A PSP emulator for Android, Windows, Mac and Linux, written in C++.

Overview

PPSSPP - a fast and portable PSP emulator

Created by Henrik Rydgård

Additional code by many contributors, see the Credits screen

Originally released under the GPL 2.0 (and later) in November 2012

Official website: https://www.ppsspp.org/

Discord: https://discord.gg/5NJB6dD

No BIOS file required to play, PPSSPP is an "HLE" emulator. Default settings balance good compatibility and speed.

To contribute, see the development page. Help testing, investigating, or fixing is always welcome. See the list of issues.

For the latest source code, see our GitHub page.

For build instructions and other development tutorials, see the wiki.

If you want to download regularly updated builds for Android, Windows x86 and x64, proceed to this page

For game compatibility, see community compatibility feedback.

What's new in 1.12.3

  • Fix background music speed. A couple translation fixes.

What's new in 1.12.2

  • Fix joystick detection bug on Android.

What's new in 1.12.1

  • Bug fixes (control mapping fix, popup menus in the Windows debugger, a few crashfixes)

What's new in 1.12

Platform support:

  • Add support for Android 12 Scoped Storage restrictions (#11997)
  • iOS: Fix multitouch tracking (#5099)
  • Android: Fix screenshot orientation on Vulkan (#14053)
  • Linux: Improve support for system FFmpeg 3.1+ (#14176, #14188, #14199)
  • libretro: Always enable function hooks (#14145)
  • AMD: Enable Vulkan rendering on a thread (#13864)
  • Add iOS version detection, turn off JIT on bootup if >= 14.3. (#14201)
  • iOS: Try a different JIT detection method, thanks Halo-Michael (#14241)
  • Windows: Restore window size correctly (#14317)

Game fixes:

  • Fix NBA Live 08 loading (#8288)
  • Display Open Season title screen correctly (#13252)
  • Fix Metal Gear Solid Peace Walker Chinese Patched blue screen (#14127)
  • Load Ape Academy 2 correctly (#14271)
  • Many more...

Graphics and Sound:

  • Add new texture filtering mode "Auto Max Quality" (#14789)
  • Fix Princess Maker 5 Portable half screen in Vulkan (#13741)
  • Fix Pro Yakyu Spirits 2010 (NPJH50234): Rendering errors with hardware transform off (#14167)
  • Support texture replacement filtering overrides (#14230)
  • Fix Yarudora Portable: Double Cast's FMVs artifacting (#13759)
  • Fix Sims 2 Castaway/Pets EA Logo glitched out (#13146)
  • Fix bad size & position on Japanese & Numbers & Alphabets (#14209)
  • Implement basic depth texturing for OpenGL (#14042)
  • Google Cardboard fixes (#14966, #14768)
  • Correct mini-map update in Z.H.P. (#14069)
  • Fix crash in vertex jit on ARM32 (#14879)
  • Add a setting for reverb volume (#14711)
  • Option to switch to new devices or not, on Windows.

UI:

  • Add a setting for choosing background animation in PPSSPP's menus (#14313, #14818, #14810, #14347)
  • Add CRC calculation on game info screen and feedback screen (#14000, #14041)
  • Add a Storage tab to System Information with some path info (#14224, #14238)
  • Track and show memory allocation / usage information in debugger (#14056)
  • Allow searching within the savedata manager (#14237)
  • Enable postshaders to access previous frame (#14528)
  • Add missing japanese keyboard symbol (#14548)
  • Add Reset button on crash screen, allow load state and related (#14708)
  • Implement savestate load and save undo (#14676, #14679, #14697)
  • A lot of minor debugger improvements

Controls:

  • New analog stick calibration menu (#14596)
  • Improved combo button and moved settings to Customize Touch Control -> Customize -> Custom button (#13869)
  • Improved tilt control, allow to change axis (#12530)
  • Add a visual means of control mapping (#14769)
  • Add basic motion gesture support (#13107)
  • Fix touch control DPAD not getting input when dragged over, and make touch analog drag not activate other buttons (#14843)
  • Allow adjusting touch control analog stick head size (#14480)

Adhoc/Network:

