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April 29th, 2013, 00:04 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/04/28) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Graphics settings: Use the right setting for 2xSSAA.
* Merge pull request #1566 from CrazyMax/master
disable background input for Windows
* revert background input for gamepads;
* disable background input for Windows
* Merge pull request #1568 from unknownbrackets/texcache
Hash cluts rather than using the address
* Get rid of the cluthash in the texcache.
It's part of the key now, and better anyway.
* Cache cluts by hash not address.
This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
* Small optimization to typical 4-bit textures.
These aren't used that often, but this makes them a bit faster.
It also looks cleaner, imho.
* Merge pull request #1564 from CrazyMax/master
hide battery status icon
* hide battery status icon
* Merge pull request #1563 from unknownbrackets/thread-funcs
Fixes to thread funcs, stack, etc.
* Fix initial thread stack, arg space and alignment.
Anything that used > 256 bytes of args was probably broken...
* Validate sceKernelStartThread() args better.
* Handle a few errors on thread create better.
Especially out of stack space.
* sceKernelWakeupThread() should reschedule on wake.
Otherwise it will have different timing than the PSP.
* Cleanup some unused / duplicate code in threading.
* Allocate thread stack on create, not on start.
Also, don't free and reallocate on thread reset.
* Fix size handling in sceKernelReferThreadStatus().
* Merge pull request #1561 from raven02/patch-8
Use dark grey color to identify CG is running instead of black
* Use Dark Grey to identify CG is running instead of black
* Merge pull request #1556 from raven02/patch-6
Fix black screen in Ultimate Ghosts N Goblins
* Fix black screen in Ultimate Ghosts N Goblins
* Merge pull request #1557 from aquanull/master
Fix serious text/background misalignment in Controls dialog under many user-defined Windows font DPI settings
* Fix serious text/background misalignment in Controls dialog under many user-defined Windows font DPI settings. The background picture is now being stretched according to the size of the client area of the dialog.
In addition, change the encoding of ppsspp.rc to UCS-2/UTF-16 LE as it seems to be the only way to fix displaying of a certain non-ASCII character 'å' used in the version info of the compiled executable under cp1252-incompatible Windows locales.
* Merge pull request #1558 from raven02/patch-7
Add new sceMp4 and stubs
* Change to ERROR_LOG , add True Color/Anisotropic Filtering
* Add sceMp4 to cmakelists
* Add sceMp4 to core.vcxproj
* Add Register_sceMp4()
* Add stubs for sceMp4
* Add sceMp4
* Merge pull request #1560 from unknownbrackets/headless
Verify the header signature when loading a PBP
* Verify the header signature when loading a PBP.
Fixes headless tests crashing.
* Harmattan buildfix. It is always compiled in linux environment (even on Windows), so it runs .sh script. Also, it complains of StringUtil functions unless the .cpp is included directly (HACK).
* Merge pull request #1555 from kurdtkobain/master
Get Evangelion Jo to go in-game
* Changed to ERROR_LOG
* Added SysMemUserForUser_D8DE5C1E
according to jpcsp always returns 0.
Evangelion Jo goes in-game.
* Merge pull request #1553 from unknownbrackets/fbo-fix
Fix black screen when fbo set in first frame
* Fix black screen when fbo set in first frame.
Because BeginFrame() is actually only called after the first frame.
* Merge pull request #1546 from raven02/patch-5
Add Display Raw FrameBuffer for Android
* Add next page for Graphics Setting
* Add Display Raw FrameBuffer for Android
* Merge pull request #1482 from raven02/patch-1
Add configurable frameskip with Auto , 1 and 2
* Add Auto frameskip
* Bool for bFrameSkip
* Add configurable frameskip
* Seems block linking got too slow, speed it up again.
* Add stub framework for .pbp demos (nowhere near working). Fix an OSK crash.
* Also implement vcst in x86 jit
* Add support for vi2f to x86 JIT
* Implement vmin/vmax in x86 jit, slots right into VecDo3
* Crashfix
* Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'.
* Remove some unused code, add some stubs to vfpu jit, some cleanup
* Unify some VS project settings
* Fix a bug caused by the recent JIT optimization : ignore destroyed blocks.
* ColorDouble needs to be in the fragment shader ID
http://www.sendspace.com/file/pt5tzh
For more information and downloads, click here!
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