{"id":50797,"date":"2017-07-23T18:00:05","date_gmt":"2017-07-23T16:00:05","guid":{"rendered":"http:\/\/www.emu-france.com\/?p=50797"},"modified":"2017-07-23T18:19:46","modified_gmt":"2017-07-23T16:19:46","slug":"consoles-de-salon-rpcs3-x64-v0-0-3-alpha","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=50797","title":{"rendered":"[Consoles de salon] RPCS3 (x64) v0.0.3 Alpha"},"content":{"rendered":"<p>Cr\u00e9\u00e9 par <a href=\"https:\/\/github.com\/DHrpcs3\/rpcs3\">DH<\/a> &amp; Hykem (et rejoint par un ensemble de <a href=\"https:\/\/rpcs3.net\/about\">d\u00e9veloppeurs<\/a>), <strong>RPCS3 <\/strong> est un \u00e9mulateur de Playstation 3 multi-plateformes qui a pour objectif de devenir le plus complet possible. Il fait principalement office de d\u00e9sassembleur mais pousse la performance jusqu&rsquo;\u00e0 ex\u00e9cuter un certains nombres de jeux commerciaux devenant ainsi le premier \u00e9mulateur de PS3 \u00e9mulant un jeu du commerce, toutefois il n\u00e9cessite un PC extr\u00eamement performant.<br \/>\n&nbsp;<br \/>\nEn effet il vous faudra rien de moins qu&rsquo;un CPU type core i7 @ 4Ghz (voir config minimale requise sur le site officiel), une carte graphique r\u00e9cente type nVidia GTX, de la m\u00e9moire haute performance type DDR4 ou encore un syst\u00e8me d&rsquo;exploitation r\u00e9cent pour esp\u00e9rer lancer des jeux dans un mode relativement fluide (mais attention cela d\u00e9pend \u00e9norm\u00e9ment des builds et des jeux).<br \/>\n&nbsp;<br \/>\nPlusieurs rendus s&rsquo;offre \u00e0 vous: Aucun, OpenGL, DirectX12 (Windows 10 uniquement) et Vulkan (qui a pour but de remplacer \u00e0 terme OpenGL et ses d\u00e9riv\u00e9s en exploitant plus efficacement les architectures informatiques modernes).<br \/>\n&nbsp;<br \/>\n<a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2017\/03\/rpcs3.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-49524\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2017\/03\/rpcs3.jpg\" alt=\"\" width=\"448\" height=\"252\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2017\/03\/rpcs3.jpg 1920w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2017\/03\/rpcs3-300x169.jpg 300w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2017\/03\/rpcs3-768x432.jpg 768w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2017\/03\/rpcs3-1024x576.jpg 1024w\" sizes=\"auto, (max-width: 448px) 100vw, 448px\" \/><\/a><br \/>\n&nbsp;<br \/>\nCette version, qu&rsquo;on va dire \u00ab\u00a0stable\u00a0\u00bb dans le sens ou elle est officiellement publi\u00e9e sur le site officiel (ce qui change des builds r\u00e9gulier dit \u00ab\u00a0WIP\u00a0\u00bb ou \u00ab\u00a0GIT\u00a0\u00bb) n&rsquo;est disponible que pour les processeurs 64 bits.<\/p>\n<p>&nbsp;<br \/>\n<em><strong>Version changes serve as landmarks and are by no means stable builds<br \/>\nThis changelog lists the main (but not all) changes made since 0.0.2 <\/strong><\/em><br \/>\n&nbsp;<br \/>\n<em><strong>PPU<\/strong><br \/>\n\u2013 Fixed instructions FCTIW, FCTID, FCTIWZ, FCTIDZ, MULLW, DIVD, DIVDU, DIVW, DIVWU, MULHW;<br \/>\n\u2013 Removed HACK instruction;<br \/>\n\u2013 Updated VREFP, VRSQRTEFP instructions;<br \/>\n\u2013 Optimized MTOCRF instruction;<br \/>\n\u2013 Analyser: TOC detection logic improved;<br \/>\n\u2013 Analyser: Several bugfixes;<br \/>\n\u2013 Opcodes: Added RLDICR, STFD, STVX, LFD, LVX, CLRRDI;<br \/>\n\u2013 Debug