  • Fix multiplayer issue on MGS:PW due to detecting an incorrect source port on incoming data (#14140)
  • Always enable TCPNoDelay to improve response time (#14235)
  • Fix Teenage Mutant Ninja Turtles multiplayer (#14284)
  • Fix FlatOut Head On multiplayer (#14290)
  • Prevent flooding Adhoc Server with connection attempts (#14335)
  • Fix crashing issue when leaving a multiplayer game room (ie. GTA Vice City Stories) (#14342)
  • Fix stuck issue when scanning AP to Recruit on MGS:PW (#14345)
  • Fix possible crash issue on blocking socket implementation (ie. Kao Challengers) (#14466)
  • Create GameMode's socket after Master and all Replicas have been created (ie. Fading Shadows) (#14492)
  • Reduce HLE delays due to multiplayer performance regressions (ie. Ys vs. Sora no Kiseki) (#14513)
  • Fix socket error 10014 on Windows when hosting a game of Vulcanus Seek and Destroy (#14849)

What's new in 1.11.3

  • Fix for graphics glitches in the on-screen keyboard

What's new in 1.11.2

What's new in 1.11.1

What's new in 1.11.0

  • Lots of minor bug fixes, crash fixes, and performance fixes and improvements.
  • New Browse... button to allow opening SD cards on Android 11
  • Countless AdHoc networking fixes by ANR2ME, for example Dragon Ball Shin Budokai, PowerStone, Bleach Heat The Soul 7, Kingdom Hearts, GTA: VCS and many more.
  • Graphics issue with car reflections fixed in Outrun, Dirt 2 (#13636, #13640, #13760)
  • Cut-off cards in Yu Gi Oh fixed (#7124).
  • Numerous fixes to the builtin fonts by nassau-tk
  • Added exception handler so PPSSPP stays alive if a game crashes (#11795/#13092)
  • Desktop: Support for multiple instance multiplayer (#13172, ...)
  • Workaround for rendering bugs with flat shading in iOS 14
  • Multiple fixes to the IR interpreter (#13897, ...)
  • UI: New fullscreen button on desktop platforms, optional navigation sounds (#13239)
  • Audio and multiple hangs fixes in UWP version (#13792, ...)
  • Partial microphone support (#12336, ...)
  • Workaround for wacky action mirroring bug in Hitman Reborn Battle Arena 2 (#13706, #13526)
  • Hardware texture upscaling for Vulkan, mipmap generation (#13235, #13514)
  • Added MMPX Vulkan texture upscaling shader (#13986)
  • Depth texturing support in Vulkan and D3D11 (#13262, #13556, ...)
  • Performance fix for Test Drive Unlimited (#13355, ...)
  • Allow rewind on mobile (#13866)
  • Added option to disable on-screen messages (#13695)
  • Added "Lower resolution for effects" on libretro (#13654)
  • Allow chaining multiple post-processing shaders (#12924)
  • Support for loading game-specific plugins (#13335)
  • Fixed Assassin's Creed: Bloodlines Save issue on Android (#12761)
  • Hanayaka Nari Wa ga Ichizoku: mono voices fixed (#5213)
  • Additional fixed games:
    • Namco Museum - Battle Collection, Vol 2 (#9523, #13297, #13298)
    • Dream Club Portable (graphics bugs, GL and Vulkan) (#6025)
    • Capcom Classic Collection Reloaded (stuck in return game) (#4671)
    • Xyanide Resurrection (freezing) (#8526)
    • Dissidia Final Fantasy Chinese (patched game, invalid address) (#13204)
    • Crazy Taxi (#13368)
    • Spiderman: Friend or Foe (#13969)
    • Downstream Panic (US) (New Game crash) (#13633)

What's new in 1.10.3

  • Fix for control layout editor (#13125)

What's new in 1.10.2

  • More crashfixes (#13094, #13093)
  • Improve download performance and cancel behavior (#13095)
  • Restore the removed I/O on Thread option (#13096)

