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EmuCR: PPSSPPPPSSPP Git (2012/12/26) 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 #255 from unknownbrackets/master
Fix a crash when switching between jit and interpreter
* Fix a crash when switching between jit/interp.
* Merge pull request #254 from unknownbrackets/io-fixes
Async/callback sceIo fixes (partial)
* Revert rescheduling in sceIoOpen().
Broke Orbit and Breakquest, maybe my tests are wrong. Scheduling is hard.
This reverts commit f75f2748b1d9c346c05ff40de4c270ac35fcd731.
* No need to register now, actually.
Was using NotifyCallbackType before but that wasn't necessary
anyway, so this is cleaner/better.
* Actually run callbacks for async IO.
Probably needs to actually be delayed though.
* Ensure we don't close the wrong fd in async io.
* Clean up a few IO wrappers with deferred HLE.
* Tests show io open also rescheds, async or not.
* Make waiting on async IO reschedule.
* Correct arguments in sceIoGetAsyncStat().
* Apparently RECTANGLES shouldn't flip that way.
* Stop ADPCM decoder from running off into space. improves motogp audio.
* Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
* SasAudio: voice.samplePos -> voice.sampleFrac. Gets rid of annoying overflow errors.
* Wrap some functions, clean some stuff
* Non-windows button mapping tweaks
* JIT: Ignore branches in delay slots. Not sure if this is 100% correct.
* Filesystems: add host0: hack, proper shutdown of DirectoryFileSystem
* Cleanup GPU init/shutdown a bit
* Tiny optimization - only init the vertex decoder on vertex type change
* Move vertex arrays from globals to heap.
* Split code from GLES_GPU to TransformDrawEngine, cleanup
* CMake build: enable optimization
* Merge pull request #251 from unknownbrackets/save-fixes
sceUtility / savedata fixes
* Correctly fix incorrect save directory being used.
Darn, should've caught this before when I refactored wrong.
* Fix potential buffer overflow.
Detail can be 1024 already, I guess.
* Oops, need to use saveNameList when specified.
Mistake from 6f165cfbe46ead77e3b4e99fe18ee1609188cf9c...
* Make sure sceUtility funcs all return error codes.
Right now, everything is 0, but before it wasn't returning anything.
Returning 0 actually made some games start working right.
* Simplify reading/writing in one shot.
* Protect against an unlikely buffer overflow.
* Fix another potential png load failure.
Also, rename func for consistency.
* Fix a couple warnings on 32 bit in savedata.
* Fix crash loading bad png file in savedata.
* Refactor some similar code together.
No functionality changes, just moving around.

EmuCR: PPSSPP

Download: PPSSPP Git (2012/12/26) x86
Download: PPSSPP Git (2012/12/26) x64
Download: PPSSPP Git (2012/12/26) for Android
Source: Here



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