Android, playing PSP games with the PPSSPP emulator. I’m going to jump right into it, you will either need a dual core or quad core processor in your phone. I would recommend that it is rooted and use CPU master app to make your device run at top speed to get the best results from the PSP emulator (PPSSPP) on your Android device.
You are currently browsing articles tagged psp development.
Note from Wololo, a bit of context on this article: if you’re running a CFW on your 6.60 PSP such as Pro CFW, you are regularly using the 6.60 kxploit without knowing it. The vulnerability was exploited and released by developers Davee and some1, about a year ago, and pro CFW relies on it. Today jigsaw gives a full explanation of the inner working of this exploit.
660 kxploit is within ifhandle.pfx, which is the PSP port of mbuf. mbuf is the basic unit of memory management for network packets and socket buffers. It’s originated from BSD, and is widely adopted by commercial products due to BSD license. ifhandle is obviously ported from FreeBSD 4 release with slight changes. Some routines of ifhandle are 100% duplication of original mbuf code.
Read the rest of this entry »
When Sony’s PSP first appeared on TV ads prior to its launch, it was advertised as a online gaming device that would bring people together.
… who would have thought that Sony’s interpretation of online gaming device means less than 10 online playable games in its whole lifetime… (talking about fail product placement here)
To bring that bit of extra fun that online gaming is to more titles… Team PRO has built the scene a own alternative online gaming network, with a tiny bit more than just 10 supported titles.
It goes by the name of Prometheus, is funded by linkbucks ads as well as community donations, and promises to blow new life into your old games. Read the rest of this entry »
Developing for the PSP is tough, especially since I have close to no experience in video game creation. I am aware of the performance issues that I could run into on such a device, but a card game should not be as much a problem as an eye-candy 3D Game…
However the cards textures are big enough to fill the PSP’s ram (something like 20MB is available for homebrews) within a few seconds’ play, so I have to take that into account, although I’m doing most of the development on Windows… My computer has like 2GB Ram, so it is difficult to know easily if I’m not messing with the memory.
Currently Wagic cannot be released for this single reason: I handle my PSP’s memory like a pig, and it just crashes for some reason. Once this problem is solved, I’ll release an alpha, but for what I know, this could take weeks or months
Wagic uses the JGE++ library which does most of the painful job (blitting, Hardware acceleration…) for me. It allows to code for both windows and the PSP, which speeds up the development process a lot (I spend 95% of my coding time on VC++). It has bugs and limitations however, so I slightly modified the version I’m using.
When I compile the code for the PSP, I’m doing it on KUbuntu. A SDK is needed… if you’re a complete beginner in the PSP development world but are interested in creating some software for this device, ps2dev.org is the place to start. Setting up a PSP Dev environment is not an easy task, but their forums provide precious help.
Linux is highly recommended (although there are some Windows solutions to compile your PSP code). It is much more easier on Linux though, and there are lots of cools tools provided by the pspdev community on linux. I couldn’t imagine developing without PSPLink now.
(Note that if you’re a complete newbie in computer programming, you shouldn’t even think of starting coding on a PSP…you’d rather try on more standard machines first.)