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EmuCR: PPSSPPPPSSPP Git (2016/01/18) 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 #8453 from unknownbrackets/softgpu
Use more common code in softgpu, add normal UV gen
* softgpu: Support screen scaling filter.
No reason it has to be nearest, we have an option for that.
* softgpu: Add support for normal UV projection.
* softgpu: Recreate VAO on device lost.
* softgpu: Use common GLSL creation code.
This ought to handle leaving the app on Android, for example. Not that
tons of Android users are using softgpu...
* Merge pull request #8450 from daniel229/compat.ini
Add Phantasy Star Portable 2 JP version to compat.ini
* Add Phantasy Star Portable 2 JP version to compat.ini
* Merge pull request #8449 from maximu/patch-2
Fix I forgot typo declaration x64_64 android port.
* Fix I forgot typo declaration x64_64 android port.
Acording in the usr/include/GLES2/gl2ext.h
typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
* Atrac: Fix logging of new atrac ID.
* Merge pull request #8446 from unknownbrackets/minor
Don't attempt pause while stepping
* Don't attempt pause while stepping.
We'll just hang in that case.
* Merge pull request #8182 from LunaMoo/minor_cleaning
Move "Display Rotation" and stretching options to display layout editor.
* Rename variable to match others.
* Smooth out touch moving and resize and other small changes.
* Tabs can't live in space and some other corrections.
* Set default partial stretch only for blackberry devices without ws.
* Some improvements, comments and polishing.
* Integrate stretching options into display layout editor.
* Make sure display representation matches all cases and recreate views on window resize(this also fixes touch control layout screen).
* Add Display Rotation to windows menu bar.
* Move "Display Rotation" to display layout editor.
Fix portrait rotation representation in the editor with auto setting.
Minor cleanup.
* Merge pull request #8443 from hrydgard/pseudo-shader-cache-gl-2
GL shader disk cache .. kind of
* Minor fixes
* Use the app cache directory on Android for the shader cache.
* Disable the shader cache for homebrew and other things that lack disc_id
* Log how long it takes to compile shaders at the start.
* Handle shader compile errors gracefully when loading shader cache.
* Hook up GL shader cache. Cache linked shader programs.
* Merge pull request #8442 from unknownbrackets/atrac-remaining
Atrac: Correct remaining values when looping
* Atrac: Correct remaining values when looping.
Otherwise it was going negative, which was wrong.
* Merge pull request #8441 from unknownbrackets/gpu-mpeg
Use video format when uploading directly to framebuffers
* Use video format when uploading to framebuffers.
Expected to help Bounty Hound, #8392.
* Correct buffer size when writing a video range.
* Add a more specific interface for video frames.
Since we know more about them. No functional change yet.
* Flush before loading the CLUT.
In case it's what was being rendered to.
* Fix a header declaration.
Seemed to be needed for x64 Android, and is correct as bitfield anyway.
* Merge pull request #8439 from hrydgard/shader-manager-cleanup
Shader manager cleanup
* Minor fixes
* More parameter removal
* Remove redundant parameters
* Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc)
* GL Cleanup: No longer redundantly store the shader ID inside the shader objects
* Make virtual gamepad visible from the start if button fading is on. They'll fade out after a while.
* Atrac: Fix savestates.
Darn, totally forgot. This should populate acceptable values for old
streamed atrac as well.
* Minor tweaks.
* Replace some calls to fopen with File::OpenCFile (utf8).
* Get rid of the unused "InstallID"
* Fix #8255 by swapping the two portrait modes.
Thanks unknown.
* Merge pull request #8435 from unknownbrackets/atrac-stream
Calculate stream data info a bit more accurately
* Atrac: Ensure correct fileoffset when adding data.
If we looped, especially in the middle or toward the end, this ensures the
data ends up in the correct place in our larger buffer.
* Atrac: Simulate ringbuffer for writable bytes.
Ringbuffer is not actually read from PSP RAM, and there are a couple
inaccuracies, but this should be a lot better than before.
* Atrac: Add missing output channels for AA3.
Although, default was 2 so this shouldn't change anything.
* Atrac: Make buffer init functions more consistent.
* Merge pull request #8436 from unknownbrackets/atrac-lowlevel
Simplify lowlevel atrac decoding a lot
* Atrac: Simplify lowlevel init more.
* Atrac: Simplify lowlevel decoding.
No need for all these variables that just spin and do nothing.
* Atrac: Stop generating headers in lowlevel.
* Atrac: Fix lowlevel jointStereo usage.
Seems this value is supposed to be (channels << 3) form the lowlevel code, which is believable. FFmpeg skips it anyway. Also, need to set the flag so it gets used. * Atrac: Fix some confusing variable use in lowlevel. * Atrac: Fix a leak from an unused var. * Merge pull request #8437 from unknownbrackets/mpeg-audio Handle out of audio more correctly, consistently abuse esBuffer * Mpeg: Initialize esBuffer to safer values. Makes the audio work properly in Dan Ball Senki W (#4786.) * Mpeg: Return errors when no audio is available. Before, we were only returning an error once, in an effort to log only once. This meant sometimes games would not realize they needed to add packets. * Merge pull request #8410 from latot/mini little changes * remove remove * enable sudo in travis * Little things back 1 other little change, join 2 in 1 * Merge pull request #8434 from unknownbrackets/atrac-cleanup Cleanup some Atrac code * Atrac: Remove unused variables, cleanup some names. * Reset failedDecode when the game sets new data. Should not last forever. * Atrac: Log bad data more consistently. Let's always give the HLE func in the actual error. * Atrac: Clean up some logging. * Merge pull request #8433 from hrydgard/whitelist-vertex-depth-rounding Specify which games need vertex depth rounding instead of which ones don't * Add issue numbers to comments in compat.ini * Enable vertex depth rounding on more games. Thanks daniel229 * Specify which games need vertex depth rounding instead of which ones don't. Vertex depth rounding is a not-fully-accurate hack, and most games are better off with the extra depth precision of 24-bit Z than reducing it to a not-fully-accurate 16-bit. So let's only use it where necessary, like in Phantasy Star. See issue #8187. * Merge pull request #8417 from unknownbrackets/atrac-second Basic handling of sceAtrac second buffer * Atrac: Validate second buffer on reset position. * Atrac: Keep track of the set second buffer. Not actually used yet, but this way our context/etc. can be right. * Atrac: Request second buffer data. It's not used, but at least we ask for it properly. * Atrac: Skip copying to data_buf when unused. * Atrac: Remove some unused calculations. Halfway buffers now always calculate writableBytes realtime. * Flip around how compat.ini works (now the settings are the categories, games are listed within) * Merge pull request #8432 from unknownbrackets/gpu-depth Correct clamped depth offset * Correct clamped depth offset. Oops, forgot to fix this when I fixed the scale. It's already for a [-1, 1] range, and needs to be corrected for accordingly. Fixes #8425, other depth issues in Phantasy Star Portable 2. EmuCR: PPSSPP

Download: PPSSPP Git (2016/01/18) x86
Download: PPSSPP Git (2016/01/18) x64
Download: PPSSPP Git (2016/01/18) Android
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