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 |
Download: PCSP v0.3.0
Source:Here
Thank you!
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