Release PPSSPP, Emulator for PSP


ptitSeb

Serial Porter
Joined
Aug 15, 2012
Messages
9,332
Age
52
Location
France, near Lyon
This is PPSSPP, the PSP Emulator, ported to the OpenPandora, available on the repo
preview5.png

Graphics are hardware accelerated with GLES2

A JIT on ARM is include starting build 03.

Notes that this is an app targeted to Android market, with touch devices. So GUI is touch oriented (click and drag to move, stay click to validate).

Controls are mapped like this:
Code:
Dpad => Dpad


  Y             /\

A   B =>     [ ]  ( )

  X             ><


Start => Start
Select => Select

Space => Menu
Backspace => Back

There is a Wiki here: http://wiki.ppsspp.org/index.php?title=Game_Compatibility

And a Pandora Wiki Compatibility here: http://pandorawiki.org/PPSSPP_Compatibility_List

Complete Source for build 01 here: ppsspp-pandora.tar.gz

History log
========

Build 55
----------

  • In sync with the git repo (based on 1.10.3)
  • Fixed the infamous "cannot save" bug
Build 54
----------

  • In sync with the git repo (based on 1.7.2)
Build 53
----------

  • In sync with the git repo (based on 1.5.4)
Build 52
----------

  • In sync with the git repo (based on 1.4.2)
Build 51
----------

  • In sync with the git repo (based on 1.4.0)
Build 50
----------

  • In sync with the git repo (based on 1.3.0)
Build 49
----------

  • In sync with the git repo (based on 1.2.2)
Build 48
----------

  • In sync with the git repo (based on 1.2.1)
Build 47
----------

  • In sync with the git repo (based on 1.1.1)
Build 47
----------

  • In sync with the git repo (based on 1.1.1)
Build 46
----------

  • In sync with the git repo (based on 1.1)
Build 45, 44
----------

  • In sync with the git repo.
Build 43
----------


  • In sync with the git repo (based on 1.0.1!)
Build 41
----------


  • In sync with the git repo (based on 1.0.0!)
Build 40
----------


  • In sync with the git repo (based on 0.9.9.1)
  • Switch back from SDL2 to SDL1.2 (so nub as joystick can be used)
Build 39
----------


  • In sync with the git repo (based on 0.9.9.1)
Build 38
----------


  • In sync with the git repo
  • Added optionnal GLSL Optimizer
Build 37, 36, 35
----------


  • In sync with the git repo
  • Compiled with GCC 4.9.0
Build 34
----------

  • In sync with the git repo
  • losing mouse in menu and resume hang bugs seems fixed now.
Build 33
----------


  • Based on 0.9.6 version
  • Known bug: touchpad / mouse cannot be used after a while in the Pause screen.
  • Less hang on resume screen (but still some sometimes).

Build 32
----------


  • In sync with the git repo
  • based on 0.9.5 version
  • new Vertex JIT that bring some speedup in some game
  • Warning, this version doesn't like default driver version
  • Don't try to go back ingame once in Menu Screen, it hang for now
Build 31
----------


  • In sync with the git repo
Build 30
----------

  • In sync with the git repo
Build 29
----------

  • In sync with the git repo
Build 28
-----------

  • Based on 0.9.1 code base
  • Updated runscript to make it more compatible with newer driver
Build 27
-----------

  • Based on 0.9.0 code base
  • Enjoy new GUI and faster JIT
  • Alpha Hack & Downsize of the texture still present
Build 26
----------

  • In sync with git sources
  • putted back the downscale of texture option.
Build 25
----------

  • In sync with git sources
  • fixes for PowerVR, enjoy more compatibility.
Build 24
-----------

  • In sync with git (v0.8.1 now).
  • some new options to play with (like over/underclock virtual CPU/GPU).
Build 23
-----------

  • Enabled MPEG again. No more crash by adding in the PND a more recent version of libglslcompiler
  • Fixed Atrac3+
Build 22
----------

  • v0.8.0 !
  • In synch with lastest git version
  • Disabled MPEG until I can fix the memory corruption.
Build 21
----------

  • Added support for Atrac+ and MPEG
  • Still unstable, so expect crash when playing videos.
Build 20
----------

  • In sync with current git repository
  • Added an option to reduce Texture sized (doesn't seems to improve things)
Build 19
-----------

