EmuCR Feeds
Email Us

EmuCR: PPSSPPPPSSPP mediaengine Git (2013/01/06) is compiled. PPSSPP mediaengine Git is a branch of PPSSPP. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP mediaengine Git Changelog:
* Update cmakelists, update pspautotests
* Merge branch 'master' into mediaengine
* Re-enable viewport code. Let me know what it breaks by posting an issue.
* Merge pull request #326 from Xele02/master
Save / Load update
* Some save are smaller than the buffer. This correct K-on Houkago Live
Game which should check save size returned.
* Merge pull request #325 from artart78/master
Load ELFs at the correct place
* Load ELFs at the correct place
* Merge pull request #323 from artart78/master
Fixed $k0 test
* Fixed threads/k0 test, updated pspautotests
* Fixed PPSSPPSDL path in test.py for linux
* Fix silly mistake with config saving.
* 0.5
* Fix bAutoRun config option, add to menu. (Run on Load).
* "Fix" bezier the old way (puzzle bobble works again at least).
* Add some Hprm functions and a small logging tweak
* Merge pull request #321 from artart78/master
Fixed $k0 overwriting $sp content, and the stack address given by sceKernelReferThreadStatus
* Fixed $k0 overwriting $sp content & stack address
* Ignore bogus invalidate cache calls, fixes slowdown in some games
* Ignore voicenum = -1 in sceSasSetKeyOff for now. Update native.
* Some operations were doing things in 16-byte blocks. Adjust some buffer sizes to allow for this. Also remove a global.
* Merge pull request #317 from artart78/master
Fixed $zr being non-zero after loading instruction & better logging for fake modules
* Fixed interpreter
* Fixed $zr being non-zero after loading instruction
* Better output for faked modules
* Make MsgDialog not put text outside the screen.
* Fix savestates under JIT
* Upgrade native
* Constify a couple of globals
* Add option for 2x buffered rendering on Android.
* Fix flicker in a bunch of games. Fix is a little hacky but okay for 0.5.
* Add the new utf8.cpp to the main CMakeLists
* Merge pull request #316 from unknownbrackets/savestates
Fix --state not loading a savestate on startup
* Fix --state not loading a savestate on startup.
Was scheduling some random event instead after 883f61e3ddafc0de17cb78f355f860e8ce4406a6.
* Windows: Add ugly dialog that just shows controls for now. Also had VS rewrite the .rc file for me, looks neater.
* Use snappy to compress savestates. This is a bit of a hackjob sorry, will clean after 0.5.
* Merge pull request #313 from tmaul/master
Remove scesupPreAcc
* Re tabify
* And remove scesuppreacc from the makefiles as well
* Fix mess in sceFont
* Remove scesupPreAcc
It's not really needed and is just going to get in the way...
* messing with the font init
Still can't see why it never renders...
* Just warning fixes
* Savestates: Add quicksave/quickload. Add Android UI for savestates. All single slot for now.
* Upgrade submodules
* Warning fixes, prevent a possible (but unlikely) crash
* Move memstick data on Android to external memory (sdcard/usb storage)
* Merge pull request #307 from artart78/master
Implemented sceKernelLoadModuleByID, better logs
* Make previous code cleaner
* No more useless errors/warnings at all!
* Consider blacklisted modules as fake
* Implemented sceKernelLoadModuleByID, better logs
* Disable clearing all the GPU's cache on sceKernelCacheWritebackAll, the performance penalty was too big.
* Merge pull request #310 from unknownbrackets/libc
Libc memcpy/etc. fixes
* Be more deterministic about the time.
This way, if a state is loaded, the game doesn't know.
Also, if the host is slow/sped up, it won't get out of sync.
* Make some libc-like funcs behave more like hw.
* Merge pull request #311 from unknownbrackets/more-dcache
Do more cache invalidation, fix return values
* Do more cache invalidation, fix return values.
* Merge pull request #308 from unknownbrackets/save-fix
Fix a crash when SAVEDATA_FILE_LIST is invalid
* Let ParamSFO always own its pointers.
* Fix a crash when SAVEDATA_FILE_LIST is invalid.
I think that's what caused this anyway.
* Merge pull request #309 from unknownbrackets/time-fix
Fix sceKernelLibcTime() when time_t is 64 bit
* Fix sceKernelLibcTime() when time_t is 64 bit.
* Merge pull request #306 from raven02/ambient-fix
Fix ambient color in SW Transform
* Fix ambient color in SW Transform
* Merge pull request #305 from raven02/alpha-fix
Use 2.0 alpha value to match real PSP
* Use 2.0 alpha value to match real PSP
