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>
CompositeDropShadow in Common/Render/DropShadow.cpp blurs a premultiplied
RGBA image's alpha (with an optional offset) and composites the image
over it. The atlas's AddDropShadow and TextDrawer::AddDropShadow are now
thin wrappers that pick the parameters.
The blur scatters only the non-transparent texels, which makes atlas
shadows 3-7x faster than the old gather-with-clamping version. Atlas
output is unchanged apart from rounding (alpha differs by at most 1).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Draws a user image around or behind the PSP screen, to fill the black bars
on displays whose aspect ratio doesn't match the PSP's (#20325).
- Overlays are PNGs in PSP/OVERLAYS. A plain PNG there just works: it's
drawn in front of the game, and its transparent hole is found by walking
from the image center to each edge until a nearly opaque pixel. Existing
RetroArch overlay images can be dropped in as-is.
- A subfolder with an overlay.ini can define overlays with a Name, Layer
(Foreground/Background) and an explicit Hole=x,y,w,h.
- "Load overlay image..." in the display layout screen imports any PNG
(including Android content URIs) into the overlays folder and selects it.
- The overlay is fit to the screen (aspect preserved, centered). The hole is
mapped with the same scale, and the game is fit into it with the normal
stretch / integer scale / aspect ratio options. Offset and scale don't
apply while an overlay with a hole is active. This goes through
CalculateDisplayOutputRect, so touch mapping and post shaders agree.
- The selection is a per-orientation, per-game DisplayLayout setting.
- Disabled in VR, Cardboard, and with skip buffer effects (except software
rendering), since the presentation path doesn't run there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QGBg32EFPsTXjAFu7dnTcz
A PS1 EBOOT now boots the installed firmware's POPS manager
(flash0:/kd/popsman.prx), which loads its PS1 emulator (pops_0Xg.prx) for
the game. Load_PSP_POPS stands in for the kernel's reboot into its POPS
configuration: it loads the manager and that configuration's user modules,
and a helper thread makes the kernel init's scePopsManLoadModule(path, 0)
call. InitForKernel reports a POPS boot from the memory stick.
The emulator plays its sound on the Media Engine, so a PS1 boot always
gets the emulated ME, whatever the homebrew setting says, and is refused
on platforms that can't emulate it. The manager boots the ME with its own
code (POPS's reboot has no me_wrapper, so Sony's ME firmware isn't booted
for it), and its ME loop runs there unchanged, playing through the audio
block.
Everything in POPS that reaches hardware registers is kernel code, so a
POPS boot leaves the ME's kernel mode stopgap (g_kernelModeAnywhere) off:
7% fewer host instructions in Crash Bandicoot.
The manager also drives the GE directly: its stall register and FINISH
status are an MMIO device that only answers during a POPS boot, and stall
writes extend the HLE GPU's current list.
The 6.60 and 6.61 popsman.prx and pops_01g/02g.prx have the same code. The
manager's is checked when it's loaded, and any other one fails the boot
with a message. Savestates include the boot's threads.
Reading a game's disc image needs the next two changes.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
amctrl.prx's PGD (BB) MAC and cipher functions, for kernel modules that
import them: the firmware's POPS manager checks and decrypts a store PS1
game's disc image with them. libkirk's amctrl.c reimplements the module, and
its MAC_KEY and CIPHER_KEY have the layout of the contexts the callers keep in
their own memory, so those are used in place. 6.60 NIDs.
The calls homebrew starts the ME with (1.50's NIDs, and 3.71's for the
ME's reset and bus clock) set or clear a bit of the reset or bus clock
register the way the firmware's driver does, returning whether it was
set. Only those NIDs, so a later firmware's lowio.prx keeps its own
exports under --vsh.
