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 in #ppsspp on freenode (IRC) or just send pull requests / issues. For discussion use the forums on ppsspp.org.
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2012-11-20 02:20:16 -08:00
android Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
Common Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
Core Broadcast a threadend event to wake mutexes. 2012-11-20 02:20:16 -08:00
ext Fix Windows and Android builds. 2012-11-05 15:42:21 +01:00
GPU Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
headless Fix tests hanging, after the audio rewrite 2012-11-17 18:08:10 +01:00
native@0598fc425c GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others. 2012-11-19 23:29:14 +01:00
pspautotests@e05c2b9475 Fix issues with games that don't call sceDisplaySet mode. Add option to run without FBOs, may be useful on slow devices. 2012-11-20 10:59:23 +01:00
SDL Remove x86disasm, experiment with build order 2012-11-20 00:48:13 +01:00
Windows Some reorg in preparation for FBO work 2012-11-19 21:23:29 +01:00
.gitignore gitignore, comments, upgrade native. 2012-11-19 09:25:50 +01:00
.gitmodules Add pspautotests as a submodule. 2012-11-09 10:03:05 +01:00
build_ppgeatlas.sh Add internal 2D drawing library that goes through the Ge emulation for portability. 2012-11-18 13:04:49 +01:00
gentest.py More work on gentest, fix a VFPU bug it found comparing to real PSP! 2012-11-11 21:32:52 +00:00
Globals.cpp 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
Globals.h Fixes and optimizations to vertex decoding and lighting. 2012-11-16 15:16:14 +01:00
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
main.cpp Add internal 2D drawing library that goes through the Ge emulation for portability. 2012-11-18 13:04:49 +01:00
ppge_atlas.zim Add internal 2D drawing library that goes through the Ge emulation for portability. 2012-11-18 13:04:49 +01:00
ppge_atlasscript.txt Add internal 2D drawing library that goes through the Ge emulation for portability. 2012-11-18 13:04:49 +01:00
README.md fixed shell command formatting 2012-11-05 15:40:16 -05:00
stdafx.cpp Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00
stdafx.h 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
test.py Remove threads from semaphores when they timeout. 2012-11-20 02:20:15 -08:00

PPSSPP - a fast and portable PSP emulator

Written by Henrik Rydgård

Released under the GPL 2.0 in November 2012

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

To contribute, see http://www.ppsspp.org/development.html .

For the latest source code and build instructions, see http://github.com/hrydgard/ppsspp

BASIC BUILD INSTRUCTIONS

(for more detailed instructions, see http://www.ppsspp.org/development.html )

First of all, after having checked out the source, don't forget to run:

git submodule init
git submodule update

in order to get the "native" library.

Now, the actual building:

PPSSPP currently has three build systems, for building for the following platforms:

  • Win32: MSVC
  • Android: Android.mk + Eclipse project
  • SDL (all other platforms): CMake

The ports and build files are located in the following three subdirectories:

  • android/
  • SDL/
  • Windows/

Please see the README in the directory corresponding to the platform that you want to build for above.

Windows is separate from SDL because it has some graphical Win-only features.

Long term, the Windows port should be changed to use WX, like Dolphin. At that point, the SDL port can probably go away as WX works for all Wintel-like platforms such as MacOSX and Linux.