What's new in 1.10.1

What's new in 1.10.0

  • Graphics and compatibility fixes (#12800, #12670, #12635, #12857, #12941, #11898, #12695, more)
  • Assorted minor performance improvements, game load speedup (#12462, #12652)
  • Screen inset (notch) support on Android (#12779)
  • Analog stick support for menu navigation (#12685)
  • Fixed audio glitches in SDL builds (#12916, #12920)
  • Support more languages in in-game dialogs (#12702). Croatian language added to PPSSPP.
  • Simple multiplayer chat (#12667)
  • More advanced postprocessing (multipass, parameters) (#12905, #12901)
  • Add PPSSPP-specific CWCheat (#12816, #12912)
  • Reintroduce Cardboard VR, allow more resolutions (#12449, #8714)
  • Fix some crashes (#12908, #12876)
  • Ghost in the Shell graphics fixed (JIT inaccuracy with inf * 0) (#12519)
  • Mac build now supports Vulkan on top of MoltenVK (#12583)
  • Raspberry Pi 4 EGL crash fixed (#12474)
  • VSync now supported on all backends, frame duplication option added for 30 Hz games (#12659, #12602)
  • Camera supported on Windows, Linux and Mac (still no microphone though) (#12572, #12580, #12607)
  • Darkstalkers fixed and working through software rendering. SW rendering fixed on GLES 2.0 (#12443, #12898)
  • Hot Shots Golf slowdown and flicker on Vulkan fixed (#12873, #12746)
  • Pangya Golf crashes and hangs fixed (#12718)
  • Allow rebinding of right touch screen analog (#12486)
  • Add option to prevent mipmaps from being dumped (#12818)
  • Tilt control now have a base radius to help with deadzone (#12756)
  • Mappable auto rotating analog stick to pass some game checks (#12749)
  • Touch control position can now be snapped to a grid (#12517)
  • HiDPI retina display support (#12552)
  • Rapid-fire on touch control (#12601)
  • Toggle mute button (#12643)
  • Add option to resize game icons and more (#12646, #12637)
  • Frames in-flight now configurable to reduce input lag at the cost of speed (#12660)
  • Add toggle mode to combo button (#12623)
  • SDL mouse support, Qt menu upgrades (#12612, #12817)
  • Real support for chinese patched version of Hatsune Miku Project Diva Extend (#13007)
  • Some minor kernel module support (#13028, #12225, #13026, #13004, #13038, #13023)
  • Fixed fullscreen toggling with Vulkan in SDL builds (#11974)

Looking for older news?

Adhoc support

Not fully functional, but some games work. Check the Ad-Hoc section of the forum for help.

Credit goes to:

Comments
  • Make sceMpeg and sceAtrac basiclly workable for PC

    Make sceMpeg and sceAtrac basiclly workable for PC

    I use ffmpeg for video decoding and dshow for at3+ audio. And I have tried my best not to break other platforms yet. In fact, the video part which using ffmpeg may also be possible for other platforms. By the way, I haven't add the header file and lib for ffmpeg and dshow yet. I'm not sure how to do this and need some helps.

    opened by oioitff 1035
  • arm64 JIT and codesigning on iOS 9

    arm64 JIT and codesigning on iOS 9

    So, hi. I'm Karen/angelXwind, jailbroken iOS developer. This is going to be a rather lengthy post of sorts, detailing into the changes that were made in Pangu9 and such — and how they affect PPSSPP.

    Note that I will be skipping out on a bunch of the details as to how Pangu9 (fuxiqin) works — simply because I don't think I'm really supposed to say anything about that.

    Anyway, you may have noticed that attempting to use PPSSPP's JIT core on an arm64 iOS 9 device will just result in a crash. And you also may have noticed that using any PPSSPP build that isn't from PPSSPPBuildBot (that I run) will... "crash" instantly at launch, no matter what you do.

    This is due to a number of changes in both iOS 9 and how Pangu9 works. iOS 9 (and OS X 10.11) includes something Apple advertises as "Rootless Security"

    Now, many people think "Rootless" means "there is no longer root on iOS/OSX" — no, that'd be crazy. "Rootless" (on iOS, at least) is actually called KPP — Kernel Patch Protection — something where iOS checksums the kernel constantly (ARM TrustZone functionality is how they're doing that without destroying battery life), and panics if anything is patched.

    Because of this new security model in iOS, Pangu9 had to make a number of innovations in how the untether works — this is where I skip out on details. The core thing that affects PPSSPP and other projects requiring JIT/modifying of rwx memory pages (like my own NO PLS RECOVERY) is the fact that the kernel is no longer patched.

    You see, no one's actually figured out how to break KPP. So Pangu9 does not actually patch the kernel, but rather does some [censored] magic to achieve most of what we see in past jailbreaks. Unfortunately, VM_PROTECT is not one of these things — this is what broke basically every JIT implementation out there.

