Commit Graph
2615 Commits
Author SHA1 Message Date
oioitff 4bae30095b Audio format should be set here. 2013-04-13 17:57:09 +08:00
Henrik Rydgård d92dbf8f6d Merge pull request #1268 from unknownbrackets/savestates
Bump savestate version, add better error checking
2013-04-13 02:09:12 -07:00
Unknown W. Brackets fe97fd6fc5 Add better savestate error handling.
Aborts when it can't load.
2013-04-13 01:39:17 -07:00
Unknown W. Brackets 117ffaeb60 Include the git version in savestates.
This way we can provide better warnings when it fails to load.
2013-04-13 01:13:28 -07:00
Unknown W. Brackets b03b88b7ed Fix small reporting typo. 2013-04-13 00:36:32 -07:00
Unknown W. Brackets 0ad9658eb2 Increment wakeupCount when a thread is pending.
It might've been woken up but just not run yet.  That doesn't mean
it should not have wakeupCount incremented.

Fixes Tales of Eternia freezing before world map.
2013-04-13 00:35:24 -07:00
raven02 25ab9292e4 Improve sound smoothness on Android 2013-04-12 14:03:51 -07:00
raven02 da738957c2 Improve Analyze()/ GetNextSample() / GetSoundSample() / SetLoopNum() in sceAtrac 2013-04-13 00:49:22 +08:00
raven02 746b866129 Add readSize > halfBufferSize for sceAtracSetHalfwayBufferAndGetID 2013-04-12 09:54:10 +08:00
Unknown W. Brackets 4efe58ad34 Oops, remove debugging line. 2013-04-11 00:52:37 -07:00
Henrik Rydgård b5b13c6ab5 Merge pull request #1251 from unknownbrackets/module-minor
Cleanup sceKernelGetModuleIdByAddress()
2013-04-11 00:45:42 -07:00
Unknown W. Brackets 5aceceecd3 Remove global module id var hacks.
Nothing needs them anymore.
2013-04-10 21:16:31 -07:00
Unknown W. Brackets acac847af2 Cleanup sceKernelGetModuleIdByAddress().
Actual firmware seems to accept any address in the range, and also
correct the error result.

Now people won't think this is broken anymore.
2013-04-10 21:03:43 -07:00
Unknown W. Brackets b34f937d0c Don't warn sceUtility*Status() wrong dialog type.
Games do this on real firmware, and it's a lot of noise.
2013-04-10 19:19:00 -07:00
Unknown W. Brackets ff8c128d20 Trim the newline at the end of stdout output.
Makes the log a bit easier to read.
2013-04-09 23:26:27 -07:00
Unknown W. Brackets 1f1560a9d6 Don't mark sceKernelExitThread() as an error.
Also, add some reporting and make the sceKernelCreateThread log message
shorter.
2013-04-09 23:23:10 -07:00
Unknown W. Brackets 901fa960ab Fix params for sceAtracSetHalfwayBufferAndGetID(). 2013-04-09 08:22:01 -07:00
Unknown W. Brackets 6cbd1b5205 Fix typo, add back state to savestate. 2013-04-09 02:18:09 -07:00
raven02 d77e0054d5 Improve few functions in sceKernelVtimer 2013-04-09 08:32:13 +08:00
Henrik Rydgard 8b6eea7df4 Load icon and bg from PBP files. 2013-04-08 21:46:54 +02:00
Henrik Rydgard 82aa605b36 Add back shadows to FPS counter and debug text. Warning fixes. 2013-04-08 20:59:45 +02:00
Unknown W. Brackets 40067470c2 Initial sceMpegGetUserdataAu() from JPCSP.
Because I got the stub wrong, so now it does something.
2013-04-08 00:47:25 -07:00
Henrik Rydgård dea37e5521 Merge pull request #1213 from unknownbrackets/dlist-cycles
Try to match GPU cycles to the CPU
2013-04-08 00:43:33 -07:00
Unknown W. Brackets 42b925a440 Initial stab at implementing some new memory funcs.
