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Psp2wpp Vita: Difference between revisions

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|source=https://github.com/Princess-of-Sleeping/psp2wpp
|source=https://github.com/Princess-of-Sleeping/psp2wpp
}}
}}
Plugin to add a wave effect to Livearea background. You can install this plugin and add one custom wave (as name implies: wave++).
PSP2WPP is a PS Vita home background wave add plugin. You can install this plugin and add one custom wave (as name implies: wave++).
 
<s>Currently only HENkaku Ensõ is supported without permanent installation (because SceShell checks idstorage on boottime only).</s>
 
<s>But if you already have the pre-theme color flag in idstorage you can use this plugin even if you don't have HENkaku Ensõ.</s>


Now supports non-ensõ by overwritten SCE original waveparams.
Now supports non-ensõ by overwritten SCE original waveparams.


==Installation==
==Installation==
===Installation for Ensõ User===
===Ensõ User===
Add the plugin path under *main (change to ur0 if you store the plugin there)
Add the plugin path under *main (change to ur0 if you store the plugin there)
  *main
  *main
  ux0:tai/psp2wpp.suprx
  ux0:tai/psp2wpp.suprx


Copy [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/preset/waveparam.bin waveparam.bin] to ux0:data/ or sd0:data/ (or host0:data/ if host0: is available). Example
Copy [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/preset/waveparam.bin waveparam.bin] to either one of the following location:
 
* <code>ux0:data/waveparam.bin</code>
ux0:data/waveparam.bin
* <code>sd0:data/waveparam.bin</code>
sd0:data/waveparam.bin
* (or <code>host0:data/waveparam.bin</code> if <code>host0:</code> is available)
host0:data/waveparam.bin


(Optional) If you use text-based waveparam, copy [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/preset/waveparam.txt waveparam.txt] to ux0:data/ or sd0:data/ (or host0:data/ if host0: is available). Example
(Optional) If you use text-based waveparam, copy [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/preset/waveparam.txt waveparam.txt] to either one of the following location:
 
* <code>ux0:data/waveparam.txt</code>
ux0:data/waveparam.txt
* <code>sd0:data/waveparam.txt</code>
sd0:data/waveparam.txt
* (or <code>host0:data/waveparam.txt</code> if <code>host0:</code> is available)
host0data/:waveparam.txt


Reboot the console. Then in edit mode (press Triangle while in home screen), open Background Settings (the icon on the bottom right) to find the new background wave.  
Reboot the console. Then in edit mode (press Triangle while in home screen), open Background Settings (the icon on the bottom right) to find the new background wave.  


Notes:
Notes:
*waveparam.txt takes precedence over waveparam.bin.  
*<code>waveparam.txt</code> takes precedence over <code>waveparam.bin</code>. If <code>waveparam.txt</code> does not exist, parameters from <code>waveparam.bin</code> are used.
*If waveparam.txt does not exist, parameters from waveparam.bin are used.
*Wave can cause glitches if there are many bad values in the parameters, but it's not dangerous.
*Wave can cause glitches if there are many bad values in the parameters, but it's not dangerous.


===Installation for Non Ensõ User===
===Non Ensõ User===
Add the plugin path under *main.
Add the plugin path under *main (change to ur0 if you store the plugin there)
*main
ux0:tai/psp2wpp.suprx


Copy your waveparams to ux0:/data/waveparams/. The file naming convention is ${number}.txt. ${number} is a number from 0 to 30.
Copy your waveparams to <code>ux0:/data/waveparams/</code>. The file naming convention is <code>${number}.txt</code>. <code>${number}</code> is a number from 0 to 30.


'''Note: These are instructions for Non-Ensõ, but are still available for Ensõ.'''
'''Note:''' These are instructions for Non-Ensõ, but are still available for Ensõ.


===Advanced permanent installation===
===Advanced permanent installation===
You can permanently install a custom wave by copying waveparam.bin to pd0:wave/ and setting idstorage to the appropriate value. The custom wave will persist even without HENkaku.
You can permanently install a custom wave by copying <code>waveparam.bin</code> to <code>pd0:wave/</code> and setting idstorage to the appropriate value.  
 
The custom wave will persist even without HENkaku.


