Commit Graph
6340 Commits
Author SHA1 Message Date
Unknown W. Brackets 599465ee6e Correct priority handling for Mbx funcs.
Also, moved to correctly updating the linked list.
It's possible a game might follow it since it's there.
2012-12-16 21:36:53 -08:00
Unknown W. Brackets 87fcdc9080 Use KERNELOBJECT_MAX_NAME_LENGTH for name length.
Just avoiding magic numbers, didn't know there was a constant.
2012-12-16 21:36:52 -08:00
Unknown W. Brackets 0d07013199 Cleanup timeouts and refer for Mbx functions. 2012-12-16 21:36:52 -08:00
Unknown W. Brackets 13ed64ff4b Add basic timeout support for Mbx. 2012-12-16 21:36:51 -08:00
Unknown W. Brackets 94094f99bf Cleanup basic Mbx implementation, create func. 2012-12-16 21:36:51 -08:00
Henrik Rydgard 369afa5b93 sceSas: Resample audio according to pitch 2012-12-16 21:20:16 +01:00
Henrik Rydgard 15b7c1c96c sceSas cleanup 2012-12-16 20:40:49 +01:00
Henrik Rydgård 8f5b6671db Merge pull request #182 from unknownbrackets/audio-minor
Add range checks to sceSas*() funcs
2012-12-15 23:10:41 -08:00
raven02 1dbb6a8bda Fix sound distortion and improve sound clarity 2012-12-16 13:11:53 +08:00
Unknown W. Brackets 3899176af6 Add range checks to sceSas*() funcs.
Savage Moon, at least, is trying voiceNums up to 43.  This makes it
run instead of crashing, and is pretty cheap.
2012-12-15 15:45:41 -08:00
Henrik Rydgård efd29ab75e Merge pull request #181 from unknownbrackets/event-flags
Support WAITCLEARALL on event flag wait/poll
2012-12-15 10:27:43 -08:00
Henrik Rydgård cca64e4603 Merge pull request #180 from tmaul/master
Fake enough of the on screen keyboard to make games work
2012-12-15 10:09:59 -08:00
Unknown W. Brackets 70cbf98a20 Support WAITCLEARALL on event flag wait/poll.
Thanks to @B1ackDaemon for catching this.
2012-12-15 10:06:56 -08:00
TMaul 0414b072a4 Display OSK message
And some cleanup
2012-12-15 17:13:58 +00:00
TMaul a2a4248381 Fake some of the on screen keyboard
Now games that use it assume the user has input "000000" which seems to
work for most games. Gets Pixel junk monsters deluxe and Worms battle
island in-game
2012-12-15 16:42:38 +00:00
Unknown W. Brackets bb10140728 Oops, event flags weren't always deleting properly.
Added some comments to explain why removal from waitingThreads is
deferred.  Also had to move things around so the right outBitsPtr
is always written to on timeouts.
2012-12-15 01:36:53 -08:00
Unknown W. Brackets d20b507796 Clarify these flags slightly. 2012-12-14 23:36:18 -08:00
Unknown W. Brackets 67f7f6b05d Oops, these flags can be or'd together of course. 2012-12-14 23:24:04 -08:00
Unknown W. Brackets 45258bb61f Cleanup behavior in sceKernel*EventFlag() funcs.
Biggest change is just that sceKernelSetEventFlag() rescheds.
2012-12-14 21:25:29 -08:00
Unknown W. Brackets 18bd6cdc98 Cleanup errors and timing for waiting on flags. 2012-12-14 12:05:16 -08:00
Unknown W. Brackets eb22f6bb78 Wake threads when an event flag is deleted. 2012-12-14 12:05:15 -08:00
Unknown W. Brackets 2ea992f2c4 Validate attr for mutexes, semas, and events. 2012-12-14 12:05:15 -08:00
Unknown W. Brackets d2d82196b7 Add timeouts for event flags.
Makes the threads/events/events test pass.

