diff --git a/_servicedata b/_servicedata
index 4f5c29e..4efa4c8 100644
--- a/_servicedata
+++ b/_servicedata
@@ -1,4 +1,4 @@
https://github.com/hrydgard/ppsspp.git
- 62242601ef28afee1eb489e6ca8725dc03cdc142
\ No newline at end of file
+ 4b4a2a4096cc342723b46f37b3ae5eae96fea7d9
\ No newline at end of file
diff --git a/ppsspp-1.5.4~git20180108.tar.xz b/ppsspp-1.5.4~git20180108.tar.xz
deleted file mode 100644
index 974b09c..0000000
--- a/ppsspp-1.5.4~git20180108.tar.xz
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:4f112f2c5edf5e2571911480d758e70bc553db8bd3c0e7ef748fc4f64624475d
-size 160014764
diff --git a/ppsspp-1.5.4~git20180225.tar.xz b/ppsspp-1.5.4~git20180225.tar.xz
new file mode 100644
index 0000000..67d78d0
--- /dev/null
+++ b/ppsspp-1.5.4~git20180225.tar.xz
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:bd9a773970da2d07161cdf86cc003f33aa99a1a346d62fb5440e3f7208e379c7
+size 160017296
diff --git a/ppsspp.changes b/ppsspp.changes
index b92232b..70fb5a8 100644
--- a/ppsspp.changes
+++ b/ppsspp.changes
@@ -1,3 +1,252 @@
+-------------------------------------------------------------------
+Sun Feb 25 15:31:07 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180225:
+ * Buildfixes
+ * Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
+
+-------------------------------------------------------------------
+Sat Feb 24 22:51:09 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180224:
+ * Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
+ * Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
+ * GLES: Fix texture scaling.
+
+-------------------------------------------------------------------
+Thu Feb 22 18:27:47 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180222:
+ * iOS: fix hang on exit
+
+-------------------------------------------------------------------
+Tue Feb 20 11:58:27 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180219:
+ * Qt: Remove old texture debug API.
+ * GLES: Fix unpack misalignment, Qt debugger freeing.
+ * GLES: Properly free when upscaling textures.
+
+-------------------------------------------------------------------
+Sun Feb 18 23:11:41 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180218:
+ * TexCache: Decimate aggressively with many variants.
+ * TexCache: Decimate CLUT variants more often.
+
+-------------------------------------------------------------------
+Tue Feb 13 13:22:57 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180213:
+ * Fix issue with Vulkan task switching and resolution changes on Android.
+
+-------------------------------------------------------------------
+Mon Feb 12 21:40:06 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180212:
+ * Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
+ * GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
+ * Oops, didn't mean to update the submodules backwards (remains from a bisect)
+ * Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
+ * GLES: Fix shutdown while stepping.
+ * GLES: iOS buildfix.
+ * GLES: Android buildfix.
+ * GLES: Use buffer storage and explicit flush.
+ * GLES: Free localMemory later.
+ * GLES: Use buffer range mapping where appropriate.
+ * GLES: Use mapped device memory when possible.
+ * Cheats: Fix a debug assertion.
+ * iOS: Attempt to fix shutdown race condition.
+ * GLES: Prevent race condition on shutdown.
+ * GLES: Wait for queue idle properly.
+
+-------------------------------------------------------------------
+Sun Feb 11 18:13:30 UTC 2018 - opensuse-packaging@opensuse.org
+
+- Update to version 1.5.4~git20180211:
+ * GLES: Use aligned memory for textures.
+ * Global: Fix some type comparison/shadow warnings.
+ * Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
+ * GLES: Prevent crash on screenshot without buffers.
+ * Windows: Allow GL thread on graphics restart.
+ * Windows: Prevent shutdown lag for non-GL.
+ * SDL: Apply shutdown race condition fix.
+ * Android: Fix race condition on shutdown.
+ * Windows: Trigger StopThread() on shutdown.
+ * GL: Fix clearing alpha on stencil uploads.
+ * SDL: Fix issue with vulkan-to-opengl fallback
+ * Windows: Consistently shutdown the main thread after exiting the message loop.
