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: http://www.ppsspp.org/
No BIOS file required to play, PPSSPP is in many ways a "HLE" emulator.
To contribute, see the development page.
For the latest source code, see our github page.
For build instructions and other development tutorials, see the wiki.
- Fixes for some crash-on-shutdown and app switching problems.
 
- A major rework of sceAtrac audio decoding, fixing various music hangs and similar issues
 - Many fixes and workarounds to depth and stencil buffer usage, and also FBO management
 - Audio reverb support
 - Combo keys - custom touch buttons that press multiple PSP buttons
 - 5xBR upscaling on GPU (postprocessing effect)
 - Fix problems with playback of video with mono audio
 - Performance improvements like multithreaded audio mixing
 - ARM64 JIT crash bug fixes
 - GLSL shader cache to reduce stuttering ingame
 - Support render-to-CLUT functionality that some games use to change colors of various monsters
 - x86-64 support on Android
 - Auto-hide on-screen controls after a while of no usage
 - Fixes to prescale UV speedhack, now seems reliable
 - Faster ISO RAM cache
 - New UI for moving around the PSP display on larger screens
 - Minor UI fixes like better slider controls
 - Assorted stability fixes (ffmpeg crash, etc)
 - Volume setting is back
 - Preparations for supporting more graphics APIs
 - AdHoc port offset
 - Support another HD remaster (Sora no Kiseki Kai HD)
 
- Fixed new crash in Persona and other games on ARM64, like Galaxy S6
 - Fixed crashes when trying to launch web browser when not present on Android, like on Android TV
 - Fix crash in games that used "depal" functionality (OpenGL)
 - Fixed rounding mode problems in the JITs
 - Fix crash when loading savestates many times, and savestate compatibility on Android-x86
 - Fix minor glitch in Ridge Racer
 
- Support for ARM64 on Android, for improved performance on new devices. Has some new optimizations.
 - Support Android TV, like nVidia Shield TV
 - Screen rotation on PC, useful for vertical games like Star Soldier
 - Many minor performance improvements and compatibility bug fixes
 - GPU emulation fixes like correct depth rounding, fixing text in Phantasy Star
 - Other graphical fixes like UV rotation
 - Support savestates for homebrew apps
 - Simple integrated "Homebrew Store" to download PSP homebrew apps
 - Minor AdHoc multiplayer improvements. Still many issues left.
 - Disable a dangerous optimization on ARM, causing walk-through-walls in Tenchu
 - sceAtrac music compatibility fixes, fixing noise in a few games
 - Better texture scaling performance
 - Direct3D closer in features to OpenGL
 - Works better on BSD operating systems
 - Savedata management UI
 
- Bugfixes like the save state scroll issue, cosmetic issues like overscroll
 - Some cheat code bugfixes
 - Adler32 and Mersenne Twister modules added (fixes some obscure games)
 - Fix for Jak & Daxter slowdown
 - Graphics hack for Phantasy Star Portable 2 for Direct3D9
 - Fix compatibility with some PowerVR devices broken since v0.9.5-959-g4998044
 
- Many, many bug fixes in JIT and elsewhere, improving compatibility
 - Proper fix for Zenfone and related devices
 - Direct3D 9 supported as a rendering backend on Windows, helps on old GPUs and can be faster than OpenGL in many cases
 - You can now create specific configs per game
 - FPU rounding modes much better supported, fixes the Peace Walker boss that was undefeatable. NOTE: This breaks saves in Gods Eater - you must turn off the better rounding, load your save game, turn it on and save.
 - The JIT now uses SSE on x86, improving speed considerably. This does not affect ARM devices, that's for the next version or two.
 - Improved audio output code on both Windows and Android, reducing audio latency on Windows and on some Android systems
 - FFMPEG upgraded, fixed some music hangs ("GHA phase shifts")
 - Some Ad Hoc improvements, coldbird.net is now default adhoc server. Ad Hoc still unfinished and hard to use.
 - Graphics fixes: Bezier/spline drawing fixes, vertex position fixes, DanganRonpa on Adreno fixed, flat shading fixed, vertex cache improved, some PowerVR blockiness issues fixed, screen scaling filter added, Google Cardboard support
 - Simulate UMD speed better, fixing hangs in several games
 - More Atrac3 fixes, fixing hangs
 - Somewhat better disk full handling
 - Fixes to dynamic unloading of code, fixing problems in GEB and TRM 2/3
 - Updated to SDL2 where applicable (Linux, Mac)
 - Some new features, like analog/dpad-swap hotkey, graphics hack for Phantasy Star, show last bit of debug log in dev tools, etc
 
This is based on coldbird's code: http://code.google.com/p/aemu/ All credit goes to him!
Code is a bit of a mess and it's not fully functional yet, I still need to implement some functions and add a upnp lib(really important for people with routers).
I did test it with some games(emulator <-> real psp with the server running locally) and it's looking good:
- Worms Open Warfare: Ran just fine, I was able to play a whole match without problems
 - Monster Hunter Freedom Unite: Runs fine too. Gathering Hall and embarking on quests works
 - Dissidia Duodecim 012: Doesn't work. It requires some functions that I haven't implemented yet. Also, it uses a port < 1000 and thats reserved for admin apps on linux, running the emu as sudo "solves" it, but it's far from ideal.
 - Pacman World Rally: Works too.
 
- Now compiles on both Mac OSX and Windows. For more details on how to play and build go to see there http://forums.ppsspp.org/showthread.php?tid=3595&pid=59241#pid59241
 - Got it tested windows <-> mac osx <-> psp, it works
 - Monster Hunter 3rd HD works too, as well as God Eater Burst.