Automated PPSSPP builds

These builds are provided by Orphis and are totally free of charge.
New versions on the Git repository are detected automatically and the builds take a few minutes to complete, please be patient if the newest build doesn't appear here.
If multiple commits are done at the same time, you'll only get the latest one.

Code is hosted on GitHub.
See PPSSPP website for more information.

Showing only 20 latest changes. See full list of builds

Revision Author Date Android Windows 32bit Windows 64bit Commit log
v1.0.1-852-gbbde091 Henrik Rydgård 2015-08-30 13:45:29 Download Download Download Merge: 33ff7e2 afb82e3 Merge pull request #7925 from FireyFly/analog-testscreen-fix Add axis event listener to the analog test screen.
v1.0.1-850-g33ff7e2 Henrik Rydgard 2015-08-30 12:59:46 Download Download Download Update submodules. Fix in native for #7931
v1.0.1-849-g12884ec Henrik Rydgård 2015-08-30 11:30:12 Download Download Download Merge: e99ba86 488c62e Merge pull request #7920 from hrydgard/vshader-depth-round Round depth values to 16-bit precision to match the PSP's 16-bit depth buffer
v1.0.1-843-g488c62e Henrik Rydgard 2015-08-29 20:38:19 No build This makes slightly more sense than the last commit.
v1.0.1-842-g7b0a31a Henrik Rydgard 2015-08-29 17:43:09 No build Adjust D3D depth calculations to get them to match OpenGL as close as I can get it.
v1.0.1-841-g76eacf3 Henrik Rydgard 2015-08-27 18:02:45 No build Change the offset to 0.0
v1.0.1-840-g2b7d08e Henrik Rydgard 2015-08-27 18:01:00 No build Also apply the GT fix in D3D, doh
v1.0.1-839-gfd18f14 Henrik Rydgard 2015-08-27 17:58:41 No build Fix GT and hopefully other games that got a black screen
v1.0.1-838-g7e3292d Henrik Rydgard 2015-08-26 18:46:55 No build Minor optimization
v1.0.1-837-gbf6aef4 Henrik Rydgard 2015-08-26 17:45:21 No build Oops, didn't finish the D3D code
v1.0.1-836-gd89da71 Henrik Rydgard 2015-08-26 17:40:06 No build Get rid of a division in the vertex shader by precomputing the inverse.
v1.0.1-835-g5dbc8ab Henrik Rydgard 2015-08-26 17:28:34 No build experiment: Add a different offset that unknown found during testing, plus remove rounding of through mode depth (which should already be rounded)
v1.0.1-834-gdedd2b6 Henrik Rydgard 2015-08-26 17:02:07 No build Subtracting an offset of 0.5 works on my nVidia and I have no idea why, this makes no sense.
v1.0.1-833-g160980e Henrik Rydgard 2015-08-26 16:28:10 No build Properly dirty the uniform in Execute_ViewportType
v1.0.1-832-ge99ba86 Henrik Rydgård 2015-08-29 21:12:13 Download Download Download Merge: c671b07 8a09ded Merge pull request #7930 from aroulin/x64-emitter-rcp x64Emitter: add RCPPS and RCPSS SSE instructions
v1.0.1-832-g44ce0c8 Henrik Rydgard 2015-08-26 16:07:40 No build Implement vertex shader depth rounding in DX9
v1.0.1-831-gc91b58a Henrik Rydgard 2015-08-26 16:07:11 No build Fix typo. This breaks it again though, strangely.
v1.0.1-831-gafb82e3 Jonas Höglund 2015-08-28 01:22:45 No build Add axis event listener to the analog test screen.
v1.0.1-830-gfee776b Henrik Rydgard 2015-08-26 15:55:58 No build Correct scale factors for through mode depth rounding.
v1.0.1-830-gc671b07 Henrik Rydgård 2015-08-27 15:13:05 Download Download Download Merge: f3e0029 39d814b Merge pull request #7924 from sum2012/win32_color_depth Add back color depth check from last commit