==User guide==
==User guide==
Line 66: Line 62:
[https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/color/list.txt list.txt] contains the parameters in the same order as the home edit theme color select (should be). Parameters with listed named are available in [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/color/list/ list].
[https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/color/list.txt list.txt] contains the parameters in the same order as the home edit theme color select (should be). Parameters with listed named are available in [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/color/list/ list].


Many values of waveparam are between 0.0000 and 1.0000. There are rare large values such as 10.0000.
*Many values of waveparam are between 0.0000 and 1.0000. There are rare large values such as 10.0000.
 
*See [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/color/cvt.txt cvt.txt] to convert integer type RGB (0x123456) to float type RGB (0.070588, 0.203921, 0.337254).
See [https://github.com/Princess-of-Sleeping/psp2wpp/blob/master/color/cvt.txt cvt.txt] to convert integer type RGB (0x123456) to float type RGB (0.070588, 0.203921, 0.337254).
*You can reload <code>waveparam.txt</code> while editing txt with [[VitaShell]] using [https://github.com/Princess-of-Sleeping/psp2wpp-reload/ this application] ([https://github.com/Princess-of-Sleeping/psp2wpp-reload/releases/download/v1.0/psp2wpp_reload.vpk direct vpk link]).
*After reloading, you need to go to a non-custom wave page to update the wave shader's param cache.


You can reload waveparam.txt while editing txt with [[VitaShell]] using [https://github.com/Princess-of-Sleeping/psp2wpp-reload/ this application] ([https://github.com/Princess-of-Sleeping/psp2wpp-reload/releases/download/v1.0/psp2wpp_reload.vpk direct vpk link]).
===Scarlet Fever===
Copy & paste into text file with number of wave you want to replace. For example if you want this as first wave, make file in ux0:data/waveparams/0.txt, paste text here and reload. Paste it whole.


