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Releases: tsuramatsu1/psp5

PSP5 v1.000.100

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@tsuramatsu1 tsuramatsu1 released this 12 Oct 15:26

PSP5 01.000.100

PSP5 now follows the console's language, reads games and texture packs from USB drives, and lets you remap the PSP's buttons.

Interface language

Choose a language under Settings → System → Language and the home screen follows it, not just the emulator. 45 languages are available, including Japanese, Korean, Chinese, Arabic, Hebrew, Thai and Lao. The font atlases were rebuilt to carry them, growing from 113 glyphs to 3,055 per face. Right-to-left languages are laid out right-to-left.

Where PPSSPP already translates a term, PSP5 uses its translation. The remainder — favourites, the A–Z view, the cheat panel, the save-state slots, the button names and the description under every settings row — are PSP5's own, shipped as 78 strings in 44 languages under assets/lang/psp5/.

These 78 strings are machine-translated and unreviewed in most languages. Corrections are a one-line edit in assets/lang/psp5/<id>.ini: the files are plain English = translation, and a missing line falls back to English.

Games and texture packs on USB drives

PSP5 now reads drives using the same layout as its own memory stick:

/mnt/usb0/PSP/GAME/<your game>.iso        # also .cso, .chd, EBOOT.PBP
/mnt/usb0/PSP/TEXTURES/<DISC_ID>/         # a texture pack, with its textures.ini

All eight USB ports (/mnt/usb0 … /mnt/usb7) and both extended drives (/mnt/ext0, /mnt/ext1) are scanned. A texture pack on a drive takes precedence over one on the memory stick.

This requires folder listing to be unlocked. A PS5 app can open a file by its full path but cannot list a folder, and finding games requires listing. PSP5 requests the unlock at every start, and any of these will grant it: etaHEN (enable Legacy CMD server in its toolbox), OnionHEN, LegacyJB, or the PS5SX2 Helper (add PSP5 to its /data/whitelist.txt).

Without it, PSP5 runs from its own memory stick as before and USB drives appear empty. The reason is recorded in psp5.log as unlock: nothing answered.

Button remapping

Settings → Controls → Buttons lists all twelve PSP buttons — the four face buttons, both shoulders, Start, Select and the four D-pad directions — with the console button each is mapped to.

Cross set the button
Square set a second button
Triangle clear the second
Circle back

Each PSP button can be mapped to two console buttons, so Select can sit on both the touch pad and L3, or L on both L1 and L2.

With the prompt open, press the console button you want. Every button is a valid binding, so none is reserved for cancelling — the prompt counts down from five seconds and leaves the row unchanged. Assigning a button removes it from wherever it was previously, leaving that row as Not set. Reset the buttons restores all twelve.

Fast-forward speed has moved from System to Controls.

USB controllers (experimental)

PSP5 can read controllers the console ignores: Xbox 360 wired pads (XInput), PS3 USB pads, DualShock 3 and DualShock 4 over a cable, and generic USB HID gamepads read through their report descriptors. A USB pad is merged into player one, so it works alongside a DualSense or on its own.

This feature is experimental and has not been tested on hardware. It is enabled by default because it stays inactive unless a controller the console ignores is connected. To disable it:

  • Settings → Controls → USB controllers → Off, or
  • create a file named nousbpad in the title's folder, which prevents it from starting at all.

PSP5 only reads devices it can identify, and never touches a DualSense, keyboard, mouse, hub or storage device. It does not perform blind endpoint probing, which is known to disable a wired DualSense across the whole console until a power cycle.

If a controller does not work, psp5.log records every device examined and the reason it was used or skipped.

Other changes

  • Settings gained a fourth page, Controls.
  • Fixed: pressing Cross on a button row advanced it to the next button instead of prompting for one.
  • Fixed: ?? in place of text throughout the interface in non-Latin languages, affecting Recent, Time Played, Favorites and much else.
  • Fixed: the highlight on the selected row of the button list was misaligned with its text.

Known limitations

  • Arabic letters render unjoined. Shaping is not implemented; text is readable but not correctly formed.
  • RTL layout is not mirrored — text reads right to left, but the screen remains laid out left to right.
  • Japanese and Chinese game titles read from a disc's PARAM.SFO still display as ?.
  • Nothing in the interface indicates when folder listing was not unlocked; USB drives simply appear empty.

