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April 8th, 2013, 01:42 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/04/07) 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 #1191 from raven02/patch-9
Miss parenthesis in GE_TEXFUNC_BLEND
* Clean up if-else
* Miss parenthesis in GE_TEXFUNC_BLEND
* Merge pull request #1196 from unknownbrackets/ui-tweaks
Minor adjustments to the menu screen
* Fix drag and drop loading on Windows.
* Adjust spacing a bit to look less cluttered.
* Don't stretch icons for Minis, keep aspect.
* Show up to 12 items in recent on Windows.
It's a tiny bit cluttered, and I know more is coming, but it's pretty
convenient for now...
* Don't try to analyze prx's either - tests.
* Always show the Exit button, useful in fullscreen.
Fixes #1193. Could make it conditional but doesn't hurt...
* Merge pull request #1195 from unknownbrackets/dispatch
More dispatch thread fixes
* Don't get stuck on idle when interrupts run.
This was happening when the dispatch thread was disabled.
* sceIoRead/Write doesn't work without dispatch.
Except stdout/etc.
* IO waits don't work without dispatch enabled.
* Only OpenAsync works with dispatch disabled.
And it even re-enables dispatch.
* Don't suspend/resume dispatch while interrupts off.
* Don't allow wait in event flags without dispatch.
But this happens after other param checks.
* Don't wait on LwMutexes with dispatch disabled.
* Stop threadend timeout when the thread ends.
Fixes threads waking up early in tests.
* Merge pull request #1197 from unknownbrackets/pad-fix
Skip pads if their analog is not set
* Skip pads if their analog is not set.
Not sure if a deadzone is needed... or if some pads may do a constant
bottom left or something...
* Merge pull request #1192 from unknownbrackets/dlist-parts
Improve displaylist signals
* Implement the jump, call, and ret signals.
Still buggy, but more things show...
* Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
* Implement the pause signal a bit better.
* These signals seem to skip the next FINISH, report.
* Don't listsync until after the signal handler.
* Qt: Fix stuck keys, support accelerometer on all mobile platforms.
* Merge pull request #1189 from unknownbrackets/dlist-parts
sceGe*Sync(wait)
* Implement sceGeListSync().
* If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
* Implement sceGeDrawSync().
* Qt Fix that was meant to be included before. No longer crashes after running a game.
Windows version --> http://www.sendspace.com/file/a5h0qk
Android version - > http://www.sendspace.com/file/27owe2
For more information and downloads, click here!
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