Commit Graph
92 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 b1401dcbf6 Docs: One HLE entry per function, other firmwares' NIDs go in hleKernelNids
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 11:38:51 +01:00
Henrik RydgårdandClaude Opus 5.5 56c8d067af pspautotests: avchold covers a stream spliced on without a flush
Updates the submodule for video/mp4/avchold's ref3b1hrdsplice, recorded
on a PSP, which fails without the AvcDecoder fix on this branch: the pictures after
the splice never come out.

avchold and decodeend only test anything with Sony's mpeg and mp4
modules running, which headless never does for homebrew unless asked,
and which CI doesn't have. docs/pspautotests.md now says how to run
them (--disable-hle=0x110 and a memory stick with a firmware dump).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 21:47:45 +02:00
Henrik RydgårdandClaude Opus 5.5 6e3994aac0 CmdLine: Drop the legacy cpu core flags, use --cpu=
-i, -j, -r, -J, --ir and --jit-ir are gone. -r was also --root's short form,
and --root won, so -r took the next argument as the root path and nothing
booted (test.py -r failed every test).

-i, -j and -J now fail with an error pointing at --cpu= instead of quietly
running on the default core. Docs and test.py updated.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 16:05:55 +02:00
Francisco José García García a42bcba455 Docs: How PS1 EBOOTs are booted
How the firmware's POPS manager and emulator are booted, what stands in for
the Media Engine, what's patched in them, the rendering changes they need,
and what's not done yet.
2026-10-21 13:15:30 +02:00
Henrik RydgårdandClaude Opus 5.5 5bbeb6254b Debugger: Savestate slots in game.state.save/load, and async savestate docs
game.state.save and game.state.load take a slot of the running game
instead of a path, going through the same code as the save and load keys
(undo rotation, load undo, repeats), so that can be tested headless.

docs/async-savestates.md now describes what was built, with the results.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 18:43:27 +02:00
Henrik RydgårdandClaude Opus 5.5 d8df483fc4 docs: Design for async savestates
Move compression and file I/O off the emu thread, leaving it only the
snapshot and the apply, without wasting memory along the way. Not
implemented yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 18:17:52 +02:00
Henrik RydgårdandClaude Opus 5.5 b0552deb35 docs: Describe the Metal backend as built
Replaces the feasibility study written before it existed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 12:28:15 +02:00
Henrik Rydgård 1fb3d535d9 Merge pull request #22642 from hrydgard/cwcheat-malformed
CwCheat: Ignore invisible characters, and show parse errors
2026-10-19 10:01:40 +02:00
Henrik RydgårdandClaude Opus 5.5 ba127e2a43 AGENTS.md: Prefer an early return to a large else block
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 13:40:18 +02:00
Henrik RydgårdandClaude Opus 5.5 d68d45a441 Headless: Default to the app's memory stick on Mac and Linux
Headless used ~/.ppsspp, which nothing else uses, while the app uses
~/.config/ppsspp (or $XDG_CONFIG_HOME/ppsspp on Linux). The derivation
is now shared, and the app's default is unchanged. Windows and iOS keep
their own.

test.py and frametests.py pass a memory stick next to the binary, as
Windows headless already defaulted to, so the tests still don't write
into the user's memory stick or see its firmware.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 12:37:04 +02:00
Henrik RydgårdandClaude Opus 5.5 01ed2c3cd5 Docs: Write down where shader compile time goes on MoltenVK
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 11:23:35 +02:00
Henrik RydgårdandClaude Opus 5.5 1d5e2689b5 JIT: Add --jit-profile, a sampling profiler for the CPU cores
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>
2026-10-15 11:01:52 +02:00
Henrik RydgårdandClaude Opus 5.5 2813c8117c AGENTS.md: Update submodules when starting work
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 02:30:51 +02:00
Henrik RydgårdandClaude Opus 5.5 edef36d97e Load game patches installed on a PSP, given its Fuse ID
- Fixes #12343

Killzone: Liberation's Chapter 5 DLC is an installer that the PSP turns
into ms0:/PSP/GAME/<id>/KZL.PRX, which the game loads with
sceKernelLoadModuleDNAS. That file is a PGD around a type 3 PRX (decrypt
mode 18), both keyed to the console that installed it. Its Fuse ID
gives everything needed:

- libkirk: the per-console key derivation, and KIRK commands 3, 5 and 8
  built on it (KIRK ROM per uofw, key mesh per psdevwiki).
- PrxDecrypter: type 3, which is type 5 with the first step through
  KIRK command 3 (JPCSP's PRX.java), and the DNAS PGD unwrap.
- sceKernelLoadModuleDNAS uses the new FuseID setting (or --fuse-id).
  Without one, or with the wrong one, the game falls back to its stock
  module and an OSD message says why.
- Headless --re-decrypt takes --re-decrypt-key and --fuse-id, to decrypt
  such a file offline.

