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PPSSPP Feature Request Page
07-09-2015, 02:06 AM
Post: #1276
Lower graphics
So people can use it even though they have smaller ram in their phones or tab to prevent it from crashing. Since we are using PPSSPP to play old school games.
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07-09-2015, 11:59 AM
Post: #1277
RE: PPSSPP Feature Request Page
Merged.

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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07-09-2015, 02:08 PM
Post: #1278
Touch controls customization
Hi!

Is there any way (maybe tinkering with files) to further customize the touch controls? Right now the in app options are a bit limited. For instance, you can't separate the face buttons from each other, or create "clones" of buttons, or create new buttons that activate combination of buttons (a button that is equivalent to X + O, for instance). These are fundamental options to make most games playable on touchscreens.

If they aren't available, are there any plans to improve this aspect in the near future?

Thank you!
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07-09-2015, 02:17 PM
Post: #1279
RE: PPSSPP Feature Request Page
Merged.

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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07-09-2015, 03:21 PM (This post was last modified: 07-09-2015 03:21 PM by heringer.)
Post: #1280
RE: PPSSPP Feature Request Page
(07-09-2015 02:17 PM)vnctdj Wrote:  Merged.

Considering my post was moved to request page, may I assume there indeed isn't a way to customize more at the moment? It's just that maybe I'm missing something and I'm not aware of other options.
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07-12-2015, 04:36 AM (This post was last modified: 07-16-2015 05:36 PM by Ironclad17.)
Post: #1281
RE: PPSSPP Feature Request Page
(01-21-2014 05:12 PM)Aseret Wrote:  Is it possible to request for the ability for ITH (interactive text hooker) to be compatible with PPSSPP? This is mainly for having the ability to hook text from Japanese psp games and be able to translate them with translation engines. It works for PC games, but it'd be amazing if it became a reality with PPSSPP.

Thanks Smile

I did find someone named Jichi working on a text hooker for a Visual Novel Reader, and it seems to work on PPSSPP. It looks like its becoming a universal text hooker for several game engines as part of a program called Visual Novel Reader. I figured there code could at least be the basis for an ARM equivalent.

Search in Google: "PSP text hooker in the works for VNR"
or "Emulated PSP game text hooker?"

Unfortunately
(01-22-2015 12:37 PM)Henrik Wrote:  A lot of games have their own font systems, which can't really be hooked into without game specific hacks. Some games use "sceFont" which perhaps could in theory be hooked, but often games just use it to render their own font "atlases" which means that it won't pass text to it, just individual letters in arbitrary order, and that's no good for localization.

So in practice, this is really hard and/or impractical in most cases, unfortunately, without OCR techniques...

Even so, I think it would be a worthwhile feature to look into. The basic code seems very simple, but it apparently works for a handful of game engines already.

VNR Wiki Wrote:Similar to PC, VNR will hook to two kinds of PSP functions
1. Statically compiled HLE functions in PPSSPPWindows.exe
2. JIT compiled functions in PSP ISO

PPSSPP HLE functions
Code:
Core/HLE/sceCcc.cpp
  int sceCccStrlenSJIS(u32 strAddr)
  int sceCccStrlenUTF8(u32 strAddr)
  int sceCccStrlenUTF16(u32 strAddr)
  int sceCccSJIStoUTF8(u32 dstAddr, u32 dstSize, u32 srcAddr)
  int sceCccSJIStoUTF16(u32 dstAddr, u32 dstSize, u32 srcAddr)
  int sceCccUTF8toSJIS(u32 dstAddr, u32 dstSize, u32 srcAddr)
  int sceCccUTF8toUTF16(u32 dstAddr, u32 dstSize, u32 srcAddr)
  int sceCccUTF16toSJIS(u32 dstAddr, u32 dstSize, u32 srcAddr)
  int sceCccUTF16toUTF8(u32 dstAddr, u32 dstSize, u32 srcAddr)
Core/HLE/sceFont.cpp
  int sceFontGetCharInfo(u32 fontHandle, u32 charCode, u32 charInfoPtr)
  int sceFontGetShadowInfo(u32 fontHandle, u32 charCode, u32 charInfoPtr)
  int sceFontGetCharImageRect(u32 fontHandle, u32 charCode, u32 charRectPtr)
  int sceFontGetShadowImageRect(u32 fontHandle, u32 charCode, u32 charRectPtr)
  int sceFontGetCharGlyphImage(u32 fontHandle, u32 charCode, u32 glyphImagePtr)
  int sceFontGetCharGlyphImage_Clip(u32 fontHandle, u32 charCode, u32 glyphImagePtr, int clipXPos, int clipYPos, int clipWidth, int clipHeight)
  int sceFontGetShadowGlyphImage(u32 fontHandle, u32 charCode, u32 glyphImagePtr)
  int sceFontGetShadowGlyphImage_Clip(u32 fontHandle, u32 charCode, u32 glyphImagePtr, int clipXPos, int clipYPos, int clipWidth, int clipHeight)
Core/HLE/sceKernelInterrupt.cpp
  u32 sysclib_strlen(u32 src)
  u32 sysclib_strcat(u32 dst, u32 src)
  u32 sysclib_strcpy(u32 dst, u32 src)

