A PSP emulator for Android, Windows, Mac and Linux, written in C++. Want to contribute? Join us on Discord at https://discord.gg/5NJB6dD or just send pull requests / issues. For discussion use the forums at forums.ppsspp.org.
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Henrik Rydgård df0d7686cd Merge pull request #9362 from LunaMoo/TR_clut_hash
Texture Replacement: allow clut hash only variant.
2017-02-26 20:25:39 +01:00
android Further UWP fixes 2017-02-25 09:57:24 +01:00
assets Minor workaround for 5xBR, 2017-02-23 22:54:50 +01:00
cmake ios: Enable building for arm64 and simulator 2016-12-19 02:07:08 +01:00
Common More UWP prep 2017-02-25 09:57:22 +01:00
Core Texture Replacement allow clut hash only variant. 2017-02-26 19:24:32 +01:00
dx9sdk@7324553f8f Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
ext Further UWP fixes 2017-02-25 09:57:24 +01:00
ffmpeg@0757f14d86 Update ffmpeg submodule 2017-02-03 17:04:46 +01:00
flash0/font Wrong permission in jpn0.pgf. It should have the same as other files (-rw-rw-r--). 2014-08-04 01:02:39 -03:00
GPU Merge pull request #9356 from xebra/hw_tess_vulkan 2017-02-26 09:12:11 +01:00
headless glew: Move to ext 2016-12-18 21:13:45 +01:00
icons Move unix-icons out of assets 2016-10-14 22:38:33 +02:00
ios A lot of buildfixes 2017-02-06 16:16:43 +01:00
pspautotests@905c3018d0 Update submodules 2016-10-25 13:58:49 -07:00
Qt A lot of buildfixes 2017-02-06 16:16:43 +01:00
SDL Allow background joystick input on SDL 2017-02-23 05:18:21 +08:00
source_assets Implement on-screen touch combo keys. 2015-10-24 13:22:43 +02:00
Tools Add compiled file 2014-04-28 21:47:14 +08:00
UI Fix the mistake at resolving conflicts. 2017-02-25 20:01:56 +09:00
unittest ARM64Emitter: Implement instructions to move data to/from SP 2017-01-26 14:23:42 +01:00
Windows Further UWP fixes 2017-02-25 09:57:24 +01:00
.editorconfig Use spaces for rc files just to be consistent. 2016-09-05 19:26:51 -07:00
.gitattributes Add a .gitattributes to normalize newlines. 2014-09-26 21:20:50 -07:00
.gitignore glslang for vulkan: Use my proper glslang fork instead of the ugly old SDK-glslang fork 2016-12-20 00:30:09 +01:00
.gitmodules Import SPIRV-Cross. This will be used later to translate post-processing shaders to the various shader languages we use. 2017-02-14 23:33:27 +01:00
.travis.sh Travis: Switch to NDK 13b 2017-02-14 23:32:54 +01:00
.travis.yml travis: Build Linux/Qt with CMake 2016-10-17 23:45:22 +02:00
.ycm_extra_conf.py glew: Move to ext 2016-12-18 21:13:45 +01:00
appveyor.yml appveyor: Add initial configuration 2016-10-15 21:33:05 +02:00
atlasscript_lowmem.txt Implement on-screen touch combo keys. 2015-10-24 13:22:43 +02:00
atlasscript.txt Implement on-screen touch combo keys. 2015-10-24 13:22:43 +02:00
b.sh cmake: Don't hide CMake's output 2016-10-29 20:06:08 +02:00
build_ppgeatlas.sh Make build_ppgeatlas.sh executable. 2015-09-15 22:47:10 -03:00
buildatlas.sh Native merge part 2: update build files. 2015-09-06 13:06:57 -07:00
chinese.txt Update chinese.txt korean.txt (learning files for font atlas) 2016-09-17 12:38:07 +02:00
CMakeLists.txt Buildfix the CMake-based Windows build 2017-02-16 17:58:31 +01:00
copyrelease.sh Fix directory creation. On Android, also create a .nomedia file in PPSSPP_STATE to avoid it showing up in galleries and stuff. 2017-02-20 15:15:04 +01:00
git-version.cmake Fix PPSSPP_GIT_VERSION_NO_UPDATE 1. 2015-09-21 19:26:29 -03:00
Globals.h Path fixes 2017-02-25 09:57:22 +01:00
history.md More features in 1.2.0. Split out pre-1.0.0 history to history.md 2016-02-07 13:07:56 +01:00
korean.txt Update chinese.txt korean.txt (learning files for font atlas) 2016-09-17 12:38:07 +02:00
LICENSE.TXT Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK. 2012-11-04 23:24:00 +01:00
make-font-textfiles.sh Move lang into assets. 2016-10-14 22:33:45 +02:00
notinstalled.txt Add InnoSetup script to make a basic installer. 2013-10-15 11:55:02 +02:00
ppge_atlasscript.txt Update PPGE atlas (font used for in-game save dialogs etc) 2016-02-15 19:24:39 +01:00
ppsspp_config.h More UWP prep 2017-02-25 09:57:22 +01:00
ppsspp.iss Add compat.ini as a dependency to our various build systems 2015-09-27 11:50:23 +02:00
README.md Update README.md 2016-09-11 18:48:45 +02:00
tesselationhwON-mesa3drun.sh Script mesa3d enable for HW Tesselation 2017-01-28 04:47:41 +11:00
test.py Update tests. 2014-09-04 23:10:24 -07:00

