Recv, Recvfrom and Recvmsg wanted the game's whole buffer length to be
valid memory (5610c9ff9b), checked again on every retry of a blocked
call. That length is only how much the game can take, as with PdpRecv
and PtpRecv, whose buffers a PSP takes past the end of memory
(pspautotests net/adhoc/pdp and ptp). Now only the start has to be
valid, and the host is given no more than fits. Sends still need all of
the data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Since 74178a8106 the PdpRecv syscall wants the game's whole buffer
length to be valid memory. Gods Eater Burst receives into the end of the
scratchpad (0x00013800) with a length of 2049, one byte past it, so every
receive failed with INVALID_ARG and its multiplayer session never got
the other side's datagrams.
A PSP takes such a buffer, and with nothing waiting leaves the length
alone (pspautotests net/adhoc/pdp). Handle it the way 185bbd5b5d does
for PtpRecv: receive no more than fits in memory, and give the game its
length back if the call fails without waiting.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Many of the "mistranslation" fixes replaced a translator's looser but
sensible wording with a more literal one, like zh_CN "Unofficial"
(the heading over unpromoted achievements), which was "custom
achievements". In the files where human translations are the
majority, those go back. Fixes of real errors stay: opposite or wrong
meanings, a different setting or button named, typos, garbled text
and text in another language. So do the resets of gibberish to
English.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The "one word for each term" pass replaced translators' own wording
with a uniform term, which made the text less natural. In the files
where human translations outnumber AI ones, the values go back to what
they were, except where the old wording was actually wrong: mostly a
save state called a game save (most of them in zh_TW), plus a few that
named the wrong thing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
They were only listed on Windows and Android, from before the Cocoa and
SDL3_ttf drawers existed, so Mac, iOS and Linux didn't have them.
The SDL drawer now takes the paragraph direction from the RTL embedding
TextDrawer adds, and strips the marks before FriBidi sees them. Otherwise
the marks count as a second level, and every Arabic line would go through
FriBidi's reordering and shaping instead of SDL3_ttf's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
All from modules/startresult and modules/queryinfo:
- A nonzero module_start result deletes the module. sceKernelStartModule
returns 0 for 1 (no resident) and the value itself otherwise.
- A nonzero module_stop result leaves the module started, and
sceKernelStopModule returns CAN_NOT_STOP for 1 and the value otherwise.
- Only a never-started module can be started (ERROR otherwise). Stopping one
that was never started gives NOT_STARTED, and unloading a started module
gives NOT_REMOVABLE.
- sceKernelQueryModuleInfo checks the pointer before the id, and with an SDK
version past 2.07 accepts only info sizes 0x40 and 0x60.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Returning from the thread entry with a negative value now gives the same exit
status as passing it to sceKernelExitThread, 0x800200D2 (threads/returnstatus).
That's also what sceKernelWaitThreadEnd returns, and what a module_start or
module_stop that returns a negative value hands back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Most values started with a left-to-right mark, which forced a left-to-
right layout, and many had their Latin words and punctuation moved by
hand to look right that way. Now that RTL text is laid out right to
left everywhere, those strings came out scrambled.
The hand-ordered ones are converted to logical order, checked to look
exactly as before. Lines that were already in logical order with a
stray mark in front just lose the mark, which also fixes how they
looked until now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GDI and DirectWrite started every line left to right, while the SDL,
Cocoa and Android drawers took the direction from the first strong
character. So a Hebrew line mixing in Latin words came out in the wrong
order on Windows, and on the others when it started with "PPSSPP".
When the UI language is right to left, each line containing RTL text now
goes to the backend inside an explicit RTL embedding (RLE ... PDF),
which all of them honor.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
sceKernelStartModule left the status word untouched for a module without
module_start, so the caller read whatever was on its stack. The PSP writes 0
there (modules/nostart).
R-Type Tactics loads the libfont.prx on its disc after its LoadExec and gives
up on its fonts when that status is negative (0xDEADBEEF from the stack fill),
then crashes writing through a pointer it never set. This only showed once
the disc's libfont became the default over our HLE sceFont.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Recurring terms (save state, savedata, cheats, relay, rendering,
upscaling, Memory Stick, default, analog stick and so on) were
translated several ways within one file. Each file now uses the form it
already used most, or the standard term where a minority form was the
correct one. Save states and the game's own savedata are kept apart,
most visibly in zh_TW, which used one word for both. zh_TW also gets
Taiwan terms where it had mainland ones, and the same English string in
two sections now reads the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The previous two commits reset some values to English that were usable:
ku_SO's sensible Kurmanji strings (wrong dialect and script for the
file, but readable), Indonesian text in jv_ID, and values where only a
word or a stale suffix was off. Those are back, with the broken part
fixed where there was one. Values that were gibberish or said something
else stay in English.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Values that said something other than the English: opposite meanings
(Move Up/Down swapped, Disabled as "Enable", a lossless codec as lossy,
"(slower)" as "low latency"), the wrong sense of a word ("Recent" as
current, backend as background, Resume as summarize, Cancel as Ignore),
messages naming the wrong setting or fallback backend, swapped and
duplicated strings, and text in the wrong language (Brazilian forms in
pt_PT, Latvian in lt-LT, Hungarian in hr_HR, Tajik in tg_PH). Also a
batch of spelling mistakes.