Mode Implemented;<br \/>\n\u2013 Interpreter Precise: SAT bit implemented;<br \/>\n\u2013 Recompiler updated from LLVM 3.8 to LLVM 4.0;<br \/>\n\u2013 Recompiler: Implemented STSWI, LSWI;<br \/>\n\u2013 Recompiler: compiles only one block at time, uses tail calls to move between blocks and fully writes PPU context, except CIA;<br \/>\n\u2013 Recompiler: Implemented multi-threaded compilation;<br \/>\n\u2013 Recompiler: Optimized MFCR;<br \/>\n\u2013 Recompiler: Improved FlushRegisters;<br \/>\n\u2013 Recompiler: Disabled some LLVM passes;<br \/>\n\u2013 Recompiler: SSA reordering (Fetches indirect jump target, flushes registers earlier);<br \/>\n\u2013 Recompiler: Relocation support;<br \/>\n\u2013 Patch engine for PPU executables implemented.<br \/>\n&nbsp;<br \/>\n<strong>SPU<\/strong><br \/>\n\u2013 Speedboost: Lower SPU priority and Bind SPU threads to secondary cores added (prevents PPU threads from being starved, Windows-only for now);<br \/>\n\u2013 Interpreter: Fix isdenormal, Fix MFC_WrTagUpdate;<br \/>\n\u2013 Disable SPUJIT.log by default;<br \/>\n\u2013 Patch engine for SPU images implemented;<br \/>\n\u2013 SPU Recompiler: Updated ASMJIT submodule, adding 1 year worth of fixes from upstream;<br \/>\n\u2013 Checks exponent bits in FMA ops: Modifies the result of SPU FMA if exponents in a or b are at max and discards the value. This is by no means even close to accurate handling of corner cases in the SPU, but rather a fast workaround;<br \/>\nDiscards the result of (a * b) if either a or b has extended exp bits (usually inf) without degrading performance too much.;<br \/>\n\u2013 Properly implement FCGT and FCMGT SPU opcodes;<br \/>\n\u2013 Minor tweaks to SPU wait loops and DMA transfers to improve stalling behavior;<br \/>\n\u2013 ASMJIT Recompiler: Avoid aggressively locking the asmjit db and make compilation step multi-threaded. It takes a much shorter time to compile a function than it does to wait on a lock especially with non-spurs-type kernels;<br \/>\n\u2013 ASMJIT Recompiler: Cache compiled functions and avoid calling database analyze function when not needed;<br \/>\n\u2013 Add loop condition detection by triggering an OS scheduler update on RdDec &#8211; this function can only be sensibly used as part of a loop. [Disabled by default for now];<br \/>\n\u2013 Add concurrent execution analysis. This only affects spurs-type kernels where multiple threads are executing the exact same code at the exact same time. Introduces a small delay to racing threads so that they are effectively desynchronized whenever they enter a sensitive function. [Disabled by default].<br \/>\n&nbsp;<br \/>\n<strong>Core<\/strong><br \/>\n\u2013 Fixes to SPRX Relocation;<br \/>\n\u2013 Removed throw cpu_flag;<br \/>\n\u2013 Auto load LLE improvements: added libdtslbrdec, libssl, libhttp, libfs, various encoders;<br \/>\n\u2013 Implemented sys_ppu_thread_register_atexit, strncasecmp, strrchr;<br \/>\n\u2013 Configuration code simplified;<br \/>\n\u2013 LV2 Load: Don&rsquo;t LLE savedata modules, preventsbroken saves;<br \/>\n\u2013 Enhancements to VirtualMemory;<br \/>\n\u2013 Implemented FREFS\/Weak Imports;<br \/>\n\u2013 Implemented REF 4, REF 6 and REF 57;<br \/>\n\u2013 Fixed hex_to_bytes;<br \/>\n\u2013 Added ror8\/16\/32;<br \/>\n\u2013 Added moving disc games to outside of \/dev_hdd0\/game on boot if they&rsquo;re there;<br \/>\n\u2013 Fixes to dev_bdvd mounting;<br \/>\n\u2013 cellSaveData: Only return data for dir and bind where requested;<br \/>\n\u2013 Reduce watchdog memory footprint by using the segment address as a base + 256K;<br \/>\n\u2013 Check AVX for Intel processors;<br \/>\n\u2013 Use RTM instructions when available.