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| games for ppsspp emu |
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Posted by: *GΛMΞ*[LΞGΞИDS]™* - 03-19-2013, 07:29 PM - Forum: General Discussion and Announcements
- Replies (12)
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Please help me, I'm new here so I do not know of the wonder which give contributions. I am from Slovakia. Please I need help, I prestigio MultiPad, I pulled ppsspp emulator is installed fine but I do not know the path to the ISO file in android, I downloaded the game prince of persia, and I got a folder PSP_GAME UMD_DATA bin 1 kilobyte waited ISO file is not something like, What is the path where I put the game?
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| PES13 only game that works |
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Posted by: Andrej - 03-19-2013, 07:23 PM - Forum: General Discussion and Announcements
- Replies (2)
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Hi everyone,
I started to use the android version of ppsspp (v.0.7) last week and my device is the nexus 7 from Asus. My problem is that no game is working except pes13. I tried to play god of war: chains of olympus, fifa12 (people said it would work on ppsspp for android) and need for speed most wanted, but all I got was a black screen with nothing happening. The first thing I did was changing the settings and see if that would work for me, but it didn't. My second thought was that maybe the isos just don't work. I'm travelling right now so I'm not able to try them on the PC so I downloaded four different ones for the game need for speed, but it changed nothing, all I got was the black screen. My last try was to download the older version (v.6.1), nothing happened. For now I'm out of thoughts and don't know what to try so I'm asking you, if anybody has a clue what could be the problem and a possible solution.
Thanks and have a nice day!
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| PPSSPP options explained |
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Posted by: m45t3r - 03-19-2013, 05:35 PM - Forum: General Discussion and Announcements
- Replies (217)
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Since Henrik doesn't recommend the use of your wiki yet (not really, the Wiki is dead), I will try to documment the most important options of PPSSPP on this thread. This will (I hope) avoid new threads like "What Buffered Rendering does?" or "Why frameskip cause the screen to flicker?". The information is based on our forums, plus some changelogs from git, information from Wikipedia and other stuff. If something is wrong, please post on this thread and I will correct on OP.
If the option is named different for Windows and the SDL (all other versions) ports, I will use the following convention: Windows / SDL
Emulation / Settings- Interpreter / Disable "JIT (Dynarec)" option: In computer science, an interpreter is a computer program that executes, i.e. performs, instructions written in a programming language. It's a very slow type of emulation and mostly useful for debug, but should work anywhere. *option only applied after a reset*
- Dynarec (JIT) / Enable "JIT (Dynarec)" option: stands for Dynamic Recompiler. This is also the so called JIT (Just in Time compiler). The idea is to recompile part of the program during execution (in this case, from the original MIPS from PSP to the target architecture). Much faster than interpreter and the default, recommended mode for supported architectures (x86 and ARM, for now). *option only applied after a reset*
Options / Settings- Buffered Rendering: the PSP can render to any location in its VRAM and use as either the scanout buffer (what you see on the screen) or textures. Many games use this to implement special effects, or simply to implement 30fps (you need to show the same buffer twice). We simulate this by allocating an OpenGL FBO for every PSP framebuffer location.
Disabling it is a speed hack, that may or may not speed up some games, and may cause graphical artefacts and/or screen flickering. Another effect of disabling this option is that you lose the ability to do 2x supersampling.
- Hardware Transform: uses vertex shaders to do T&L on the GPU instead of doing it in software on the CPU. It should be identically visually to SW transform but it isn't, there are some small differences between the implementations. It's faster depending of the GPU.
- Linear Filtering: a simple filter that smooths the picture. Basically forces bilinear filtering on all graphics. May cause artifacts but also smooth out HUD and 2D.
- Simple 2x SSAA / doesn't exist on SDL version: a simple Super Sampling Anti Aliasing 2x algorithm. Reduces aliasing from picture, needs a relative powerful GPU, especially on higher resolutions. Disable if you're having performance problems. Requires Buffered Rendering.