    Now, some of you with iOS 9 32-bit devices (iPhone 5, 5c, 4s; iPad 2, 3, 4; iPod touch 5) may have noticed that hey — PPSSPPBuildBot's PPSSPP builds have perfectly working JIT! This is because Pangu9 on 32-bit devices actually does patch the kernel, including VM_PROTECT ;P So JIT is fine for you.

    The solution to this issue is something I've already told @hrydgard — you'd need to do some trickery with deallocating/reallocating pages. While VM_PROTECT isn't patched, this is (so no, this won't magically make JIT work on non-jailbroken devices).

    Basically, you'd have to use vm_deallocate and mmap (with the MAP_JIT flag) in order to perform JIT.

    Now, this is something that... should work — by that, I mean no one's actually done this/tested this before. So we're headed into uncharted territory here ;P

    So that's JIT.

    Now, moving onto this crash-at-launch issue that people are experiencing. This one's really simple, actually.

    Basically, it's an issue with code-signing. PPSSPP is an unsigned binary, and iOS 9 doesn't like that. We'd need to at least fakesign it via adhoc signing (use - code-signing). I have a pull request coming soon that'll fix this issue, but for now PPSSPPBuildBot already does this.

    So what happens now?

    Currently, I'm still terribly busy with school (college applications, notably) — but those will be over in a few days. I plan to submit a pull request that'll do a few things:

    1. Modify the canUseJit functionality to check to see if PPSSPP is running on arm64 iOS 9 — if so, the device will be marked as JIT-incapable (but not necessarily unjailbroken). This will fix the vertex shader JIT crash that occurs even if CPU JIT is off. When @hrydgard gets around to modifying the JIT core, this will be removed.
    2. Fix the codesigning issue by setting it to use Adhoc codesigning as opposed to no codesigning.
    Platform-specific (iOS) 
    opened by akemin-dayo 194
  • Danganronpa bug

    Danganronpa bug

    I tried a search in the issues here to see if anyone reported this yet, but it seems no one did.

    While playing Danganronpa (both the demo and the full release) in PPSSPP I noticed objects are not interactable. This basically makes the game unplayable since the requires object interaction on many occasions. I notice the same issue on JPCSP, however the software rendering mode in JPCSP works with the objects (and has since at least revision 2450, the first software rendering public release; https://code.google.com/p/jpcsp/source/detail?r=2450). Unfortunately I can't check earlier releases' software rendering modes since I don't know how to compile JPCSP.

    I'll attach a picture of what PPSSPP and JPCSP (in software rendering mode) get when hovering over a should-be-interactable object.

    (JPCSP in software rendering mode) danganronpa_correct

    (PPSSPP) danganronpa_wrong

    opened by CPkmn 180
  • Building at Raspberry Pi 2 B+

    Building at Raspberry Pi 2 B+

    Heya,

    Today i trying to build on my RPI a PPSSPP, but i still failure becouse libswresample has not found.

    /home/pi/Desktop/ppsspp/Core/HLE/sceAtrac.cpp:95:38: fatal error: libswresample/swresample.h: Directory or file not exists

    I searched alot about that and i found its becouse of ffmpeg, but i installed ffmpeg, but anyway, i probably need a ffmpeg-dev, but thats not for RPI...

    Any ideas?

    //EDIT: after some exploring i found that file in Hrydgards FFMPEG repository. That repository i got, and i found that file in my "solution". So i dont know why the sceAtrac cant found swresample.h ...

    opened by gamelaster 166
  • Persona 3 Portable 5th block crash *fixed*

    Persona 3 Portable 5th block crash *fixed*

    When I try to access the 5th block of Tartarus the game crashes with no explanation, I can still get to it via the 4th block but when I exit a battle 9 times out of 10 it'll crash as well, I'm using the default emulator settings and the game has been going smoothly till this point so I am really confused as to why this is happening. If anyone knows how to fix this, I'd be really glad to try it. Thank you in advance.

    EDIT: Works with Hardware Transforming disabled, tested on version 0.8.1-648-g88685b0 Special thanks to @solarmystic and @vsub

    EDIT 2: first of all, sorry for no updates, been trying to reach 5th block on my 2nd playthrough, but now that I'm there I can say that @sum2012 's build works with Hardware Transform ON, I can play perfectly without any crashes, but, I don't see a difference in speed as @solarmystic said, but that may be just me. In conclusion, this is closed for good, I'll just keep using this build until an actual official fixed version is released by the developers. Thank you @sum2012 for the build and @solarmystic for the trace that led to the build. And again, sorry for no updates in a while.