Gibberish values that couldn't be translated with confidence, most of
them in ku_SO, lo_LA, km_KH and jv_ID, are back to the English string.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- InsufficientOpenGLDriver: now a Yes/No question about switching to
DirectX, but many languages still had the old "update your drivers"
text, which asks nothing.
- BufferedRenderingRequired still pointed at the removed rendering mode
setting, and "Skip buffer effects" kept the old "(non-buffered,
faster)" suffix.
- "Save frame dump" was still "Dump next frame to log", and Software
rendering was still "(experimental)".
- "Completed %1" (softcore) had the same text as "Mastered %1"
(hardcore) in many languages.
- The generic restart prompt named one particular setting in three
languages.
Languages I can't translate confidently go back to the English string.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The PSP dialog buttons and messages, the credits and the confirm button
setting were still stored reversed, or with their words reordered, for
text drawing without bidi support. All text drawers handle bidi now, so
they showed backwards. The two-line "Please wait" messages also get back
their line break.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Outside [DesktopUI] an & is shown as is, so accelerators copied into
labels like "Pause when not focused" appeared on screen. Also fixes
mangled \n escapes, menu accelerators placed on a space or doubled,
lines without an = (never loaded) and a doubled "Warning:" prefix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Fixes#22982
This remaster only ever ran in the PS3's emulator, and its unofficial
Simplified Chinese translation renders no Chinese text with the
firmware's sceFont and fonts, which we now use whenever a firmware is
installed. Its entry in the HD remaster table now says so: sceFont stays
HLE'd whatever the settings and compat flags say, and the HLE sceFont
loads our fonts rather than the NAND's (and doesn't install any from the
disc's updater).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It came after the early return for an empty NAND, so it was hidden exactly
when it matters most, before any firmware is installed. It now sits under
the description, which is there in every state.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
UmdMount deleted the old loader as soon as the new file was resolved, but
the old disc's file systems stayed mounted until MountGameISO replaced
them. A swap that then failed (an unsupported file, or an ISO
ConstructBlockDevice rejects) left the game reading its old disc through
a deleted loader, and even a successful swap could free it under a read
still going on the IO thread. Now the new disc is mounted first, which
takes pspFileSystem's lock that reads hold, and a failed swap deletes the
new loader and leaves the old disc alone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
UmdMount gave g_loadedFile the new loader before ResolveFileLoaderTarget,
which deletes it and returns another for a PBP directory or a PS1 disc
image, and wraps it in a ZipFileLoader that owns it for a zip. After that,
the next swap deleted the dangling loader again (a Play crash report shows
it in UpdateLoadedFile), and for a zip the wrapper that was mounted had no
owner. Reproduced in headless with game.umd.insert: inserting a directory
with an EBOOT.PBP, then a disc image.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Archiving stripped their debug info before the app linked them, so the
dSYM only covered the app target's own files.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The iOS and tvOS apps no longer link MoltenVK, and the ios/MoltenVK
submodule is gone. With that, the statically linked Vulkan path
(PPSSPP_VK_STATIC) has no users and is removed. VulkanMayBeAvailable()
returns false in the iOS app, so a config that says Vulkan falls back to
Metal, which is now the tvOS default too. macOS keeps Vulkan.
The graphics settings hide the backend selector when there's only one
backend to pick, using a new SettingItem::Visible() (hidden items are
also left out of search results).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At boot it checks for savedata space with SIZES and said there was none:
the default 16GB stick, with no save yet, comes to 2^34 bytes, which is
0 in 32 bits. Saving worked fine when told to go ahead anyway.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The loader thread writes memory, kernel objects and the symbol map
without g_frameMutex, and fires SYMBOL_MAP_UPDATED for every module it
loads. Each one made the GUI thread refill the symbol lists while the
loader went on adding symbols, so booting the XMB (which loads a long
chain of modules there) with the disassembly window open crashed in
SymbolMap::FillSymbolListBox.
Readers holding g_frameMutex now also check the new PSP_IsBooting() and
skip while it's true. BOOT_DONE refills the lists once the boot is done.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both its lists offered everything bootable, the XMB, homebrew and PS1
games included, though only what UmdMount takes can go in the drive.
The new UMDS_ONLY browse flag keeps PSP disc images and disc folders.
ISOs and CSOs are trusted by extension so big folders stay quick to
list; CHDs and PBPs are identified, since they can be PS1 games.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
So it gets a usable portrait layout: a title bar with a back button, the
game list, and the Load button below it. Landscape keeps its old shape,
with Back replacing the Cancel button.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>