Most UMDs carry a firmware updater, and having a real firmware in the NAND is
what the LLE modules want. On boot, if the disc's updater is newer than what's
installed - or nothing identifiable is installed, which is what a fonts-only
NAND looks like - unpack it, with a progress bar on the OSD. Controlled by
bAutoUpgradeFirmware, on by default, with a checkbox on the firmware screen.
Off in headless, which shouldn't rewrite the NAND during a test run.
The install itself is now shared with the install screen, and hardened, since
it can run without anyone watching:
- It stages into <NAND>/install-staging and only erases the installed firmware
once the new one is complete on disk, so a failure leaves what's there alone.
- A single entry that didn't unpack fails the whole install. A firmware with
holes still looks installed, so nothing would ever replace it.
- A truncated archive is rejected instead of unpacking to half a firmware that
every stat reports as a clean install. The PSAR header records the length;
it was being clamped to the buffer rather than checked against it.
Also falls back to the version in the archive's own header when the PARAM.SFO
next to the updater is unreadable, which it is on a fair number of discs.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
"Firmware 6.20 is installed. It will be erased and replaced with 6.60." is the
thing worth double-checking before wiping a firmware - installing off whatever
disc is to hand makes going backwards easy to do by accident.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The game screen already reports which updater a disc carries, but there was no
way to act on it - the only route to installing one was picking an updater PBP
out of the browser. The unpacker already handles being pointed at a disc, so
this just wires the menu entry to it.
Shown only when the disc actually has one, and not while a game is running:
installing wipes the NAND that game has mounted.
InstallUpdateScreen takes the archive size now, because for a disc the size of
the file it was handed is the game's and says nothing about the firmware.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Shows what's actually in PSP/NAND - nothing, a fonts-only partial install, or
a full firmware with its version, build date and region - read from
flash0:/vsh/etc/version.txt, which is present both in a PSAR-unpacked install
and a NAND dumped off hardware.
Also offers to install an updater, erase the NAND, and launch the XMB, the
last one gated on FirmwareVersionSupportsVSH() since the module patches that
get vshmain.prx running are tied to 6.61's offsets.
Installing a firmware now erases flash0/flash1/ipl first - two firmwares can't
be merged, a file the new one doesn't have would linger and still get loaded.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
sceFont never looked at flash0:, so a firmware the user installed was
ignored and we always fell back to our bundled substitutes - despite
the "ignoring NAND" warning suggesting otherwise. It reads flash0:/font
now, after the game's own fonts and the classic ms0 override.
And if there's nothing in NAND, we unpack just flash0:/font out of the
firmware updater on the running disc, which most UMDs carry. That turns
"install a firmware first" into something that happens by itself for
anyone playing a retail game.
EmulatedModelGeneration moves from InstallUpdateScreen into PSARUnpack
so both callers pick the same firmware file list.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
Opening an official updater (a PSP/GAME/UPDATE EBOOT.PBP, identified by the
MSTKUPDATE disc ID) from the main screen now brings up a confirmation dialog
that unpacks the firmware into the NAND directory, where the emulated
flash0/flash1 live. Running the updater itself doesn't work, so there was
nothing useful to do with one before.
Unpacks the file list for the model we claim to be (iPSPModel), on a worker
thread, with a progress bar - for which PSARUnpackOptions gets an optional
progress callback.
AGENTS.md: translate UI strings last, in a separate commit
The English string is what all ~47 languages get derived from, so rewording it
after the sweep means redoing the sweep. Check the wording first.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>