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EmuCR:JPcspJpcsp SVN r3167 is compiled. JPCSP is the most advanced PlayStation Portable(PSP) emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing. Jpcsp takes full advantage of dual-core processors, matching the PSP dual-core architecture. Even a quad-core can give a small performance improvement by leaving free CPU cores for the Java JIT Compiler and the graphics cache.

Jpcsp SVN changelog:
r3167
log.html is no longer used.
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r3166
Build fix.
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r3165
Files not longer used after r3164.
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r3164
First step in preparation of a video play redesign. This will allow me in the future to improve the compatibility of the sceMpeg and scePsmf modules by decoupling the restrictions from using Xuggle/ffmpeg and the PSP API's.
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r3163
Some graphics drivers do not like shader matrix containing NaN values over UBO. Avoid sending NaN values for bone matrix.
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r3162
Improved option "enable decoding of indexed textures (using CLUT) in shader": do not decode swizzled textures in shader, there was no performance gain and this should avoid incomplete texture interpolation (small lines at borders and blurry...
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r3161
Fixed play of video with multiple audio or video channels.
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r3160
Code clean-up. Select correctly the menu entry for screen resize option "1x", "2x", "3x" when restarting Jpcsp.
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r3159
Better interpretation of large code blocks: do not leave the interpreter when reaching a "beq" instruction.
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r3158
Implemented test results on VFPU instruction VDIV: return a specific NaN value for 0/0.
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r3157
Added neww tests for VFPU instruction vdiv in vfputest.pbp: PSP returns a specific NaN value for 0/0.
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Download: Jpcsp SVN r3167
Source: Here



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