Commit Graph
2615 Commits
Author SHA1 Message Date
TMaul b21a89e56e Add sceRtcGetTime64_t
and define sceNetAdhocPollSocket
2012-12-13 11:40:54 +00:00
TMaul 6686849d35 sceNet stubs
Added from MGS peace walker
2012-12-13 11:40:53 +00:00
TMaul 8cc95d5640 sceUtil Cleanup
Some of these methods need implementing for some of the games though
2012-12-13 11:40:52 +00:00
TMaul 1c15b70277 Various Cleanups
Make some sceFont functions fill in (fake) error codes

sceGeListSync seems to want a return value (fat princess, others)

Another missing sceKernelModule method (killzone)
2012-12-13 11:40:50 +00:00
Sacha a1781b854a Symbian support for project.
New UNUSABLE_MMAP code path for platforms that cannot use the required flags (Xbox 360, Symbian). Falls back to malloc() instead.
N1 define for compilers (GCCE) that don't like to assume (int)-1 will safely cast to (char)-1.
Miscellaneous space->tab fixes.
2012-12-13 13:15:20 +10:00
Unknown W. Brackets c08a2ba00b Make sceIoLseek() correctly return 64-bit. 2012-12-11 22:57:05 -08:00
TMaul 11156fe288 sceKernelStartModule return value change
Debatable if its a worthy change as its not a proper fix but gets
persona 3 further with media engine enabled.
2012-12-11 23:24:01 +00:00
Henrik Rydgård 8782b2aec7 Quickfix issue 160 and fix a trigraph warning 2012-12-10 21:28:20 +07:00
Xele02 f633e2d9b5 Merge branch 'work' 2012-12-10 13:12:26 +01:00
Xele02 7de10d223b * Create class for Save and Message dialog for cleaner code.
* Update Save dialog to work more like the real one on PSP
* Correct some return value for Save Dialog.
2012-12-10 13:08:54 +01:00
Henrik Rydgård 32d80e9210 Merge pull request #158 from unknownbrackets/audio-minor
Some quick audio tweaks
2012-12-10 01:00:52 -08:00
Unknown W. Brackets bd1db90f9a Add crash checking to sceSasSetPause().
Brings back Mimana working.
2012-12-10 00:09:56 -08:00
Henrik Rydgård f6387dce47 Merge pull request #157 from unknownbrackets/umd-fixes
Correct UMD stuff based on callback cleanup
2012-12-09 23:14:10 -08:00
Henrik Rydgård 502aa45ed6 Merge pull request #156 from unknownbrackets/scheduling2
Fix some more problems with scheduling / callbacks
2012-12-09 23:13:41 -08:00
Unknown W. Brackets 955247b939 Minor opt: skip the deferred resched in idle.
This will probably be called most the frequently, e.g. to switch
between idle0 and idle1.
2012-12-09 22:50:57 -08:00
Unknown W. Brackets 36fb1a8392 Don't resume sleeping/etc. threads after cbs.
This could happen in a few cases, including the cb affecting its
own wait status.
2012-12-09 21:40:03 -08:00
Unknown W. Brackets a218dcc0f0 Ignore deleted callbacks early in the chain.
This also ensures they won't prevent future callbacks from running.
2012-12-09 21:39:56 -08:00
Unknown W. Brackets b02224615f Run all pending callbacks in a row before resume.
Tested with multiple callbacks.
2012-12-09 21:39:48 -08:00
Unknown W. Brackets bd7a9bab3e Correct UMD stuff based on callback cleanup.
Also, my tests got better because I learned how to test callbacks
better, so some of my mistaken assumptions from before are corrected.
2012-12-09 21:38:05 -08:00
Henrik Rydgård 53b8c9a611 Merge pull request #154 from unknownbrackets/scheduling
Copy the resched reason in case on stack
2012-12-09 20:20:41 -08:00
Unknown W. Brackets 7281456119 Return 0 in sceAtracReinit() to make games happier.
This makes Numblast get a bit farther.
2012-12-09 17:57:35 -08:00
Unknown W. Brackets e6e9ed1f45 Fix no return value in sceKernelDeleteThread().
Still need to test these funcs thoroughly.
2012-12-09 16:57:52 -08:00
Unknown W. Brackets a1a4a02759 While running callbacks, defer wait info.
This way if a thread is resumed while running callbacks, it'll
actually resume.
2012-12-09 16:56:47 -08:00
TMaul b7b40ba6d6 Make the flash filesystem a real directory
Not really needed yet, but it will be.
2012-12-09 23:32:44 +00:00
Unknown W. Brackets e150cc5c03 Correct skipped parameter for deferred resched.
Forgot to check callbacks, oops.
2012-12-09 15:08:44 -08:00
TMaul f33adf5341 Clean up sceIoIoctl log message 2012-12-09 22:07:23 +00:00
TMaul bbdeef5115 Fix some tabs in sceKernel.cpp 2012-12-09 20:49:16 +00:00
TMaul 7f5fd15c6b Fake some more font functions
Too many games crap out if the structs and the error codes are not set
to something sensible. Also, I've tried setting the glyph buffer to grey
to get something displaying, although it doesn't seem to work in
anything so far.
2012-12-09 20:37:33 +00:00
TMaul 8bb756bcef Clean up sceKernelLoadModuleByID params
Might still be a bit wrong though.
2012-12-09 18:48:30 +00:00
TMaul 14b1e68f6c Adjust fake font size
Seems to make a few games happier.

