CoreTiming::UnscheduleEvent returns the scheduled time minus the current time,
which is negative when the event is overdue but hasn't been processed yet - the
exact situation when a wait is satisfied right around its own timeout. Only the
semaphore clamped it; everywhere else we wrote (u32)cyclesToUs(negative) into
the game's timeout variable, i.e. a huge bogus "remaining time".
Pulled the shared shape into HLEKernel::WriteRemainingTimeout so it can't drift
apart again - event flags, mbx, fpl, vpl, msgpipe, mutex, lwmutex and semaphore
all go through it now. The two thread-end sites keep their own copy since they
unschedule even when the game passed no timeout pointer, and sceUsb just gets
the clamp.
Mostly small stubs:
- sceImpose: GetParam/SetParam/Changes/SetStatus, plus the 6.60 alias of
sceImposeGetBatteryIconStatus. Also fixes that function's first output - it
is a plain "is it charging" boolean, not a BATTICON_ value. We wrote
PSP_IMPOSE_BATTICON_NONE (0x80000000) there, which games ignore but which the
VSH reads as "no battery" and draws the empty-battery indicator for. These
are the bulk of the traffic: the VSH calls sceImposeChanges once a frame, so
this alone removes ~10000 trapped calls from a boot.
- SysMemForKernel: sceKernelSetRebootKernel, sceKernelSetUmdCacheOn.
- scePower_driver: scePowerSetWakeupCondition.
- sceHprm_driver, sceUsb: one NID-named call each, as in JPCSP.
Three groups are deliberately left unresolved, with comments explaining why,
because resolving them lets real flash0 drivers walk into hardware we do not
emulate and the boot dies where it used to reach the shell:
- ThreadManForKernel mutex/fpl NIDs: the NAND and ID storage drivers use these
to init, then poll the NAND controller at 0xbd101300 forever.
- InterruptManagerForKernel intr registration: 31 calls, then a stall in GE
list execution with no plugin module ever started.
73 unresolved import hits over 37 distinct module/NID pairs remain in a VSH
boot, mostly sceSysEventForKernel, sceSuspendForKernel and the various
*_driver modules that need real hardware behind them.
The sceImpose savestate section goes to v2 for the two new state variables.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 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!