GAME BOY COLOR EMULATOR
psp_rin
psp_rin is an open-source port of the RIN Game Boy / Game Boy Color emulator targeting Sony PSP hardware, with added rewind support and PSP-specific packaging and build files.

WHY IT MATTERS
Why this project matters
RIN was one of the early Game Boy / Game Boy Color emulators available on the PSP platform. The psp_rin repository collects source for a PSP-targeted RIN build, modernizes parts of the project (PSP SDK updates) and adds features such as a dedicated rewind menu and configurable rewind state storage.
BEST FOR
What it does best
Runs Game Boy and Game Boy Color ROMs on PSP hardware (and on PSP-compatible environments such as PS Vita running Adrenaline) with an on-device rewind feature and PSP-oriented menu and build support.
The people behind psp_rin
History and status
The repository is a PSP-targeted RIN fork maintained on GitHub (mbarczak/psp_rin). The source tree includes PSP build artifacts (Makefile.psp), a HowtoCompile.txt, a gbcore directory, and code modules for rewind, saveload and sound. The project is published under the GPL-2.0 license. Release notes on the repository mention a v2.0 public release that documents ports to a later PSP SDK, a dedicated rewind menu, and added support for extra memory on Slim PSP and Vita/Adrenaline. The codebase and releases identify this as an actively published port rather than a commercial product; community pages and PSP archival sites document RIN and PSP Game Boy emulation historically. Current development activity and compatibility should be confirmed on the repository and release pages before use.
What psp_rin supports
- Sony PlayStation Portable (PSP)
- PS Vita running Adrenaline (per release notes)
- Game Boy (DMG) ROMs
- Game Boy Color (CGB) ROMs
Download and availability
OFFICIAL DOWNLOADS
Get psp_rin
Official downloads and binary releases are published on the project's GitHub releases page. Source code and build files are available in the repository.
Get psp_rin ↗DOCUMENTATION
Official documentation
Read the official configuration, compatibility, and troubleshooting material before changing advanced options.
Read official documentation ↗psp_rin setup guide
Setup note: This is a PSP-targeted emulator. Typical setup uses either building the provided source with a PSP toolchain or installing the release EBOOT/PBP on a PSP or PSP-compatible environment. The repository includes PSP build files and a HowtoCompile.txt; follow those instructions in the repository for exact commands and toolchain requirements.
- Get the project: Download the source or prebuilt release from the project's GitHub page (mbarczak/psp_rin). Use the Releases page to obtain any published EBOOT/PBP builds when present, or clone the repository to build from source.
- Build (if using source): The repository includes PSP-specific build files (Makefile.psp and a HowtoCompile.txt). Build requires a PSP development toolchain / PSP SDK compatible with the project; follow HowtoCompile.txt and the Makefile.psp provided in the repo for required SDK version and compile steps. The source tree contains C and PSP-specific startup files and a gbcore directory indicating Game Boy core sources are included.
- Install to PSP / Adrenaline: If you have a prebuilt EBOOT.PBP from the releases, copy the emulator folder (containing EBOOT.PBP and ICON0.PNG) to your PSP memory card under a PSP/GAME or PSP/GAME150 directory as appropriate for your PSP firmware / loader. For PS Vita with Adrenaline, install the EBOOT in the Adrenaline games directory per Adrenaline documentation. Do not expect any commercial BIOS, firmware or game ROMs to be bundled — provide your own legally obtained ROMs.
- Place ROMs and saves: Place Game Boy / Game Boy Color ROM files in the storage location recognized by the emulator. The repository contains file-handling code (filer.c / filer.h) and saveload modules indicating support for save files; exact path and filename conventions are exposed in the emulator's menu and/or documented in the repo files. Check the release notes or the emulator menu after launching for the expected ROM directory.
- Use rewind and memory options: The project includes a rewind implementation and a dedicated rewind menu (menu_rewind.* and rewind.*). The releases mention adjustable memory and state counts for rewind and progress bar feedback. Configure rewind buffer size and number of states via the emulator's rewind menu as needed, keeping in mind larger rewind buffers use more PSP RAM or require Slim / Vita memory support.
- Troubleshooting and compatibility: If building, ensure the PSP SDK version matches the repository expectations (see HowtoCompile.txt). If using a prebuilt release and you observe crashes or missing features, check the repository issues page and release notes for known issues and fixes. Community PSP archival pages and the project’s GitHub issues thread can provide additional compatibility hints.
Software reminder: This project does not include commercial games, firmware, BIOS, or other proprietary files. Provide your own legally obtained ROMs and follow local laws regarding game backups and use.
Sources and further reading
Detailed guides and tutorials
Explore step-by-step guides for psp_rin as they are published.
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