There's a list on the wiki for all the compatible PSP game engines.
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07-17-2015, 04:16 PM (This post was last modified: 07-17-2015 04:20 PM by kurayami.)
Post: #1282
Lightbulb RE: PPSSPP Feature Request Page
18#???Make the analog stick move freely??? [req. by sowonforever09]

This feature may not make any sense for PC user.
But it's a must for tablet/phone user with touch on screen control.
Since most game with analog stick control use this type of control by default.

The feature is simple. You can touch any place in specific square area. (which you config)
And drag along to make analog stick move to that direction.

Why this is better than fixed position analog?
Because of natural mechanic of analog stick that always go back to center position where you lift your thumb.
So it's feel more natural and precise to use any position as start point and just drag it freely. (so you don't need to remember last position of your thumb)
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07-21-2015, 03:13 PM
Post: #1283
RE: PPSSPP Feature Request Page
Hide the "Controls" menu bar when adjusting the position of the gamepad keys on mobile devices; the menu bar throws off the positioning of the gamepad currently.
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07-25-2015, 08:03 AM
Post: #1284
Wink Small Window Adjustment on Android
Can you add the feature to resize the window when the "small window" option is enabled on the graphics options? tyia! Big Grin
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07-27-2015, 01:34 PM
Post: #1285
RE: PPSSPP Feature Request Page
maybe make the cheats work?
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07-27-2015, 03:33 PM
Post: #1286
RE: PPSSPP Feature Request Page
Can an option to view the file names rather then the game title be added.
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07-29-2015, 11:40 PM
Post: #1287
RE: PPSSPP Feature Request Page
#Add support for Google Play Games (for SaveGameStatus in Cloud)
#Add a dialog box for confirm save status (not to save accidentally)
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07-30-2015, 02:21 AM (This post was last modified: 07-30-2015 02:25 AM by Zagan.)
Post: #1288
RE: PPSSPP Feature Request Page
How about if you just make the emulator skinable? I have the old VisualBoy Advance (don't know if anyone here remembers that) but I used to make skins for it just for fun.
So you can put some of the buttons on the skin too.

I was going to show an example, but I guess pics aren't allowed here Sad I really wish I could show you what I mean. The ones i made you could just click on the borders and do any
of the functions you used most often without going all though the menus.
Anyways, it makes the emulator look however you want. You can make it look like a psp or something you imagine is better. It is much better than to same old boring windows box.
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07-30-2015, 03:13 PM
Post: #1289
RE: PPSSPP Feature Request Page
Hi, I used to played ver. 0.9.5 and it has adjustable audio settings, like SFX slider and Background music slider. I can adjust that while watching video tutorials for game while playing with audio without interfering with the tutorial but now; with ver 1.0.1, There's no silder to adjust, only Enable Sound ticker, sound latency and audio sync. and it's loud... not all games can adjust volume in game. So please bring back the SFX and BGM sliders. Please?
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08-02-2015, 09:32 AM
Post: #1290
RE: PPSSPP Feature Request Page
#Add support resume from windows hibernation

ppsspp saya suka itu
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