Kernel modules copy their ME code to the boot page with SysclibForKernel's
memcpy, which now goes through MMIO for hardware addresses like the
replaced memcpy already did (MMIO::Copy, shared).
pspsdk's mebasic, MElib's test, PSP Bunny, snes9xTYL and ProTrekkr's test
now start their ME.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Sysreg (0xBC100000) gets the ME's reset bit (0x4C bit 2), the soft
interrupt (0x44, which interrupts the other CPU: the ME's controller from
the main CPU, PSP_MECODEC_INTR from the ME), the hardware mutex (0x48,
each CPU sets its own bit only while the other's is clear) and the clock
and config registers it writes. The ME's interrupt controller (0xBC300000,
write-1-to-clear, mask at 8) answers the ME only. All of it is the ME's
state and stays unhandled without an ME.
On the ME: interrupts to EBase with EPC and EXL, halt sleeping until an
unmasked interrupt, and Count, which doesn't run: it stays 0 across 10ms
with ERL set after reset and with Status cleared, and reads back what was
written. Reset keeps the GPRs and sets Status ERL/BEV/SR, which homebrew
relies on: mcidclan's samples run C on the stack Sony's ME code left. The
values are from a kernel probe on a PSP-1000 (sp 0x801FFFE0, COP0 22 = 1,
Status 0x20500404, mfic 0, which doesn't gate interrupts).
The main CPU runs base interrupt handlers the way interruptman calls them
(a0 intno, a1 arg, a2 interrupted pc; -2 disables), and interrupt 31 has
a stand-in for me_wrapper's handler, which homebrew releases first.
While the ME is emulated, any main CPU code may access hardware registers:
homebrew calls its own code in kernel mode through a kcall module. This
is a stopgap (g_kernelModeAnywhere, marked HACK): kernel mode should be
part of the CPU's state, switched on while a kernel module's export runs.
The memcpy/memmove replacements copy through MMIO when an end is a
register address, for code copied to the boot page.
mcidclan's me-soft-interrupt sample now runs, counting each interrupt in
both directions.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
MeCore owns a second MIPSState in the ME's address space, held in reset
until released (SetReset). It runs on the interpreter, a slice behind the
main CPU: CoreTiming runs it for the cycles the main CPU has just used, in
Advance and ForceCheck. Its own PRId (COP0 22) and mfic/mtic flag; MMIO
counts as kernel mode on it, and a syscall stops it with an error rather
than reaching HLE. The interpreter's block stepping reads delay slots
through the stepping CPU's memory, and cache instructions log at verbose
level, as ME code flushes its caches in a loop.
Created at boot only for homebrew (PBP with MG category or no SFO, ELF;
the VSH counts, as vshmain.prx loads as an ELF), when "Enable ME
emulation for homebrew" is on: a global checkbox in developer settings,
off by default and not translated yet, or --me-core. Saved in its own
section after MMIO (SaveStart v5), with its own memory; loading a state
creates or removes the ME to match.
The boot page now starts with a reset stub that sends the ME on to
0xBFC00040, where homebrew puts its code (from the firmware's reset code,
read on a PSP-1000).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The interpreter's MMIO dispatch was a hardcoded chain for GPIO and the syscon
serial port. Devices now register an address range in Core/HW/MMIO and get
each access with its width and the MIPSState making it, for registers that
answer each CPU differently. An access no device handles is logged and reads
as poison, as before.
GPIO and syscon serial become the first two devices. They're reset at boot,
which they never were, and saved in savestates (SaveStart section version 4).
ll/sc, lwl/lwr and lwc1/swc1 reach MMIO in the interpreter too, and kernel
blocks leave lwc1/swc1 to it like the other loads and stores. swl/swr and
lv/sv still treat it as a bad address. TestMMIO runs a kernel-mode access on
each core and the registers through a savestate.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
"Compress game" in the game screen's ... menu, for ISO, CSO, CHD and PSN
EBOOT.PBP games. It opens a list of the CSO presets (and Extract to ISO
for anything that's not an ISO already):
- Best: libdeflate level 12, 64K blocks
- PSP Compatible: zlib level 9, 2K blocks, readable by custom firmware
These match maxcso's presets, and the CSOs come out byte-identical to its.
The writer, Core/FileSystems/CSOCompress, reads the input through PPSSPP's
own block devices, so recompressing is a single pass with no temporary
file.