After reloading, you need to go to a non-custom wave page to update the wave shader's param cache.
<pre>
#
# color type is RGBA float, 0.000000 to 1.000000
# alpha does not work everywhere
# rotation is -1.000000 as -360 degree to 1.0000000 as 360 degree
#
type Select
#modifies LiveArea wave selecter icon
#selecter[0] is bottom color, selecter[1] is top color
set_value selecter[0].r 0
set_value selecter[0].g 0
set_value selecter[0].b 0
set_value selecter[0].a 1
set_value selecter[1].r 0
set_value selecter[1].g 0
set_value selecter[1].b 0
set_value selecter[1].a 1
type Material
#color setting and reflection of Wave
set_value color.r 0.25
set_value color.g 0.9
set_value color.b 0.25
set_value color.a 1
set_value diffuse_coeff 0  #light diffusion constant
set_value specular_coeff 0  #light reflection constant?
set_value specular_power 0  #power of light reflection
set_value fresnel_front 0  #light reflection settings?
set_value fresnel_control 0  #light reflection settings?
set_value fresnel_coeff 0  #light reflection settings?
set_value refraction_coeff 0  #fraying light constant
set_value refraction_amount 0  #amount of light fraying
set_value second_reflection 0
type PointLightSphere
#source of light on Wave
set_value distance -5  #distance from camera
set_value theta_phi[0] 1.430546  #inner angle of light cone?
set_value theta_phi[1] -0.336599  #outer angle of light cone?
set_value attn.a 10  #size?
set_value attn.b 10  #size?
set_value attn.c 10  #size?
set_value attn.d 10  #size?
set_value ambient_color.r 1  #color of cast light
set_value ambient_color.g 0
set_value ambient_color.b 0
set_value ambient_color.a 0
set_value diffuse_color.r 1  #color of diffused light
set_value diffuse_color.g 1
set_value diffuse_color.b 1
set_value diffuse_color.a 1
set_value fade 0  #fading out light constant
type Fog1
#second fog on top?
#same parameters as Fog0
#no visible changes
set_value color.r 0
set_value color.g 0
set_value color.b 0
set_value color.a 1
set_value density.a 0.058153
set_value density.b 0.062500
set_value density.c 0.071918
set_value density.d 10.000000
set_value light_color.r 0
set_value light_color.g 0
set_value light_color.b 0
set_value light_color.a 1
set_value d_scale 2.507272
set_value d_offset 3.415760
type Fog0
#fog on Wave
set_value color.r 0  #color of fog
set_value color.g 0
set_value color.b 0
set_value color.a 1
set_value density.a 0.058153  #size of fog
set_value density.b 0.062500
set_value density.c 0.071918
set_value density.d 10.000000  #should be always >=10
set_value light_color.r 0  #small light in center of wave  
set_value light_color.g 0
set_value light_color.b 0
set_value light_color.a 0
set_value d_scale 2.507272  #scale of density
set_value d_offset 10  #shifts fog above Wave, pos down, neg up?
type Sky
#sky on top of screen
#zenith, horizon
#sun is its own light source
set_value radius 10  #1, radius of sky, 0 - 10
set_value xscale 1  #1, width of sky
set_value side_angle 1  #1, shape, <1 widen Sky, 1-2 thins Sky out
set_value pos_distortion_scale 1  #waving distortion of sky
set_value grad_distortion_scale 0.1  #distorts sky more
set_value horizon_distortion_scale 0.25  #distorts horizon
set_value horizon_curvature 1  #1, distorts horizon more
set_value sky_blend_start 0.5  #start of mixing horizon and zenith,0-1
set_value sky_blend_range 1  #range of mixing horizon and zenith
set_value distance 10  #distance of Sun from camera, 0+ far
set_value theta_phi[0] 1  #inner cone of light from Sun?
set_value theta_phi[1] -0.5  #outer cone of light from Sun?
set_value wave_fog_alpha 0.25  #mixing Sky with Wave,0 to 1, 0 Sky, 1 Wave
set_value sun_color.r 1  #color of Sun
set_value sun_color.g 1
set_value sun_color.b 1
set_value sun_color.a 1
set_value sun_power 50  #power of light from Sun?
set_value sun_control 1  #constant of light from Sun?
set_value zenith_color.r 1  #color of zenith
set_value zenith_color.g 0.25
set_value zenith_color.b 0.75
set_value zenith_color.a 0  #no visible change
set_value horizon_color.r 0  #color of horizon
set_value horizon_color.g 0.9
set_value horizon_color.b 0.2
set_value horizon_color.a 0  #no visible change
set_value horizon_angle 0.1  #angle of horizon, 1+ Sky goes up and hide
set_value horizon_blend_range 1  #opacity of Sky, 0 not opaque, 1 almost
type FFTWave
#modifies waviness of Wave and Sky
set_value gravity 50  #can be huge number, near 0 waves are lazy
set_value A 0.000000  #power of animation?
set_value logA -17.000000  #negative means less waviness
set_value patch_size 50  #bigger number means bigger waves
set_value wind_speed 100  #speed of wind
set_value wind_dir -3.141592  #direction of wind, negative to right?
set_value time_step 1  #time constant, no visible change
type WaveInstance
#modifies position, rotation, shape of Wave
#more colors in Wave
set_value translation.x 0  #position, pos to left, neg to right
set_value translation.y 0  #positive up, negative down
set_value translation.z -1  #positive closer to cam, neg far
set_value translation.w 0  #multiplier of values
set_value rotation.x -0.25  #-0.15, tilt forward backward
set_value rotation.y 0  #positive tilts to left, neg to right
set_value rotation.z 0  #roll to right and left
set_value rotation.w 1  #be carefull with this, do not set zero!!!
set_value scale.x 1  #width
set_value scale.y 1  #height
set_value scale.z 0.1  #depth
set_value scale.w 0  #size multiplier
set_value global_scale 0  #another size multiplier?
set_value center_color.r 1  #color of center waves?
set_value center_color.g 0
set_value center_color.b 0
set_value center_color.a 1
set_value center_power 10  #power of center color?
set_value edge_color.r 1  #color at waving
set_value edge_color.g 0
set_value edge_color.b 0
set_value edge_color.a 1
set_value edge_power 10  #power of color at edges?
set_value cross_section.x 1
set_value cross_section.y 0.253692
set_value cross_section.z -0.241464
set_value cross_section.w 2.056981
set_value cross_section_flat.x 0.169096
set_value cross_section_flat.y 0.109336
set_value cross_section_flat.z -0.307033
set_value cross_section_flat.w 1.053961
set_value distortion_scale 1  #scale of distortion of Sky and Wave
set_value uv_scale 1  #form of waves on Wave, 1> more cross shape
set_value uv_rotate 0  #absolute rotation of waves
set_value decay 0
set_value shadow_nor_blend 0
type WaveRenderer
#sets scene, no visible changes so far
set_value edge_fog[0] 0  #fog on left/right edges
set_value edge_fog[1] 0  #fog on back/front
set_value pitch_max 0
set_value pitch_rest 0
set_value pitch_min 0
set_value pitch_debug 0
set_value roll_max 0
set_value roll_max_zone 0
set_value zoom 0
set_value camera_chase  0
</pre>


