The JITs used to find a block by overwriting its first instruction with an "emuhack" holding
the offset into the code space, and replacement functions installed their own emuhack the same
way. Anything that read code (savestates, the debugger, memory dumps, cheats, the function
hasher, games reading their own code) had to translate them back.
Blocks now live in a block shadow: one u32 per guest instruction, indexed by the PC masked with
BLOCK_SHADOW_MASK (1GB on 64-bit, folding the kernel and uncached mirrors; 256MB on 32-bit, iOS
and Switch, where address space is short), with the low bits cleared so a misaligned PC can't
read across two entries. Only the ranges under memory views are committed, so a bad PC still
faults in the dispatcher, and the shadow is reserved before the memory map so it can't land in
a gap of the 4GB window. Entries hold full 32-bit offsets, lifting the 16MB limit. The
dispatchers on every backend, and the IR interpreter's loop, look blocks up there.
A hooked instruction without a compiled block gets the JIT's hook value in its entry: the offset
of the dispatcher's compile path (1 for the interpreters, the IR arena keeping that offset
empty), so dispatching there compiles a block, and the frontends substitute the hook. Compiling
replaces the entry with the block's, and destroying the block puts the hook value back. The hook
value is rewritten when the JIT changes or regenerates its dispatcher.
Hooks live in a map keyed by the masked address, and are dropped when the game overwrites the
hooked instruction, or when an icache invalidation finds the function's hash (immediates masked,
as when matching it) changed. Those checks run when queued invalidations are processed, since
cheats and the debugger queue them before writing. Installing and removing hooks invalidates
deferred, as it happens in HLE calls that can run inside a block. The cache instruction goes
through MIPSState, so it drops changed hooks too.
With clean memory, the save/clear/restore around savestates, memory reads and dumps goes away,
as do the source-range invalidations in the memcpy replacements, sceDmac and the cheats.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
CoreTiming::DoState replaced every event's callback with the anti-crash
one in every mode, relying on each module's restore to put it back. A save
that failed partway never got to those, and left the running game with
events that break into the debugger. The missing-section fallbacks then
also ran on the save: cheats and the mic re-registered events into the
wrong slots, and achievements reset the runtime.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
System.cpp stamped BootState::Complete unconditionally after InitGPU(), overwriting
the Failed that InitGPU sets when GPU_Init() fails - after it has already run
CPU_Shutdown(). PSP_InitUpdate then took the success path on a core that no longer
existed, down to a null Memory::base, and the first guest access dereferenced it.
InitGPU now reports failure and both callers honor it. (The libretro path had the
same problem from the other direction: it calls InitGPU after the Failed check.)
HandleAssert called g_assertCancelCallback directly on the IDCANCEL path, without
the null check its own BreakIntoPSPDebugger() helper does - and EmuScreen clears the
callback when a game is unloaded. So any assert after returning to the menu turned
"Cancel: skip and break into PPSSPP debugger" into a null jump, from the one button
whose entire purpose is surviving the assert.
__CheatDoState registered the cheat event type when the savestate had no CwCheat
section, but never scheduled it. CoreTiming::DoState has already swapped in the
state's event queue by then, which doesn't contain one either - so loading an old
savestate silently killed cheats, and the enable/disable polling with them, for the
rest of the session.
Achievements::ChangeUMD set g_isIdentifying and returned without clearing it when
hashing failed, leaving IsBlockingExecution() true forever - EmuScreen stops running
the CPU and the game is frozen until restart. Reachable from a disc swap on any ISO
whose PARAM.SFO or EBOOT.BIN can't be read.
x64Analyzer routed opcode 0x88 into the write path but had no case for it, so it hit
the default, logged from inside the crash handler, and failed. 0x88 is exactly what
the x64 JIT emits for a guest sb, so MemFault could never skip or ignore a bad byte
store the way it can a word one. Handle the 8-bit forms, and drop the 0x8a/0x8b cases
in the read path that the same 0xF0 mask made unreachable. Covered by a new
CheckAnalyze case, which fails without this change.
314 pspautotests pass, all unit tests pass.
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
0xA0 vibration cheat(Xinput)
Syntax is: 0xA0NNLLLL 0x00MMRRRR
where NN/MM is time vibration lasts LLLL/RRRR is the vibration power
0xA1 read value for the vibration(Xinput) from game memory
Syntax is: 0xA1000000 0xNNNNNNNN
where NNNNNNNN is the address that stores following values at offset:
0xNNNNNNNN + 0x0 Left Vibration power,
0xNNNNNNNN + 0x2 Right Vibration Power
0xNNNNNNNN + 0x4 Left Vibration time
0xNNNNNNNN + 0x6 Right Vibration time
Left some room for other PPSSPP specific cheats(0xA2-0xAF)