Closed Sukotto-1999 closed 6 months ago
I don't think much reverse engineering is needed. GPI is a set of manual on/off switches, GPO is a bunch of LEDs, presumably. Each I believe is 8 bits in size, so 8 switches and 8 LEDs, and the API to access them is simply the sceKernelSetGPO
/ sceKernelGetGPI
functions.
It's just an implementation task, storing/loading the value, and adding some way to toggle the inputs and display the outputs.
Really not sure what kind of UI we'd want for this.. Ideas welcome!
This was a fun one to code up. #19136 implements this, let me know what you think.
GPI switches are currently stored between game sessions but not saved if you close PPSSPP. Not sure what behavior we want there. Maybe they should also be stored in save states..
All done! Turns out, PaRappa the Rapper and Ghostbusters The Video Game aren't the only games on PSP with secrets accessible on a PSP dev kit. Now should find all PSP games with secrets accessible with a PSP dev kit.
What should happen
PPSSPP should have support in newer versions for emulating the GPI/GPO switches found on the PSP Dev kits, can be useful for hidden features in retail games. For example, Ghostbusters The Video Game should display some sort of Debug Information including the framerate, while PaRappa the Rapper uses the GPO as a metronome (for BPM). The GPO should be displayed in the bottom/top left/right of the screen. (more info here: https://www.youtube.com/watch?v=ioodSTApknM )
Who would this benefit
Someone should reverse engineer the GPI/GPO and code those findings.
Platform (if relevant)
None
Games this would be useful in
Ghostbusters The Video Game, PaRappa the Rapper, etc.
Other emulators or software with a similar feature
No response
Checklist