==Screenshots==
==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/psp2wppvita3.png
https://dlhb.gamebrew.org/vitahomebrews/psp2wppvita3.png
==Media==
'''How to use psp2wpp ([https://www.youtube.com/watch?v=2iAWc6tGV0M Havocking92])'''<br>
<youtube>2iAWc6tGV0M</youtube>


==Compatibility==
==Compatibility==
Line 83: Line 271:
Only one custom wave can be added.
Only one custom wave can be added.


brief details: The wave param list is statically placed in the SceShell data segment and currently only one is available. This plugin makes use of that space. A simple workaround is to overwrite the SCE original waveparams.
Brief details: The wave param list is statically placed in the SceShell data segment and currently only one is available. This plugin makes use of that space. A simple workaround is to overwrite the SCE original waveparams.
 
We "hope" to add multiple waves in the future, but this is difficult to reach due to technical issues.


You can now apply up to 32 custom waveparams by overwritten the SCE original waveparams.
You can now apply up to 32 custom waveparams by overwritten the SCE original waveparams.
Line 115: Line 301:
* GitHub - https://github.com/Princess-of-Sleeping/psp2wpp
* GitHub - https://github.com/Princess-of-Sleeping/psp2wpp
* VitaDB - https://vitadb.rinnegatamante.it/#/info/852
* VitaDB - https://vitadb.rinnegatamante.it/#/info/852
* Reddit - https://www.reddit.com/r/vitahacks/comments/12kgha7/psp2wpp_scarlet_fever/

Latest revision as of 13:07, 6 Haziran 2023

psp2wpp
Psp2wppvita2.png
General
AuthorPrincess of Sleeping
TypePlugins
Version1.1.4
LicenseMIT License
Last Updated2023/03/22
Links
Download
Website
Source

PSP2WPP is a PS Vita home background wave add plugin. You can install this plugin and add one custom wave (as name implies: wave++).

Now supports non-ensõ by overwritten SCE original waveparams.

Installation

Ensõ User

Add the plugin path under *main (change to ur0 if you store the plugin there)

*main
ux0:tai/psp2wpp.suprx

Copy waveparam.bin to either one of the following location:

  • ux0:data/waveparam.bin
  • sd0:data/waveparam.bin
  • (or host0:data/waveparam.bin if host0: is available)

(Optional) If you use text-based waveparam, copy waveparam.txt to either one of the following location:

  • ux0:data/waveparam.txt
  • sd0:data/waveparam.txt
  • (or host0:data/waveparam.txt if host0: is available)

Reboot the console. Then in edit mode (press Triangle while in home screen), open Background Settings (the icon on the bottom right) to find the new background wave.

Notes:

  • waveparam.txt takes precedence over waveparam.bin. If waveparam.txt does not exist, parameters from waveparam.bin are used.
  • Wave can cause glitches if there are many bad values in the parameters, but it's not dangerous.

Non Ensõ User

Add the plugin path under *main (change to ur0 if you store the plugin there)

*main
ux0:tai/psp2wpp.suprx

Copy your waveparams to ux0:/data/waveparams/. The file naming convention is ${number}.txt. ${number} is a number from 0 to 30.

Note: These are instructions for Non-Ensõ, but are still available for Ensõ.

Advanced permanent installation

You can permanently install a custom wave by copying waveparam.bin to pd0:wave/ and setting idstorage to the appropriate value.

The custom wave will persist even without HENkaku.

User guide

Sample for waveparam

list.txt contains the parameters in the same order as the home edit theme color select (should be). Parameters with listed named are available in list.

  • Many values of waveparam are between 0.0000 and 1.0000. There are rare large values such as 10.0000.
  • See cvt.txt to convert integer type RGB (0x123456) to float type RGB (0.070588, 0.203921, 0.337254).
  • You can reload waveparam.txt while editing txt with VitaShell using this application (direct vpk link).
  • After reloading, you need to go to a non-custom wave page to update the wave shader's param cache.