<br \/>\n&nbsp;<br \/>\n<strong>HLE<\/strong><br \/>\n\u2013 HLE linkage rewritten;<br \/>\n\u2013 Fixes for module initialization;<br \/>\n\u2013 Improvements to cellSave, sceNpTrophy and cellVdec modules;<br \/>\n\u2013 Big improvements to sys_fs;<br \/>\n\u2013 Rewritten sys_spu_image loading and sys_ppu_thread_once;<br \/>\n\u2013 Implemented _sys_sprintf, cellHddGameGetSizeKB, cellGameDataGetSizeKB, cellGameGetSizeKB, cellPadGetDataExtra, cellPadPeriphGetData, cellHttpUtilParseUri, sys_fs_disk_free;<br \/>\n\u2013 Fixed cellGameContentErrorDialog, cellPadGetData, sceNpTrophyGetRequiredDiskSpace, sceNpBasicGetEvent;<br \/>\n\u2013 Fixed max_connect on cellKbInit and cellMouseInit;<br \/>\n\u2013 cellVideoOut: Add 59.94 Hz support required by some games;<br \/>\n\u2013 Registered many unknown new modules\/functions such as sys_lv2coredump, sys_crashdump, cellDaisy.<br \/>\n&nbsp;<br \/>\n<strong>RSX<\/strong><br \/>\n\u2013 Workaround for src type 3 as we gather more information;<br \/>\n\u2013 Workaround for invalid\/unknown methods;<br \/>\n\u2013 Fix TXP when performed on a cubemap texture;<br \/>\n\u2013 Do not always assume a tex variable exists when doing alphakill checks (Variable may have been optimized away).<br \/>\n\u2013 Adds in support for immediate mode rendering between begin\/end command pairs;<br \/>\n\u2013 Fixes missing draw calls in most homebew games;<br \/>\n\u2013 Clamp mipmap count to always > 0;<br \/>\n\u2013 Throw if user attempts to use Vulkan\/DX12 without driver support;<br \/>\n\u2013 Re-implements vertex shader output control; adding in options for more complex conditions;<br \/>\n\u2013 Added a workaround for intel drivers which don&rsquo;t report their capabilities via extensions for some reason;<br \/>\n\u2013 Include strict vertex shader output declaration for compatibility with mesa drivers which are very strict;<br \/>\n\u2013 Rewrites vertex upload, removing the slower methods used before. The old code is improved as well and kept around for debugging until its state is known to be mature enough (performance is up anywhere from 10-300% for geometry heavy scenes);<br \/>\n\u2013 Lifts some restrictions on vertex register formats and adds a fix for register type data uploads when using a vertex buffer stream;<br \/>\n\u2013 Fix BRK\/RET fp instruction;<br \/>\n\u2013 Image clipping fixes. Fixes software mode clipping in nv3089::image_in. Fixes cropped graphics in some games.<br \/>\n\u2013 Fix stencil clear values;<br \/>\n\u2013 Fix some buffer misalignment crashes when using debuggers or faulty drivers;<br \/>\n\u2013 Fix OpenGL clip space conversion (Z symmetry);<br \/>\n\u2013 Add a workaround to fix shadow map generation;<br \/>\n\u2013 Add hardware PCF shadow support;<br \/>\n\u2013 Fix stencil buffer reset;<br \/>\n\u2013 Remove several hundred compilation warnings from RSX code;<br \/>\n\u2013 Improve SPIRV compilation speed by avoiding unnecessary SH context (re)creation;<br \/>\n\u2013 Register NV4097_SET_COLOR_KEY_COLOR method;<br \/>\n\u2013 Fix index buffer generation when using a non-zero base offset;<br \/>\n\u2013 Added a toggle