[新聞] PCSP v0.3.0
http://www.pcsp-emu.com/news.php
PCSP v0.3.0 is released. Pcsp is a project that jpcsp team members working a
while now.While it is not capable to run commercial games , it is kinda
faster than jpcsp :).All code atm is port of jpcsp code to c++.At the moment
jpcsp is highly more advance than pcsp. Now if pcsp will become better than
jpcsp , time will tell .
Well it is time isn't it. After the crazy night with hlide's updates it is
time to release a new version of pcsp!
Most interesting aspects of this release are :
-Plenty fixes on GE engine including new shader render.
-Joystic support!
-Analog pad support
-Lot of fixes to HLE
and of course some more games appears to be playable.
Here is the complete changelog:
General
-------
- Fiber support in threadman
- Fixed analogue pad emulation
- Added joystick/joypad support
- Fixed QPspScreen size
- Better way to use QGLFormat
- QPspScreen : now uses QGLWidget instead of QWidget (a.k.a we now use QT's
opengl)
- Added screenshot support
- Added argument for being able to open debugger from pcsp-udb
- Added partial save support. Some games can now save their status (puzzle
bobble for instance and few more).
- PSF loader rewrite to support proper saves.
- Fixed an old bug in memory card manager (wasn't recongnize kxpoit files
correctly)
- Dynamic change between shader and opengl version. From menu option you can
enable/disable shaders dynamically while pcsp is running
HLE improvements
----------------
- Fixes for Atrac3plus
- correcting sceKernelFreeHeapMemory
New HLE implementations
-----------------------
sceKernelVolatileMemLock,sceKernelVolatileMemTryLock,sceKernelVolatileMemUnlock
implementations
Implemented sceIoDevctrl 0x02025801 instruction
Added scePsmf and scePsmfPlayer basic faking
GE
--
-improve loops in Decoder
-texture are better rendered
-added mipmapping support
-added viewport command - compatible with window resizing
-fixed scissor bug so it is compatible with window resizing
-Now compressed textures can use mipmapping as expected
-Fix alignment for CLUT indexed textures
-DrawPrimitives advances vertex or index adddress so we can execute several
PRIM after one VTYPE : Skate Park City and Obscure
-Improved Texture caching using a XOR based key because Lemmings and Worms
had issues with it
-Added vertex and fragment shaders
-A lot more fixes to opengl and shaders renderers
--
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