Verified with a patch installed on a real PSP: the v1.20 module loads,
starts and reads CHAPTER5.BIN. Type 5 output is unchanged (an NPJH50521
PBOOT.PBP decrypts byte-identically). How to install one over PSPLink is
in docs/dnas-patches.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 18:10:08 +02:00
Henrik Rydgård 9b07e78604 Merge remote-tracking branch 'origin/master' into cpu-equiv-1
# Conflicts:
#	pspautotests
2026-10-14 01:22:31 +02:00
Henrik RydgårdandClaude Opus 5.5 d0567e2dfb GE: Nest CALLs only two deep, like the hardware
- Fixes #7395

The GE has two return address registers, and a CALL beyond them does
nothing: the list carries on after it. A signal CALL is done by the
firmware, which saves and clears them, so it starts the count over,
and the signal RET restores it. Shown on a PSP by the new
gpu/callstack/depth test.

Soul Calibur: Broken Destiny turns lighting on for its weapon trails
from a third-level CALL, so on hardware the trails stay unlit and take
their colors from the vertices. We ran that CALL and drew them white.

Plain CALLs now store a 0 base address in their stack entry, which a
signal CALL never does, so the depth can be counted without changing
the savestate layout.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 00:54:01 +02:00
Henrik RydgårdandClaude Opus 5.5 8935bfe41a Docs: CPU core equivalence findings, and what needs a hardware test
docs/cpu-equivalence.md describes the CPUEquivalence fuzzer, what it
fixed, and the differences still open between the cores and between
x64 and ARM64 hosts, several of which need a test on a PSP first.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 00:10:00 +02:00
Henrik RydgårdandClaude Opus 5.5 531a75f045 Add AccurateSplines compat flag, enable for Coded Arms
- Fixes #21391

Makes the hardware backends tessellate Bezier patches and splines with the
GE-exact evaluation the software renderer uses. Fixes the z-fighting glow
under the floor grates in Coded Arms.

AGENTS.md: Put "- Fixes #N" first in commit messages

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-12 14:04:38 +02:00
Henrik RydgårdandClaude Opus 5.5 c5ba9bead0 docs: How to find and hash a game function for ReplaceTables
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-12 09:58:38 +02:00
Henrik RydgårdandClaude Opus 5 0c7990783d Docs: How to test an Android build on a real device
Written while testing the activity lifecycle work on a Galaxy S8 and a Quest 2.
Mostly about ways the tooling answers a question you didn't ask.

The expensive one: versionCode is the git commit count, so installing a feature
branch over a longer branch fails with INSTALL_FAILED_VERSION_DOWNGRADE, which
-r does not override. The device keeps running the previous build, and if the
install output went through a pipe the failure is never seen. An A/B where both
installs failed that way agrees with itself perfectly and means nothing.

Also: dumpsys meminfo counts activities that are garbage but not yet collected,
so the obvious reading looks like a leak whether or not there is one - trim and
re-read until it settles; how to force an activity recreate over adb when the
device won't rotate on command; why screencap is black on a Quest and what to
read instead; and how to tell whether a device exercises the content-URI path at
all before concluding a run covered it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 18:54:46 +02:00
Henrik RydgårdandClaude Opus 5.5 2db66333d4 Tools: Add headless_bench.py and dump_compare.py
headless_bench.py compares the speed of headless binaries on savestates
or frame dumps. It alternates the binaries between rounds and reports
medians of wall time, CPU time, and instructions and cycles where the OS
counts them. Instructions vary by well under 0.1% between identical runs,
where wall time swings by several percent. It checks for mains power
first, and stops on a run that failed or didn't get where it should.

dump_compare.py replays every frame dump in a directory with two binaries
and reports the dumps that render differently, or differently from run
to run.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 14:55:04 -06:00
Henrik RydgårdandClaude Opus 5.5 fbd2b73b92 docs: Replaying a frame dump on a real PSP
Document pspautotests' ppdmp-playback and its new run.py, which replays a
frame dump over PSPLink and compares it with PPSSPPHeadless.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00
Henrik RydgårdandClaude Opus 5.5 192dc5b345 SoftGPU: Fix black screenshots with the DarkStalkers present hack
The hack skips the game's stretch blit, so the display framebuffer stays
black and savestate thumbnails and screenshots came out empty. Do the
stretch from the source image when reading back the display framebuffer.

