A new engine for the PSP
Written in C with PSPSDK. It reads the game’s own data from your disc and drives the PSP’s chips directly. Nothing of the PS2 is emulated
7,658 files, read from your own disc
About 28 fps on a PSP-2000, all 7 levels
A fan build, made for fans of the game and the PSP community. Put in your own PS2 disc and out comes a native PSP game, tuned for the PSP-2000. Fans test it on their own consoles, find bugs and send patches
Written in C with PSPSDK. It reads the game’s own data from your disc and drives the PSP’s chips directly. Nothing of the PS2 is emulated
7,658 files, read from your own disc
About 28 fps on a PSP-2000, all 7 levels
The Tachyon holds the CPU, a second core called the Media Engine, the graphics chip, 2 MB of video memory and 64 MB of RAM. On paper it beats the PS2 at clock speed and memory, and loses at drawing pixels and in video memory. So the port saves the CPU’s time and keeps every texture small
The marked side is stronger
Every frame the CPU used to write each drawing command one by one, while the graphics chip finished its share in 1.5 ms and sat waiting. Now each block of the city is written down once, as a ready list, when it loads from the Memory Stick. Every frame after that the CPU hands the graphics chip a whole block in one call
4.3 → 0.8 ms of CPU for 30 city pieces, with ready lists
The whole port so far: 131 sessions, 92 builds, 100+ hours of logged play
The Media Engine is a second 333 MHz core beside the CPU. Sony let games use it only for its own codecs. With the open MIST library it now mixes all the sound, and hands it back to the CPU if it ever stalls
700–990 → 450–540 µs of CPU per audio buffer
Everything is prepared for the Memory Stick when you build the game: textures optimized, roads baked, the level cut into 40 × 40 m cells. While you play, the cells around you stream in, one read each, on a thread of their own. Cells you drive away from are let go, to make room for the next ones
About 20 cells a second while driving
The frame and its depth take 816 KB of it. So the frame is 16-bit for the 480 × 272 screen, textures come in 16 or 256 colors, and lights and shadows are flat shapes drawn in one call
Textured shadows cost about 3 fps, now gone
More than 900 behaviors were compared one by one with the PS2 game. Every change is measured on a real PSP-2000 in an automatic tour of all 7 levels, and stays only if the numbers agree
ms per frame, slowest 5% of frames, 51 scenes. Left of the line the game holds 30 fps
No game files come with the engine. The builder converts everything from your own PS2 disc image and puts the game on your PSP
We are folding the whole conversion into one small app. Drag in the image of your own PS2 disc of The Simpsons: Hit & Run, and it unpacks, converts and builds the game, then copies it to your PSP over USB
The one-window app is in the works · Report an issue
Look at the lower left corner: there is a short code. The pause menu shows the same code in its lower left corner. Send it to us with a line about what you were doing, and we fix it together
Hit & Run Recompiler is a fan project, made by people who love the game for people who love the game. It is free and non-commercial, and it always will be
It is not affiliated with, endorsed or sponsored by Sony Interactive Entertainment, The Walt Disney Company, 20th Television, Fox, Activision, Vivendi or Radical Entertainment
Neither the code on GitHub nor this page contains files from the game disc. The builder reads your own PS2 disc of The Simpsons: Hit & Run (PAL SLES-51897 or US SLUS-20624) on your own computer, and the result stays with you
Please do not share built games or disc images. Buy the game, keep the disc
The footage on the PSP screen and the small sprites beside the text were drawn by the port’s own engine from a disc we own, only to show how it looks. The PSP-2000 drawing is our own model
The Simpsons, The Simpsons: Hit & Run and their characters belong to their owners. The game was developed by Radical Entertainment and published in 2003 by Vivendi Universal Games. PSP and PlayStation are trademarks of Sony Interactive Entertainment. All names are used only to say what this works with
Facts about the original come from the fan wiki, colour from scenic_simpsons on Instagram, ideas and fixes from the r/PSP thread and from people on GitHub. Everyone is listed above, in the footer
The engine is GPL-3.0, like donut it is built on. If you hold rights in anything here and want something changed or removed, open an issue on GitHub and it will be handled quickly