![EmuCR: PPSSPP EmuCR: PPSSPP](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgBJByFbD3y_2GIOUVIcakQ5RGaCHxUp8EHNVEORh1xKS7hPWgLHjURGU8HctHRjIQH5Qfgyka9xnEfYrVFz42gNCSBN_4BHXMFDR7SgCx2-3LhtHW9jMQesDrrg4nDvGkNryAOFWzQgI/s1600/1.png)
PPSSPP Git Changelog:
* Oops, reversed the check.
* Oops, forgot to move this, darn it.
* Merge pull request #6154 from unknownbrackets/gpu-readpixels
Fix some rendering mode changes
* Play it a bit safer on rendering mode changes.
This way funny things should be less likely.
* Allow changing "read framebuffers" at runtime.
Fixes #6149.
* Merge pull request #6155 from unknownbrackets/ui-tweaks
Allow jit and fast memory to be reconfigured at runtime
* Allow jit to be enabled/disabled at runtime.
* Clear jit when changing "fast memory".
This way it takes effect immediately.
* Report GHA phase shifting.
* Merge pull request #6147 from sum2012/Danganronpa
Add a missing Dangan Ronpa 1 hack
* Add a missing Dangan Ronpa 1 hack
Dangan-Ronpa 1 PSP The Best Ver
* Merge pull request #6145 from unknownbrackets/danganronpa-hack
Apply a very specific hack for Danganronpa
* Apply a very specific hack for Danganronpa.
This should allow playing at non-1x resolutions, and without slowing down
the entire game just for one small framebuffer.
Generally, hacks are a bad thing. But even with memcpy and block transfer
stuff, we'll never be able to solve this game without some sort of hack.
Detecting memory reads will complicate cross-platform compat or slow
things down.
* Add a couple more memcpy() variants.
![EmuCR: PPSSPP EmuCR: PPSSPP](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWBCJrhFyt9J8kO1-JGPbZQ7xNYlBEcW_4dOErjDkEufOxq8NohcBAF3MEPiFICIXvaIKfSE8fsn_L3dkOfW7ziRlPI5qlp_YqiiUYF8ePoi3N6Go1gffUZdVYEFtJY-fwCQBHht4q4qc/s280/1.png)
Download: PPSSPP Git (2014/05/27) x86
Download: PPSSPP Git (2014/05/27) x64
Download: PPSSPP Git (2014/05/27) for Android
Source: Here
0 Comments
Post a Comment