AGENTS.md: Commit finished work without asking, push only when asked

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 12:57:36 -06:00
Henrik RydgårdandClaude Opus 5.5 cc23f4cf13 AGENTS.md: Hardware claims need a test, one PSP operation at a time
Also that unresolved scePsmfPlayer imports early in a game run are
expected.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-30 09:58:37 -06:00
Henrik RydgårdandClaude Opus 5.5 54e4be47aa CoreTiming: Grow the event table for events a savestate lacks
Taking the highest unused slot instead could steal one that a state event
restores later, as VBlankWake did to MicBlockingResume, which then had
nowhere to go. Also name the event in the assert.

AGENTS.md: When a savestate fails to load, suspect the branch first.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-30 09:06:30 -06:00
Henrik RydgårdandClaude Opus 5.5 24b71386ff Document that shader cache key changes need a CACHE_VERSION bump
The OpenGL and Vulkan shader caches store raw shader IDs (and, for Vulkan,
pipeline keys) on disk. Add the rule to AGENTS.md and point to it from the
persisted types.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:35:17 -06:00
Henrik RydgårdandClaude Opus 5.5 0c70d77573 AGENTS.md: Keep headless game runs short and fast
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 10:57:21 -06:00
Henrik RydgårdandClaude Opus 5 772f4f6e7a AGENTS.md: note that headless needs the app's memstick for firmware runs
Without --memstick, a library whose HLE the config has disabled has no firmware
to resolve against, and the game dies on unresolved imports rather than falling
back to our HLE. The run still logs happily for its whole timeout, so the only
tell is zero flips.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-22 16:10:52 -06:00
Henrik RydgårdandClaude Fable 5.1 41627cc0ce docs: describe how the display list queue behaves
What SIGNAL and FINISH interrupts do and in which order, what enqueueing
checks, the pause window, what the sync calls wait for, and how
ProcessDLQueue() keeps the order right while executing lists in one go.

Also a note on gentest.py keeping a pipe open through usbhostfs_pc.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-21 12:21:19 -06:00
Henrik Rydgård 4d259a6f95 De-claude the comments. 2026-09-20 16:39:35 -06:00
Henrik RydgårdandClaude Opus 5 d40953d09b Document the headless traps that produce convincing but bogus measurements
Running a commercial game through headless to measure something has four ways to
report a clean pass for a run that proved nothing, and they compound: --log is
needed before anything is printed (and it goes to stderr, so grepping forces the
streams together), the memory stick defaults to one beside the exe rather than
the app's, which means no installed firmware and a silent LLE-to-HLE fallback,
an unrecognised parameter then hides in the merged output, and a count of zero
errors reads identically whether the code ran or never got there.

All four of these cost a round of wrong results while investigating ME memory.

Also records that the line-ending check has to be done on the bytes, since Git
Bash's grep normalises them: the obvious `grep -c $'\r$'` for a stray LF reports
every file clean, which is how a handful of LF lines got into two CRLF files
here without the usual whole-file-rewrite tell in git diff --stat.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-20 16:39:35 -06:00
Henrik RydgårdandClaude Opus 5 f3b578bd53 Build TestMpegCsc on Android too, and say that it needs doing
The legacy Android build has a unit test executable of its own, so a new file in
unittest/ goes in three build files rather than the two the docs named. Missing
the Android one builds fine everywhere it is convenient to try and fails only on
Android CI, which is what happened here - so both AGENTS.md and building.md now
say three, and which one is easy to forget.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 12:13:17 -06:00
Henrik RydgårdandClaude Opus 5 cf1d513c9e Don't default to building x64 on a machine that isn't
The MSBuild examples passed /p:Platform=x64 and the run lines pointed at
Windows/x64/..., so following them on an ARM64 machine produced an x64 build -
which then runs anyway under emulation, so nothing looks wrong. It is slower
than the native build, it isn't the code ARM users get, and a benchmark taken
from it measures the emulator: the colour conversion benchmark this was noticed
on reads 200 MPix/s emulated against 300 native.