  • In sync with current git repository
  • optimised Frameskipping for the Pandora, it's now more stable and effective than before
  • a bit faster then previous build.
  • added Space for Menu
Build 18
-----------
  • In sync with current git repository
Build 17
----------
  • In sync with current git repository
  • New config menu
  • Localisation, menu language already
  • Back to default background
Build 16
----------
  • In sync with git version. Now version 0.7.5
  • Keep the Alpha hack in place.
Build 15
----------
  • In sync with git version. DisplayList has been rewriten, better compatibility
  • compiled with gcc 4.8
Build 14
----------
  • In sync with git version. GUI improved with Last Played Games.
  • added back "powervr.ini" with flip driver back in "lib" folder, in case it helps (not sure, but in exe folder, it helps).
Build 13
----------
  • In sync with git version. GUI improved with Last Played Games.
Build 12
-----------
  • Fixed fonts that where missing
  • Switched from Alsa to OSS, as it's faster
  • In sync with git sources
Build 11
-----------
  • Added "Alpha Hack" to Game Menu, to speed up some games (Lumines or Tales Of Eternia for example), but breaks other.
  • Inverted Up/Down on analog input
Build 10
------------
  • In Sync with git sources
  • Fixed analog controls
  • Added option to disable nubs (create a dummy files named "no_analog" inside appdate/PPSSPP/home/ folder)
Build 09
----------
  • In Sync with official v0.7 (check official compatibility thread !)
  • Fixed framelimiter (I messed up that)
Build 08
-----------
  • In sync with git depo
  • GLES init using Framebuffer, so should be compatible with new beta SGX drivers
Build 07
-----------
  • A bit faster (again, but still not enough)
  • A frameskip option (ingame menu). Doesn't look compatible with "hardware transform"
Build 06
-----------
  • A bit faster (but still not enough)
  • some new options, like Show FPS
  • Use the right way to switch nubs to joystick mode
Build 05
-----------
  • In sync with official v0.6.1 release
  • Activated Analog control with nubs
  • Nubs cannot be used for mouse control, use Touchscreen now
Build 04
-----------
  • In sync with official v0.6.0 release
  • Official entry to DragonBox Coding Competition 2012/13
Build 03
-----------
  • Compiled to test the merge of the Pandora config on git repo (again)
  • JIT for ARM is include and working.
Build 02
-----------
  • Compiled to test the merge of the Pandora config on git repo
  • Compatibility should have improved a bit. But so JIT so no improvement on performances
  • Added Joystick handling. If nubs are set to joysticks, you should be abble to use them
Build 01
----------
  • Initial release
  • Based on v0.5
 

Attachments

  • 130105-224704.png
    130105-224704.png
    259.1 KB · Views: 1,748
  • 130106-102332.png
    130106-102332.png
    473.4 KB · Views: 1,561
  • 130106-102647.png
    130106-102647.png
    479.1 KB · Views: 1,497
  • ppsspp-pandora.tar.gz
    6.8 MB · Views: 1,358
Last edited:
Nice PtitSeb! Thanks. 

Jit for Arm? Isn't it ported yet or isn't it developed yet? 
 
For the JIT for ARM, it is not developped yet. Planned for v0.6 according to the Website.

About nubs, yes, it is possible. I have disabled them in the first build (was fighting with SDL hangs), but I can try to anable them for future build, or do a build for that if there is demand for that.

PS: I had hangs with SDL when I SDL_Init with SDL_INIT_AUDIO (plus SDL_INIT_VIDEO | SDL_INIT_JOYSTICK). So I just left the Init video, and remove (comented) all Joystick code. It seems that the Init Audio cause the Hangs. The sound works even if not initialised properly...
 
Wow i did not think that next Day after my Thread anyone release the Emu for Pandora.

GRREEEAAAATTTT :D   THX

Last Evening i was very tired and broken from my very hard Work day,sorry when i wrote some badly Things.

Now the World is back good :rolleyes:

Thx for your Help ptitSeb ,i am exited to Try the Emu Pandora Optimized ;)

Edit: First try proove it,it is faster than the Android  Port.

