YourWishes 9abf8101da PSP: save through the real sceUtilitySavedata API, not raw file I/O
Rewrote savepsp.c/savestreampsp.c to use sceUtilitySavedataInitStart/
Update/GetStatus/ShutdownStart instead of sceIoOpen/Read/Write, so PSP
saves get a proper OS-generated PARAM.SFO (title/savedataTitle/detail) and
show up correctly in the native save browser.

This dialog spans multiple frames and, per this project's prior experience
with the network config dialog, must be pumped non-blocking one step per
real engine frame rather than blocked on synchronously - a raw-sceGu
blocking loop already froze the app on real hardware for that dialog,
since pspGL owns the GU context. So save.h's saveWrite()/saveLoad() are
now callback-based (savecallback_t onComplete) instead of returning a
result directly, mirroring networkRequestConnection()'s shape, with a new
saveUpdate() (wired into engineUpdate()) pumping the active op each frame.
Linux/Dolphin behavior is unchanged - their fallback path in save.c still
completes synchronously, just via an immediate callback call instead of a
direct return.

Two real bugs found via PPSSPP testing (not just code review): SAVE/LOAD
modes show a confirm screen even for brand-new data, which blocks forever
headlessly - switched to AUTOSAVE/AUTOLOAD, which write/read silently and
generate the identical PARAM.SFO. And PPSSPP's dialog status goes straight
from QUIT to NONE without a separately observable FINISHED in between,
which the first version misread as "disappeared without a result" even on
a successful save - fixed by tracking whether QUIT was already seen.

Confirmed end-to-end in PPSSPP: write, dialog completes, PARAM.SFO +
encrypted save.bin appear on the virtual memory stick, and a subsequent
load decrypts/deserializes back to the exact original data. Not tested on
real PSP hardware.
2026-08-04 09:54:45 -05:00
2026-07-02 19:20:17 -05:00
2026-07-11 11:02:09 -05:00
2026-05-07 17:38:41 -05:00
2026-07-01 21:07:24 -05:00
2026-07-09 23:25:26 -05:00
2026-06-02 11:01:54 -05:00
2026-06-25 19:56:14 -05:00

Dusk

RPG Game Project, small and able to run on a PSP.

Building

Each build target has different requirements. You can take a look at the git workflow to see how the builds are done for each target. In addition, for accessing the editor and building the game on your host system, install the following packages, depending on your system;

Fedora;

sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel

Ubuntu;

sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl

Arch Linux;

sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl
S
Description
No description provided
Readme 8.4 MiB
Languages
C 85.1%
JavaScript 5.4%
CMake 3.9%
Python 3.2%
HTML 1.2%
Other 1.2%