The original is deleted when done, unless "Keep the original file" is
checked (off by default). When the new name is taken, by a kept original
or another file, a number is added to it.
The work runs on a thread using every core, with a progress bar and time
left at the bottom of the game screen. It keeps going when the screen is
left, and the ... menu offers Cancel meanwhile. On the game list the
game's icon is covered by "Compressing...", and clicking it opens the
game screen instead of playing. When done, recents follow the new file
and the game screen and lists refresh.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCxekYqPnzNr5d8Tp1q7aZ
Only the compressor (deflate_compress.c, utils.c and their headers) from
libdeflate 1.7, the version LunaMoo/maxcso vendors, for writing CSO files.
Built as part of Core on every platform. MIT license.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCxekYqPnzNr5d8Tp1q7aZ
GPU_Null derives straight from GPUCommon and has no thin3d context, framebuffer
manager, texture cache or shaders. It runs display lists with the flow control,
bounding boxes, matrix loads (the hardware backends'), immediate vertices and
block transfers of the others, moves the vertex and index pointers past each
draw and curve, and charges the per-vertex and fill cost the software renderer
does. A DrawEngineCommon that queues nothing provides the vertex decoders.
It's for measuring the CPU emulation. From savestates, God of War, Tekken 6,
Wipeout Pure and LocoRoco flip the same frames in 10 emulated seconds as with
Vulkan and software, in 44-77% fewer instructions than Vulkan.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The native IR JITs get the emulator thread's host PC sampled every 50 us (a
signal on macOS and Linux, SuspendThread on Windows), mapped to blocks, the
routines they call and host functions. The report has each hot block's MIPS,
IR and host code with the samples per host instruction. The IR interpreter's
block timing, previously behind IR_PROFILING, now runs on the same switch.
Both cost nothing when off.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
FakeJit was the native JIT for architectures without one, but the config
already forces those onto the IR interpreter, so CreateNativeJit() now
returns that instead. The vertex decoder fallback no longer needs
FakeEmitter.
JitBlockCache was the block cache of the pre-IR JITs. Its header keeps
the debug interface types the IR block caches use. Also removes the
JitInterface link hooks only it called, and the JitState fields tied to
it. This fixes a null dereference in the ImDebugger memory section,
which read GetBlockCache(), always null with the IR JITs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The IR-based one replaces it. With that, every native JIT is IR-based, which the JIT viewer and
the settings' comments now assume. The ARM emitter test loses its part that drove the old FPU
register cache.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The backend follows the ARM64 one: a dispatcher, a register cache on top of the IR one, and
native exits, syscalls, breakpoints and transfers. Everything else goes to the IR interpreter
for now. Floats are mapped one lane per S register (no SIMD mapping yet), and addresses are
masked, as on every 32-bit build.
The JIT core now uses it on ARM32 in place of the old ArmJit.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Their IR-based replacements stay. The JIT core now creates the IR JIT on both, so "JIT using
IR" is the same as "JIT" on every architecture (ARM32 still uses its legacy JIT for both). The
settings no longer offer it, a saved JIT_IR loads as JIT, and the JIT harness and CPUEquivalence
fuzzer drop the duplicate run.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The C++ paths draw and sample four pixels at a time in vector lanes,
while a JIT function only does one, and with a JIT function in use the
span and quad paths were skipped. On x86 the JITs had become slower:
Wipeout took 13% more wall time and 25% more CPU with them, God of War
3% more. They were also a second implementation of every GE rule, and
ARM never had them.
The SoftwareRendererJit setting goes with them. RasterizerRegCache.h
keeps only the types the pixel and sampler functions take, as
RasterizerTypes.h.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The float24 truncations, reciprocal and rsqrt tables, GE adder and row sums,
the setup reciprocal for planes, the mip log2, texture coordinate precision,
the lighting pow and color scaling, and the antialiased line alpha, from
TransformUnit, Rasterizer and Lighting, so they can be unit tested. No
behavior change.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
MP3 emulation already went through FFmpeg, leaving MiniMp3Audio dead.
