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View Full Version : JPCSP Rev1744



wraggster
August 23rd, 2010, 20:59
News via http://www.psp-ita.com/?module=news&id=42004&view_reply=1

New JPCSP substantial bump for one of the most famous emulators PSP on PC, whose success is due to the constant dedication by the coder Shadow and his development team , who are burdened with this titanic project made entirely in Java . The 1744 revision makes significant improvements in management routines of the program ..
Further details in the changelog below.

Changelog :

Quote:

Rev1739
Implemented Kernel_Library_1839852A (a simple memcpy )

Rev1740
Fixed material update When light changes.
Improved Texture mapping ( Supports 3- position coordinates , normal and normalized normal) .

Rev1741
Rename function Discovered by gid to sceKernelMemcpy

Rev1742
Fixed sceGeContinue () : avoid race conditions and always restart the list.
Scego : use the module logs the INSTEAD OF VideoEngine .

Rev1743
sceKernelStartModule : Implemented the option SceKernelSMOption

Rev1744
Improved interrupt checking routine 's aspect ( Suggested by Orphis ) .
Improved scePsmfPlayer new module with Findings and Implemented all it's functions.
Corrected and Improved SceKernelThreadEventHandlerInfo it's handling in ThreadManForUser .
Fixed fatms0 commands in sceIoDevctl .
Added checking to interrupt sceAudio .
Added drafts for GE commands 0xF0 to 0xF9 and 0xFF added New Findings on command .

171
August 24th, 2010, 02:56
The use of java doesn't make quite impossible to use acceleration and 3D rendering methods provided by the grafic cards(for example Ati, with the catalyst)?

since now i couldn't see any game that really runs on it, for example it can't even run Ultimate Ninja Heroes 2: The Phantom Fortress that doesn't make use of all that the psp hardware can do.

I'm not saying that all the efforts are just thrown away but isn't java a hard way of programing a complex program like that?