- More work
- Added support for memory write breakpoints
- Some refactorings
- Inverted bvf/bvt temporarily to get valhalla knights skinned (and the same problem as cspspemu, can't move characters, have to figure out why)
- Improved prim batching
- Some cleanups
- Fixed bvt/bvf/bvtl/bvfl instructions (IMM3 was reading from the wrong bits) This should be fixed in cspspemu too! Now Valhalla Knights is playable but with graphical glitches and slow
- Improved PspGpuExecutor decoding speed
- Simplified PRIM
- Small changes
- Fixed texture wrapping (coordinates were unsigned values)
- Fixed textureComponents count
- Small vcmp improvement
- Improved decoding color components in vertices
- Removed an ugly hack repeating textures
- WIP lighting
- Compensate sceGeDrawSync time
- Improve GPU display list execution speed
- Optimized GPU and removed switch
- Small gpu speedup