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UI: Show more detailed loading status.
It's sometimes taking longer, so this may make it easier to identify. See #10673.
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@@ -1588,6 +1588,8 @@ void __KernelLoadReset() {
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bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_string) {
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SceKernelLoadExecParam param;
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PSP_SetLoading("Loading game...");
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if (paramPtr)
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Memory::ReadStruct(paramPtr, ¶m);
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else
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@@ -1626,6 +1628,7 @@ bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_str
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pspFileSystem.ReadFile(handle, temp, (size_t)info.size);
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PSP_SetLoading("Loading modules...");
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Module *module = __KernelLoadModule(temp, (size_t)info.size, 0, error_string);
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if (!module || module->isFake) {
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@@ -1666,6 +1669,7 @@ bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_str
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if (module->nm.module_start_thread_stacksize != 0)
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option.stacksize = module->nm.module_start_thread_stacksize;
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PSP_SetLoading("Starting modules...");
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if (paramPtr)
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__KernelStartModule(module, param.args, (const char*)param_argp, &option);
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else
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@@ -1682,6 +1686,7 @@ bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_str
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bool __KernelLoadGEDump(const std::string &base_filename, std::string *error_string) {
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__KernelLoadReset();
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PSP_SetLoading("Generating code...");
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mipsr4k.pc = PSP_GetUserMemoryBase();
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