Still needs more tests, most likely several things are currently a
bit incorrect, like delete not waking threads.
2012-12-14 12:05:14 -08:00
TMaul b121749b39 Cleanup sceKernelModule 2012-12-13 11:40:56 +00:00
TMaul f40177ada8 More stubs and clean up
From various games
2012-12-13 11:40:55 +00:00
TMaul b21a89e56e Add sceRtcGetTime64_t
and define sceNetAdhocPollSocket
2012-12-13 11:40:54 +00:00
TMaul 6686849d35 sceNet stubs
Added from MGS peace walker
2012-12-13 11:40:53 +00:00
TMaul 8cc95d5640 sceUtil Cleanup
Some of these methods need implementing for some of the games though
2012-12-13 11:40:52 +00:00
TMaul 1c15b70277 Various Cleanups
Make some sceFont functions fill in (fake) error codes

sceGeListSync seems to want a return value (fat princess, others)

Another missing sceKernelModule method (killzone)
2012-12-13 11:40:50 +00:00
Sacha a1781b854a Symbian support for project.
New UNUSABLE_MMAP code path for platforms that cannot use the required flags (Xbox 360, Symbian). Falls back to malloc() instead.
N1 define for compilers (GCCE) that don't like to assume (int)-1 will safely cast to (char)-1.
Miscellaneous space->tab fixes.
2012-12-13 13:15:20 +10:00
Unknown W. Brackets c08a2ba00b Make sceIoLseek() correctly return 64-bit. 2012-12-11 22:57:05 -08:00
TMaul 11156fe288 sceKernelStartModule return value change
Debatable if its a worthy change as its not a proper fix but gets
persona 3 further with media engine enabled.
2012-12-11 23:24:01 +00:00
Henrik Rydgård 8782b2aec7 Quickfix issue 160 and fix a trigraph warning 2012-12-10 21:28:20 +07:00
Xele02 f633e2d9b5 Merge branch 'work' 2012-12-10 13:12:26 +01:00
Xele02 7de10d223b * Create class for Save and Message dialog for cleaner code.
* Update Save dialog to work more like the real one on PSP
* Correct some return value for Save Dialog.
2012-12-10 13:08:54 +01:00
Henrik Rydgård 32d80e9210 Merge pull request #158 from unknownbrackets/audio-minor
Some quick audio tweaks
2012-12-10 01:00:52 -08:00
Unknown W. Brackets bd1db90f9a Add crash checking to sceSasSetPause().
Brings back Mimana working.
2012-12-10 00:09:56 -08:00
Henrik Rydgård f6387dce47 Merge pull request #157 from unknownbrackets/umd-fixes
Correct UMD stuff based on callback cleanup
2012-12-09 23:14:10 -08:00
Henrik Rydgård 502aa45ed6 Merge pull request #156 from unknownbrackets/scheduling2
Fix some more problems with scheduling / callbacks
2012-12-09 23:13:41 -08:00
Unknown W. Brackets 955247b939 Minor opt: skip the deferred resched in idle.
This will probably be called most the frequently, e.g. to switch
between idle0 and idle1.
2012-12-09 22:50:57 -08:00
Unknown W. Brackets 36fb1a8392 Don't resume sleeping/etc. threads after cbs.
This could happen in a few cases, including the cb affecting its
own wait status.
2012-12-09 21:40:03 -08:00
Unknown W. Brackets a218dcc0f0 Ignore deleted callbacks early in the chain.
This also ensures they won't prevent future callbacks from running.
2012-12-09 21:39:56 -08:00
Unknown W. Brackets b02224615f Run all pending callbacks in a row before resume.
Tested with multiple callbacks.
2012-12-09 21:39:48 -08:00
Unknown W. Brackets bd7a9bab3e Correct UMD stuff based on callback cleanup.
Also, my tests got better because I learned how to test callbacks
better, so some of my mistaken assumptions from before are corrected.
2012-12-09 21:38:05 -08:00
Henrik Rydgård 53b8c9a611 Merge pull request #154 from unknownbrackets/scheduling
Copy the resched reason in case on stack
2012-12-09 20:20:41 -08:00
Unknown W. Brackets 7281456119 Return 0 in sceAtracReinit() to make games happier.
This makes Numblast get a bit farther.
2012-12-09 17:57:35 -08:00
Unknown W. Brackets e6e9ed1f45 Fix no return value in sceKernelDeleteThread().
Still need to test these funcs thoroughly.
2012-12-09 16:57:52 -08:00
Unknown W. Brackets a1a4a02759 While running callbacks, defer wait info.
This way if a thread is resumed while running callbacks, it'll
actually resume.
2012-12-09 16:56:47 -08:00
TMaul b7b40ba6d6 Make the flash filesystem a real directory
Not really needed yet, but it will be.
2012-12-09 23:32:44 +00:00
Unknown W. Brackets e150cc5c03 Correct skipped parameter for deferred resched.
Forgot to check callbacks, oops.
2012-12-09 15:08:44 -08:00