The one live user was loading MP3 UI sound effects (custom achievement
sounds), which now splits the file into frames and decodes them with
the FFmpeg MP3 decoder.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Instead of the PSP's web browser, a dialog shows the URL the game wants
and opens it in the host's browser on X, or backs out on O. Either way the
game sees the browser closed normally. Platforms that can't open a URL
(the new SYSPROP_CAN_LAUNCH_URL) only offer to back out. Only plain
printable-ASCII http(s) addresses are handed over, and on Linux without a
shell.
What the firmware does (sceUtility_Driver, 6.61, plus
utility/dialog/htmlviewer): the HtmlViewer has its own state apart from the
other dialogs, so they don't block each other, and its calls return
WRONG_TYPE until one has started. The request size picks the 2.00 to 3.00
layout, and InitStart allocates 3.5MB of user memory (4.5MB with options
bit 0x400 from 2.70 on), failing with 800200d9 without it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
They use the same quadratic interpolator as rcp and friends, with three
twists. sin indexes the quarter wave from the top, and asin and sin work
in a per-segment exponent whose 4-ulp truncation also applies to results
in a lower binade. log2 truncates exponent + log2(1.m) toward zero to 22
significant bits, and where that step is coarser than 2^-24 the datapath
drops coefficient bits to match; that also covers the region just below
1.0 that needed a special case.
vfpu_sincos now reduces the angle once. With every table gone, so are
the asset folder, the loader, InitVFPU and the fallbacks for tables that
failed to load. All seven functions are bit-exact with the table-based
code over every 32-bit input.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The last piece mpeg.prx needs from us. It decodes through AvcDecoder and writes
the result where sceMpegbase expects to read it: for type 0, the eight-buffer
tiled layout, produced here as the exact inverse of the reader added with the
colour conversion. Type 1 hands back plain planar YUV instead.
The descriptor mpeg.prx passes in is empty - on hardware the Media Engine owns
the frame buffers and reports back where it put them - so they are allocated
here and their addresses filled in, and sceMpegbase can recover the full set
from that allocation afterwards. The list is only read as addresses once it
holds addresses: a caller that leaves small integers there used to take us
straight into a memory exception.
Both those buffers and the block sceVideocodecGetEDRAM hands out live in a
model of the ME's own 2MB of embedded DRAM rather than in either PSP partition,
with a BlockAllocator carving it up. The CPU can't reach ME memory on hardware:
mpeg.prx keeps the EDRAM value and hands it back without ever dereferencing it,
and it has no way to say where the frame buffers should go - sceVideocodecSetMemory
is given a frame size and a buffer count, 480, 272 and 2 for a full-screen movie.
Taking either from the game would push its own allocations around or spend memory
a real PSP never spends, so sceMpegbase reads the frame through a host pointer
into that block instead of through Memory::.
A game can hold several contexts at once - Silent Hill Origins runs two, one
that owns the EDRAM and one that does every decode - so the decoder, the frame
buffers and the EDRAM address are per context, keyed by context address the way
sceAudiocodec keys its decoders. The EDRAM itself the firmware tracks in the
caller's context struct and nowhere else, including refusing a second request
rather than replacing the first, as videocodec_260.prx shows, so we do the same.
Registered at the end of RegisterAllModules, since a savestate stores the
syscall opcode encoding that order.
GetSEI, ScanHeader, GetFrameCrop and the two unnamed NIDs return 0 and log -
mpeg.prx calls them but nothing yet shows what they need to return, and
guessing seemed worse than being loud about it.
Untested: nothing calls this until mpeg.prx is loaded, which is the next step.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
sceVideocodec is the interface the Media Engine really exposes: the caller owns
the buffers and hands over one access unit at a time. MediaEngine can't serve
that shape - it is built around sceMpeg's own model, with the PSMF demuxer, the
ringbuffer and its own frame pacing wrapped around the decoder - so this is a
second, separate path rather than a refactor of code every game that plays
video depends on. Merging the two is worth doing once sceVideocodec has earned
its keep.
