sceNetAdhocPdpSend with NULL data and a length of 0, sceNetAdhocPdpRecv
with a NULL sender MAC or port, and sceNetAdhocPtpSend with a NULL length
pointer all raised a memory exception before the call ran, which stopped
the game. On a PSP the first two succeed and the last returns INVALID_ARG
(net/adhoc/pdp and net/adhoc/ptp in pspautotests).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
amctrl.prx's PGD (BB) MAC and cipher functions, for kernel modules that
import them: the firmware's POPS manager checks and decrypts a store PS1
game's disc image with them. libkirk's amctrl.c reimplements the module, and
its MAC_KEY and CIPHER_KEY have the layout of the contexts the callers keep in
their own memory, so those are used in place. 6.60 NIDs.
Custom firmware calls, which homebrew that runs ME code uses to reach
its own kernel modules: KUBridge's kuKernelCall runs a function with the
first eight of its arguments and stores v0/v1 in ret1/ret2 afterwards;
sctrlHENFindFunction (SystemCtrlForKernel, and a new SystemCtrlForUser)
finds a loaded module's export by module, library and NID.
Tanaka's Touhou ports find and call their GE4 wrapper's exports with
them.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
HLEFunc and ReplaceFunc now take the MIPSState they run on. The dispatch
paths (both interpreters and every JIT backend) pass in the state they
belong to, and CallSyscall*, hleFinishSyscall and the HLE mips call
machinery use it instead of currentMIPS.
The wrappers in FunctionWrappers.h take the function as `auto` and call it
through HLECall, which also accepts an implementation with an extra leading
MIPSState * parameter and passes the state to it. Any other signature still
fails to compile, as before. PARAM/RETURN now refer to a local `mips`.
The HLE functions (and replacement functions) that used currentMIPS now take
the state that way. Callers outside a syscall's own frame - CoreTiming
events, the adhoc matching thread, dialogs, PPGe, the debugger UIs - pass
currentMIPS or &mipsr4k explicitly. The kernel's thread internals still use
currentMIPS.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Another pass looking for gaps, all of it now recorded by audio/blocking/channels
and audio/blocking/oneshot.
sceAudioOneshotOutput was the last unimplemented entry in the module, returning
"library not linked" to anyone who called it. It plays one buffer on a channel it
never reserves, so the channel frees itself when the buffer runs out, and its
argument checks are their own set: any positive sample count, aligned or not, no
upper bound, a negative volume rejected rather than skipped, and no busy check at
all. No game is known to use it; it is implemented because tracing it turned out
to be cheap, not because anything needed it.
The channels test confirms four behaviors: sceAudioChReserve(-1) skips a released
channel that is still playing while a reserve of it succeeds, a second channel
joining a running mixer doesn't lose a block unlike a first, mono counts down in
the same 64-sample steps over the same time as stereo, and the panned blocking
output has no extra delay on the high channels.
Also: the SRC resampler now interpolates into the next buffer at a buffer join
instead of holding the last sample, since the codec reads the two descriptors as
one stream. That only shows up at non-native rates and no test can see it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Temp revert old version to fix conflict; Implementing built-in PRO Adhoc Server; Add back sceUsbGps
Implementing more Adhoc functions, and some bug fix (i don't remember them anymore)
This way all instances are a lot easier to search for (was trying to find
where we were writing an incorrect value to v0, turns out to be callback
related of course.)
Also auto-saves hashmap additions and reapplies the hashmap on function
rename so that if you rename a function that exists in several copies
they will all be labelled.
Note that actual function replacement is not activated yet.