A GBA emulator for the PSP: renderer on the second CPU, Wireless Adapter multiplayer over ad-hoc WiFi.
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Updated
Oct 4, 2026 - C
A GBA emulator for the PSP: renderer on the second CPU, Wireless Adapter multiplayer over ad-hoc WiFi.
Advanced Playstation Portable (PSP) Media Engine library providing access to the ME's native core functions, and to the VME, facilitating integration and usage in homebrew projects.
Code examples demonstrating how to use Sony's Virtual Mobile Engine 2 (VME2) and take advantage of this reconfigurable CGRA, plus an extension for the `me-custom-core` library to ease VME use in homebrew.
PSP's Media Engine Safe Task Library: Safely execute custom tasks over the Sony's Playstation Portable (PSP) Media Engine, without disrupting syscalls dispatched to it by the SC. MIST method included for compatibility over the XMB.
This repo contains unofficial technical documentation and code examples related to the Sony PSP (PlayStation Portable) Media Engine. It covers architecture, memory mapping, VME, GE, DMAC, spinlocks, interrupts & Color Space Conversion. The content is based on new personal findings and research from 2025, building on previous community exploration
WanderSort is a local-first media sorting engine that scans your chaotic pile of photos and videos — scattered across hard drives, SD cards, and phone dumps — and structures them into a clean folder tree you actually understand.
TinyMe is lightweight PSP (Playstation Portable) Media Engine library to run code over the second mips CPU
PSP PMD Visualizer — Real-time YM2608 FM synthesis on Media Engine 333MHz
Sample code for the Sony PSP's Media Engine, demonstrating how to write and update a Ge list concurrently from both CPU.
Basic sample code demonstrating how to use the hardware spinlock as a mutex between the Sony PSP (Playtation Portable) main CPU and the Media Engine CPU, enabling concurrent writing in cached memory.
Sample code for loading YCbCr planes from the main Sony PSP's CPU to uncached memory, transferring them to the Media Engine's eDRAM, and processing RGB conversion via the VME. The converted output is written to VRAM as the destination framebuffer, demonstrating Color Space Conversion hardware registers for video processing.
Android AGSL-powered media processing engine - Converting modern media into authentic Game Boy DMG rendering with Bayer dithering and 4-tone green palette. A try for a Zero-Copy GPU processing Pipeline.
First demo using the primary DMAC of the VME/DSP over the PSP's Media Engine, transferring data betwen DSP buffers and main memory
High-performance ASCII video engine in go
MFlow is an open-source, native multimedia engine built for efficient media processing. Designed to move less data, do less work, and measure everything — with native containers, codecs, pipelines, zero-copy processing, and hardware acceleration on the roadmap.
Sample implementation for converting YCbCr to RGB using PSP (Playstation Portable) CSC controller with VME backend. Supports 992×992 resolution through dual buffer system. Requires physical hardware with Media Engine support.
This is a minimal reset handler for the Sony PSP's Media Engine CPU. After a hardware reset, the CPU jumps to 0xBFC00000, initializes the status register, configures the FPU coprocessor flags, and continues execution in kernel mode.
KIMIX is a clonable hybrid audio platform that runs as both a standalone Python application and a Web Audio browser-based listening environment. Clean. Accurate. No fluff.
This repository demonstrates transferring data between the Sony PSP Media Engine CPU and the main CPU via DMACPlus, drawing one half of a 'clock' on each side and gathering data with DMACPlus channels and LLIs.
零依赖、确定性的 Rust 媒体引擎(图像/音频/几何/物理/渲染/DSL),单文件 TXT 分发:解包即得完整 26-crate 源码树,3271 测试全过 | Zero-dependency deterministic Rust media engine, shipped as a single-file TXT source bundle
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