    EDIT 3: Oops, guess I said that too soon... Tried to close the menu while in the block and it crashed on me... I'm gonna need to re-open this thread...

    EDIT 4: Works without crashes on the newest version with default settings.

    opened by CrymsonZX 132
  • Games that still hang or crash trying to play a video

    Games that still hang or crash trying to play a video

    Our video playback is now working pretty well but there are apparently a few edge cases left. Here are the ones I know of that likely have this problem, let's collect them here.

    PSMF:

    MPEG:

    Uncategorized:

    opened by hrydgard 130
  • Final Fantasy Type-0 issues (texture scaling, MT crash)

    Final Fantasy Type-0 issues (texture scaling, MT crash)

    We've gotten an influx of new users thanks to the release of the translation patch and looking at various forum threads they're hitting the following pain points:

    • Texture scaling slows down unexpectedly much (perhaps they choose Auto? it really overdoes it) (IMPROVED)

    • Crashes due to multithreading:

      "Game keeps crashing at the same point for me, "This is recon, weve found one of the jammers" as soon as i walk to boss exe crashes (ppsspp latest build) edit: It seems multithreading caused it, turned that off :P"

    • Massive slowdowns at the end of the tutorials have been reported, not sure if related to texture scaling

    Other bugs:

    • First (and second and probably more) cutscene after starting the game won't play (Android only, works on Windows) (FIXED)
    • When having just defeated an enemy and when grabbing phantoma, the screen turns black for a second on Tegra.
    • Cracks in geometry + z-fighting on some hardware only
    • The Codex issue is a bug with the translation patch. Seems to usually work if you in-game save and load (not states). So not a bug in PPSSPP.

    I think we need to change how we expose texture scaling in the interface. The slowdowns aren't as extreme anymore when texture scaling as I've added a hauristic that prevents more than a certain number of texels per frame to be scaled.

    opened by hrydgard 127
  • ULJS00218 - Hitman Reborn Battle Arena 2 - Player 2 side broken/reversed/broken kick animation

    ULJS00218 - Hitman Reborn Battle Arena 2 - Player 2 side broken/reversed/broken kick animation

    What happens?

    In-Game/Fights, particle effects and physics only applying correctly on Player 1 side during fights. On Player 2 side, properties operate as if they are being performed from P1 side. This leads to reversed effects and physics being applied to everything from P2 side. This effectively makes the game unstable/unplayable, since only one player side functions correctly.

    What should happen?

    Here is the direct comparison with the same variables on both hardware and emulation. https://youtu.be/q1YjrLXTq7c

    What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues:

    This was most recently tested with the UMD directly, to ensure there wasn't an issue with the source file being tested.

    Win10 / Android (unknown config for android, was tested on two devices in the past and not working) PPSSPP v1.9.3 Direct3D11/9, OpenGL, Vulkan Nvidia 2080 Max-Q and Nvidia 970m tested with current build. Many other configs have been tested with previous builds over multiple years.

    CPU emulation 
    opened by somepunkid 118
  • No sound FX - Monster Hunter Freedom

    No sound FX - Monster Hunter Freedom

    I am aware that music does not work yet due to a lack of a AT3+ decoder but most PSP games sound FX seem to work just fine.

    I tested both Monster Hunter Freedom and Monster Hunter Freedom Unite and neither games output any audio. Even when using the PPSSPP fork that uses Sonic Stage there is still no audio playback so I assume this is a game specific bug.

    opened by Daniel-Griffiths 118
  • Tekken 6 (ULUS10466): Fighters' legs tremble/shudder/

    Tekken 6 (ULUS10466): Fighters' legs tremble/shudder/"flicker" in battle

    I'm surprised nobody has reported this yet, but it's been afflicting this game since at least June or July of 2013, so a precise range of builds is not really possible. I haven't seen reports of this happening before then, however. @solarmystic: do you know if this problem existed back in the 0.7 or 0.7.5 days, or even earlier?

    Basically what happens is both fighters' legs will move back and forth on their own in a glitchy manner when they're idle, and not being moved by the player/AI. It's especially noticable if one goes into practice mode and pushes the opponent up against the wall.

    Steps for reproduction:

    1. Start Tekken 6.
    2. Enter practice mode.
    3. Pick any two characters, and push the CPU opponent against the wall.
    4. Observe the trembling/twitching/"flickering".

