The game's requested CPU frequency wasn't stored anywhere, only the effective
CoreTiming clock. So a state saved with a locked clock kept that speed when
loaded with the lock off, and turning the lock off in-game left the CPU at
the locked speed until the game set its clock again (most only do at boot).
Changing the lock in-game didn't take effect either, until a reboot or a
state load.
Now RealcpuFreq is tracked and saved next to the PLL and bus, the setters
record the game's request even under a lock, and one function applies
either the lock or the game's clocks. It runs at init, on state load, and at
vblank whenever the setting has changed. Older states guess the game's clock
from the saved effective one, capped at the game's PLL.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The VSH's sceVshBridge_Driver calls both when launching a game, and some
firmware versions give up on the launch unless they succeed (5.xx for the
first, 2.00 for the second). Neither has anything to do here: our HLE
LoadExec reads the PBP itself, and there's no AVC decoder to power.
Added under the NIDs whose names are known: sceKernelSetParamSfo's old,
5.xx and 6.60 NIDs (from DC-M33's NID resolver, Adrenaline's NID table and
uOFW), and sceMePowerControlAvcPower's old and 6.60 NIDs (jpcsp's
psplibdoc, uOFW). Appended at the end of SysMemForKernel, and
sceMePower_driver registered last.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Measured on a PSP (pspautotests gpu/timing/blittiming), a full-screen blit
from an unswizzled texture costs what the texture fetch costs: 16-bit formats
half of 32-bit, VRAM a fifth of RAM, and rectangles wider than ~128 texels
~7.5x as much as narrow strips, from texture cache thrashing. Framebuffer
format, filtering and blending don't matter. Ys I & II draws its movie as one
full-width sprite from a 565 texture in RAM, which takes 33ms - that, not the
decode, is what holds it to 30 fps.
All of the ME and GE costs speed up with the clock (2/3 as long at 333/166),
since the whole system runs from the one PLL.
Co-Authored-By: Claude Opus 5.5 (1M context) <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