The video player only gets the AAC flags it needs when the XMB has booted
the ME in mode 3, and an XMB older than 6.60 asks for that under another
NID, which stayed unresolved: on 6.00, SAMPLE.MP4 said "This video cannot
be played". The NIDs come from matching the function in each version's
me_wrapper.prx. hleKernelNids grows three columns for the generations
before 3.95.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22764
pspautotests video/mpeg/cscvme shows the two luma buffers are fields, each
with its own chroma, and that the rows land as they do for
sceMpegBaseCscAvc: woven together without a second buffer, packed one per
buffer with one. The XMB's Motion JPEG player passes the second buffer
right after the first with the picture's halves as the fields, which is
why the halves model happened to work for it.
The hardware's colours match the scalar conversion exactly, so CscVme uses
that rather than swscale. Fields packed back to back now reach the GPU as
one write, so a texture over the whole picture isn't cut at the first.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The XMB's video player renders Motion JPEG AVIs with sceMpegBaseYCrCbCopyVme
and sceMpegBaseCscVme (JPCSP's names), which take planar YCbCr in two halves
rather than the ME's tiled layout. The copy sizes follow mpegbase_260.prx.
sceMpegBaseYCrCbCopy took the frame size from the destination descriptor,
which the same player leaves unset. mpegbase_260.prx reads it from the
source, in pixels.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22763
The XMB's video player boots the ME in mode 3 through sceMeCore_driver's
sceMeBootStart (5dff5c50), where games get mode 2. Mode 3 only changes the
argument to ME command 0x185 (me_wrapper.prx), and the player sets the AAC
context flag at 0x2d on anything newer than a PSP-1000 and plays those
files, so sceAudiocodecInit now accepts the 0x2c/0x2d flags in mode 3.
Games still get the failure pspautotests audio/audiocodec/context records.
Also implements the two vaudio calls the player uses: a ChReserveBuffering
that routes each buffer through an ME effect (E8E78DC8), and the setter for
its parameter (504E4745). The effect isn't known, so audio goes out as is.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Part of #22669.
An in-mission cutscene starts on a black screen held for a number of updates
set by the cutscene, while its setup moves the actors at a speed given in
time. In Episode 1 Part 4 the hold is 12 updates: at 60fps the fade in starts
0.25s in, and Gabe is seen sliding across the room for 0.3s on his way to his
start position. Count the hold at 20fps, which starts the fade 0.6s in, right
after he arrives, as in the PSP footage.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Part of #22669.
When a scripted move reaches its target, the AI only issues the next command
("face this way") two updates later, so the actor coasts for two frames before
turning. At 60fps that's 33ms: the turn starts further from the target, the slide
carries Gabe out of the 1.0 target radius, the steering seeks the target again and
he spins, ending up with his back to the camera in the Episode 1 Part 1 cutscene.
At 20fps (where the pose matches PSP footage) he coasts for 0.1s.
Hook the steering function to hold the turn rate at zero for the first 0.1s after
arriving, so every frame rate gets the 20fps outcome. Anchor heading measured in
that scene: 60fps -81 (was -150), 30fps -82 (was -116), 20fps -80, 15fps -75.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A cue sheet, a CloneCD .ccd, or a bare .bin, .img or .iso of a PS1 disc
now boots on the firmware's POPS, as the converted EBOOT.PBP popstation
would make from it. PS1EbootFileLoader builds the PBP header, PARAM.SFO
(the disc ID from SYSTEM.CNF) and the PSISOIMG header, TOC and block
index, and serves the disc image from the image's own files. Each block
of 16 sectors is a stored DEFLATE block: the manager won't read an image
of uncompressed blocks in its own format, but the converted PBP's inflate
takes stored ones, and with every block the same size, reads map straight
onto the files. Nothing is compressed or written anywhere.
Cue sheets can have any number of files, AUDIO tracks, INDEX 00 and
PREGAP, and a missing FILE falls back to the cue sheet's own name. A
2048-byte .iso gets Mode 2 Form 1 sectors made around its user data.
