Cxbx-Reloaded

Merge pull request #292 from jarupxx/SetLight_5788
Added the D3DDevice_SetLight (5788)
Merge pull request #291 from phire/setlight_oovpa
Improve D3DDevice_SetLight_5558 oovpa


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RPCS3

Update cellHttpUtil
rsx: Fix mipmap count calculation
Use ppu_ref instead of s_ppu_compiled for breakpoints
Enable patch engine for SPU images


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PPSSPP

Prepare for ultra-wide screens like S8 and G6. See https://android-developers.googleblog.com/2017/03/update-your-app-to-take-advantage-of.html?m=1
Merge: e0fb6c9 d3bfb5c Merge pull request #9511 from LunaMoo/minorUI Refresh bloomHackEnable_ also on resolution change.
InnoSetup: That worked, getting rid of fallback. Now all versions are computed from the git version. (Well, except the Android version when not using gradle)
InnoSetup: Allow specifying the app version externally.
Merge: 12c8e2e c9a5c00 Merge pull request #9501 from unknownbrackets/ui-background UI: Add simple support for a custom background
Update submodules




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Decaf

decaf-sdl: Fix crash when the system changes the audio frame size.


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PCSX2

GSdx-PCRTC: Minor modification to NTSC saturation

Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering.

Fixes a regression in Devil May Cry 3 and Sky Gunner.


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*Due to the nature of developer builds, they may break games