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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Henrik Rydgård e42af4717e Merge pull request #411 from xsacha/master
Fix physical VRAM memory ranges [WIP]
2013-01-12 13:45:11 -08:00
android Add basic stencil test functionality, shadows work in Wipeout. update native. 2013-01-12 17:21:07 +01:00
assets Build fix for atlas 2012-12-17 02:56:55 +10:00
Common Pandora port. Thanks to ptitSeb. 2013-01-13 01:15:46 +10:00
Core Fix physical VRAM memory ranges. BlazBlue is now playable again. 2013-01-13 03:52:49 +10:00
ext Constify a couple of globals 2013-01-03 12:05:16 +01:00
GPU Add basic stencil test functionality, shadows work in Wipeout. update native. 2013-01-12 17:21:07 +01:00
headless Enable fake mpeg mode by default. 2013-01-06 19:55:04 -08:00
native@de36ea9f34 Add basic stencil test functionality, shadows work in Wipeout. update native. 2013-01-12 17:21:07 +01:00
pspautotests@3da47629d4 Draw using VBO. Add option, make default true. 2013-01-10 12:54:36 +01:00
Qt Experimental Qt file dialog support 2013-01-11 23:47:54 +10:00
SDL Update Blackberry/Symbian packaging to v0.5 2012-12-31 17:55:53 +10:00
Tools/SaveTool * Add PSP Homebrew for encode/decode save between PSP and PPSSPP. 2012-12-28 11:42:41 +01:00
Windows Add option to disable G3D log 2013-01-11 16:14:58 +08:00
.gitignore Ignore the .lastcodeanalysissucceeded file. 2012-12-21 20:19:29 -08:00
.gitmodules Add pspautotests as a submodule. 2012-11-09 10:03:05 +01:00
b.sh MacOSX buildfix. Doesn't run right yet though. 2012-11-25 12:25:07 +01:00
CMakeLists.txt Pandora port. Thanks to ptitSeb. 2013-01-13 01:15:46 +10:00
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.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
README.md Update readme 2013-01-10 16:46:00 +10:00
test.py Update tests. 2013-01-05 17:24:47 -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 the development page.

For the latest source code and build instructions, see our github page.

Basic build instructions

(for more detailed instructions, see the development page)

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

git submodule update --init

in order to get the "native" library.

Now, the actual building:

PPSSPP currently uses CMake for its build system. In order to build for most systems, create a build directory and run:

cmake path/to/ppsspp
make

Alternatively, run b.sh which will create the directory for you.

You can specify the -G parameter to cmake to choose a generator. The NMake Makefiles, Visual Studio 11 (projects + sln), GNU Makefiles and Unix Makefiles generators have been tested.

Of course in-tree builds are supported, but that makes cleanup harder to do; with out-of-tree builds you can just remove the build directory.

Note: There is also a Qt frontend available. Simply open PPSSPPQt.pro in Qt Creator 2.6+ and press run. The Qt frontend currently supports Windows, Linux, Blackberry 10, Symbian and Meego.

Building for Linux/BSD/etc

Install the libsdl1.2 (SDL 1.2) development headers. This is called libsdl1.2-dev on Debian/Ubuntu, SDL-devel on Fedora/RHEL, sdl12 on BSD ports.

Currently the user interface is identical to Android's, operated with the mouse.

Alternatively, a Qt-based frontend is available in the Qt/ dir.

Building for OSX

Install the Xcode Command Line Tools and, using macports, fink or homebrew, install the SDL development headers. This is called sdl on homebrew. Just follow the basic build instructions afterwards.

Currently the user interface is identical to Android's, operated with the mouse. A Qt-based interface is planned.

Building for Android

To build for android, first you must set the ANDROID_NDK environment variable to point to the path of your NDK install. This is done on windows cmd with set ANDROID_NDK=X:\..., on bourne shells with export ANDROID_NDK=/path/to/ndk, and on C shells with setenv ANDROID_NDK /path/to/ndk.

Create a build-android directory and inside it run:

cmake -DCMAKE_TOOLCHAIN_FILE=path/to/ppsspp/android/android.toolchain.cmake path/to/ppsspp
make

After make finishes, it will have created the needed .so files in path/to/ppsspp/android/libs/armeabi-v7a. You can now use the build.xml in the android/ dir to build the final executable, or import the android/ folder as an existing project in Eclipse.

Note that Eclipse won't notice if you have made changes to the C++ code. Introduce a meaningless change to a random .java file such as a whitespace to get Eclipse to rebuild the project.

Also note that the Visual Studio generators aren't compatible with compilers other than Microsoft's, but NMake Makefiles works fine.

Building for Blackberry

To build for Blackberry, you must first have the latest Native SDK installed.

To set up your environment for cross-compiling you must then use: source ~/bbndk/bbndk-env.sh

Finally, you are ready to compile. Change directory to ppsspp/SDL and run: ./blackberry_build.sh

If you are on Windows, you will need GNU and CMake to run the bash script.

Alternatively, you can use the Qt frontend by compiling the PPSSPPQt.pro in the Qt/ directory with qmake from the NDK or QtCreator 2.6+.

Building for Symbian

To build for Symbian, you require:

  1. GCC 4.6.3 from Mentor Graphics.

  2. Symbian Qt libraries. You can find these in the final Nokia Qt SDK or online.

  3. Set up your SDK to use Symbian GCCE 4.6.3. See a tutorial here: http://www.summeli.fi/?p=4220

Then simply compile the PPSSPPQt.pro with qmake from the SDK or QtCreator 2.6+.