PSP - Hacking & Homebrew. Talk about PSP Homebrew and Hacking attempts!
It's been quite awhile since the last update to this thread, and so, to conincide with my release from the GAF-gallows (lol), I'd like to bump it with a release changelog of sorts since there have been quite a few revisions (1000+) since the official 0.9.1 release and a heck of a lot of improvements since.Some of the 'new' Features in the latest dev builds:-With buffered rendering enabled, users can finally change the internal resolution of the emulator independent of the window size and fix it (up to 10x PSP Rendering Resolution). The previous behaviour was unhelpful to those with weaker machines that struggled in fullscreen and to those who wished to downsample as they pleased.There's also an Auto (1:1) option for those who preferred the older way of how it handled resolution scaling.Recently implemented and improved by Henrik and useful for games that require it for graphical features. Examples include spell effects in Final Fantasy IV, the skyline in Gods Eater Burst (it's no longer just black) and LocoRoco.The option has now been implemented into PPSSPP natively.
Tiny performance hit and previously had to be enabled from your own vendor's graphics control panel.4. Many, many game fixes.Kingdom Hearts longstanding shadow issues have been resolved.
The 3rd Birthday's flickering UI in the CTI has been resolved. Amongst many others.As always, grab the to gain access to the aforementioned improvements. Also, additional details on each added function and their correlation to performance can be found. Yay, you're backAnyway, I wanted to ask (but since you were banned, I couldn't til now), are the dev team aware of Japanese text bugs whenever Japanese games are played on the emulator?Examples include text not part of the scene showing up briefly or lines being entirely skipped over.
(and in one (well 3 technically) game, idolm@ster shiny festa, the text goes outside of the 'information' (help prompts) boxes).Hope that makes sense, the last build I tried was one from either a week or two ago so no idea if it's fixed yet but I'm wondering if the devs were even aware of it. Yay, you're backAnyway, I wanted to ask (but since you were banned, I couldn't til now), are the dev team aware of Japanese text bugs whenever Japanese games are played on the emulator?Examples include text not part of the scene showing up briefly or lines being entirely skipped over. (and in one (well 3 technically) game, idolm@ster shiny festa, the text goes outside of the 'information' (help prompts) boxes).Hope that makes sense, the last build I tried was one from either a week or two ago so no idea if it's fixed yet but I'm wondering if the devs were even aware of it. I recently got my new Xperia Z1, which is beastly. Except for some special effects which may still require proper coding in the emulator, all of the games I throw at it run at full speed with texture upscaling/ AF/ AA.I hope that the devs are also trying to keep the emulator alive when a phone goes in standby?
Because right now most games break when a phone goes in standby and wakes up.Every 3D game I've been testing so far seems to lose data about the 3D objects or just breaks completely when the phone is woken up. I recently got my new Xperia Z1, which is beastly. Except for some special effects which may still require proper coding in the emulator, all of the games I throw at it run at full speed with texture upscaling/ AF/ AA.I hope that the devs are also trying to keep the emulator alive when a phone goes in standby? Because right now most games break when a phone goes in standby and wakes up.Every 3D game I've been testing so far seems to lose data about the 3D objects or just breaks completely when the phone is woken up. $memstickroot denotes wherever you're keeping PPSSPP's PSP folder.
Hope that helps, especially if you've been trying out a newer build and letting loose a couple of WTFs along the way.Also, in other news 0.9.5 is coming. Rather soon-ish, and we expect to have a radically new atrac3+ implementation from FFMPEG from Maxim to go along with it, amongst a few other things.What does that mean for you, the end user? No more external at3plusdecoder.dll codecs, lower CPU utilization, better performance in games that require the at3+ codec for Audio, and most importantly, the current crashes that occur in a few games that rely on at3+ for BGM playback will be resolved.Other 0.9.5 related discussion on the githubPlease be excited. Yeah, I should mention it's for the JP version of the regular game (not the Final Mix version).To get to the prompt that locks up the game, press Start to bring up the main menu, select the second option, and then select the first option in the Character Menu, and then from there, select the last option. At this point, press Triangle. It's supposed to let you rename your finishers.It's easily avoidable since renaming them isn't required or has any benefit to the game. I will download a newer version though, thanks.
Two months since the last release, and today's the 1-year anniversary of the PPSSPP project! What better day to release a new version?While nothing is perfect, there have been plenty of improvements since the last one, much thanks to all our contributors!