Nothing calls it yet; sceVideocodec is the next piece.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Five of the six functions in this module were registered as nullptr, so any
caller reaching them got nothing. mpeg.prx needs all of them, and this is the
first of the pieces required before the real module can run in place of our
sceMpeg HLE.
The module gets its own file at the same time. It was a tail of sceMpeg.cpp,
which is long enough already, and everything below is new code for it.
sceMpegBaseCscAvc and sceMpegBaseCscAvcRange convert the ME's decoded output to
RGB. The 48-byte descriptor holds the frame size in macroblocks at 0x10 and
0x14 - it appears at 0x00/0x04 too, but scaled differently depending on which
path built it, so the second pair is the one every caller agrees on - and the
four luma buffers at 0x20. What they point at is not planar: luma arrives as
16-pixel-wide vertical strips alternating between buffers on every other line,
and chroma as Cb/Cr pairs interleaved across four more. All eight are untangled
into planes once per frame before converting, which keeps the pixel loop
readable.
sceMpegBaseCscInit carries the default buffer width for callers that pass zero.
sceMpegBaseCscSetPixelMode (0x0530BE4E - the official name isn't known) carries
the output format, in mpegbase's own numbering rather than the GE's: mpeg.prx
gets it by indexing a table of {1, 2, 3, 0} with the pixel mode the game gave
sceMpegAvcDecodeMode, making 0 ABGR8888 and 2 ABGR5551. Read as a GE mode it
turned Thrillville's black into blue.
sceMpegBaseYCrCbCopy copies the descriptor but not the buffers it points at,
and says so in its log - nothing seen so far needs more, and inventing the
buffer copy without something to test it against seemed worse than a note.
Behaviour is cross-checked against JPCSP, which implements all of these.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
PSP game updates were distributed as NPDRM .pkg files holding a patched
EBOOT (PBOOT.PBP) plus the data files the patch replaces. PkgUnpack reads
one: header, item table, both PARAM.SFOs, and the AES-128-CTR that covers
everything past the header - including the per-item key split, where an
item's pspType byte picks between the PSP and PS3 keys.
Nothing new is needed to decrypt these. All packages checked use PRX
tag 0x2E5E10F0 for their PBOOT, which PrxDecrypter already has a key for.
Also adds "PPSSPPHeadless --install-pkg=DIR", a sibling of --unpack-updater,
which installs without any UI. All packages install through it byte
-identically to a reference implementation.
Format notes are in docs/pkg_notes.md.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
KL4E is Sony's second compression scheme for ~PSP modules, alongside gzip:
LZ77 tokens where every bit is arithmetic-coded, structurally close to LZMA.
PPSSPP could detect it but not decode it, so any module packed with it failed
to load at all - the loader reached the gzip path and bailed there.
Which scheme a compressed module uses is now decided by the payload's own
magic rather than assuming gzip. On a 6.61 flash0 dump this takes the kd/
modules that load from 126 to 129 of 129; libmp3.prx, libaac.prx and
libmp4.prx were the ones affected, and libmp3.prx decompresses to exactly the
elf_size its PRX header declares.
Two bounds problems in the format are fixed rather than reproduced: the match
copy is unchecked against the output buffer on real hardware, so a crafted
stream can write up to 255 bytes past it, and a long enough distance code
indexes copyDistProbs out of range. Input reads are bounded too - the format
carries no length and trusts the stream to terminate itself.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
C++ homebrew has an unreadable symbol table -
everything is _ZN10PxRenderer7DrawImmE... - which makes the disassembly and
symbol list nearly useless. Add an Itanium C++ ABI demangler and run ELF
symbols through it on load, in both ElfReader::LoadSymbols (unstripped EXECs,
which is what a CMake pspdev EBOOT actually contains) and the companion-ELF
path.
The demangling standard is called Itanium for historical reasons - it
was defined for Itanium but ended up being almost universally
applicable.
