diff --git a/Core/Dialog/PSPNetconfDialog.cpp b/Core/Dialog/PSPNetconfDialog.cpp index 47dbd4fc66..4c6de7e984 100644 --- a/Core/Dialog/PSPNetconfDialog.cpp +++ b/Core/Dialog/PSPNetconfDialog.cpp @@ -1,4 +1,4 @@ -// Copyright (c) 2012- PPSSPP Project. +// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by @@ -47,7 +47,10 @@ int PSPNetconfDialog::Init(u32 paramAddr) { Memory::Memcpy(&request, paramAddr, size); status = SCE_UTILITY_STATUS_INITIALIZE; + + // Eat any keys pressed before the dialog inited. __CtrlReadLatch(); + StartFade(true); return 0; } @@ -55,6 +58,8 @@ int PSPNetconfDialog::Init(u32 paramAddr) { void PSPNetconfDialog::DrawBanner() { PPGeDrawRect(0, 0, 480, 23, CalcFadedColor(0x65636358)); + + // TODO: Draw a hexagon icon PPGeDrawImage(10, 6, 12.0f, 12.0f, 1, 10, 1, 10, 10, 10, CalcFadedColor(0xFFFFFFFF)); I18NCategory *d = GetI18NCategory("Dialog"); PPGeDrawText(d->T("Network Connection"), 30, 11, PPGE_ALIGN_VCENTER, 0.6f, CalcFadedColor(0xFFFFFFFF)); @@ -84,6 +89,8 @@ int PSPNetconfDialog::Update(int animSpeed) { if (IsButtonPressed(confirmBtn)) { StartFade(false); status = SCE_UTILITY_STATUS_FINISHED; + // TODO: When the dialog is aborted, does it really set the result to this? + // It seems to make Phantasy Star Portable 2 happy, so it should be okay for now. request.common.result = SCE_UTILITY_DIALOG_RESULT_ABORT; } diff --git a/Core/HLE/sceNet.cpp b/Core/HLE/sceNet.cpp index 2a4b351dc5..12ec9e1cfb 100644 --- a/Core/HLE/sceNet.cpp +++ b/Core/HLE/sceNet.cpp @@ -359,7 +359,7 @@ int sceNetInetConnect(int socket, u32 sockAddrInternetPtr, int addressLength) { int sceNetApctlDisconnect() { ERROR_LOG(SCENET, "UNIMPL %s()", __FUNCTION__); // Like its 'sister' function sceNetAdhocctlDisconnect, we need to alert Apctl handlers that a disconnect took place - // or else games like Phantasy Star Portable 2 will hang. + // or else games like Phantasy Star Portable 2 will hang at certain points (e.g. returning to the main menu after trying to connect to PSN). __UpdateApctlHandlers(0, 0, PSP_NET_APCTL_EVENT_DISCONNECT_REQUEST, 0); return 0; }