A library for building full PSP modules, including both PRX plugins and regular homebrew apps.
#![no_std]
#![no_main]
psp::module!("sample_module", 1, 1);
fn psp_main() {
psp::enable_home_button();
psp::dprintln!("Hello PSP from rust!");
}
See examples
directory for sample programs.
This project is a completely new SDK, with no dependency on the original C/C++ PSPSDK. It aims to be a complete replacement, with more efficient implementations of graphics functions, and the addition of missing libraries.
-
core
support - PSP system library support
-
alloc
support -
panic = "unwind"
support - Macro-based VFPU assembler
- Full 3D graphics support (faster than PSPSDK in some cases!)
- No dependency on PSPSDK / PSPToolchain
- Reach full parity with user mode support in PSPSDK
- Port definitions to
libc
crate - Add support for creating kernel mode modules
- Add
std
support - Automatically sign EBOOT.PBP files to run on unmodified PSPs
- Implement / reverse undiscovered libraries
To compile for the PSP, you will need a Rust nightly version equal to or
later than 2023-03-28
and the rust-src
component. Please install Rust using
https://rustup.rs/
Use the following if you are new to Rust. (Feel free to set an override manually per-project instead).
$ rustup default nightly && rustup component add rust-src
You also need cargo-psp
installed:
$ cargo install cargo-psp
Enter one of the example directories, examples/hello-world
for instance, and
run cargo psp
.
This will create an EBOOT.PBP
file under target/mipsel-sony-psp/debug/
Assuming you have a PSP with custom firmware installed, you can simply copy this
file into a new directory under PSP/GAME
on your memory stick, and it will
show up in your XMB menu.
.
└── PSP
└── GAME
└── hello-world
└── EBOOT.PBP
If you do not have a PSP, we recommend using the PPSSPP emulator. Note that graphics code is very sensitive so if you're writing graphics code we recommend developing on real hardware. PPSSPP is more relaxed in some aspects.
If you don't have a PSP with CFW installed, you can manually sign the PRX using
PRXEncrypter
, and then re-package it using pack-pbp
.
If you have the PSPSDK installed and have built a working copy PSPLink manually,
you can also use psplink
and pspsh
to run the .prx
under
target/mipsel-sony-psp/debug/
if you prefer. Refer to the installation and
usage guides for those programs.
Using the latest version of psplink and psp-gdb from the pspdev github organization (psplinkusb v3.1.0 and GNU gdb (GDB) 11.0.50.20210718-git
or later), Rust types are fully supported, providing a rich debugging experience. Enable debug symbols in your release binaries
Cargo.toml
[profile.release]
debug = true
and follow the instructions in part 6 of the PSPlink manual
To use the psp
crate in your own Rust programs, add it to Cargo.toml
like
any other dependency:
[dependencies]
psp = "x.y.z"
In your main.rs
file, you need to setup a basic skeleton like so:
#![no_std]
#![no_main]
// Create a module named "sample_module" with version 1.0
psp::module!("sample_module", 1, 0);
fn psp_main() {
psp::enable_home_button();
psp::dprintln!("Hello PSP from rust!");
}
Now you can simply run cargo psp
to build your EBOOT.PBP
file. You can also
invoke cargo psp --release
to create a release build.
If you would like to customize your EBOOT with e.g. an icon or new title, you
can create a Psp.toml
file in the root of your project. Note that all keys are
optional:
title = "XMB title"
xmb_icon_png = "path/to/24bit_144x80_image.png"
xmb_background_png = "path/to/24bit_480x272_background.png"
xmb_music_at3 = "path/to/ATRAC3_audio.at3"
More options can be found in the schema defintion here.
If you get an error like this:
error[E0460]: found possibly newer version of crate `panic_unwind` which `psp` depends on
--> src/main.rs:4:5
|
4 | use psp::dprintln;
| ^^^
|
= note: perhaps that crate needs to be recompiled?
Simply clean your target directory and it will be fixed:
$ cargo clean