PSP PSP/PSX homebrewing

derek_c

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Hey everyone. I'm looking for others to help me with my PSP/PSX homebrewing project. It's through emulation (not actual PSP/PSX hardware). I am paying anyone who can help, (half upfront, half after).
It's not a *'I pay you to do to it for all me'* thing, since I'm actively involved and have my own edits/end goals; but a nice way of thanking those who do help me going forward, and of course credit given.
PM me if you're active with PSP and/or PSX homebrewing/modding; discord if that's easier derekc#2449.

Disclosed what I'm looking to do:
*1. Expose the host GPU (i.e. enumerate the graphics adapter in the emulator)*
*2. Run the game (only and always)* using Host Filesystem; that will allow the game to run and access its unpacked file assets and folders directly on the PC.
*3. Modify the game's commands.*
 
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I've been modding FF4: Complete Collection (PSP) for a while now, and I've gotten most of the data structure down.
I know that:
-I'm only modding the original FF4, whose data is held primarily in its eboot (so character stats, items, shops, monster stats, A.I all that), so I plan to omit Interlude and The After Years.
-All of main data of og FF4 (psp) data is in `eboot.bin`.
-The common data format it uses is .LZS (LZTX compression), most of its assets are archived-in-an-archive (think like a .zip, inside a .zip), only one file I know is not an archive despite having the extension: `message_en.lzs` (all the text strings)
-The event script is event.lzs, (binary.bin)
-The texture format is all .tm2 (4 bits, 8 bits)
-Maps are '.CN2' (that's like the map grid where you'd place the tile sets on); as far as I see.

I've got the offsets and such for spell animations down. I'd rather have a GUI to handle all that data nicely. Especially when I start expanding.

I like homebrewing in particular (PlayStation) and started expanding on it, and I enjoy learning how old games work, the techniques they used to do the things they did, and of course, expanding on it.
Since (for PSP) this is my sole focus, the emulator created only runs this game; no other. So the emulator can focus on what needs to be raised when I start adding higher resolutions framebuffers, textures etc. Like the VRAM, memory size allocations etc. while keeping a copy of the software renderer backend, which will ensure accurate emulation stays intact while in hardware mode.

Using the Host filesystem to allow the game to run and access its unpacked file assets and folders directly on the PC.
PSX is the second part, with the same goals as the PSP; I'd get to that after the PSP is done.
I'm using PPSSPP for reference, but the emulator is new and custom and removes things like BIOs and such.

I'm recruiting, if anyone scrolls by, sees this, you can message me.
 

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