to ensure strict rendering mode. Currently only affects framebuffer feedback loops. When disabled, we ignore the feedback loop in Vulkan and issue a texture barrier in ogl. When enabled, a duplicate texture is created to ensure this is not an issue but there is a tangible performance penalty (Defaults to OFF).;<br \/>\n\u2013 Fix a regression when emulating index buffers for generated primitives. Removes the &lsquo;first&rsquo; parameter since rpcs3 does not support disjoint vertex ranges at the moment anyway;<br \/>\n\u2013 Added a &lsquo;speed hack&rsquo; &#8211; not really a hack &#8211; for games that share memory regions between textures and other GPU resources such as shaders. Significantly boosts performance in games where the cache is invalidated often. Can be disabled by setting &lsquo;Strict Rendering Mode&rsquo; to true;<br \/>\n\u2013 Small to moderate speedup on games with many draw calls due to some minor tweaks to c++ object management;<br \/>\n\u2013 Implement frame skipping (config file option only for now);<br \/>\n\u2013 WIP: Batch together draw calls using the same geometry with different translation matrices;<br \/>\n\u2013 Allow multi-threaded vertex processing;<br \/>\n\u2013 Fixed some fragment shader instructions;<br \/>\n\u2013 Implement RSX framebuffer memory persistence;<br \/>\n\u2013 Avoid aggressive resource create\/delete cycles when using Vulkan. Moderate speedup in some games and fixes flickering in some cases;<br \/>\n\u2013 Fix an RSX crash when a null address is provided for the fragment shader location;<br \/>\n\u2013 Improved multithreaded vertex processing so that the penalty is much lower if there are no resources available. Its also tunable now allowing the threshold to be set.<br \/>\n&nbsp;<br \/>\n<strong>OpenGL<\/strong><br \/>\n\u2013 Actually bind a stencil attachment on FBO creation;<br \/>\n\u2013 Implement glArrayElement indexing scheme;<br \/>\n\u2013 Force align DXT compressed textures to block_edge size;<br \/>\n\u2013 Fix legacy clamp mode: The meaning of texture border has changed starting with GL 3+ due to the resulting confusion from broken and incomplete implementations on hardware of the GL 1.x era. As such, legacy clamp is closer to the modern edge clamp than border clamp as it once was. Border pixels in textures are not supported on newer hardware and never truly worked in the past either, especially on NV cards. Should hopefully fix any games showing visible grid lines in OpenGL;<br \/>\n\u2013 Implements texture blitting and scaling using the GPU to avoid texture readback whenever possible;<br \/>\n\u2013 Use sampler objects instead of binding sampler state to texture handles;<br \/>\n\u2013 Adds some simple driver capabilities checks to determine if the driver can run the emulator or if we need to disable some features. Also adds in other fallback paths;<br \/>\n\u2013 Fix for the mix-and-match nature of ps3 shaders causing issues with mesa&rsquo;s linker;<br \/>\n\u2013 Minor typo fix affecting intel GPUs with OGL;<br \/>\n\u2013 Fix a rare OpenGL crash when trying to capture traces with renderdoc;<br \/>\n\u2013 A minor behavior fix for OpenGL when strict mode is not enabled. Makes behaviour alot more reliable to debug now;<br \/>\n\u2013 Added Stretch to Display area as an optional setting.