Written from scratch rather than using __cxa_demangle, which doesn't exist on
MSVC/UWP, or vendoring LLVM's demangler, whose license doesn't fit. Anything
unrecognized (arbitrary constant expressions, decltype) aborts the parse and
the caller gets the original mangled name back, so a caller never sees a
half-parsed result. Recursion is depth-capped since the input comes from a
file we didn't write.
Checked against c++filt as an oracle: of 1089 mangled symbols in a real C++
homebrew EBOOT, one differs; of 55189 from libstdc++/libLLVM/cc1plus, 22
differ and 413 are declined. Fuzzed with 220k mutated and random inputs under
ASan/UBSan.
Also adds a right-click menu to the ImDebugger symbol list.
Note that SymbolMap stores names in char[128], so the longest STL names get
truncated in the UI. Still far more readable than the mangled form.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X3DbkJ8ShYiXU7q5Tv1LZu
Found the cause of the red error screen the VSH ends on. Every resource load in
the boot succeeds - fonts, all the plugin RCOs, topmenu_icon.rco - and then:
sceIoOpen(flash0:/vsh/etc/index_02g.dat) -> fd 8
sceIoRead(8, 092a2d40, 496)
sceIoClose(8)
unresolved import sceResmgr/9dc14891, called from 'vsh_module'
sceKernelExitDeleteThread(1)
index_02g.dat is the index of what the XMB displays, and it is encrypted (it
starts "PSPsysGP"). sceResmgr_9DC14891 decrypts it. There was no sceResmgr module
at all, so the call trapped, the index stayed encrypted, and the ScePafJob thread
building the top menu exited - a shell with everything loaded and nothing to show.
This adds the module and the three tags it needs (0x0B2B90F0/91F0/92F0, keys and
code 0x5C) to PrxDecrypter.
It is not the whole fix yet: pspDecryptPRX() tries decryption types 0, 1, 2, 5
and 6, and this needs type 9, which JPCSP passes explicitly. So the call is now
reached and fails cleanly with a logged error instead of trapping, but does not
yet decrypt. Type 9 is a variant of type 2 and is the next job; the notes in
docs/VSHBootInvestigation.md say where it is in JPCSP and how to check a port
(159 bytes out, starting "release:").
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Extends LoadAndStartVshKernelModules() to load the 11 real kd/*.prx
kernel drivers for --vsh (dmacman, systimer, memlmd_01g,
loadexec_01g, lowio, idstorage, syscon, rtc, wlan, wlanfirm_01g, utility),
ahead of the existing 4 VSH-specific modules.
Only active when g_runningVSH, no effect on normal game boot.
Improve implementations of sceKernelSm1ReferOperations and sceKernelIsIntrContext.
Add some more MMIO stubs (GPIO, SYSCON).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
(cherry picked from commit 7f3168b7df85e47438900016c9ee7d7ef01a0a28)
Load and start VSH's kernel modules before booting vshmain.prx
A few flash0 modules (vshbridge.prx, paf.prx, common_gui.prx,
common_util.prx) should run for real once we know we're
actually booting the VSH rather than a game, since our fakes are unlikely
to be good substitutes for the genuine thing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PSNaZnHCjmryS3ziVN9gZU
An updater's DATA.PSAR is a flat sequence of records - each is 0x150 bytes of
PRX-style encryption header, a 0x110 byte entry describing one file, and then
its compressed contents. So to get the files, you don't actually have to run it
and let it self-unpack - we can just do it.
Two steps per record. First "demangle": the 0x130 bytes at +0x20 are AES-CBC
encrypted on top of everything else and hide the PRX tag at +0xD0, so a KIRK
CMD7 pass with keyseed 0x55 comes first. Then the record is an ordinary PRX blob
for the decrypter we already have, once it knows the tag - 0x0E000000, which is
new here. Its key needs the kirk7 scramble applied, unlike every other key in
that table, which are stored already scrambled; hence the flag on TAG_INFO.
UnpackPSAR() takes a prefix filter, since the planned main use for this is pulling
flash0:/font out of an updater the user supplies (or from an ISO) rather than
extracting whole firmwares, although that can also be interesting for running
the VSH.