The EBOOT is mounted as the only file in host0:, through BlobFileSystem,
which now saves its open handles in savestates. The game browser lists
.cue, .ccd, .bin and .img, leaving out the .bin and .img files a cue
sheet or .ccd next to them describes, and a bare image opened directly
goes through the cue sheet that names it. GameInfoCache reads the title
and ID of these, and of real PS1 EBOOTs, from their PARAM.SFO.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A disc game or memory stick EBOOT started from the XMB used to be swapped in under the XMB's session,
so it ran without its PARAM.SFO, compat flags, game config, window title, savestates and so on.
Much of that is decided once, at boot (the memory map, the GPU backend, the shader cache), so
sceKernelLoadExec now asks the frontend for a reboot into the disc image or EBOOT (PSP_RequestBoot)
and stops. The app and headless boot it like a game from the game list.
The game keeps the XMB's launch args (CoreParameter::launchedFromVSH), so exiting boots the XMB
again, with the disc that's in the drive and those args, and the XMB comes back where it was without
auto-starting the disc. Homebrew keeps the disc that was in the drive. A disc whose executables are
all zeroes (the EUR Video Demo Disc's "game") still loads in place and fails back to the XMB.
In headless, the run carries on through the reboot, starting stopped under the debugger like the
first boot, since the reboot loses a pending cpu.runUntilTime.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With firmware 2.71 or later installed, picking a UMD Video disc boots the XMB with the disc in the
drive and UMD auto-start forced on for that boot, so the disc's menu comes up. Without one, the
info screen saying UMD Video isn't supported shows as before. The info screen's Play does the same.
A disc with both a game and video asks which to start. For the video, the XMB comes up with
auto-start forced off, since auto-start runs the game.
Older firmware can't play these: 1.50, 2.00 and 2.60 crash in video_plugin or paf with a video disc
in the drive, and 2.50 refuses it. 2.71 through 6.61 reach Bourne Supremacy's menu.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22737
Some video discs (Spider-Man) have a PSP_GAME holding only a firmware update. We reported them as
game discs too, and the XMB said "The disc could not be read". The type now comes from the fourth
field of UMD_DATA.BIN (G, V, A; the EUR Video Demo Disc says GVA), with the directories as a
fallback, and PSP_GAME without SYSDIR/EBOOT.BIN doesn't make a mixed disc a game. Identify_File uses
the same check, so these discs list as UMD Video.
Ejecting and inserting a disc from the pause menu without resuming in between left the old disc in
the XMB: callback notifications don't queue, so the insert's argument replaced the eject's before
the drive callback ran. The insert now waits until the callback has seen the drive empty.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Zuma is a pretty bad port from PC and has really weird aiming math,
clearly partially derived from the mouse aiming code.
- Each stick axis got its own dead zone (7864 of 32767), so the angle
bent towards the nearest axis, and at half deflection anything within
about 15 degrees of an axis was on it.
- The aim puts a cursor 450 pixels out along the stick and points the
frog at it, but only moves a cursor coordinate when that axis is
non-zero. With an axis in its dead zone, or the stick straight along
the other one, the frog pointed at wherever the cursor had last been:
full right after a diagonal aimed 27 degrees off.
- The axes are read as 127 minus the PSP's value, so a stick at rest
reads -1, which the old dead zone hid.
Two hooks: one gives the left stick a circular dead zone of the same
size, centred on 128, once the game has stored its floats; the other
moves a cursor coordinate that wasn't updated to the frog's own.
Reading the angle the game sets for 24 directions at full, 50% and 45%
deflection, it now matches the stick's to within 0.6 degrees, the
stick's 8-bit steps. Before, it was off by up to 27 degrees.
The aim still ignores the stick below about 43% of its travel: the
game's own minimum length on top of the dead zone.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The settings screen showed them in percent but they were stored as frame
rates out of 60, so the screen kept converted copies and wrote them back. Now
they're stored in percent under new ini keys (AltSpeedPercent,
AltSpeedPercent2, AnalogAltSpeedPercent), migrated from the old frame rate
keys like the audio volumes were, and converted to a frame rate where the
timing needs one.
