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EmuCR: CitraCitra Git (2015/09/08) is compiled. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.

Citra Git Changelog:
* Merge pull request #1125 from yuriks/uilayout-config
citra-qt: Separate UI layout state in a separate section of the config
* citra-qt: Separate UI layout state in a separate section of the config
Closes #1113
* Merge pull request #1124 from yuriks/trim-mru
citra-qt: Trim recently used files list to size when insterting new item
* citra-qt: Trim recently used files list to size when insterting new item
Even though they weren't visible in the UI, old entries would never be
removed from the list and would be stored in the config file across
sessions.
* Merge pull request #1118 from Kloen/monospace-font
citra-qt: Use monospace font on Disassembler and ARM Registers
* citra-qt: Use monospace font on Disassembler and ARM Registers
* Merge pull request #1121 from aroulin/shader-minor-fixes
Shader: Use constants and proper type casts
* Shader JIT: Use SCALE constant from emitter
* Shader: Fix size_t to int casts of register offsets
* Merge pull request #1052 from yuriks/vertex-disasm
Shader Debugger Improvements
* Shader Debugger: Allow editing of input vertex data
* Shader Debugger: Highlight current instruction instead of focusing
This avoid some annoying focus stealing in some situations, and looks
nicer in general.
* Shader Debugger: Remove useless signal
* Shader Debugger: Fix only first vertex attribute being loaded
* Shader Debugger: Fix freeze when double-clicking shader disassembly
* Shader Debugger: Improve space efficiency of the layout
* Shader Disassembly: Fix printing of jump offsets
* Shader Disassembly: Fix disassembly of IFU/CALLU instructions
* Shader Disassembly: Implement support for MAD/MADI
* Shader Disassembly: Introduce variables to hold common subexpressions
* Shader Debugger: Initialize input_vertex to prevent crashes
If the first type of breakpoint to be hit wasn't "Vertex Loaded", the
input_vertex would contain garbage, which would be passed to the shader
interpreter and ocasionally cause crashes.
* Shader Disassembly: Cleanup code and improve output alignment

Download: Citra Git (2015/09/08) x64
Source: Here



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