- Improved touch interface |
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almost 10 years ago
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- Small changes |
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almost 10 years ago
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- Small fix |
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almost 10 years ago
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- New icon - crosswalk build script |
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almost 10 years ago
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- Added some useful links |
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almost 10 years ago
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- More improvements - Reenabled texture invalidation |
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almost 10 years ago
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- Fixed enableStaticPrefixVfpuOptimization - Removed cpu callstack - Improved GPU cache - Improved GPU callstack - Reduced blending calls - Added somre more GPU instructions - Reduced audio overhead by reutilizing objects |
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almost 10 years ago
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- Vfpu refactorings - WIP: Faster Vfpu |
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almost 10 years ago
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- Small gpu speedup |
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almost 10 years ago
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- Optimized GPU and removed switch |
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almost 10 years ago
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- WIP lighting - Compensate sceGeDrawSync time - Improve GPU display list execution speed |
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almost 10 years ago
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- Fixed texture wrapping (coordinates were unsigned values) - Fixed textureComponents count - Small vcmp improvement - Improved decoding color components in vertices - Removed an ugly hack repeating textures |
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almost 10 years ago
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- Fixed bvt/bvf/bvtl/bvfl instructions (IMM3 was reading from the wrong bits) This should be fixed in cspspemu too! Now Valhalla Knights is playable but with graphical glitches and slow - Improved PspGpuExecutor decoding speed - Simplified PRIM - Small changes |
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almost 10 years ago
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- Improved prim batching - Some cleanups |
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almost 10 years ago
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- Added support for memory write breakpoints - Some refactorings - Inverted bvf/bvt temporarily to get valhalla knights skinned (and the same problem as cspspemu, can't move characters, have to figure out why) |
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almost 10 years ago
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- More work |
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almost 10 years ago
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- Fixed typo in shader.vert - Used realWeightCount instead of weightCount - Temporal fix for Valhalla Knights until I find why they are not used: put all textures to repeat UV - Fixed language detection that was making default to french when was not possible to detect |
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almost 10 years ago
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#6 - Small fixes and speeupds |
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almost 10 years ago
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#1 - Fixed Vfpu.vi2uc and Vfpu.vf2in #6 - Simplified primitive drawing #6 - Huge speedup for games like Valhalla Knights (PRIM batching with triangle_strip degeneration) |
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almost 10 years ago
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- Some small refactorings and fixes |
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almost 10 years ago
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** GPU: webgl doesn't allow glDepthRange to be reversed, so applied some hacks to get it working |
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almost 10 years ago
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- Changed how texturecache works - Fixed puzzle bubble regression with patches - Some fixes on gpu |
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almost 10 years ago
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- More work |
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almost 10 years ago
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- More work on several stuff |
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almost 10 years ago
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- Added sceNet stubs |
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almost 10 years ago
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- Some vfpu refactorings - sasCore - Some gpu fixes (renamed some opcodes) - Fixed viewport - Small misc changes and fixes |
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almost 10 years ago
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#1 WIP VFPU - Some vfpu fixes |
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almost 10 years ago
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#5 Implemented sasCore basic functionality - Implemented VAG ADPCM - HleConfig with language (autodetection language based on browser's language) - Fixed dialogs result (return 0 and set the result in a struct) |
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almost 10 years ago
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#5 More work on sasCore |
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almost 10 years ago
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#5 More work on sasCore |
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almost 10 years ago
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