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PCSP v0.5.4 released

Althought we have already announced the total rewrite of pcsp from scratch to provide better support (some parts was really bad in pcsp) , this is the last release of pcsp based on old source.
Be warned this version isn't supported from pcsp team since we have moved our effords to the new pcsp rewrite. It is also quite possible to see a preview of the new pcsp in a few days , but also be warned that new pcsp doesn't run commercial games yet.

So what's new on this release. Basically a batch of features like:

Experimental Dynamic shaders . A lot faster works in a few demos use it at your own risk
Added VEH handler for win32
New portable fiber implementation for win, linux and macosx 32/64-bit.
GLEW is now used instead of GLEE
Better thread behavior for KernelVsync
Fix a bug with opengl renderer when trying to unbind a shader program never binded
Implementation of sceRtcSetDosTime ,sceRtcIsLeapYear ,sceRtcCompareTick
Implemented adding of ticks. (11 syscalls)
Fix sceRtcGetCurrentTick()
Fixed sceKernelLibcTime()
Implementation for sceKernelPollSema()
Fixes in KernelEventFlag
added loading of files after resetting emu. (sceKernelLoadExec case)
Improved and refactored module management code into sceKernelModule.
Started implementation of restarting features for PCSP.
Partially implemented sceKernelLoadExec
Partial implementation for CMD_SIGNAL
Fixed pc address and stall address
Added LogicalOperation, corrected StencilTest
CMD_TLEVEL was wrong
Implementation of spline decoding
fix LOD issues in micromachines
fix a bug with DXTn compressed textures
sceAtrac3plus: source cleanup

You can d/l pcsp 0.5.4 from downloads section or from the folllowing link :

or you can d/l pcsp 0.5.4 with pcsp-udb (pcsp's frontend) from :

Of course don't forget to post any questions or reports to our forum at :


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