Install

Place the PPSA99131 folder anywhere ShadowMountPlus scans:

Internal /data/homebrew/PPSA99131 or /data/etaHEN/games/PPSA99131
USB /mnt/usb0/homebrew/PPSA99131 … /mnt/usb7/homebrew/PPSA99131, the same under etaHEN/games, or /mnt/usb0/PPSA99131 … /mnt/usb7/PPSA99131
External /mnt/ext0/homebrew/PPSA99131 or /mnt/ext1/homebrew/PPSA99131, the same under etaHEN/games, or /mnt/ext0/PPSA99131

Then install it with ShadowMountPlus. Custom scanpath= entries in /data/shadowmount/config.ini work as well.

Updating: replace the files inside PPSA99131; there is no need to uninstall first. Settings, saves and games live on the emulated memory stick in PPSA99131/memstick/, so leaving that folder untouched carries them over.

v1.000.000

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@tsuramatsu1 tsuramatsu1 released this 08 Oct 16:34

PSP5 — 9 October 2026

PPSSPP built as a standalone PlayStation 5 homebrew title. None of PPSSPP's own
interface is shown — not its logo, its game browser, its pause menu, nor its
on-screen messages.

RetroAchievements

  • Sign in from Settings → System → RetroAchievements.
  • Your achievements for a game open two ways, and look the same in both:
    R2 on the home screen, before the game is played, and R1 + R3 over a
    running game.
  • Real badges, and left/right filters the list: all, locked, unlocked.
  • Hardcore mode is off by default. RetroAchievements forbids save states
    while it is on, and PPSSPP enforces that silently. It is in the settings for
    anyone who wants it, and says what it costs.

Texture packs

  • Settings → System → Texture replacement loads a pack from
    memstick/PSP/TEXTURES/<DISC_ID>/. A pack needs a textures.ini beside its
    images, even a bare one.
  • Save new textures writes what a game draws to
    memstick/PSP/TEXTURES/<DISC_ID>/new/, named by hash, which is how a pack is
    started.

Cheats

  • The Cheats enabled switch is now genuinely per game. It no longer creates
    a per-game settings file as a side effect, so turning cheats on for one game
    leaves every other game alone.

  • Import from cheat.db — put the CWCheat database at
    memstick/PSP/Cheats/cheat.db and import a game's codes from the home screen
    or from the in-game menu. Importing twice will not duplicate anything.

    Cheat switches set in earlier builds do not carry across; set them once more.
    The codes inside your .ini files are untouched.

Settings

  • The panel is now paged — Picture, Sound, System — with L1/R1 between
    them, and it scrolls.
  • Ten new graphics settings: texture upscaling and its method, deposterize,
    antialiasing, smart 2D texture filtering, crop to 16:9, hardware transform,
    software skinning, lazy texture caching, skip buffer effects.
  • A game's own settings panel (Square on the home screen) no longer changes
    settings that belong to the whole title.

Home screen

  • Recent now means recently played, then recently added. Opening a game
    moves it to the front.
  • The game's ID is shown under its title, and Time Played in place of
    the file path.
  • Resume boots straight into the newest save state.

In-game menu

  • Moved to L2 + R2, down the left edge. The PSP has no L2 or R2 of its own,
    so the combo cannot collide with a game's controls — the old L1 + L3 did.
  • Restyled to match the home screen, as is the achievements bar.
  • Saving or loading a state now says so on screen.

Sound

  • Five menu sound sets to choose from, or off: glass, paper, and three
    new ones — soft, arcade and bell. Changing the set takes effect at once.
  • The selected game's own SND0.AT3 still plays under the shelf.

Typing

PSP5's keyboard now answers the same buttons the console's does: Square
deletes, Triangle is a space, L1/R1 move the text cursor, L2 shifts,
R2 is done.

Fixes

  • Fixed a crash when opening a game's achievements from the home screen.
  • Fixed the analog stick going dead on the diagonals.
  • PPSSPP's on-screen messages no longer appear, including the "Game controller
    connected" notice on launch.
  • Backing out of the in-game menu no longer presses Circle in the game.
  • Achievement badges now load; descriptions are shown in full.
  • Save states work again, and Load no longer reads as empty straight after a
    save.

Installing

Copy PPSA99131/ to /mnt/usb0/PPSA99131 on the console and install it with ShadowMountPlus.

Games go on the emulated memory stick inside the title's own folder:

PPSA99131/memstick/PSP/GAME/<your game>.iso     # also .cso, .chd, EBOOT.PBP
PPSA99131/memstick/PSP/Cheats/<DISC_ID>.ini     # CWCheat files
PPSA99131/memstick/PSP/Cheats/cheat.db          # the CWCheat database
PPSA99131/memstick/PSP/TEXTURES/<DISC_ID>/      # a texture pack

Based on PPSSPP v1.20.4. The console port
is taken from PS5_RetroArch; the
Vulkan driver, the UI kit and the SDK fork are
mihawk-99's.