    I tested with 0.9.6-881-g8c63f38, Windows x64. No combination of Vertex Caching, HW transform, texture scaling, buffered/unbuffered rendering, Jit on/off, Fast Memory on/off, SoftGPU, etc., fixes it.

    What should I look for in the GE Debugger?

    SoftGPU testing isn't an option; the game is completely broken graphically in it: Screenshot 01

    Here's a video of the problem: https://drive.google.com/file/d/0BwcSjM-JLvbkX2VKM1NhOTVtQmc/edit?usp=sharing

    CPU emulation 
    opened by thedax 116
  • Buffered render issue with PowerVR SGX 540, (updated)

    Buffered render issue with PowerVR SGX 540, (updated)

    let the screenshots describe the problem off Buffered Render Off 2

    on Buffered Render On 2

    off Buffered Render Off

    on Buffered Render On

    off Buffered Render On 3

    on Buffered Render Off 3

    other one i found Dissidia Final Fantasy, and dissidia 012

    on https://f.cloud.github.com/assets/4175383/429926/e3487bd8-ae56-11e2-9487-3f022301b81e.png

    off https://f.cloud.github.com/assets/4175383/429925/df73033e-ae56-11e2-9702-36ebc6720ef3.png

    Tested on galaxy tab 2 7.0 and galaxy nexus this is becoming really annoying @_@

    PowerVR GPU 
    opened by vontman 105
  • OpenGL shader linking crash after clearing cache

    OpenGL shader linking crash after clearing cache

    We get a bunch of OpenGL validation errors when reaching in-game in Wipeout Pure running in debug mode and then it crashes.

    Seems we're trying to link a program with already deleted or outdated shaders. Culprit is https://github.com/hrydgard/ppsspp/commit/5749b5a825f0d30a14a305b5cdb2a73a80323cbc from https://github.com/hrydgard/ppsspp/pull/16577 - clearing the cache after the useflag changed is new.

    I guess we have some work to do on runtime OpenGL shader cache clearing as well, similar to #16762

    OpenGL 
    opened by hrydgard 1
  • Shader generator: Move FS_TEX_ALPHA to a uniform bool.

    Shader generator: Move FS_TEX_ALPHA to a uniform bool.

    Part of #16567, the effort to reduce the number of unique shaders/pipelines we generate.

    First time we use uniform bools. If needed, can easily switch it to a float. If we were only targeting modern APIs I'd just make a uint bitfield of course.

    ~~For some reason, this doesn't work with D3D9 yet.~~ works now!

    Had to expand the uniform buffer again, but will optimize it down again later, though I think it doesn't matter too much.

    Needs some testing on older OpenGL before merge.

    GE emulation 
    opened by hrydgard 1
  • For Symphony - With All One's Heart Portable: screen transitions rendering as visual noise

    For Symphony - With All One's Heart Portable: screen transitions rendering as visual noise

    What happens?

    Screen transition effect rendering incorrectly as blocky visual noise.

    Can be seen during intro screen, when accessing options and album menu items, and consistently throughout game itself.

    Screenshot_20230108-133121

    What should happen?

    Screen transition effect should crossfade transparently and evenly as on real hardware.

    What are you using?

    What hardware / device and operating system?

    Android 12 and Windows 11.

    What graphics card (GPU) or mobile phone model?

    Pixel 3a / Nvidia GTX 1060

    What PPSSPP version (standalone/official), and did it work before?

    Using both backends, default settings.

    Has been observable on various versions over at least the past year, have not checked specific older versions.

    Using PPSSPP gold v1.14.4 and latest build v1.14.4-109-g9d3dfab26

    Which game or games?

    for Symphony Portable ULJM05258 v1.01

    Checklist

    • [x] Test in the latest git build in case it's already fixed.
    • [x] Search for other reports of the same issue.
    • [x] Try resetting settings or older versions and include if the issue is related.
    • [x] Include logs or screenshots of issue.
    GE emulation 
    opened by batankyuu 3
  • Automatically hide touch controls when a joystick is detected

    Automatically hide touch controls when a joystick is detected

    What should happen

    Hello !, a function function that I find strange that PPSSPP has not had in a while, basically it is to automatically hide the touch controls when a Joystick is detected, and when no Joystick is connected ,Touch controls come back normally.

    Who would this benefit

    All.

    Platform (if relevant)

    Android

    Games this would be useful in

    All.