<br \/>\n&nbsp;<br \/>\n<strong>Vulkan<\/strong><br \/>\n\u2013 Silence useless error on vk::program destructor;<br \/>\n\u2013 Fix stencil clear value on Vulkan;<br \/>\n\u2013 Fixes gsl::span errors with Vulkan as well as not throwing an exception if an attribute\/texture is enabled, but not active in the shader;<br \/>\n\u2013 Added a fix for LINE_LOOP rendering using Vulkan;<br \/>\n\u2013 Re-enable layout transitions in Vulkan: Image layout transitions were disabled at some point during code refactoring. The impact on Nvidia drivers is not too bad, but horrible moire artefacts appear on AMD, especially newer cards;<br \/>\n\u2013 Lay foundation for GPU scaling implementation;<br \/>\n\u2013 Implements synchronized framebuffer r\/w for Vulkan. Still missing some important pieces such as hw accelerated image_in, but that will get merged in later;<br \/>\n\u2013 Minor fixes for broken contexts on unsupported devices;<br \/>\n\u2013 Fix a few Vulkan API spec violations. Fixes a free-during-use on a leaky handle when the debug overlay is enabled. Also clips clear rects to always fit within the current render target;<br \/>\n\u2013 Monitor buffer usage to prevent running out of working space on Vulkan. Also reorganizes some of the buffer init process on Vulkan;<br \/>\n\u2013 Fix a rare Vulkan shader compiler bug;<br \/>\n\u2013 Adds &lsquo;add_signed&rsquo; in blend ops;<br \/>\n\u2013 Added Stretch to Display area as an optional setting;<br \/>\n\u2013 Fix Vulkan layout transitions;<br \/>\n\u2013 Fix a Vulkan crash about undeclared fog_c. Also fixes default parameter initialization that should fix some games that have broken graphics with Vulkan but work fine with OpenGL.<br \/>\n&nbsp;<br \/>\n<strong>D3D12<\/strong><br \/>\n\u2013 Lay foundation for GPU scaling implementation;<br \/>\n\u2013 Adds in a very old bugfix that makes D3D12 crash properly instead of throwing a cryptic range error. This DOES NOT fix D3D12 crashing, merely generates a more useful fatal error message.<br \/>\n&nbsp;<br \/>\n<strong>Crypto<\/strong><br \/>\n\u2013 Fix SPRX\/SELF check in npDrm;<br \/>\n\u2013 EDAT fixes;<br \/>\n\u2013 C00 SPRX Loading fixed.<br \/>\n&nbsp;<br \/>\n<strong>Input<\/strong><br \/>\n\u2013 Implemented Native DualShock 4 Support;<br \/>\n\u2013 XInput\/MMJoystick: Fix connection status;<br \/>\n\u2013 XInput: Vibration support;<br \/>\n\u2013 DualShock 4: Use controller calibration values for accel\/gyro.<br \/>\n&nbsp;<br \/>\n<strong>Audio<\/strong><br \/>\n\u2013 Added Downmix to Stereo option.<br \/>\n&nbsp;<br \/>\n<strong>Linux<\/strong><br \/>\n\u2013 Mutexes fixed (cause of constant freezes);<br \/>\n\u2013 Added installation;<br \/>\n\u2013 Initial support for Linux AppImages;<br \/>\n\u2013 Reimplemented Vulkan Render on Linux;<br \/>\n\u2013 Implemented low-latency ALSA Audio Renderer for Linux;<br \/>\n\u2013 Added compatibility with mesa drivers;<br \/>\n\u2013 Fixed LLVM compatibility on Linux with gallium based drivers (mesa): llvm_map_components_to_libnames provides a list of static libraries to link our target to. Unfortunately, on linux, this causes llvm to be initialized once on program launch and then when any component loads shared llvm, e.g mesa resulting in the \u00ab\u00a0inconsistent commandline options\u00a0\u00bb error. This changed links against dynamic llvm library when compiling on linux;<br \/>\n\u2013 Added instructions and support for Fedora;<br \/>\n\u2013 Enable optimizations on TravisCI.