Scarlet Fever

Copy & paste into text file with number of wave you want to replace. For example if you want this as first wave, make file in ux0:data/waveparams/0.txt, paste text here and reload. Paste it whole.

#
# color type is RGBA float, 0.000000 to 1.000000
# alpha does not work everywhere
# rotation is -1.000000 as -360 degree to 1.0000000 as 360 degree
#
 
type Select
#modifies LiveArea wave selecter icon
#selecter[0] is bottom color, selecter[1] is top color
set_value selecter[0].r 0
set_value selecter[0].g 0
set_value selecter[0].b 0
set_value selecter[0].a 1
set_value selecter[1].r 0
set_value selecter[1].g 0
set_value selecter[1].b 0
set_value selecter[1].a 1
 
type Material
#color setting and reflection of Wave
set_value color.r 0.25
set_value color.g 0.9
set_value color.b 0.25
set_value color.a 1
set_value diffuse_coeff 0   #light diffusion constant 
set_value specular_coeff 0   #light reflection constant? 
set_value specular_power 0   #power of light reflection 
set_value fresnel_front 0   #light reflection settings? 
set_value fresnel_control 0   #light reflection settings? 
set_value fresnel_coeff 0   #light reflection settings? 
set_value refraction_coeff 0   #fraying light constant 
set_value refraction_amount 0   #amount of light fraying 
set_value second_reflection 0
 
type PointLightSphere
#source of light on Wave
set_value distance -5   #distance from camera 
set_value theta_phi[0] 1.430546   #inner angle of light cone?
set_value theta_phi[1] -0.336599   #outer angle of light cone?
set_value attn.a 10   #size? 
set_value attn.b 10   #size? 
set_value attn.c 10   #size? 
set_value attn.d 10   #size? 
set_value ambient_color.r 1   #color of cast light 
set_value ambient_color.g 0
set_value ambient_color.b 0
set_value ambient_color.a 0
set_value diffuse_color.r 1   #color of diffused light 
set_value diffuse_color.g 1
set_value diffuse_color.b 1
set_value diffuse_color.a 1
set_value fade 0   #fading out light constant 
 
type Fog1
#second fog on top?
#same parameters as Fog0
#no visible changes
set_value color.r 0
set_value color.g 0
set_value color.b 0
set_value color.a 1
set_value density.a 0.058153
set_value density.b 0.062500
set_value density.c 0.071918
set_value density.d 10.000000
set_value light_color.r 0
set_value light_color.g 0
set_value light_color.b 0
set_value light_color.a 1
set_value d_scale 2.507272
set_value d_offset 3.415760
 
type Fog0
#fog on Wave
set_value color.r 0   #color of fog 
set_value color.g 0
set_value color.b 0
set_value color.a 1
set_value density.a 0.058153   #size of fog 
set_value density.b 0.062500
set_value density.c 0.071918
set_value density.d 10.000000   #should be always >=10
set_value light_color.r 0   #small light in center of wave 
set_value light_color.g 0
set_value light_color.b 0
set_value light_color.a 0
set_value d_scale 2.507272   #scale of density
set_value d_offset 10   #shifts fog above Wave, pos down, neg up? 
 
type Sky
#sky on top of screen
#zenith, horizon
#sun is its own light source
set_value radius 10   #1, radius of sky, 0 - 10 
set_value xscale 1   #1, width of sky 
set_value side_angle 1   #1, shape, <1 widen Sky, 1-2 thins Sky out 
set_value pos_distortion_scale 1   #waving distortion of sky 
set_value grad_distortion_scale 0.1  #distorts sky more 
set_value horizon_distortion_scale 0.25   #distorts horizon 
set_value horizon_curvature 1   #1, distorts horizon more 
set_value sky_blend_start 0.5   #start of mixing horizon and zenith,0-1 
set_value sky_blend_range 1   #range of mixing horizon and zenith 
set_value distance 10   #distance of Sun from camera, 0+ far 
set_value theta_phi[0] 1   #inner cone of light from Sun? 
set_value theta_phi[1] -0.5   #outer cone of light from Sun? 
set_value wave_fog_alpha 0.25   #mixing Sky with Wave,0 to 1, 0 Sky, 1 Wave 
set_value sun_color.r 1   #color of Sun 
set_value sun_color.g 1
set_value sun_color.b 1
set_value sun_color.a 1
set_value sun_power 50   #power of light from Sun? 
set_value sun_control 1   #constant of light from Sun? 
set_value zenith_color.r 1   #color of zenith 
set_value zenith_color.g 0.25
set_value zenith_color.b 0.75
set_value zenith_color.a 0   #no visible change 
set_value horizon_color.r 0   #color of horizon 
set_value horizon_color.g 0.9
set_value horizon_color.b 0.2
set_value horizon_color.a 0   #no visible change 
set_value horizon_angle 0.1   #angle of horizon, 1+ Sky goes up and hide 
set_value horizon_blend_range 1   #opacity of Sky, 0 not opaque, 1 almost 
 