* Merge pull request #299 from raven02/sdk-fix
Add sceKernelSetCompiledSdkVersion401_402 (suggested by Xele02) and wrap...
* Add sceKernelSetCompiledSdkVersion401_402 (suggested by Xele02) and wrapped two unload moudles
* Merge pull request #301 from Xele02/master
Save / MsgDialog Update
* Add missing dialog display
Add Error Log when an Message Dialog Option is not coded
* Update mode 8
Add mode 12, 13, 17, 22
* Merge pull request #302 from raven02/lightsw-fix
Fix SW lighting
* Fix SW lighting
* Merge pull request #303 from unknownbrackets/font-fix
Fix fake sceFontGetCharGlyphImage() overflowing
* Fix fake sceFontGetCharGlyphImage() overflowing.
* Merge pull request #304 from unknownbrackets/sema-timeout
Prevent duplicate waiting threads in sema/mutex
* Prevent duplicate waiting threads in sema/mutex.
If something did a tight loop of a short wait/timeout, it might end
up getting on the waitingThreads list multiple times.
Eventually this caused a massive performance problem.
* Fix mistake from savestates breaking saving.
Clear after, not first. Was killing the count.
* Add a null check. Make vtimer log ERROR until it works.
* Merge pull request #298 from raven02/sdk-add
Add sceKernelSetCompiledSdkVersion500_505/507
* Add sceKernelSetCompiledSdkVersion500_505/507
* Stub out all of VTimer.
* Fix Headless Windows project for x64
* Add gpu/displaylist/state to test list
* Update pspautotests
* Merge pull request #293 from unknownbrackets/headless
Headless w/GLES GPU
* sceIo doesn't have to do emu output, headless can.
* Make graphics optional, it's slower to start.
Might also be nice to batch tests.
* Don't let native's log output spoil tests.
Also, log to stderr, makes more sense anyway.
* Draw offscreen in headless (Windows only.)
* Merge pull request #291 from unknownbrackets/ge-callbacks
Respect the desired GE callback
* Add warnings when GE callbacks are misused.
* Add support for selecting the GE callback per list.
Not sure if interrupts are right, but this should be more right.
* Cleanup sceGe stubs and void return values.
* Merge pull request #292 from unknownbrackets/analog-fix
Windows keyboard analog still wrong
* Arg, I got these backwards.
* Merge pull request #288 from unknownbrackets/savestates
Save more of the GPU's state, fix a crash
* Arg, missed a crash in savedata for states.
* Pause before browsing for a state file on Windows.
* Move GPU state to sceDisplay, reset GPU on load.
* Save more of the GPU's state, fix a crash.
Well, ReapplyGfxState() seems kinda dangerous now...
* Merge pull request #290 from Xele02/master
Save mode 11
* Implement mode 11
* Merge pull request #289 from unknownbrackets/analog-fix
Reverse the analog Y for everyone.
* Reverse the analog Y for everyone.
Verified XInput is still happy this way.
* Merge pull request #286 from xsacha/master
Update Qt/Symbian
* Update Qt project/Symbian
* Merge pull request #284 from unknownbrackets/savestates
Fix some missing things / bugs in save states.
* Fix some missing things / bugs in save states.
* Fix android build.
* Merge pull request #281 from unknownbrackets/savestates
Savestate tweaks (gzip, Windows cli/UI cleanup)
* Revert "Save states using gzip, load either way."
This reverts commit df627f77388f5d18cc299ce465fe5164e15aecbb.
* Fix a crash with FPL objects in save states.
* Save states using gzip, load either way.
Could implement an option to save states uncompressed. There's
a small performance hit.
Test files were 8% - 14% the size, but these are just from menus/etc.
* Disable load/save while no iso loaded.
* Add a command line option to load a state.
For debugging.
* Restore run/pause shortcut. Reset doesn't need a shortcut.
* Merge pull request #280 from Orphis/gpucommon
Refactor some NullGPU and GLES common parts into GPUCommon class
* Move InterpretList and ProcessDLQueue to GPUCommon
* Move display list management to common GPU class
* Merge pull request #279 from raven02/linear-fix
Fall back to original filter logic when linear filter option is off
* Fall back to original filter logic when filter option is off

EmuCR: PPSSPP

Download: PPSSPP mediaengine Git (2013/01/06) x86
Download: PPSSPP mediaengine Git (2013/01/06) x64
Source: Here

2 Comments:

  1. It's pretty much already surpassed Jpcsp, and that's just proof of how horrible an emulator that was. I pray no one EVER tries to "prove you can emulates with java" again.

    ReplyDelete

Can't post a comment? Try This!