Homebrew PPSSPP discussion and testing thread

wolf-snake

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It is a pity that not everyone can live where you live.
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Of course i didn't bought it online, i'm not dumb, I just went to a local flea market, look for someone who's selling stuff who's old enough to not care what the hell they're even selling, spot something that i want and buy it dirt cheap. I got an Old 2ds the same way.
 

piratesephiroth

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Maxbeta

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https://www16.zippyshare.com/v/OVefHZbE/file.html
I don't think it has any noticeable fixes.
SotN is still unplayable and "What Did I Do to Deserve This, My Lord? 2" has no sound now (it had sound only in the left speaker in the previous build)
Thanks for taking the trouble to compile these couple of builds man. I appreciate it.
I’ve noticed the emu menu Is faster and smoother now but the game’s performance has definitely taken a bang.
Like I posted before, a lot of game menu’s and textures are now missing and they were present on the older builds.
I also noticed that if you load and play a few games consecutively you will end up having either loss of sound or game crashes.
Overall it’s been cool testing these but I think we’re gonna have to stick to the last old build on the first post until Aliaspider starts tackling these game texture and performance issues.
 

Moon164

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Wow, are there still people working on the Wii U version of PPSSPP ?, this is incredible, has there been any considerable improvement over the old build?
 

Maxbeta

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Wow, are there still people working on the Wii U version of PPSSPP ?, this is incredible, has there been any considerable improvement over the old build?
As far as I could tell from testing, the more notable improvement is apparent on the emulator’s menu. It seems to run smoother and has been extended with a data manager. But on the game performance side of things I would say it looks like it’s been broken down to pay attention to areas that need attention, mostly with rendering, so a lot of stuff in games now appears glitchy.
I would personally wait a while until more development is finalized.
Honestly the final build on the first post on this thread is still the better one.
 
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Dabu47

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Would it be of any help to continue the tests to fill the compatibility sheet shared by OP ? I'm currently trying out PPSSPP on Wii U and could contribute by making a report on few games.
 
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Maxbeta

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Would it be of any help to continue the tests to fill the compatibility sheet shared by OP ? I'm currently trying out PPSSPP on Wii U and could contribute by making a report on few games.
I’d say feel free to report if you are going to use the last build on the first post. The two recent compiled builds on these last 2 pages will definitely be detrimental to report on because it seems they are only test builds the developer made for themselves and about half the portion of the emulator was removed from them so things appear glitchy on most games.
 
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Dabu47

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I’d say feel free to report if you are going to use the last build on the first post. The two recent compiled builds on these last 2 pages will definitely be detrimental to report on because it seems they are only test builds the developer made for themselves and about half the portion of the emulator was removed from them so things appear glitchy on most games.

Got it, thanks. I'll work on the lastest build from OP and make the reports as soon as possible.
 

Maxbeta

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Can we see who compiled before the last "official" release?
Maybe we are compiling wrong. Don't want to bother aliaspider from now
I don’t think the builds would run if they were compiled wrong, but hey you may be right.
On some hindsight, I can assure you that it appears half of the emulator has been taken out of his more recent builds because if you compare the .prx size from the recent builds they are way smaller than the last build everyone was using forever from the first post.
This might be why many things like a bunch of layers and renderings are missing from the current unofficial builds. I think Aliaspider yanked a big portion of that out to observe emu and code behavior so he can build up from there. Again, this is me just speculating but it’s common practice when devs are porting emulators to consoles.
However, it would definitely be nice to get some clarification as to where things currently stand.
 
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Necron-99

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I had tested a handful of new games (before these new builds were compiled)
Air (English patch): It completely works. I've even tried it at 2X rendering resolution and it was still full speed.
Death .Jr: Works with some graphical glitches and slowdowns.
Freak Out Extreme: There's always a 2-3 minute lockup the first time you start a course. Afterwards it plays somewhat below full speed with frame skip set to 1. You are also unable to save or use save states.
Uta no Prince Sama All Star After Secret: The intro FMV plays well. After that the menus have sound but no visuals are displayed.
The Warriors: When you select new game it tells you to create a save file, which you are unable to do. So I used a completed save file I found online. I was able to get in game with frame skip set to 1, and do some things. Though there are lockups and/or crashes in many places.

I also want to note that 2 things I've tested have more functionality on the newer build. In this build I'm able to get in-game in Crazy Taxi: Fare Wars with frameskip set to 2 or 3. Also in this build Basiliskll (the Mac II emulator) displays graphics. In the previous build I used, the screen is white.
 
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Crumply

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I just tested 3 games. These reports are based on initial testing and none of these games were played in full.

These notes about firmware, SD type, HBL version and emulator version apply to all three games:
Firmware: 5.5.4
SD type and Class: SDHC Class 10 (32GB)
Homebrew Launcher Version: 2.1 (Channel)
Emulator Version: 1.5.4-998-g08f26439c

Unless otherwise stated in the Non-Default Settings section, I used the following non-default settings for my global configuration:
  • Auto frameskip on.
  • Frameskipping set to 1.
  • L and R remapped to ZL and ZR.
  • Unthrottle remapped to R.
  • Menu mapped to L and Home.
  • Confirm button set to Circle.
Without further ado, here are the games I tested, in the order in which I tested them:

DJ Max Portable: Clazzquai Edition
Non-Default Settings:
See above.
Issues observed: Outside of the Club Tour mode, the combo and hit grading indicators are garbled, but they appear perfectly in the Club Tour mode.There are some GFX issues with the Gear.In Club TuTo (the tutorial area of the game), the analog stick notes are garbled. However, they appear normally throughout the rest of the game (within the limits of what I played). Overall, the game appears to be fully playable.

DJ Max Portable: Black Square
Non-Default Settings:
Frameskipping set to 8.
Issues Observed: As with Clazziquai Edition, the gear-related GFX issues and the garbled combo indicator are still there, however the hit grading indicator is no longer garbled. The button mode descriptions in Arcade mode are garbled and illegible and the Song Select screen garbles after returning there from a song. I could get into a song, but as soon as the background video appeared, the game became unplayably laggy. I didn't test the Club Tour mode. After a while, the screen started to flicker, at which point I stopped testing. Overall, the game is unplayable.

Persona 3 Portable
Non-Default Settings:
Cross remapped to A. Circle remapped to B. (The game didn't seem to recognise that I had set Circle as the confirm button and would still use Cross to confirm.)
Issues Observed: None! The game works perfectly!
 
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armaldodo

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This last update is very good for some games

-Megaman X is now playable fullspeed without frameskip
-Medievil is playable with 1 frameskip, speed is between 70-100%
 

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