PPSSPP Git (2026/10/11) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Merge pull request #22496 from hrydgard/vsh-icons
* VSH: Drop the 6.6x alarm-category patch
* VSH: Start the shell's modules one at a time, fixing game icons
* Merge pull request #22495 from hrydgard/vsh-homebrew
* Update pspautotests for unloadfill's stop and unload timing
* Add the modules/unloadfill and video/mpeg/deletetiming tests
* HLE: Add sceKernelSetParamSfo and sceMePowerControlAvcPower
* HLE: Send the VSH's LoadExec calls to HLE on every firmware version
* VSH: Find the homebrew patches by pattern, for every firmware version
* Headless: Honor --nand
* VSH: Patch vsh_module so the XMB can launch unsigned homebrew
* Merge pull request #22493 from hrydgard/ios-share-file
* iOS: Remove the iCade support
* iOS: Give the soft keyboard a view of its own
* iOS: Support System_ShareFile
* Merge pull request #22492 from hrydgard/android-oboe-mic
* sceUsbMic: Fix QueueBuf::resize losing what was buffered
* iOS: Use the shared SampleRing for microphone input
* Android: Hand microphone input over on the CPU thread, like the other hosts
* Move the microphone's lock-free sample ring to Common/Audio/SampleRing.h
* Merge pull request #22491 from hrydgard/windows-wasapi-mic
* Windows: Capture the microphone through WASAPI instead of Media Foundation
* Merge pull request #22490 from hrydgard/ios-mic
* iOS: Add microphone support
* Microphone: Let the host say whether it wants polling, rather than checking for SDL
* Merge pull request #22489 from hrydgard/fix-vsh-sceReg-overlay
* sceReg: Refuse to create a key that already exists
* sceReg: Keep a key's type when sceRegSetKeyValue writes it
* Merge pull request #22488 from hrydgard/ios-cleanup
* iOS: Keep camera frames upright in portrait
* iOS: Remove leftovers
* iOS: Implement copying to the clipboard
* iOS: Pass restart arguments on, and restart into GL when Vulkan fails
* Move Android's command line splitter to CmdLine, as SplitCommandLine
* iOS: Scale camera frames to the requested size instead of cropping
* iOS: Fix the safe area inset and touch scaling
* iOS: Move off deprecated APIs
* iOS: Replace the private keyboard and vibration APIs with public ones
* iOS: Drop version checks for iOS 12 and older, use one deployment target
* iOS: Make the emu thread's UIKit and Core Location calls on the main thread
* iOS: Resize in place on rotation instead of restarting graphics
* iOS: Run the Vulkan render thread through RunGraphicsLoop
* Merge pull request #22459 from chriopter/sdl-microphone
* Tools: Add PSP microphone recording homebrew.
* SDL: Add microphone recording and device selection.
* Microphone: Fix blocking wait calculations.
* Merge pull request #22487 from hrydgard/android-lifecycle-fixes
* Add ShareFilesAsZip, for sharing several files as one zip
* Add System_ShareFile, for handing a file to another app
* Android: Track the activity that owns the native side by identity, and log changes
* Headless: Say so when a game fails to boot, and exit with an error
* Android GL: Support PresentMode::IMMEDIATE with eglSwapInterval
* Android: Tie emulation and audio to visibility, not focus
* Android: Fix activity state lost on recreate, and a destroyed activity kept alive
* Merge pull request #22486 from hrydgard/softgpu-x86-opt
* Support the "FastEmulatedGPU" compat flag in the software renderer too.
* headless_bench.py: Report CPU time on Windows too
* SoftGPU: Don't linger in drawing threads on Windows, and less in transform helpers
* SoftGPU: Pick the mip level once for staged rows of a triangle with one q
* SoftGPU: Draw 1:1 sprites as rectangles unless DrawSprite has a fast path for them
* SoftGPU: Multiply light colors with 16-bit multiplies
* SoftGPU: Scale by powers of two through the exponent bits
* SoftGPU: Remove what only the JIT caches used
* SoftGPU: Read bilinear CLUT and 8888 texels in vector lanes
* SoftGPU: Pick the drawing thread count and lingering per platform
* SoftGPU: Draw a run's primitives while its vertices are transformed
* SoftGPU: Splat Vec4s in registers, and three more stalls
* SoftGPU: Find a self-texturing region's tiles without 64-bit divisions
* SoftGPU: Build a triangle's start and UV ramps in registers
* SoftGPU: Transform shorter runs, and single draws, as runs
* SoftGPU: Inline TransformClutIndex
* SoftGPU: Keep a tile's tail off the drawing threads' cache line
* SoftGPU: Don't skin in the vertex decoder for the transform unit
* SoftGPU: Queue primitives without locked increments or a stack copy
* SoftGPU: Keep the dirty flags in 32 bits
* SoftGPU: Transform a run of draws' vertices together, on helper threads
* SoftGPU: Multiply small lane values with 16-bit multiplies
* SoftGPU: Skin four vertices at a time
* SoftGPU: Transform vertex positions four at a time
* SoftGPU: Keep drawing threads around briefly, and use at most six
* SoftGPU: Take a draw's matrices apart once for GERowSum4
* SoftGPU: Transpose a span's colors in registers for per-pixel texturing
* SoftGPU: Gather a span's UV plane values in registers
* SoftGPU: Queue four times as many primitives
* SoftGPU: Transform a vertex's screen position in vector lanes, without stalls
* SoftGPU: Remove the pixel and sampler JITs
* Merge pull request #22483 from hrydgard/reinterpret-subpixel
* Tantalus depth fog: read depth at each render pixel's own sub-position
* Keep the render pixels within a PSP pixel in 16/32-bit reinterprets
* Merge pull request #22485 from hrydgard/android-oboe-audio
* Android: Replace OpenSL ES audio with Oboe
Download:
PPSSPP Git (2026/10/11) x64
Download:
PPSSPP Git (2026/10/11) Android
Source: Here
2026-10-11

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