yocho182
New member
# added umd1 as umd device
# Minimal implementation for VRNDS, VRNDI, VRNDF1 and VRNDF2 - Random numbers generation. VFPU has normally 8 special registers to hold seeds but they are not implemented.
# Implemented the opening of “umd0:” which allows reading of UMD sectors (Issue 24). Not tested on a real PSP, but this seems to fit the expectations of some games.
# Basic implementation for pspSysMem.free(). Not complete but seems to fit some games.
# sceKernelCreateSema: allows 0 as name address (used by Mortal Kombat)
# added transform2D to vertex info logging. non-float vertex types make more sense in 2D mode, otherwise they require a scale in one of the matrices.
# Fix for filenames containing “.” in path (Issue 86)
# added LMODE GE command (but unable to test it)
# minor comment changes
# better support for thread wait timeout and wait cleanup on thread deletion (in sema, event flag and umd)
# re-ordered log level combo box
http://jpcsp.org/forum/viewtopic.php?f=6&t=264
# Minimal implementation for VRNDS, VRNDI, VRNDF1 and VRNDF2 - Random numbers generation. VFPU has normally 8 special registers to hold seeds but they are not implemented.
# Implemented the opening of “umd0:” which allows reading of UMD sectors (Issue 24). Not tested on a real PSP, but this seems to fit the expectations of some games.
# Basic implementation for pspSysMem.free(). Not complete but seems to fit some games.
# sceKernelCreateSema: allows 0 as name address (used by Mortal Kombat)
# added transform2D to vertex info logging. non-float vertex types make more sense in 2D mode, otherwise they require a scale in one of the matrices.
# Fix for filenames containing “.” in path (Issue 86)
# added LMODE GE command (but unable to test it)
# minor comment changes
# better support for thread wait timeout and wait cleanup on thread deletion (in sema, event flag and umd)
# re-ordered log level combo box
http://jpcsp.org/forum/viewtopic.php?f=6&t=264