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EmuCR: PPSSPPPPSSPP Git (2012/12/10) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Merge pull request #158 from unknownbrackets/audio-minor
Some quick audio tweaks
* Add crash checking to sceSasSetPause().
Brings back Mimana working.
* Return 0 in sceAtracReinit() to make games happier.
This makes Numblast get a bit farther.
* Merge pull request #157 from unknownbrackets/umd-fixes
Correct UMD stuff based on callback cleanup
* Correct UMD stuff based on callback cleanup.
Also, my tests got better because I learned how to test callbacks
better, so some of my mistaken assumptions from before are corrected.
* Merge pull request #156 from unknownbrackets/scheduling2
Fix some more problems with scheduling / callbacks
* Minor opt: skip the deferred resched in idle.
This will probably be called most the frequently, e.g. to switch
between idle0 and idle1.
* Don't resume sleeping/etc. threads after cbs.
This could happen in a few cases, including the cb affecting its
own wait status.
* Ignore deleted callbacks early in the chain.
This also ensures they won't prevent future callbacks from running.
* Run all pending callbacks in a row before resume.
Tested with multiple callbacks.
* Fix no return value in sceKernelDeleteThread().
Still need to test these funcs thoroughly.
* While running callbacks, defer wait info.
This way if a thread is resumed while running callbacks, it'll
actually resume.
* Correct skipped parameter for deferred resched.
Forgot to check callbacks, oops.
* Merge pull request #154 from unknownbrackets/scheduling
Copy the resched reason in case on stack
* Copy the resched reason in case on stack.
Was getting lost and becoming garbage.
* Merge pull request #155 from tmaul/master
sceFont/sceRTC/sceKernelModule changes
* Make the flash filesystem a real directory
Not really needed yet, but it will be.
* Clean up sceIoIoctl log message
* Fix some tabs in sceKernel.cpp
* Fake some more font functions
Too many games crap out if the structs and the error codes are not set
to something sensible. Also, I've tried setting the glyph buffer to grey
to get something displaying, although it doesn't seem to work in
anything so far.
* Clean up sceKernelLoadModuleByID params
Might still be a bit wrong though.
* Adjust fake font size
Seems to make a few games happier.
Also make it output the characters to the log
* sceRtcGetTime_t is also 32bit
and is seconds from 1970
* Start of sceFont Wrapping and stubbing
* Stub sceIoIoctl
Just to see what games are calling
* sceKernelGetModuleIdByAddress update
sceKernelGetModuleIdByAddress will now look in the loaded modules and
find the one with the correct entry address. Makes no difference to any
games i've noticed so left marked as hack just in case it's wrong.
* Merge pull request #150 from Xele02/master
Save System
* Update native version
* Change filesystem for mounted memory card
Clean some code and comment
* Merge branch 'master' of https://github.com/hrydgard/ppsspp
* Let's try different audio buffer sizes
* Remove some RETURN, cleanup
* Savesystem with unencrypted data load/save.
Only on PC. Tested with Project Diva Extend on Linux Build
Save feature working : Autoload / Load / ListLoad / Autosave / Save / ListSave
Save files in ./SaveData// directory using PSP Like directory name

EmuCR: PPSSPP

Download: PPSSPP Git (2012/12/10) x86
Download: PPSSPP Git (2012/12/10) x64
Download: PPSSPP Git (2012/12/10) for Android
Source: Here



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