Tested on a 6.61 updater: 436 entries, all 418 files decrypt and decompress,
nothing fails. The contents are what they should be - 295 ~PSP modules, 61 PRF
files, 18 PGF fonts, and the encrypted XMB indices.
Two things it doesn't do yet. Every entry in that archive is named with a
five-digit token rather than a path; the real names live in tables 00001-00012
inside the archive itself, under their own separate encryption, so files come
out under the short name for now and the prefix filter can't match them.
And only the zlib compression format is currently supported.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Homebrew commonly ships its unstripped ELF next to the EBOOT, which is already
how the symbol loader turns z_un_08841f98 into a function name. That same ELF
carries a DWARF .debug_line section, so the addresses can be mapped to source
files and lines too - and a backtrace stops being four hex numbers:
08841f98 move sp,fp mesh.zig:163
0883afa4 li v0,0x0 MenuState.zig:821
088260d8 andi at,v0,0xFFFF State.zig:40
0882a27c andi at,v0,0xFFFF engine.zig:468
Surfaced in three places: per frame in hle.backtrace, in the "hit" object that
cpu.breakpoint.hit and cpu.stepping share, and appended to the disassembly
window's status bar. The breakpoint case keys on the pc rather than the address,
since for a memory breakpoint the useful source location is the instruction that
did the access, not the data it touched.
Storage is a plain sorted table of absolute addresses per module. SymbolMap
keeps module-relative addresses because its .ppsym files are meant to be
reloaded by a different game that pulls in the same module; none of this is ever
written anywhere - it's regenerated from the ELF each boot - so there'd be
nothing for relative addresses to buy. Each module owns its own rows and file
names outright and is keyed the way SymbolMap::UnloadModule is, so unloading one
module drops its lines and nobody else's.
The subtle part is end-of-sequence markers. Without them a lookup for an address
in a gap - a compilation unit built without debug info - confidently reports the
last line of an unrelated file. A prototype run over one test binary
mis-attributed 70 of its 349 functions that way, so sequence ends are recorded
as rows with line 0 and a lookup landing on one reports nothing instead.
DWARF 2 through 4 are decoded (psp-gcc emits 2, Zig 4). Version 5 re-encoded the
file table, so those units are skipped with a warning rather than mis-parsed -
nothing targeting the PSP produces it today.
Scope, since it's narrower than it sounds: PRX conversion strips every .debug
section. I checked all 437 pspautotests .prx and CrossCraft's own app.prx -
none have any. Of 24 installed homebrew EBOOTs, zero carry debug info; CrossCraft
only does because it ships app.elf separately. So this helps someone developing
homebrew, and does nothing at all for a commercial game.
Costs about 1.2 MB for a large Zig binary (98383 rows, 438 files) and nothing
for anything without debug info. Follows bAutoSaveLoadSymbols like the symbols
do.
pspautotests 314/314, UnitTest 55/55, CoreUWP builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Adds Core/MIPS/InterpreterDispatch.cpp, the checked-in output of
GenerateInterpreterDispatch() (see the previous commit), and hooks it
into RunUntilFast() in MIPSTables.cpp in place of the old
MIPSGetInstruction()-based table walk + indirect call through
instr->interpret. The checked-with-breakpoints/memchecks path
(RunUntilWithChecks) is untouched for now, since it inspects
MIPSInstruction flags directly and correctness there matters most.
Also fixes a real crash in headless.cpp found while testing this:
cmdLineOptions.gpuBackend.value() would throw when unset (e.g. with
--graphics=software), now uses value_or().
Verified with `test.py -g --cpu=interpreter --graphics=software`:
313/314 pass; the one failure (cpu/fpu/fpu) is a pre-existing
interpreter-vs-JIT denormal (flush-to-zero) difference, confirmed to
fail identically with the old table-walking dispatch, so unrelated to
this change.
