[新聞] PCSP v0.3.0

看板Emulator (模擬器)作者 (八房龍之助)時間15年前 (2010/08/24 18:10), 編輯推噓0(000)
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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 -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 59.126.238.100
文章代碼(AID): #1CSvgZ2Q (Emulator)
文章代碼(AID): #1CSvgZ2Q (Emulator)