Also make it output the characters to the log
2012-12-09 18:48:29 +00:00
TMaul b8f125bf7d sceRtcGetTime_t is also 32bit
and is seconds from 1970
2012-12-09 18:48:29 +00:00
TMaul 6c91fc53f2 Start of sceFont Wrapping and stubbing 2012-12-09 18:48:29 +00:00
TMaul 87af452e68 Stub sceIoIoctl
Just to see what games are calling
2012-12-09 18:48:28 +00:00
TMaul ff69c53710 sceKernelGetModuleIdByAddress update
sceKernelGetModuleIdByAddress will now look in the loaded modules and
find the one with the correct entry address. Makes no difference to any
games i've noticed so left marked as hack just in case it's wrong.
2012-12-09 18:48:28 +00:00
Xele02 41fed02c0e Add Save Delete and Delete List function 2012-12-09 19:33:18 +01:00
Unknown W. Brackets cf9b5744bb Copy the resched reason in case on stack.
Was getting lost and becoming garbage.
2012-12-09 09:13:32 -08:00
Xele02 63b0b61232 Change filesystem for mounted memory card
Clean some code and comment
2012-12-09 16:59:07 +01:00
Xele02 4fce289c02 Merge branch 'master' of https://github.com/hrydgard/ppsspp 2012-12-09 16:52:33 +01:00
Henrik Rydgård 454a6000c5 Let's try different audio buffer sizes 2012-12-09 19:58:35 +07:00
Henrik Rydgård 5e3590d94e Remove some RETURN, cleanup 2012-12-09 19:41:19 +07:00
Unknown W. Brackets b6a7b04981 Cleanup deferred rescheduling in case it's tight.
Probably doesn't matter anyway.  But this reads cleaner I think.
2012-12-09 01:16:19 -08:00
Unknown W. Brackets f145bafc7a Wrap a few of the sceKernel*Thread funcs. 2012-12-09 01:04:54 -08:00
Unknown W. Brackets 3d57a4c838 Cleanup some wrappers now that rescheds defer. 2012-12-09 01:04:54 -08:00
Unknown W. Brackets 5e8aa4c071 Implement deferred rescheduling/callbacks.
This way most HLE functions can be wrapped normally.  Hurray, sanity.
2012-12-09 01:04:53 -08:00
Unknown W. Brackets 000884fadb Reschedule in sceUmdWaitDriveStatCB().
__KernelForceCallbacks() used to be it shouldn't.
2012-12-09 01:04:53 -08:00
Unknown W. Brackets 92e519c24b Don't always reschedule after running callbacks.
When not waiting, usually only local callbacks are called.
Some functions are unique though.
2012-12-09 01:04:53 -08:00
Unknown W. Brackets 7044fafe84 Always run callbacks when rescheduling.
Not just when rescheduling because of a *CB() func.
2012-12-09 01:04:52 -08:00
Unknown W. Brackets fda41752e8 Simplify the API for HLE funcs to do callbacks.
__KernelWaitCurThread() already (ultimately) calls __KernelCheckCallbacks.
2012-12-09 01:04:52 -08:00
Unknown W. Brackets ff7e1d7be9 Fix running threads in processing callbacks state.
ActionAfterMipsCall was setting it back when it saved it.
2012-12-09 01:04:51 -08:00
Unknown W. Brackets 9cd47e210b Callbacks: Don't trust s0 to retain the call id.
Patapon 2 at least was not during a call, preventing injection.
Hardware doesn't have to deal with injection so not a problem.
2012-12-09 01:04:51 -08:00