Borrowed from JPCSP, kept simple.  Need to do tests.
2013-04-07 20:57:53 -07:00
Unknown W. Brackets a8e8b096e6 Use regular events for GPU for now, quicker.
There's too much latency in threadsafe events, causing tests to fail.
Might break games too.  I guess they need to execute more often...
2013-04-07 17:52:57 -07:00
Unknown W. Brackets 6190918158 Don't allow two drawsyncs to be in play at once. 2013-04-07 17:37:24 -07:00
Unknown W. Brackets 5d017829ad Make sure lists aren't reused before they complete. 2013-04-07 17:05:11 -07:00
Unknown W. Brackets 57770dbd95 Delay GPU signals and waits to simulate cycles. 2013-04-07 17:05:11 -07:00
Henrik Rydgard 7900a6d807 Don't use PPGe for debug overlays. Fixes fps counter in games where it didn't work before. 2013-04-07 22:43:59 +02:00
Unknown W. Brackets 5e14cab945 Don't save vregs for threads that don't use them. 2013-04-07 11:47:00 -07:00
Unknown W. Brackets c7020d4872 Optimize resched with a running thread.
Esp. if it would go back to itself.
2013-04-07 11:47:00 -07:00
Unknown W. Brackets 68f5596dee Fix crash if queue is empty during savestate.
On load it would then crash.
2013-04-07 10:32:39 -07:00
Unknown W. Brackets da2d5f0692 Dynamically size the thread queue, explicitly alloc. 2013-04-07 10:27:29 -07:00
Unknown W. Brackets 2ee611de09 Replace the thread ready queue with non-STL.
It seems much faster.
2013-04-07 03:10:14 -07:00
Unknown W. Brackets 4cd260a2fc Centralize the thread ready queue logic.
This makes it slower for now, but should make it easier to optimize correctly.
2013-04-07 03:09:23 -07:00
Unknown W. Brackets 65ac7389d7 Don't get stuck on idle when interrupts run.
This was happening when the dispatch thread was disabled.
2013-04-06 17:04:20 -07:00
Unknown W. Brackets 57963a3de3 sceIoRead/Write doesn't work without dispatch.
Except stdout/etc.
2013-04-06 17:04:19 -07:00
Unknown W. Brackets 2a9354dc1a IO waits don't work without dispatch enabled. 2013-04-06 17:04:19 -07:00
Unknown W. Brackets f380075e2a Only OpenAsync works with dispatch disabled.
And it even re-enables dispatch.
2013-04-06 17:04:18 -07:00
Unknown W. Brackets 2367c17735 Don't suspend/resume dispatch while interrupts off. 2013-04-06 17:04:18 -07:00
Unknown W. Brackets 0595e5099e Don't allow wait in event flags without dispatch.
But this happens after other param checks.
2013-04-06 17:04:17 -07:00
Unknown W. Brackets e6f3c7991c Don't wait on LwMutexes with dispatch disabled. 2013-04-06 17:04:17 -07:00
Unknown W. Brackets 8f17cef95b Stop threadend timeout when the thread ends.
Fixes threads waking up early in tests.
2013-04-06 17:04:16 -07:00
Unknown W. Brackets 0ca4e5f0a7 Implement the jump, call, and ret signals.
Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets 376ad80d76 Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
Unknown W. Brackets dac448dfae Implement the pause signal a bit better. 2013-04-06 09:59:24 -07:00
Unknown W. Brackets 77311a121d Don't listsync until after the signal handler. 2013-04-06 08:36:03 -07:00
Unknown W. Brackets fb26941a27 Implement sceGeListSync(). 2013-04-06 02:30:38 -07:00
Unknown W. Brackets c0f20c2fdd If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
Unknown W. Brackets c57954a72e Implement sceGeDrawSync(). 2013-04-06 02:30:37 -07:00