Minecraft PE for the PlayStation Portable, brought forward to the modern game. Fork of Pencea-Flavius/Minecraft-PE-PSP.
Runs on every PSP model. The whole 256x128x256 world is resident at once, packed down from ~20 MB to ~4 MB, so a 32 MB PSP-1000 works too on a shorter view distance.
- A real Nether. Obsidian frame, flint and steel, stand in it. Own dimension
with its own generator, saved beside the overworld as
DIM-1. Replaces the Nether Reactor. - Modern art.
terrain.png, its mip levels and the GUI sheet are composed from current Minecraft's default textures by the scripts intools/. The atlases are committed; point the scripts at your own client jar to rebuild. - Mob spawning that works. Animals seed at worldgen and keep spawning on lit grass near the player, in creative as well as survival. Hostiles from Easy up.
- No tripod camera.
- Renderer: visible sections collected during discovery instead of a full sweep per frame, frame-stamped visibility, cave cull walks through streaming chunks.
- View distance survives a trip through a portal.
PSPDEV toolchain on PATH:
make # -> EBOOT.PBP
make dist # -> build/, ready to copy onto the stick
PSP/GAME/DEEPSLATE/EBOOT.PBP
PSP/GAME/DEEPSLATE/data/
Keep the two together; worlds save into a saves/ folder created beside them.
In PPSSPP, just open EBOOT.PBP.
Control scheme Layout 4 wants a DualShock 3 and Total_Noob's
DS3Remapper in seplugins/.
Without it, it plays as Layout 1.
Engine code is GPLv3 (see LICENSE): fork it, but ship the source
with any binary. Not covered by that grant: the gameplay and world logic, ported
from the Minecraft Pocket Edition 0.6.1 sources, and the art under data/. Both
are Mojang / Microsoft's. This is a non-commercial educational project, not
affiliated with or endorsed by either.
Attributions the licenses require: the upstream port above, the
MCPE-0.8.1 decompilation,
and DaedalusX64, whose memcpy_vfpu
is src/util/fast_memcpy.cpp essentially verbatim under GPL-2.0-or-later. The
full contributor list lives in upstream's README.