- Use VBO/Draw using Stream VBO: another way to send dynamic vertex data to the GPU. It doesn't seem to give much of a speedup, it's just an experiment.
- Vertex Cache: an optimization, that makes things faster and in turn might miss some changes in geometry - though PPSSPP do it best to make it reliable there are some edge cases it can miss. Deactivate if you see strange graphical glitches.
- Frameskip / Frameskip (beta) *only appears on in-game settings*: activates frameskipping, may or may not give you a better performance. For now, it somewhat negates the Buffered Rendering option, so you may see graphical artefacts and/or screen flickering even with Buffered Rendering on.
If the performance is limited by the GPU or GPU emulation, frameskip may help. If performance is limited by CPU emulation / HLE / in general anything else, it probably won't help. So it depends not only on hardware but also on the game. And definitely could also depend on drivers.
- Use Media Engine: all it does is control whether HLE functions return -1 or attempt to work. If the game is not calling sceMpeg* functions, the option shouldn't have any affect.
Some games may hang with this option off, others may hang with this option on, your mileage will vary.
- Fast Memory (dynarec, unstable) / Fastmem (may be unstable): simply assumes that all memory accesses the game does are valid, and thus skips some checks, gaining a bit of speed. Of course, if a game does an invalid memory access, the whole emu will crash as a result. *option only applied after a reset*
- Ignore illegal reads/writes / doesn't exist on SDL version: debug feature, can be ignored.
SDL Version exclusives- Mipmapping: disabling it may make things show at higher detail, but may also make the game slower. It was always enabled before. For how it works, see this article on Wikipedia.
Additional features- Turbo Mode / doesn't exist on SDL version: hold TAB.
Making logs (useful for debugging/repporting)
How to create a PPSSPP log:
In the main PPSSPP folder where the PPSSPPWindows.exe is Make a folder called USER, inside that folder you just created, make a new folder called Logs.
Now start up emulator with a game running in there, once the emulator has stopped either by you closing it or it crashing, check inside the logs folder, open the ppsspp.log file with notepad or wordpad, copy & paste that to:
'Pastebin.com' or If this is a very large file, compress this log with a compression program like Winzip, or Winrar and upload the file to Mediafire, then copy & paste that address it gives you onto this forum under the correct gaming thread, where it will be noted & viewed by the developers.
Edit: To stop logs being made just delete the Logs folder.
If you need to make a log on JPCSP emulator, as you may wish to compare the logs from both emulators then follow this guide:
How to create a JPCSP log:
Load up JPCSP until main screen appears, click on Debug > Tools > Show Logger, when new logger window appears, click on arrow right of the word OFF and set to INFO level. Load and start the game you want to log until you receive the error or you exit JPCSP, that will now generate a .txt file in the JPCSP's MAIN FOLDER called log.txt.......
Post that log.txt file either at 'Pastebin.com' or If this is a very large file, compress this log with a compression program like Winzip, or Winrar and upload the file to Mediafire, then copy & paste that address it gives you onto this forum under the correct gaming thread, where it will be noted & viewed by the developers.
Remember to turn the logger back off afterwards, otherwise it will continue to make logs.
by KingPepper
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| Does anyone meet this problem? |
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Posted by: _Riddle1 - 03-19-2013, 03:32 PM - Forum: General Discussion and Announcements
- No Replies
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A funny situation was found when I used the PPSSPP to play YS7 on my PC.When fighting,I found the memory footprint was about 200M,a normal number.But I began a new game and the game run,I found somthing abnormal that the memory footprint was greater than 2GB and still increased!!!Then when I disabled the Buffered Rendering,I found the memory footprint won't increase.So is it a new bug?
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| Adreno 220 |
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Posted by: alextunisian - 03-19-2013, 12:02 PM - Forum: General Discussion and Announcements
- Replies (16)
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Hey , i've been following this project since it starts ! and guys u've done an awesome work ! just in the future release please work a bit on the fluidity with the adreno processor cause it still a bit slower on adreno than on other precessors.
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