<br \/>\n&nbsp;<br \/>\n<strong>BSD<\/strong><br \/>\n\u2013 Improved portability for BSDs.<br \/>\n&nbsp;<br \/>\n<strong>GUI<\/strong><br \/>\n\u2013 Icon updated;<br \/>\n\u2013 GUI rewrite: Replaced wxWidgets 3.1 with Qt 5.7;<br \/>\n\u2013 GUI Redesigned;<br \/>\n\u2013 Added Grid View;<br \/>\n\u2013 Added Tiny, Small and Huge Sizes;<br \/>\n\u2013 Added Welcome Screen;<br \/>\n\u2013 Debugger is now hidden by default;<br \/>\n\u2013 DPI Scaling issues fixed;<br \/>\n\u2013 Re-implemented VFS manager;<br \/>\n\u2013 Re-organized the graphics options tab a bit to separate main options from debugging options;<br \/>\n\u2013 Improved Debugger and Disassembly;<br \/>\n\u2013 Improved Categories in Gamelist;<br \/>\n\u2013 Added stacking option for same log messages to log contextmenu;<br \/>\n\u2013 Added sort indicator to Gamelist;<br \/>\n\u2013 Added background color to icons for better readability;<br \/>\n\u2013 Added default layout for better looks on first start;<br \/>\n\u2013 Added Resolution, Sound Format and Parental Level columns to Gamelist;<br \/>\n\u2013 Added Save Manager;<br \/>\n\u2013 Added tooltips and descriptions to Settings;<br \/>\n\u2013 Check system for SSSE3 presence and throw error message when opening the emulator;<br \/>\n\u2013 Added Toolbar Icon Color Picker;<br \/>\n\u2013 Added Game window resize on boot.<\/em><br \/>\n&nbsp;<br \/>\n<a href=\"https:\/\/github.com\/RPCS3\/rpcs3\/releases\">Site officiel des sources et versions compil\u00e9es<\/a> (<a href=\"https:\/\/ci.appveyor.com\/project\/rpcs3\/rpcs3\/branch\/master\/artifacts\">builds<\/a>).<br \/>\n&nbsp;<br \/>\n<p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=7158\" title=\"Download RPCS3\">T\u00e9l\u00e9charger RPCS3 v0.0.40 Alpha (34.4 Mo)<\/a><\/p><\/p>\n<p class=\"p_site_officiel\"><a class=\"site_officiel\" href=\"http:\/\/rpcs3.net\/\" target=\"_blank\">Site Officiel<\/a><\/p>\n<p class=\"p_en_savoir_plus\"><a class=\"en_savoir_plus\" href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/301-sony-playstation-3\/\">En savoir plus&#8230;<\/a><\/p>\n<div class=\"fcbkbttn_buttons_block\" id=\"fcbkbttn_left\"><div class=\"fb-share-button  \" data-href=\"https:\/\/www.emu-france.com\/?p=50797\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>Cr\u00e9\u00e9 par DH &amp; Hykem (et rejoint par un ensemble de d\u00e9veloppeurs), RPCS3 est un \u00e9mulateur de Playstation 3 multi-plateformes qui a pour objectif de devenir le plus complet possible. Il fait principalement office de d\u00e9sassembleur mais pousse la performance &#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[1],"tags":[],"class_list":["post-50797","post","type-post","status-publish","format-standard","hentry","category-par-defaut","uentry","postonpage-1","odd","post-author-Jets"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/pKi2R-ddj","jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/50797","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=50797"}],"version-history":[{"count":6,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/50797\/revisions"}],"predecessor-version":[{"id":50803,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/50797\/revisions\/50803"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=50797"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=50797"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=50797"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}