Here's a shortlist of top new features:Atrac3+ plugin no longer required! Thanks Maxim for hard reverse-engineering workMany, many emulation fixes, including:bezier/spline curve support, fixing Loco Roco and othersstencil clear emulation, fixing Final Fantasy IV textAndroid-x86 supportPost-processing shaders like FXAA, scanlines, vignetteMore solid save states (we will try to keep them working from now on. Save states only upgrade forward, not backward to older versions though)Change render resolution independently of window sizeMassive debugger improvements on Windows, by Kingcom and unknownbrackets (GE)Win32 menu bar is now translatable. Language changes are applied instantly.Win32: Ability to store PPSSPP's config files and memory stick files in places other than the same directoryQt audio fixed, Symbian audio and ffmpeg is now threaded for more consistent media processingHaptic feedback support for mobile devicesAccurate system information for mobile devicesAnalog controller support for BlackberryWindows installer (coming soon). Not to undermine the great the work of ector/Henrik and our team of devs and testers (of which I am a small part of), but part of the reason why PPSSPP is as great as it is now is due to it being comprised of folk who are veterans in the emulation arena. Ector/Henrik for instance has a long and illustrious history with Dolphin (which is in its 4th incarnation at the moment), of which PPSSPP shares some of its legacy codebase with.We're also fortunate to have JPCSP as a reference point of sorts, they were the trailblazers in PSP emulation, and it'd have definitely been a lot more difficult to get to where we are right now without them kicking it off at first. A number of our contributors contribute code between the two emulators as well, so improvements that were initially hard to come by in JPCSP were ported over in native C to PPSSPP.As for PS2 emulation, I reckon PCSX2 is going to be as good as it gets for the moment and is already pretty mature.
At least on x86. I was waiting for ector to post those up himself, I guess he's really busy irl at the moment. Thanks for doing it instead, Sajjaja, and for keeping the thread updated and alive.Not to undermine the great the work of ector/Henrik and our team of devs and testers (of which I am a small part of), but part of the reason why PPSSPP is as great as it is now is due to it being comprised of folk who are veterans in the emulation arena.
Ector/Henrik for instance has a long and illustrious history with Dolphin (which is in its 4th incarnation at the moment), of which PPSSPP shares some of its legacy codebase with.We're also fortunate to have JPCSP as a reference point of sorts, they were the trailblazers in PSP emulation, and it'd have definitely been a lot more difficult to get to where we are right now without them kicking it off at first. A number of our contributors contribute code between the two emulators as well, so improvements that were initially hard to come by in JPCSP were ported over in native C to PPSSPP.As for PS2 emulation, I reckon PCSX2 is going to be as good as it gets for the moment and is already pretty mature. At least on x86.
Hey guys,I know a few years ago, there still wasn't a good way to do this due to proprietary ATRAC3+ audio. But I thought I'd c heck if anyone's figured it out.If I extract my UMD video ISO files, there are a bunch of.mps files - I can play those in programs like FFPlay, MPlayer, even Media Player Classic (some dropped frames, but it may have to do with the audio problem).
But none of them are able to decode the audio track.It would be nice to convert it to some other format so I can use the videos on a PC. I realize most of these movies are already available on DVD, but I have my reasons for wanting to do this, if anybody knows how/if it's possible. Decoding ATRAC3plus still requires Sony products, or at least no third party that I know of has released anything to public so far.
Well, excluding Fate/Extra CCC accidental leak of (Sony's) PSP at3tool utility this spring, which mainly helped PSP emulator developers rather than end users anyway.So, back to the point. MPS files are basically headerless PMF files; give them PMF headers, demux audio streams and convert them to usable format.will add correct PMF header to MPS file,. will demux resulting PMF and give you.oma audio file for converting in Sound Forge. Decoding ATRAC3plus still requires Sony products, or at least no third party that I know of has released anything to public so far. Well, excluding Fate/Extra CCC accidental leak of (Sony's) PSP at3tool utility this spring, which mainly helped PSP emulator developers rather than end users anyway.So, back to the point. MPS files are basically headerless PMF files; give them PMF headers, demux audio streams and convert them to usable format.will add correct PMF header to MPS file,. will demux resulting PMF and give you.oma audio file for converting in Sound Forge.