying to get somewhere on adhoc. Also I am going to try finding out whats broken with psppets inet so I can try doing a online demo soon. It should be easy since their is the FTP program and psppet has discussed with me what would need to be looked into to get 2 psps working together over inet.
- Breath of Fire 3 -
Well I finaly got my tool ripping and patching .emi game files for text. Yet I still need fix things and get other special cases handled.
Well that about it. I'm off to email neopop-uk
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September 15th, 2005, 19:28 Posted By: PSmonkey
Please read the readme.txt file before use.
-- Update September 15th --
v1.3.1
------
Sorry this build took so long. I actualy forgot to finish it off when I had issues with getting irda to work. I desided to just go ahead
and release this build as there are a few who wish to have it. Yet there is a few issues with this build. First Samurai Shodown 2 & Last blade
have some serious issues with the emulator. I have no idea what broke still but both games will lock up for a few mins durring a battle then
resume but yet keep repeating this every so often. Someone told me Sonic was not working in the last build but seem to be fine in this build
(I played till the 2nd world just fine). The game is actualy decent to play at 333 and a frameskip of 4. Well thats about it. Enjoy.
Oh one last thing. Thanks to everybody who donated for me to get a second PSP. I have been working on the wifi library, dubed Nemo, and I am
very very close to getting adhoc suport done for p2p. So hopefuly I can get a adhoc demo out in the near future once i can finish off the
rewrite of the librarys. Exspect a huge thank you personaly to every donator in the wifi demo.
Ps. I officialy changed my name from nexis2600 to PSmonkey now. 
-- *NOTE* - This build defaults to 333Mhz as it was a development build. You can still downclock the emu to 222 via the menu.
.) Removed VSync from rendering. Games get a small boost and framerate is now around 40-50 fps in most games. A improvement over being a pretty solid 30.
.) Sound code is there but ungodly bad. I left it in this build in the hope someone can help me out with correcting it and getting it accurate.
.) Suport for using a real bios added but disabled in this build.
-- If you wish to donate to this project. Please use the link below -
ngPsp Paypal Donation Box
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September 9th, 2005, 22:09 Posted By: PSmonkey
Welcome welcom welcom everybody.
So what the farkbot is going on?
Well officialy from now on. I am dropping my old handles of subbie & nexis2600. All my official stuff will be onder PSmonkey. Why? well I always like considering my self a code monkey. And now since I am in love with the PSP I am now Playstation Monkey or PSmonkey for short.
So what is up in this crazy world?
There is officialy 3 projects actively going on at this current time.
.) ngPsp - Port of NeoPop to the PSP
You all know the status of this emulator. I have desided to go ahead and release the build sitting on my pc. It will be posted up sometime this weekend or monday.
.) Nemo - My Wifi librarys.
The wonderful Wifi librarys I have been working on. I have recieved tons of great information from users on the ps2dev forum which will help me alot with getting online suport working. As for the adhoc side of things. I have made nice progress in pushing that forward but am at a small stoping ground in the mean time. I am also at the current time rewriting everything into clean & efficent to use code.
.) Bof3 Hack.
Ah yes, Breath of Fire. If you haven't heard about this already. Me and Clessy(another BoF Fan) are working on hacking up Breath of Fire 3 for PSP. We are in the process of studing capcom's file format so the games text can be replaced as well as posibly allow the replacement of textures & music. This will be a wonderful side project for me to clear my head when Nemo is driving me mad.
Well that is all for now. Enjoy. I look forward to hearing feedback from everybody.
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