+ * Improve assert messages in VulkanRenderManager (minor)
+ * For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
+ * Fix another way the scissor test could accidentally get disabled
+ * Remove the confusing "DisableState" across the codebase
+ * GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
+ * Add a simple spinner to the game load screen to not look frozen.
+ * Minor Qt cleanup, force OpenGL since we don't yet support Vulkan in Qt
+ * Buildfix
+ * gl-render-manager: Oops, fix scissor tests after clears
+ * Avoid causing a gl error on startup on core contexts.
+ * Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
+ * Get rid of an unused codepath (gl rendering is now always threaded)
+ * GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
+ * GLES: Fix minor memory leak
+ * Qt: Fix emuthread management to exit cleanly without hanging
+ * Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
+ * Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
+ * SDL: Fix emuthread management to exit cleanly without hanging.
+ * Add an option to use the system libzip, to please grumpy package maintainers.
+ * Always use the bundled libzip to avoid compatibility issues. Should fix #10575
+ * Noticed that the UWP build has been broken for some time, fix it.
+ * Fix another Qt memory leak
+ * Qt: Prevent some race conditions on shutdown by deleting emugl.
+ * Fix further memory leaks
+ * Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
+ * Minor cleanups
+ * Split the SDL graphics contexts into their own files.
+ * SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
+ * Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
+ * Temporarily disable symbols on Qt, crashes strangely.
+ * Warning fixes
+ * Fix some memory leaks
+ * Revert "Simpler way to deal with the GL deleter"
+ * gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
+ * gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
+ * gl-render-manager: Support scissored clears, as used by the GL backend. Fixes GT.
+ * b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
+
+-------------------------------------------------------------------
+Wed Jan 31 13:03:51 UTC 2018 - pousaduarte@gmail.com
+
+- Update to version 1.5.4~git20180131:
+ * Rough fix for threaded GL for Qt.
+ * Simpler way to deal with the GL deleter
+ * Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
+ * Buildfixes
+ * Avoid linking error on MacOSX.
+ * Include order fix. Darn X11 headers.
+ * Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
+ * Fix readback color conversion
+ * Fix some accidental extra-indentation
+ * Don't crash on missing readback formats.
+ * Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
+ * Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
+ * another whitespace fix
+ * one more whitespace fix
+ * whitespace cleanup
+ * disable the iOS thread before shutting down
+ * use GLRenderManager on iOS
+ * SDL: Oops, only start the emu thread for GLES.
+ * Core: Set thread names when possible.
+ * GLES: Fix segfault on GL 2.x.
+ * SDL: Allow running GL on thread.
+ * GLES: Handle glGetString() on GL thread.
+ * GPU: Fix shader blending recopying.
+ * GLES: Correct shader blending.
+ * GLES: Run ThreadFrame until frame complete.
+ * GLES: Fix race crash on shutdown.
+ * GLES: Reintroduce out of memory checks.
+ * GLES: Re-enable texture scaling.
+ * GLES: Add TODO note for shader blend texture.
+ * GLES: Use linear for high-res FBO tex copies.
+ * GLES: Report errors for link failures.
+ * GLES: Keep the GLRShader desc around.
+ * GLES: Avoid using failed depal shaders if possible.
+ * D3D11: Remove potentially misleading rebind func.
+ * GLES: Skip blend reset after stencil upload.
+ * GLES: Reset blend state on clear.
+ * Reintroduce check for GE_LOGIC_COPY
+ * ES2 buildfix - glGetTexImage is not available
+ * gl-render-manager: Fix updating sampler modes when texturing from framebuffer
+ * gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
+ * GLES: Avoid a shutdown race condition.
+ * Debugger: Fix texture preview in GLES.
+ * GLES: Actually stop the thread on shutdown.
+ * Vulkan: Fix alpha clear on stencil upload.
+ * GLES: Consistently reset state on new steps.
+ * GLES: Fix intra-buffer block transfers.
+ * gl-render-manager: Implement logic ops
+ * GLES: Accept a color mask for clears.
+ * GLES: Prevent writing to gutter in readback.
+ * Vulkan: Correct zero stencil upload fast path.
+ * Vulkan: Fix stencil-only clear for stencil upload.
+ * GLES: Document stencil clearing bug.
+ * GLES: Move stencil upload state into render pass.
+ * GLES: Ensure stencil upload clear in render pass.