The examples now say <platform> rather than either value, so there is no default
to follow and the machine has to be looked up. Also note that
$PROCESSOR_ARCHITECTURE describes the shell, not the host, and says AMD64 from
an emulated shell.

test.py searched only Windows\x64 for the headless binary, so on Windows-on-ARM
it would silently test an emulated build; it now looks for the native one first.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik RydgårdandClaude Opus 5 45727ef2be Tighten the comments on the mpeg PRX changes
Cut restatement and asides that only made sense against earlier, wrong versions
of the code, and prefer parentheses over paired dashes. Also fix two comments
left stale by the descriptor rework, and record the rule in AGENTS.md.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 10:09:48 -06:00
Henrik RydgårdandClaude Opus 5 6bc20ab64b Had Claude clean up its own notes.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-15 11:21:02 -06:00
Henrik RydgårdandClaude Opus 5 ac50cd5759 sceAudio: model the real buffering, so contending threads get told "busy"
I deduced that this was the case, and attempted implementing this path long ago,
but I could never quite get it to work in all games. Set Claude on a quest to
research and implement it, and lo and behold, it works. A bit sobering.

Fixes #12888 and likely more. Additionally, audio latency is likely slightly
improved overall, and memory usage is down by 4.6MB.

Claude says:

The blocking output calls are not a queue that callers line up behind. Each
mixer channel holds exactly one buffer and at most one parked thread; a second
thread arriving while the first is waiting is told the channel is busy and is
expected to skip its turn. The Output2/SRC channel holds two DMA descriptors and
refuses a third caller outright, without waiting at all.

We blocked everyone instead, so a game running a movie thread and a sound-effect
thread over one output made the two alternate - a frame of movie audio, a frame
of effects silence - and the movie played at half rate. That is #12888, seen in
F1 2009 and Colin McRae: DiRT 2. With this, the movie thread keeps the channel
for the whole cutscene and the effects thread is refused, which is what the
hardware trace shows.

The driver also never copies a buffer on the way in: it stores the pointer and
its mixer walks it forward 64 samples at a time out of the game's own memory.
Modelling that fixes #20095 as a side effect, and drops the 4.6MB of per-channel
sample rings we were carrying. The mix event is re-phased to the moment a DMA
starts, since the mixer thread outranks its caller and gets a block in before the
output call returns.

Along the way: the two rest-length calls differ after a null-pointer output,
sceAudioChRelease reports not-reserved rather than not-init,
sceAudioChangeChannelConfig validates the format,
sceAudioChangeChannelVolume validates nothing, and sceAudioOutput2ChangeLength
takes a range of 17..4111. Details in docs/sceAudio.md.

Savestates: AudioChannel goes to version 4. Older ones stored mixed samples that
can't become a pointer and a position again, so they load with the pending audio
dropped and any parked threads released.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 17:03:07 -06:00
Henrik Rydgård d6c0a7bbde Firmware install: Change dialog layout, remove warning when not needed 2026-09-10 15:52:53 -06:00
Henrik RydgårdandClaude Opus 5 a3ce735123 AGENTS.md: spell out that commit messages carry no session marker
The rule was already here in one line and I still added a Claude-Session
trailer to ten commits, because the session's own attribution instructions say
to. Say plainly that this rule wins, and to check git log afterwards.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 12:52:19 -06:00
Henrik RydgårdandClaude Opus 5 fa577eaa83 Document --re-module in AGENTS.md and docs/reverse-engineering.md
A tool nobody knows about is a tool nobody uses. AGENTS.md gets a short section
pointing at it, plus the two things most likely to be got wrong when reading
the output: that a function's arity can't be inferred from the registers it
reads, since MIPS code passes arguments through untouched, and that a finding
is worth much more when the comment says which module it came from.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-08 15:32:23 -06:00
Henrik Rydgård 4d795f5130 Merge pull request #22248 from hrydgard/fat-short-names
sceIo: generate and resolve FAT 8.3 short names
2026-09-08 14:42:18 -06:00
Henrik Rydgård 87bb9dd965 docs: how to write a pspautotest and run it on a real PSP
We had a doc for running the existing tests against headless, but nothing on
the other half - bringing up PSPLink and usbhostfs_pc, what gentest.py does,
and how to get an .expected out of real hardware. Write that down, including
the parts that cost time to rediscover: usbhostfs_pc's working directory is
host0:/ so it has to start in the pspautotests root, gentest.py makes the
whole test directory and several old tests no longer build under pspdev's
GCC 15 (use -k), rebuilding a .prx with a newer toolchain balloons it, and
host0: is not FAT so anything testing FAT semantics needs ms0:.

