Merge pull request #192 from Xphalnos/main

Minor fixes
This commit is contained in:
georgemoralis 2024-06-12 17:19:25 +03:00 committed by GitHub
commit dfe2c345dc
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
5 changed files with 35 additions and 30 deletions

View File

@ -6,7 +6,7 @@ Files: CMakeSettings.json
scripts/ps4_names.txt
documents/changelog.txt
documents/readme.txt
documents/Screenshots/screenshot.png
documents/Screenshots/screenshot.png
.github/shadps4.desktop
.github/shadps4.png
.gitmodules
@ -25,12 +25,12 @@ Files: CMakeSettings.json
src/images/settings_icon.png
src/images/stop_icon.png
src/images/themes_icon.png
src/images/flag_jp.png
src/images/flag_eu.png
src/images/flag_us.png
src/images/flag_china.png
src/images/flag_world.png
src/images/flag_unk.png
src/images/flag_jp.png
src/images/flag_eu.png
src/images/flag_us.png
src/images/flag_china.png
src/images/flag_world.png
src/images/flag_unk.png
src/shadps4.rc
src/shadps4.qrc
externals/stb_image.h

View File

@ -36,13 +36,13 @@ SPDX-License-Identifier: GPL-2.0-or-later
shadPS4 is an early PS4 emulator for Windows and Linux written in C++
To discuss shadPS4 development or suggest ideas, join the [Discord server](https://discord.gg/MyZRaBngxA)
To discuss shadPS4 development or suggest ideas, join the [**Discord server**](https://discord.gg/MyZRaBngxA).
Check us on [X (twitter)](https://x.com/shadps4) or on our [website](https://shadps4.net/).
Check us on [**X (twitter)**](https://x.com/shadps4) or on our [**website**](https://shadps4.net/).
# Status
In development, 2D games are working like [Sonic Mania](https://www.youtube.com/watch?v=AAHoNzhHyCU), Undertale, Momodora and others...
In development, 2D games are working like [**Sonic Mania**](https://www.youtube.com/watch?v=AAHoNzhHyCU), Undertale, Momodora and others...
# Why?
@ -52,11 +52,11 @@ The project started as a fun project. Due to limited free time, it will probably
## Windows
Check the build instructions for [Windows](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-windows.md).
Check the build instructions for [**Windows**](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-windows.md).
## Linux
Check the build instructions for [Linux](https://github.com/shadps4-emu/shadPS4/blob/main/documents/linux_building.md).
Check the build instructions for [**Linux**](https://github.com/shadps4-emu/shadPS4/blob/main/documents/linux_building.md).
## Build status
@ -79,18 +79,20 @@ C:\Users\******\shadPS4.exe C:\******\game_eboot.bin
# Main team
- [georgemoralis](https://github.com/georgemoralis)
- [raphaelthegreat](https://github.com/raphaelthegreat)
- [psucien](https://github.com/psucien)
- [skmp](https://github.com/skmp)
- [wheremyfoodat](https://github.com/wheremyfoodat)
- [raziel1000](https://github.com/raziel1000)
- [**georgemoralis**](https://github.com/georgemoralis)
- [**raphaelthegreat**](https://github.com/raphaelthegreat)
- [**psucien**](https://github.com/psucien)
- [**skmp**](https://github.com/skmp)
- [**wheremyfoodat**](https://github.com/wheremyfoodat)
- [**raziel1000**](https://github.com/raziel1000)
Logo is done by [Xphalnos](https://github.com/Xphalnos)
Logo is done by [**Xphalnos**](https://github.com/Xphalnos)
# Contribution
# Contributing
We currently accept any contribution, just open a PR and we will check it :)
If you want to contribute, please look the [**CONTRIBUTING.md**](https://github.com/shadps4-emu/shadPS4/blob/main/CONTRIBUTING.md) file.
Open a PR and we'll check it :)
# Contributors
@ -100,5 +102,5 @@ We currently accept any contribution, just open a PR and we will check it :)
# Sister Projects
- [Panda3DS](https://github.com/wheremyfoodat/Panda3DS): A multiplatform 3DS emulator from our co-author wheremyfoodat.
- [hydra](https://github.com/hydra-emu/hydra): A multisystem, multiplatform emulator (chip-8, GB, NES, N64) from Paris.
- [**Panda3DS**](https://github.com/wheremyfoodat/Panda3DS): A multiplatform 3DS emulator from our co-author wheremyfoodat.
- [**hydra**](https://github.com/hydra-emu/hydra): A multisystem, multiplatform emulator (chip-8, GB, NES, N64) from Paris.

View File

@ -3,11 +3,11 @@ SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
# Build shadps4 for Windows
# Build shadPS4 for Windows
## Download Visual Studio Community 2022 17.9.6
## Download Visual Studio Community 2022
Download link: [Visual Studio 2022](https://visualstudio.microsoft.com/vs/)
Download link: [**Visual Studio 2022**](https://visualstudio.microsoft.com/vs/)
## Requirements
@ -22,4 +22,4 @@ Download link: [Visual Studio 2022](https://visualstudio.microsoft.com/vs/)
- ## Compiling
- Open Visual Studio and select the Clang-debug or Clang-release. It should compile just fine.
- Open Visual Studio Community and select the **x64-Clang-Release**, **x64-Clang-Debug** or **x64-Clang-RelWithDebInfo**. It should compile just fine.

View File

@ -1,4 +1,4 @@
/* stb_image - v2.29 - public domain image loader - http://nothings.org/stb
/* stb_image - v2.30 - public domain image loader - http://nothings.org/stb
no warranty implied; use at your own risk
Do this:
@ -48,6 +48,7 @@ LICENSE
RECENT REVISION HISTORY:
2.30 (2024-05-31) avoid erroneous gcc warning
2.29 (2023-05-xx) optimizations
2.28 (2023-01-29) many error fixes, security errors, just tons of stuff
2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes
@ -5159,9 +5160,11 @@ static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
// non-paletted with tRNS = constant alpha. if header-scanning, we can stop now.
if (scan == STBI__SCAN_header) { ++s->img_n; return 1; }
if (z->depth == 16) {
for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is
for (k = 0; k < s->img_n && k < 3; ++k) // extra loop test to suppress false GCC warning
tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is
} else {
for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger
for (k = 0; k < s->img_n && k < 3; ++k)
tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger
}
}
break;