+ * GLES: Bind texture on MakePixelTexture().
+ * More work on shutdown, still hanging though.
+ * Fix for deletes, add some debugging stuff
+ * gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
+ * OpenGL: Now run GL on a secondary thread. Sync issues remain.
+ * Fix use-after-free in shader error reporting
+ * TODOs and indentations
+ * StencilBufferGLES: Move SetNoBlendAndMask to the right places.
+ * Fix goof with the stencil buffer drawing
+ * GL render manager: Improve shader error reporting.
+ * Minor fixes, indentation and comments
+ * Vulkan: Use push_back instead of resize(+1)
+ * Truncate the '\n' from GL debug strings before logging them.
+ * iOS buildfix
+ * Move GL sampler state tracking into GLRenderManager/QueueRunner.
+ * More state dirtying, a comment
+ * Fix terrible drawing glitches when we do sync readbacks.
+ * Assorted cleanup
+ * Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
+ * Remove the old CPU threading remains, start redesigning interfaces.
+ * GL render manager: Simple implementation of synchronous framebuffer readbacks.
+ * Remove viewport flipping where it's not needed
+ * GL render manager: Add some more dirty tracking.
+ * GL render manager: Merge BindInputLayout into BindVertexBuffer.
+ * Fix bug, works on Android now. Don't reuse textures.
+ * Run the depal stuff, seems a bit broken. Add some state filtering.
+ * Scissor fix
+ * Fix showing savestate screenshots (needed mips)
+ * Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
+ * Fix some texture memory bugs (yeah need to make copies..)
+ * gl-render-manager: Need to actually bind newly created textures.
+ * GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
+ * Start moving the framebuffer stuff over to the render manager
+ * Fix more gl-render-manager problems
+ * Kill off the GL state cache
+ * Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
+ * Initial texture work. Bugfix indexed drawing
+ * More GLRenderManager
+ * Start messing with the draw engine...
+ * Finish the shader manager (almost)
+ * PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
+ * Fix clears and textures. Things still broken due to memory overwrites.
+ * First garbage graphics output!
+ * Even more gl-render-manager
+ * More gl-render-manager
+ * More work on gl-render-manager
+ * Begin implementing GLQueueRunner and GLRenderManager
+ * Additional header cleanup
+ * Split Android graphics context implementations into their own files.
+ * Windows: Fix loading files with a long path.
+ * Revert "EditorConfig: Workaround MSVC2017 bug."
+ * Windows: Use sufficient buffer for config file paths.
+ * Windows: Fix a small memory leak.
+ * Experimenally try a new gamecontrollerdb.txt line for 360 wireless receiver on linux. See #10181
+ * Allow up to 10x window size on Windows.
+ * Windows: Fix extracting UMD block data.
+ * Add taptic feedback on virtual buttons
+ * Don't prevent use of make's long options
+ * Update Inno installer
+ * Check for Vulkan Xlib/Wayland surface support before enabling
+ * Update lang submodule
+ * IR: This optimization is safe when all three regs are consecutive, so avoid disabling it unnecessarily.
+ * Minor cleanup
+ * Use more accurate words
+ * irjit: Remove Comp_ITypeMemLR.
+ * Use more specific words when applicable
+ * GPU: Improve some bezier logging.
+ * irjit: Improve multiple lwr in a row.
+ * irjit: Swap moves when it may allow clobbering.
+ * irjit: Convert lwr and friends to easier code.
+ * irjit: Combine lwl/lwr and swl/swr, like before.
+ * irjit: Handle Left/Right ops in passes.
+ * irjit: Add dedicated ops for lwl/swl and friends.
+ * irjit: Optimize out temp lhs copies.
+
-------------------------------------------------------------------
Tue Jan 09 00:29:43 UTC 2018 - pousaduarte@gmail.com
diff --git a/ppsspp.spec b/ppsspp.spec
index 462f28c..f0cb07a 100644
--- a/ppsspp.spec
+++ b/ppsspp.spec
@@ -17,7 +17,7 @@
Name: ppsspp
-Version: 1.5.4~git20180108
+Version: 1.5.4~git20180225
Release: 0
Summary: PlayStation Portable Emulator
License: GPL-2.0+