Now the big testing begins.This Evening will i record a Video with Tales of Eternia for Comparing :D

Wohoohoo Thx again for optimizing and Releasing this ptitSeb ^_^
 
Last edited by a moderator:
From your recording, it's seems faster, but I'm glad you proved it  :)  .

I guess we will have some more nice videos soon  :p  !
 
Thanks!!!!
I've just tried Tales of Eternia... It looks really good... Not playable yet but I compared with the windows version of the emulator and it looks promising!!
 
A Game which would be also Great to run is "Metal Slug Anthology"

But as i have a PSP and a PSVITA for the Comerziall Games, this Emulator will be used for the PSP Homebrew, just like the new DS Emulator (Expekt from Korg DS 20 Synthesyser DS Game)

Great port, thangs
 
Mind testing Ultimate Ghosts n Goblins?  Thanks!
Just tested it... I get a memory check screen and then black screen. Tested on the windows version as well, I get the same thing but I got lucky pushing buttons and I ended up playing. Not that smooth and big graphic bugs...


The black screen thing on the menu seems to be common if you look at the compatibility list.
 
I have made some test, to see the performances of the Emu.

I tried, with sound:

* The Cube demo.=> Full speed, that's good.

* Pocket Bobble Puzzle => Work great, but not Full Speed, something like 75%  => *EDIT* This one I'm not sure, I find it almost good, but still a bit slow.

* MotoGP => Works ok, but it slow. Between 20% speed to 50% (when you are alone). => *EDIT* My perception of slowness is not good, expect more like 10% of real speed.

* Tales of Eternia => Works good. Speed is 75% more or less. => *EDIT*, in fact, it is more like 30% of speed, so that lower also the other number.

I tried but not working (cross checked with Windows version) :

* Flatout Head => black screen

* God of War - Ghost of Sparta => black screen

* Metal Slug => black screen

* Patapon 3 =>  start, show some dialog that vanish before you can read them... After a while, you're stuck.

* Pixeljunk Monters Deluxe => black screen

* Split Second Velocity => Cyan screen.

* Tron Evolution => start, menu are navigable, but cannot get ingame.

* Ridge Racer 2 => Works ok, Camera problem (the initial camera points rear instead of forward). => but hang on my Pandora (works ok on Windows).

 

 

*EDIT* => Revise my numbers based on the Youtube video
 
Last edited by a moderator:
I have made some test, to see the performances of the Emu.

I tried, with sound:

* The Cube demo.=> Full speed, that's good.

* Pocket Bobble Puzzle => Work great, but not Full Speed, something like 75%

* MotoGP => Works ok, but it slow. Between 20% speed to 50% (when you are alone).

* Tales of Eternia => Works good. Speed is 75% more or less.

I tried but not working (cross checked with Windows version) :

* Flatout Head => black screen

* God of War - Ghost of Sparta => black screen

* Metal Slug => black screen

* Patapon 3 =>  start, show some dialog that vanish before you can read them... After a while, you're stuck.

* Pixeljunk Monters Deluxe => black screen

* Split Second Velocity => Cyan screen.

* Tron Evolution => start, menu are navigable, but cannot get ingame.

* Ridge Racer 2 => Works ok, Camera problem (the initial camera points rear instead of forward). => but hang on my Pandora (works ok on Windows).

 
How much overclock was used in your tests?
 
ptitSeb, are those real speed numbers (like from a display in the emulator) or just your estimations? I've seen some extremely poor guesses before. I find it startling that Tales of Eternia would be so much faster than in the Android version. You can get a speed comparison directly, compare here:

https://www.youtube.com/embed/N85vQVSK710?feature=oembed
At 4:18 to 4:25

One is 7 seconds, the other is 28 seconds. That means it's running at only 25% speed. And this is with a faster SoC (DM3730) at a higher clock speed (1.2GHz) so unless Android is massively crippling performance I don't believe your 75% number, although it's possible it's much faster in the opening credits or title screen. Playing the scripted opening would not be an obvious candidate for a high CPU load, but who knows.

I didn't find a let's play for the PSP version but I'm assuming that the timing is the same or close enough.
 
Last edited by a moderator:
Exophase, that was just (optimistic) guestimates... I'll try to time the intro of Tales and see the real slowness. It is too slow to play anyway (even the simpler Puzzle Bobble), but it's a start... I'll edit my figures once I've something more accurates.
 
Back
Top