Sony PSP emulator has been updated. Changes:
-Added CRT libs with release. That will fix problems with people that doesn’t have vc regist installed on their pc.
-Fixed the issue with controller image doesn't appear in config dialog
-A better way to handle fakesyscalls . For issue 14 : http://code.google.com/p/pcsp/issues/detail?id=14
. Enabling hle misc will give the unknown NID number. -Added dummy Kernel_Library module . Tested with Resistance game.
Implemented the following scePower module functions:
News source: http://www.pcsp-emu.com
History of PCSP
PCSP is initially a mix of two projects - mine and Shadow's.
JPCSP was a great experience for me to develop and improve the interpreter of the PSP processor called Allegrex. A lot of PSP emulators were written but none of them were able to emulate all the instruction set properly - especially the big set of VFPU instruction set which allows fast 2D and 3D computation in games. But JAVA is not the Graal for speed and optimisation and I was still hoping to make one able to run on the future gaming handheld Pandora I ordered.
So the need of a C/C++ version of a PSP emulator became evident. Coincidently, Shadow was preparing one and asked for my help, so we decided to merge our works and to join our forces. After Shadow created a new website for PCSP, an unknown coder called Otenki came and offered his great assistance. Orphis and Gigaherz also joined us recently in the coding - they used to be coders from JPCSP and their addition in this project is a great help.
I'm heading this project from the scratch with Shadow as a co-leader. But for several months I has been absent because of my flat moving and my work. Otenki improved GE (Graphics Engine - GPU part) a lot. Big thanks to him. There was also a big migration for wxWidgets to Qt thanks to Shadow. HLE like threading still needs some improvement to make the other games pass the loading stage. And I should also add VFPU implementation which is still missing here (I was waiting for JPCSP's to be running perfect). Hopefully, JPCSP's vfpu implementation seems to be correct now (most vfpu computation in 3D games seem right), so it may be time to implement into PCSP. All the devteam hope we can all achieve better than we did for JPCSP.