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Add a developer setting to disable individual HLE modules, allowing them to be loaded properly.
Some games survive with a loaded sceAtrac, and start talking to sceAudioCodec instead, the underlying library, though unsuccessfully since it's not properly implemented yet.
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@@ -746,7 +746,7 @@ static void __KernelWriteFakeSysCall(u32 nid, u32 *ptr, u32 &pos)
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{
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*ptr = pos;
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pos += 8;
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WriteSyscall("FakeSysCalls", nid, *ptr);
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WriteHLESyscall("FakeSysCalls", nid, *ptr);
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MIPSAnalyst::PrecompileFunction(*ptr, 8);
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}
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@@ -1931,7 +1931,7 @@ int __KernelStartThread(SceUID threadToStartID, int argSize, u32 argBlockPtr, bo
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// At the bottom of those 64 bytes, the return syscall and ra is written.
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// Test Drive Unlimited actually depends on it being in the correct place.
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WriteSyscall("FakeSysCalls", NID_THREADRETURN, sp);
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WriteHLESyscall("FakeSysCalls", NID_THREADRETURN, sp);
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Memory::Write_U32(MIPS_MAKE_B(-1), sp + 8);
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Memory::Write_U32(MIPS_MAKE_NOP(), sp + 12);
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