PPSSPP - a fast and portable PSP emulator

Created by Henrik Rydgård

Additional code by many contributors, see the Credits screen

Originally released under the GPL 2.0 (and later) in November 2012

Official website: http://www.ppsspp.org/

No BIOS file required to play, PPSSPP is in many ways a "HLE" emulator.

To contribute, see the development page.

For the latest source code, see our github page.

For build instructions and other development tutorials, see the wiki.

What's new in 1.3.0

  • Fix JIT problems on Galaxy S7 and iOS 9+ devices. (#8965, #8937)
  • Fix Android TV support and use latest FFmpeg. (#8651, #8870)
  • Texture replacement support - for custom textures and upscaling. (#8715, #8821)
  • Initial game recording / TAS features. (#8939, #8945)
  • Correctly map memory on Raspberry Pi 3, much better performance. (#8801)
  • Workaround rendering issues on Tegra K1/X1. (8294a54)
  • Disc streaming to play quickly from tablet/phone on wifi. (#8845)
  • Initial Vulkan support - not full featured yet. (#8601, etc.)
  • Experimental new CPU backend and CPU fixes. (#8725)
  • Allow insert/eject of memstick - required by some games. (#8889)
  • Better support for ps3 controller mapping. (#8949)
  • Better UI handling for settings with long names in some languages. (#8900, #8898)
  • Screenshots in compatibility reporting, better website. (#8812)
  • Fix type D cheat codes, allow for homebrew. (#8818)
  • Graphic glitch fixes in several games. (#8686, #8757, #8804)
  • Fix video playback glitches in several games. (#8793, #8803, #8867, #8914)
  • Various performance and compatibility improvements. (#8868, #8884, #8932, #8934, #8813, #8701, #8960)
  • Various debugger and GE debugger improvements. (#8882, #8762)
  • Fix some problems when switching away from and back to the app (#8968)

What's new in 1.2.2

  • Went back to the old way of initializing graphics on Android. Should fix many recent issues.
  • Some graphical fixes, a vertex cache performance improvement and a screen clear optimization
  • Fix for dual source blending on most SHIELD devices, causing graphical issues.
  • Fix the homebrew store incorrectly unzipping some games. This will lead to more games being added.
  • Slightly faster ISO handling

What's new in 1.2.1

  • Fixes for some crash-on-shutdown and app switching problems.

What's new in 1.2.0

  • A major rework of sceAtrac audio decoding, fixing various music hangs and similar issues
  • Many fixes and workarounds to depth and stencil buffer usage, and also FBO management
  • Audio reverb support
  • Combo keys - custom touch buttons that press multiple PSP buttons
  • 5xBR upscaling on GPU (postprocessing effect)
  • Fix problems with playback of video with mono audio
  • Performance improvements like multithreaded audio mixing
  • ARM64 JIT crash bug fixes
  • GLSL shader cache to reduce stuttering ingame
  • Support render-to-CLUT functionality that some games use to change colors of various monsters
  • x86-64 support on Android
  • Auto-hide on-screen controls after a while of no usage
  • Fixes to prescale UV speedhack, now seems reliable
  • Faster ISO RAM cache
  • New UI for moving around the PSP display on larger screens
  • Minor UI fixes like better slider controls
  • Assorted stability fixes (ffmpeg crash, etc)
  • Volume setting is back
  • Preparations for supporting more graphics APIs
  • AdHoc port offset
  • Support another HD remaster (Sora no Kiseki Kai HD)