Low percentages no longer round to a 0 fps limit, which meant unlimited.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
It was left unresolved with the kernel mutex calls, as they all let the
flash drivers reach the NAND controller during a VSH boot. It's the
mutexes that do that: with only the FPL resolved, sceIdStorage_Service
allocates from its pool and every firmware's VSH in 1.50-6.61 boots to
the same XMB picture as without it. Resolving the mutexes still hangs on
0xbd101300.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The game shares Resistance: Retribution's effect engine, smoke trails and all: a trail gets a
new node on every update while the nodes expire by the effect's clock, so the faster the game
runs the more smoke there is. When the tank explodes, the smoke grows the display list past its
500KB buffer at a steady 60fps (an overclocked CPU gets there), the list runs into the heap and
the game crashes on a bone array it overwrote. Hook the same two functions as in Resistance:
nodes at most every 1/30 of the effect's clock, and the overflow guard as a backstop. At 428MHz
the list now peaks at 351KB, against 512KB and a crash before.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
KeyValue gets an optional pointer to a g_Config bool, which the key
reads as 0/1. The setting wins over guest writes: since category_version
is kept low, the VSH upgrades the registry at every boot and rewrites
every key with its default.
/CONFIG/SYSTEM/umd_autoboot reads the new SystemParam VshUmdAutoboot
(default true, as before). Turned off, --vsh --mount stays in the XMB
with the disc in the Game column instead of starting it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The XMB passes its state as vshmain args (0x400 bytes) when it launches
something. We now keep them and start vshmain with them when the game
exits, so it comes back where it left off instead of booting fresh: no
opening, the launched item selected, and no UMD auto-start. vshmain's
module_start only copies them in when they begin with their size and
0x20, which the kernel has to fill in.
A launch that fails to load (like the Video Demo Disc's game part, whose
EBOOT.BIN is 2384 zero bytes) now goes back to the XMB too, instead of
stopping emulation. Before the args were handed back, this looped: the
fresh XMB auto-started the disc again.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
pspnet_apctl.prx exports the internal handler, scan and BSS functions to
the VSH under sceNetApctl_lib (as listed by its 6.61 export table). We had
them, but only under sceNetApctl, so the XMB's netconf plugin got an
unresolved import and the browser and online manuals stopped at 8002013A
before their Network Connection screen.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On a PSP, sceKernelExitGame in a game the XMB launched goes back to the
XMB. Ours ended the session. In a session booted as vshmain.prx, an exit
from anything but the VSH itself now LoadExecs vshmain.prx again; the
shell then plays its opening and comes back on the Game column.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Both took their key through GetPointerWriteOrException, which raises a
memory exception for 0, though the code behind them treats a null key
as no key. The VSH's Saved Data Utility checks PARAM.SFO hashes without
one, and emulation stopped there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The VSH's Saved Data Utility opens msstor0p1:/ to ask whether a stick is
in and writable (ioctls 0x02125008/9) and what type it is (devctl
0x02125802), and gave up quietly when the open failed. msstor paths now
open as a node with nothing behind it, answering those as msstor.prx's
handlers and a PSP do (pspautotests io/msstor/msstor): in, writable, type
0x40, without rescheduling, and 0x80220183 for a short output buffer.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The descriptor's +0x08 and the second output pointer (pspautotests
video/mpeg/cscavc): with a second buffer the fields are split and packed,
even rows into the first and odd ones into the second, and +0x08 leaves
the odd field out; without one, rows stay in place and +0x08 skips the
odd ones. The VSH's UMD Video player converts the top field of its 720x480
pictures this way, and our 480 full rows ran over the UI library's VRAM
allocator. Each field is converted with its own chroma rows, as
interlaced 4:2:0 has them.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The VSH's video player outputs sound through vshbridge.prx, which imports
sceVaudio under its driver name, so every sceVaudioOutputBlocking went
nowhere. Register the same functions as sceVaudio_driver. The player
reserves its channel with sceVaudioChReserveBuffering, which in vaudio.prx
is sceVaudioChReserve with a flag set; treat it as that.
It also polls sceDisplay_driver_996881D2 through vshbridge.prx, and skips
setting up its picture output when it's 0. display_02g.prx's init sets
that from the LCD panel type in IdStorage (0x0103000B for type 1,
0x0103020F for type 2), so it's never 0 on a PSP.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The VSH's UMD Video player reads what the ME writes beside each decoded
picture, which games' mpeg.prx only passes through (pspautotests
video/mpeg/avcdetail, recorded on a PSP):
- Given a 0x540-byte buffer at ctx+0x38, as mpeg_vsh.prx provides in the
modes the player uses, the ME points each picture descriptor's +0x24
and +0x28 at two 0xA4-byte records for it. The first is the picture's
SEI record: cpb_removal_delay at +0x18, dpb_output_delay at +0x1C, the
pic_struct at +0x20 (which the player picks a duration with), and flags
of 7 for a keyframe and 2 otherwise. sceVideocodecGetSEI writes the
record of the last access unit decoded to the buffer at ctx+0x50.