type FFTWave
#modifies waviness of Wave and Sky
set_value gravity 50   #can be huge number, near 0 waves are lazy 
set_value A 0.000000   #power of animation?
set_value logA -17.000000   #negative means less waviness 
set_value patch_size 50   #bigger number means bigger waves 
set_value wind_speed 100   #speed of wind 
set_value wind_dir -3.141592   #direction of wind, negative to right? 
set_value time_step 1   #time constant, no visible change 
 
type WaveInstance
#modifies position, rotation, shape of Wave
#more colors in Wave
set_value translation.x 0   #position, pos to left, neg to right 
set_value translation.y 0   #positive up, negative down 
set_value translation.z -1   #positive closer to cam, neg far 
set_value translation.w 0   #multiplier of values 
set_value rotation.x -0.25   #-0.15, tilt forward backward 
set_value rotation.y 0   #positive tilts to left, neg to right 
set_value rotation.z 0   #roll to right and left 
set_value rotation.w 1   #be carefull with this, do not set zero!!! 
set_value scale.x 1   #width 
set_value scale.y 1   #height 
set_value scale.z 0.1   #depth 
set_value scale.w 0   #size multiplier 
set_value global_scale 0   #another size multiplier? 
set_value center_color.r 1   #color of center waves? 
set_value center_color.g 0
set_value center_color.b 0
set_value center_color.a 1
set_value center_power 10  #power of center color? 
set_value edge_color.r 1   #color at waving
set_value edge_color.g 0
set_value edge_color.b 0
set_value edge_color.a 1
set_value edge_power 10  #power of color at edges? 
set_value cross_section.x 1
set_value cross_section.y 0.253692
set_value cross_section.z -0.241464
set_value cross_section.w 2.056981
set_value cross_section_flat.x 0.169096
set_value cross_section_flat.y 0.109336
set_value cross_section_flat.z -0.307033
set_value cross_section_flat.w 1.053961
set_value distortion_scale 1   #scale of distortion of Sky and Wave 
set_value uv_scale 1   #form of waves on Wave, 1> more cross shape 
set_value uv_rotate 0   #absolute rotation of waves 
set_value decay 0
set_value shadow_nor_blend 0
 
type WaveRenderer
#sets scene, no visible changes so far
set_value edge_fog[0] 0   #fog on left/right edges
set_value edge_fog[1] 0   #fog on back/front
set_value pitch_max 0
set_value pitch_rest 0
set_value pitch_min 0
set_value pitch_debug 0
set_value roll_max 0
set_value roll_max_zone 0
set_value zoom 0
set_value camera_chase  0

Screenshots

psp2wppvita3.png

Media

How to use psp2wpp (Havocking92)

Compatibility

Only HENkaku Ensõ (3.60) is supported without permanent installation.

Known issue

Only one custom wave can be added.

Brief details: The wave param list is statically placed in the SceShell data segment and currently only one is available. This plugin makes use of that space. A simple workaround is to overwrite the SCE original waveparams.

You can now apply up to 32 custom waveparams by overwritten the SCE original waveparams.

Changelog

1.1.4

  • Fixed a bug where waveparam.txt selector colorers were not applied correctly.

1.1.3

  • Fixed a bug that select[1].r was not applied.

1.1.2

  • Fixed wrong waveparams index refer.
  • Added more version support in select window.

1.1.1

  • Fixed psp2wpp-reload crash.
  • Added support to subfolder waveparams.

1.1

  • Added support to non-ensõ.
  • Added support to overwrite SCE original 31 waves.

1.0

  • Initial release.

External links

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