As on a PSP: pressing HOME in a game shows "Do you want to quit the game?"
over it. The game keeps running but gets no input while it's up (sceCtrl
samples are blanked). Left/right picks Yes or No, the confirm button (our
Confirmation button setting, or what compat forces) chooses, the other face
button or HOME closes it, and Yes/No can be tapped. The volume keys change
the game volume a step at a time, shown on the volume bar.
Yes runs the game's registered exit callback first, like the PSP does,
showing "Please wait..." meanwhile. Then, if the XMB launched the game, the
XMB is booted again; otherwise it's back to the game browser, like Exit to
menu. If the callback hasn't ended the game in 10 s, it's quit anyway. Not
in the XMB itself, the PS1 emulator (its own HOME menu) or GE dumps.
It lives in UI/ImposeHome.cpp; EmuScreen only feeds it input and frames and
draws it over the PSP display.
With a firmware dump installed, it's drawn with the firmware's own art from
flash0:/kd/resource/impose.rsc, which is what impose.prx draws it from:
prerendered text for each system language (the question, Yes/No normal and
highlighted, Enter/Back, Please wait...), the button icons, the lines, the
volume bar, the battery and the clock glyphs. The format is documented in
ImposeHome.cpp. Without one, the same screen is drawn with our font and
simple shapes at the same positions.
Where impose.rsc doesn't say where things go, the layout follows
impose_02g.prx (6.61), decrypted and disassembled:
- The screen is filled with 0x9CE7 (#393939); the images are opaque.
- Lines at (80, 96) and (80, 175); impose.prx grows them from the middle
when it opens, which isn't done here.
- Volume bar: the speaker at (28, 223), 30 steps from x 62, 12 apart. It
shows our game volume in the PSP's 30 steps.
- Button guide: the cross icon always left, the circle right, "Enter" and
"Back" next to whichever confirms and cancels.
- Status bar: the battery at (450, 5) (60% and up full, 30% two bars, 12%
one, then empty), the clock ending next to it at y 5: "M/D H:MM", or
"D/M" for the DD/MM/YYYY format, no leading zero on the month, day or
hour, AM/PM for the 12-hour clock.
The clock is the emulated PSP's local time (__RtcGetCurrentLocalTime, new),
in the system's date and time formats. The battery is this device's, since
the emulated PSP's is always full; a device without one shows it full.
For that, Windows now reports -1 for SYSPROP_BATTERY_PERCENTAGE without a
battery (was 100), as SDL already did; SDL polls the battery even when the
status overlay doesn't show it, and the overlay leaves it out when there's
none.
Core side: __CtrlSetGameInputBlocked; __KernelCanExitToVSH and
__KernelRequestExitToVSH to quit to the XMB from outside a syscall; and
__KernelInvokeRegisteredExitCallback(toVSH), so a callback that returns
without exiting ends in the XMB rather than powering down.
New strings: "Do you want to quit the game?", "Please wait..." (Dialog).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NB244iFpvm14JH2FbwHXeQ
Backwards from 5.01, one release at a time, against all 39 versions that ship
on a disc plus the download-only 6.61. Nothing here is an offset - it's almost
entirely Sony renumbering the kernel *_driver NIDs, which sends an import we
mean to HLE into the real firmware module instead.
Four more NIDs each for sceRtc_driver/sceRtcSetAlarmTick and
sceHprm_driver/sceHprmReadLatch, covering 1.50 up. The rtc one is what parked
every thread on a SceSysconSync semaphore; the hprm one runs once a frame, so
unresolved it was most of the boot log. Also sceImposeGetParam/sceImposeChanges
(1.50 - 2.xx) and sceKernelLoadModuleVSH (1.x, which is how the shell loads its
own plugins - unresolved it got module id 0 and StartModule failed).
sceRtcIsAlarmed had to be implemented too; it returns 0, as in JPCSP. As a null
entry it returned LIBRARY_NOT_YET_LINKED, and the 3.0x-3.5x VSH read that as
"ask the hardware instead" and went back to blocking on syscon.
Two structural findings:
- Up to 4.05, scePaf's heap allocator is a separate heaparea1.prx that paf
imports as scePafHeaparea. Load it when it's there. Its pool pointer needs
the same pre-fill paf's does, at gp - 0x7FCC rather than gp - 0x7E88.
- 1.50's vshmain.prx declares no module attributes at all - PSP_MODULE_VSH_MODE
only appears from 1.52 - so the whole VSH bootstrap was being skipped. Accept
the module name too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The blocker below 6.60 wasn't offsets, it was that Sony renumbered the kernel
*_driver NIDs between versions. A function we HLE under its 6.6x NID is a
stranger on an older build, so the import lands in the real firmware module
instead - and that's where it goes wrong:
- sceRtc_driver sceRtcSetAlarmTick. Without the HLE the VSH's alarm call ran
the real rtc.prx, which called on into syscon.prx and blocked forever on a
SceSysconSync semaphore. That was the whole "stalls with every thread parked"
symptom; the tell was a fourth SceSysconSync waiter a healthy boot lacks.
- sceHprm_driver sceHprmReadLatch, called once a frame - so before this an
older firmware's 12-second boot logged ~20000 lines of one unresolved import.
Three extra NIDs each, found by disassembling the module from both firmwares
and matching on the address of the user-mode export whose NID never changed
(sceRtc/0x7D1FBED3, sceHprm/0x40D2F9F0).
5.55 additionally needed two PRX decryption keys we didn't have (0x4C941AF0
and 0x4C941BF0) - without them none of flash0:/kd decrypted and the shell came
up with no drivers behind it at all.
Checked one release at a time against every version that ships on a disc, plus
6.61. 4.05 and below still die on a null write inside vsh_module.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This is stuff encountered in the VSH boot research.
sceRtc_driver, scePower_driver, sceImpose_driver, ThreadManForKernel funcs,
sceRtcGetAlarmTick, sceHprm_driver/sceHprmReadLatch
sceVshBridge_Driver imports sceKernelResumeDispatchThread, SuspendDispatchThread,
and NotifyCallback from ThreadManForKernel, but they were only registered under
ThreadManForUser. Added sceKernelGetUserLevel and sceKernelIsUserModeThread (new).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.
Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
This may be safer in case a game thinks funny business is going on if the
user changed the clock very recently, which wouldn't be the case on a
real PSP.