- A descriptor's +0x20 is 1 for a keyframe. The player drops every
picture after starting or seeking until it sees one.
- The 0x64 bytes at ctx+0x30 carry the VUI timing (num_units_in_tick at
240000 ticks a second), which the player checks against 5005 for film.
All of it comes from what ffmpeg's H.264 parser reports per access unit,
which AvcDecoder now hands back with each picture.
Each picture also goes into the next of the four frame stores, as the ME
rotates through its own: the player converts a picture in strips spread
over its next few frames, while decoding goes on.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
While the XMB is running, the pause screen offers "Insert UMD" with the
drive empty, opening the Switch UMD game picker, and "Eject UMD" with a disc
in. The XMB notices the change through its drive callback, as it does over
the debugger's game.umd.insert/eject. Games keep "Switch UMD".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
In mpegbase_260.prx, sceMpegBaseCscInit calls this with its built-in
22-byte table. The VSH's video player imports it directly. We keep
converting with the standard matrix, and log the one passed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Four 720x480 pictures take 2MB, all of the 2MB ME memory we modelled, so
UMD Video's decoder never got its frame buffers. mpeg.prx accepts ME
addresses up to 4MB. What we allocate still starts at 1MB, so games' videos
get the same addresses as before, and a savestate from before grows its
memory in place.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A UMD Video image can now be inserted, and the drive's disc type (devctl
0x01F20001) comes from what's on the disc: PSP_GAME, UMD_VIDEO and UMD_AUDIO
each set their bit. With a video disc the XMB moves to the Video column,
shows the disc with its icon and background, and hands it to the firmware's
video player when selected. sceUmdGetDiscInfo still tells games they're on
a game disc.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The XMB, booted without a game, now starts with an empty drive: when
vsh_module loads with nothing at disc0:, the drive is marked empty, and
activating it tells the shell's drive callback (SceVshMediaDetectUMD)
there's no disc. Activation used to report a readable disc regardless,
so the shell asked for its type and showed "The disc could not be read."
The disc type devctl (0x01F20001) answers 0 without a disc, as JPCSP
does.
game.umd.insert (path) mounts a disc image into the empty drive and
calls the drive callback as inserting one does; game.umd.eject takes it
out. UmdMount() is UmdReplace() without its need for a disc already in.
Inserted into the 6.61 XMB, Daxter shows in the Game column with its
icon, background and animated preview, and launching it boots the game
to its title menu.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#20287
The menus and manuals flip from a GE finish callback and only sleep 100us
per frame, so the GE's drawing time sets the frame rate. Ours is instant,
so they ran at 400-800fps and the host couldn't keep up. Hook the end of
the per-frame update and wait for a vblank unless one has already passed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Sony renumbered the kernel NIDs all at once at a few releases, so the
table now has a column per generation (6.60-6.61, 6.30-6.39, 6.00-6.20,
5.01-5.55, 3.95-4.05) and a row per function, instead of an entry per
old NID. A new firmware generation is a new column.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
3.9x's emulators set the block size a few instructions before the jal,
not next to it. Still a single site in every emulator from 4.05 to 6.61.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The user modules started after the manager now come from the firmware's
own boot configuration (pspbtcnf.bin's POPS mode), since they differ by
version: 4.05's pafmini.prx needs heaparea2.prx first. 6.60's also
lists common_util.prx, which wasn't started before.
4.05 renumbered the kernel NIDs again. Its aliases are checked like
5.55's, and the sysreg ones by what they do to the registers: the call
sites got five of those wrong. Its manager allocates from a pool with
the kernel's sceKernelAllocateFpl, which stays unresolved for kernel
modules (see ThreadManForKernel), so only the manager's import gets the
user one. scePower_driver gets 6.60's clock frequency NID, which 6.20's
and 4.05's old one now map to.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
They import by 5.55's NIDs, and their managers are 5.55's at other
layouts. 5.0x's scePopsManLoadModule only loads the emulator when its
second argument is nonzero (later ones skip it on 2), so the layout says
what to pass.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>