Adds Tools/update-dispatcher.py to regenerate InterpreterDispatch.cpp
from a built PPSSPPHeadless binary whenever the MIPSTables.cpp tables
change.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019SKhm9wKEQzRUsx9mTrrtQ
libretro/libretro_vulkan.cpp got PPSSPP's libretro core working with
RetroArch's Vulkan integration by globally monkey-patching PPSSPP's Vulkan
loader function pointers (vkCreateInstance, vkCreateDevice,
vkCreateSwapchainKHR, vkAcquireNextImageKHR, vkQueuePresentKHR,
vkQueueSubmit, etc.) so the unmodified VulkanContext class would end up
wrapping RetroArch's already-existing VkInstance/VkDevice instead of
creating its own, and so a fake VkSwapchainKHR (a self-managed array of
images synced against RetroArch's retro_hw_render_interface_vulkan
callbacks) could stand in for the real swapchain that libretro's Vulkan
model doesn't have. Flagged in-code as "a wacky wrapper".
Replaces that with first-class support in VulkanContext for the two things
libretro actually needs:
- Adopting an externally-created instance/device instead of faking
vkCreateInstance/vkCreateDevice: VulkanContext::CreateInstanceExternal()
adopts RetroArch's VkInstance; CreateDevice() gained optional
extraDeviceExtensions/extraRequiredFeatures params so RetroArch's
requirements get merged into a real vkCreateDevice() call;
ownsInstance_/ownsDevice_ flags (the latter set via
SetDeviceExternallyOwned()) mean DestroyInstance()/DestroyDevice() skip
the real vkDestroy* calls when something else owns the object, without
needing to intercept anything. VulkanLoader gained
VulkanLoadFromGetInstanceProcAddr() for bootstrapping from a
host-supplied proc-addr getter instead of dlopen/dlsym-ing the loader
ourselves - vkGetDeviceProcAddr is resolved via the real instance handle
(not NULL), since per the Vulkan spec it's not one of the handful of
commands queryable with a NULL instance.
- A pluggable presentation backend (Common/GPU/Vulkan/VulkanPresentation.h)
for hosts with no real VK_KHR_swapchain, replacing the fake-swapchain-
handle trick. VulkanContext::GetPresentation() is null by default, so
every existing platform's real-swapchain code path is untouched;
libretro/LibretroVulkanPresentation implements this interface directly
against retro_hw_render_interface_vulkan, as real class state instead of
file-scope globals. Several pieces of state that are normally only
populated as a side effect of ReinitSurface()/InitSwapchain() - the
graphics queue/queue family index (ChooseQueue() is entangled with
real-surface presentation-support checks), the swapchain format, and
the available present modes - needed presentation-aware fallbacks since
libretro never calls that real-surface path at all.
libretro/LibretroVulkanContext.cpp now drives VulkanContext's real, public
API directly - no more hijacked function pointers, no more fake surface or
swapchain. libretro/libretro_vulkan.cpp is deleted.
Verified with a full build+run in RetroArch (not just compile-time
checks): the libretro Makefile doesn't track header dependencies
(cl.exe doesn't support -MMD/-MP, and Makefile.common never sets up an
equivalent), so a `make clean` full rebuild is required after any header
change to avoid linking stale object code from before the change - several
of the fixes above were initially masked by exactly that.
Adds a new GLProfiler class for GPU-side timestamp profiling, similar to
VulkanProfiler. Uses GL_EXT_disjoint_timer_query (GLES) or GL_ARB_timer_query
(desktop GL).
Features:
- Scoped Begin()/End() profiling with printf-style naming
- Automatic GPU disjoint detection (frequency changes invalidate results)
- Millisecond timing output via INFO_LOG
- Pre-allocated query pool (1024 queries max per frame)
- Nested scope support with indented output
Signed-off-by: Chris Healy <cphealy@gmail.com>
extend max pdp block size, due to user report of the following in
dissidia:
07:53:752 MatchingEven I[SCENET]: HLE\sceNetAdhocMatching.cpp:1188 EventLoop[1]: Matching Event [1=HELLO][00:02:02:02:02:02] OptSize=4696