    Other emulators or software with a similar feature

    DuckStation AetherSX2 PizzaBoy GBA PizzaBoy

    Checklist

    Feature Request 
    opened by luisminze 0
  • Chat button should fade out with the other controls

    Chat button should fade out with the other controls

    Currently, the touch controls fade out after not being used for a while which is nice when watching cutscenes, or in multiplayer sessions I guess in downtime between matches and stuff like that. The chat button, if enabled, doesn't fade out though, and this we should probably fix.

    User Interface 
    opened by hrydgard 0
Releases(v1.14.4)
Owner
Henrik Rydgård
Henrik Rydgård
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NextLevel 2k Jan 2, 2023
This plugin defines a global navigator.camera object, which provides an API for taking pictures and for choosing images from the system's image library.

title description Camera Take pictures with the device camera. AppVeyor Travis CI cordova-plugin-camera This plugin defines a global navigator.camera

null 0 Nov 2, 2021
Custom camera with AVFoundation. Beautiful, light and easy to integrate with iOS projects.

?? Warning This repository is DEPRECATED and not maintained anymore. Custom camera with AVFoundation. Beautiful, light and easy to integrate with iOS

Tudo Gostoso Internet 1.4k Dec 16, 2022
📸 iOS Media Capture – features touch-to-record video, slow motion, and photography

PBJVision PBJVision is a camera library for iOS that enables easy integration of special capture features and camera interface customizations in your

patrick piemonte 1.9k Dec 26, 2022
A fully customisable and modern camera implementation for iOS made with AVFoundation.

Features Extremely simple and easy to use Controls autofocus & exposure Customizable interface Code-made UI assets that do not lose resolution quality

Gabriel Alvarado 1.3k Nov 30, 2022
Fasttt and easy camera framework for iOS with customizable filters

FastttCamera is a wrapper around AVFoundation that allows you to build your own powerful custom camera app without all the headaches of using AVFounda

IFTTT 1.8k Dec 10, 2022
A camera designed in Swift for easily integrating CoreML models - as well as image streaming, QR/Barcode detection, and many other features

Would you like to use a fully-functional camera in an iOS application in seconds? Would you like to do CoreML image recognition in just a few more sec

David Okun 868 Dec 29, 2022
An iOS framework that uses the front camera, detects your face and takes a selfie.

TakeASelfie An iOS framework that uses the front camera, detects your face and takes a selfie. This api opens the front camera and draws an green oval

Abdullah Selek 37 Jan 3, 2023
Video and photo camera for iOS

Features: Description Records video ?? takes photos ?? Flash on/off ⚡ Front / Back camera ↕️ Hold to record video ✊ Tap to take photo ?? Tap to focus

André J 192 Dec 17, 2022
Team Kodi 15k Jan 8, 2023
Joplin - an open source note taking and to-do application with synchronization capabilities for Windows, macOS, Linux, Android and iOS. Forum: https://discourse.joplinapp.org/

Joplin® is a free, open source note taking and to-do application, which can handle a large number of notes organised into notebooks. The notes are sea

Laurent 33.7k Dec 30, 2022
3D Shoot'em Up written with OpenGL ES 1.1/2.0 running on iOS, Android, Windows and MacOS X.

SHMUP This is the source code of "SHMUP" a 3D Shoot 'em up that I wrote in 2009. It is very inspired of Treasure Ikaruga, the engine runs on iOS, Andr

Fabien 242 Dec 16, 2022
Android/iOS Apps created to practice with different iOS/Android Tech. These apps were built to have similar feature sets using native Android/iOS.

AgilityFitTodayApp Android/iOS Apps created to practice with different iOS/Android Tech. These apps were built to have similar feature sets using nati

Lauren Yew 1 Feb 25, 2022
XMachOViewer is a Mach-O viewer for Windows, Linux and MacOS

MachO file viewer/editor for Windows, Linux and macOS. Heuristic scan String viewer Hex viewer Disasm viewer(x86/64,ARM,PPC,m68k) Entropy viewer Hash

Hors 505 Dec 20, 2022
An efficient, small mobile key-value storage framework developed by WeChat. Works on Android, iOS, macOS, Windows, and POSIX.

中文版本请参看这里 MMKV is an efficient, small, easy-to-use mobile key-value storage framework used in the WeChat application. It's currently available on Andr

Tencent 15.4k Jan 6, 2023