What's new in 1.1.1

  • Fixed new crash in Persona and other games on ARM64, like Galaxy S6
  • Fixed crashes when trying to launch web browser when not present on Android, like on Android TV
  • Fix crash in games that used "depal" functionality (OpenGL)
  • Fixed rounding mode problems in the JITs
  • Fix crash when loading savestates many times, and savestate compatibility on Android-x86
  • Fix minor glitch in Ridge Racer

What's new in 1.1

  • Support for ARM64 on Android, for improved performance on new devices. Has some new optimizations.
  • Support Android TV, like nVidia Shield TV
  • Screen rotation on PC, useful for vertical games like Star Soldier
  • Many minor performance improvements and compatibility bug fixes
  • GPU emulation fixes like correct depth rounding, fixing text in Phantasy Star
  • Other graphical fixes like UV rotation
  • Support savestates for homebrew apps
  • Simple integrated "Homebrew Store" to download PSP homebrew apps
  • Minor AdHoc multiplayer improvements. Still many issues left.
  • Disable a dangerous optimization on ARM, causing walk-through-walls in Tenchu
  • sceAtrac music compatibility fixes, fixing noise in a few games
  • Better texture scaling performance
  • Direct3D closer in features to OpenGL
  • Works better on BSD operating systems
  • Savedata management UI

What's new in 1.0.1

  • Bugfixes like the save state scroll issue, cosmetic issues like overscroll
  • Some cheat code bugfixes
  • Adler32 and Mersenne Twister modules added (fixes some obscure games)
  • Fix for Jak & Daxter slowdown
  • Graphics hack for Phantasy Star Portable 2 for Direct3D9
  • Fix compatibility with some PowerVR devices broken since v0.9.5-959-g4998044

What's new in 1.0

  • Many, many bug fixes in JIT and elsewhere, improving compatibility
  • Proper fix for Zenfone and related devices
  • Direct3D 9 supported as a rendering backend on Windows, helps on old GPUs and can be faster than OpenGL in many cases
  • You can now create specific configs per game
  • FPU rounding modes much better supported, fixes the Peace Walker boss that was undefeatable. NOTE: This breaks saves in Gods Eater - you must turn off the better rounding, load your save game, turn it on and save.
  • The JIT now uses SSE on x86, improving speed considerably. This does not affect ARM devices, that's for the next version or two.
  • Improved audio output code on both Windows and Android, reducing audio latency on Windows and on some Android systems
  • FFMPEG upgraded, fixed some music hangs ("GHA phase shifts")
  • Some Ad Hoc improvements, coldbird.net is now default adhoc server. Ad Hoc still unfinished and hard to use.
  • Graphics fixes: Bezier/spline drawing fixes, vertex position fixes, DanganRonpa on Adreno fixed, flat shading fixed, vertex cache improved, some PowerVR blockiness issues fixed, screen scaling filter added, Google Cardboard support
  • Simulate UMD speed better, fixing hangs in several games
  • More Atrac3 fixes, fixing hangs
  • Somewhat better disk full handling
  • Fixes to dynamic unloading of code, fixing problems in GEB and TRM 2/3
  • Updated to SDL2 where applicable (Linux, Mac)
  • Some new features, like analog/dpad-swap hotkey, graphics hack for Phantasy Star, show last bit of debug log in dev tools, etc

ADHOC SUPPORT (by Igor Calabria)

This is based on coldbird's code: http://code.google.com/p/aemu/ All credit goes to him!

Status

Code is a bit of a mess and it's not fully functional yet, I still need to implement some functions and add a upnp lib(really important for people with routers).

I did test it with some games(emulator <-> real psp with the server running locally) and it's looking good:

  • Worms Open Warfare: Ran just fine, I was able to play a whole match without problems
  • Monster Hunter Freedom Unite: Runs fine too. Gathering Hall and embarking on quests works
  • Dissidia Duodecim 012: Doesn't work. It requires some functions that I haven't implemented yet. Also, it uses a port < 1000 and thats reserved for admin apps on linux, running the emu as sudo "solves" it, but it's far from ideal.
  • Pacman World Rally: Works too.

Update (Kyhel) :