Also adds the io/shortname test the doc uses as its worked example. It stays
in tests_next: hardware preserves the case of d_name where we uppercase it,
and appends ~1 to the short name of anything that isn't already valid
uppercase 8.3 where we only do that on a collision.

threads/tls/create moves to tests_next as well. It's collateral from the
submodule bump - upstream 1dcefeb regenerated its .expected on a PSP with
less free memory, so allocations at 1MB and above now expect failure, and
partitions 8 and 9 now expect 800200D2 where we return 800200D1.
2026-09-08 11:43:38 -06:00
Henrik RydgårdandClaude Opus 5 db839baa7e AGENTS.md: strengthen the HLE array-order rule, and stop claiming fixed line endings
The savestate rule about HLEFunction array order only lived under "Adding HLE
modules", so it read as advice for adding a module - not for adding one function
to an existing one, which is where it is easiest to get wrong. Promote it to Core
Safety Checks, where it applies unconditionally.

Also: whether a file is CRLF or LF depends on the checkout, since Windows auto-
converts everything to CRLF and Linux doesn't. Listing files as "CRLF" invited
converting them to match; the actual rule is to preserve what's on disk.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
2026-09-08 09:44:26 -06:00
Henrik RydgårdandClaude Opus 5 0e6614cf19 Report PSP file attributes rather than the host's
DirectoryFileSystem passed the host's permission bits and directory
size straight through to the game. The PSP has neither - its FAT driver
makes a mode up from the entry type and whether it's writable, and
reports no size for a directory. So a game saw 0644/0755 and a 4096
byte directory on Linux, but 0664/0777 and 0 on Windows, where the file
layer already synthesizes those bits.

Now both platforms report what the PSP does: 0777 for directories, 0664
for writable files, 0444 for read-only ones, and no size on a
directory. The parent ".." entry keeps its 4096, which is what the
hardware reports for that one.

Also fixes the synthetic PSP directory entry using 0x777 where 0777 was
meant.

Fixes io/directory/directory, moved to tests_good.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-05 09:58:10 -06:00
Henrik RydgårdandClaude Opus 5 3e87c79c89 AGENTS.md: Add a rule about branching off master before writing code
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:18:46 -06:00
Henrik Rydgård 2820fa9467 Have Claude reorganize its own notes, as AGENTS.md was becoming very big. 2026-09-02 16:33:42 -06:00
Henrik Rydgård 3a6e6e3e0b Merge pull request #22197 from hrydgard/arm64-irjit-sxtw
Fix Arm64 IRJIT sxtw bug with kernel addresses
2026-09-02 21:51:11 +02:00
Henrik Rydgård ef6029cc2e STR_VIEW 2026-09-02 18:15:17 +02:00
Henrik Rydgård d9acafde85 AGENTS.md: spell out when a heredoc mangles a patch script
Git Bash strips one level of backslash escaping even with a quoted delimiter, so a
'\n' meant to land in the output arrives as '\n' and Python writes a real newline
instead. Records both failure signatures - a C2001 for the first, a silently
non-matching anchor for the second - and when to reach for Edit or a script file.

Delete file that shouldn't be there
2026-09-02 18:06:47 +02:00
Henrik RydgårdandClaude Opus 5 4b761f0715 Offer to install PSP firmware updaters instead of running them
Opening an official updater (a PSP/GAME/UPDATE EBOOT.PBP, identified by the
MSTKUPDATE disc ID) from the main screen now brings up a confirmation dialog
that unpacks the firmware into the NAND directory, where the emulated
flash0/flash1 live. Running the updater itself doesn't work, so there was
nothing useful to do with one before.

Unpacks the file list for the model we claim to be (iPSPModel), on a worker
thread, with a progress bar - for which PSARUnpackOptions gets an optional
progress callback.

AGENTS.md: translate UI strings last, in a separate commit

The English string is what all ~47 languages get derived from, so rewording it
after the sweep means redoing the sweep. Check the wording first.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 17:23:14 +02:00
Henrik RydgårdandClaude Opus 5 c9ff8f55fe langtool: Mark strings that are deliberately the same as the English one
Plenty of strings are legitimately identical in the target language - "Vsync",
"Status", "Ad Hoc multiplayer" - but the only test we had for "is this
translated" is "does it differ from English", so those got sent to the AI again
on every single run of finish-language-with-ai, costing tokens and giving it
another chance to translate something that shouldn't be.

They now get a "# same as English" comment and are skipped. finish-language-with-ai
writes it when the AI hands the English string back unchanged (which the
validation added earlier was throwing away as an error), and import-single writes
it when a language's line matches the en_US one. Deleting the comment puts the
key back in play.

Also stop comparing values with their comments still attached while working out
what's untranslated, which was leaking "# AI translated" into the context block
of the prompt.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0164UKoXpz9r155TRfQsoc3H
2026-08-23 16:18:07 +02:00