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EmuCR: PPSSPPPPSSPP Git (2013/02/11) 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 #652 from unknownbrackets/texcache
Don't blacklist an invalidated texture forever
* Don't blacklist an invalidated texture forever.
* Merge pull request #650 from KentuckyCompass/fps_counter
Fps counter
* Show record high FPS
* Show an FPS counter if ini option is true
* Merge pull request #649 from unknownbrackets/display-multi
Implement sceDisplayWaitVblankStartMulti()
* Implement sceDisplayWaitVblankStartMulti().
Fixes Falcom games running at too-fast framerates.
* Add a few missing sceDisplay syscalls.
Found in Lunar.
* Merge pull request #648 from unknownbrackets/io-minor
Always return a file descriptor in sceIoOpenAsync
* Always return a file descriptor in sceIoOpenAsync.
Fixes #646.
* OpenGL ES 2 buildfix again.
Sorry.
* OpenGL ES2 buildfix.
Darn it.
* Merge pull request #647 from unknownbrackets/texcache
Improve texture and vertex caches
* Don't forget a tex is unreliable until decimate.
* Don't delete cache invalidated textures.
Note: still decimates.
* Keep track of whether a texture is reliable or not.
* Don't check the power of two padding in texcache.
* Use backoff to invalidate textures as well.
* Cache vertexes based on frames not draws.
* Speed up TextureCache::Invalidate() in debug.
* Merge pull request #642 from Xele02/qt_work
[Qt-desktop] Add debug dialogs
* Remove Qt define
* Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
* Merge pull request #644 from unknownbrackets/jit-minor
Jit the other mul/div ops
* Fix immediate div CMP.
* Jit div/divu in x86.
* Jit madd/msub in x86.
* Buildfix for Windows.
* Merge pull request #640 from thefarcry118/master
extra print not needed
* Line spacing
* extra int print
* Merge pull request #639 from xsacha/master
Update for Symbian.
* Update max to std::max
* Update Symbian README. Should build from clean install without any hacks now.
* Merge pull request #638 from vakkov/e2a80952936ee82e1d97ed7f54f380be830832fd
Implement some font stuff
* implement some stuff
* Jit a little more (vfpu single load/store, transfer instructions)
* Let's specify MAX_LOD whether it works or not on gles 2...
* Merge pull request #637 from unknownbrackets/dlist2
Minimal fix to the GE-related interrupt changes
* Minimal revert of the GE-related interrupt changes.
Keep most of them, just revert using getList() which isn't cutting it
right now. Fixes #595.
* Merge pull request #634 from unknownbrackets/thread-funcs
Implement sceKernelRotateThreadQueue() + queue fixes
* Only switch to a started thread if better priority.
* Return an error for invalid priority.
* sceKernelRotateThreadReadyQueue(0) means current.
* Keep running threads at the top of the list.
There we go, this seems more right. Switched to a std::list too.
* Start the root thread as running, properly.
* Fix completely wrong thread status switching.
Wow, kinda surprised this even worked...
But now things that use sceKernelRotateThreadReadyQueue are broken again.
* Initial sceKernelRotateThreadReadyQueue().
Might not be right but it's closer.
Makes games that call this func much faster.
* Merge pull request #636 from unknownbrackets/jit-minor
Fix slowmem check and add jump check
* Validate jumps in jit slowmem mode.
This makes it easier to see what is going on in the emulator debugger.
* In jit slowmem, verify actual address.
Oops, it could crash if it was near the boundary.
Well, it still could if it were very near, but that's rare.
* Merge pull request #635 from unknownbrackets/io-minor
Fix sceIoDread() and ISO 9660 directory reading
* Correctly read ISO 9660 directory entries.
Before, we would often duplicate the last entry in a directory.
* sceIoDread() should return 1 when there are more.
Before it was returning > 1 if there were many more, which the PSP
did not do.
* Merge pull request #633 from unknownbrackets/gpu-minor
Don't use an f suffix in GL shaders
* Don't use an f suffix in GL shaders.
Error found in Hexyz Force.

EmuCR: PPSSPP

Download: PPSSPP Git (2013/02/11) x86
Download: PPSSPP Git (2013/02/11) x64
Download: PPSSPP Git (2013/02/11) for Android
Source: Here



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