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Changelogs:
Revision 1230: Update IADDR after PRIM rendering (analog to VADDR). This should fix graphics problem for games using indexed vertex. Avoid ArrayIndexOutOfBoundsException when using TBIAS_MODE_CONST. Improved performance of CaptureImage (buffered IO). Revision 1229: Small improvements for debugging purpose only. Revision 1228: Do not update VADDR at end of PRIM command when vertex is indexed. Dummy BBOX/BJUMP implementation, not yet functional. Revision 1227: Small performance optimizations here and there: trying to use MemoryReader whenever possible. Improved MemoryReader performance for FastMemory. Revision 1226: Trying to avoid ConcurrentListModificationException when leaving Jpcsp. Revision 1225: Implemented the OFFSET_ADDR video command. It is sharing the same GeList value as ORIGIN_ADDR (checked on PSP). Revision 1224: sceFontXXX: also accept fontAddr==0 as long as we have no real font list implemented. Revision 1223: Implemented video command ORIGIN_ADDR: should fix all the games displaying "Unknown/unimplemented video command [origin_addr Revision 1222: Fixed a compiler problem introduced by r1220 Revision 1221: VideoEngine.PRIM: avoid a lot of memory read errors when an invalid vertex address is detected Revision 1220: Small performance improvement in Compiler: - no memory access check for referencto $sp - optimized addi, addiu, or, ori and branching instructions to handle simplified cases where one the register is $zr