Henrik Rydgård
95c4e0b9c4
Quick build fix for gcc
2012-12-28 23:33:00 +01:00
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269a776363
Add a simple devctl to verify the state.
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Could do more, but this should be useful.
2012-12-28 14:13:34 -08:00
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fd2f609367
Save the savedata and other dialog state.
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Although, hopefully it wouldn't be running anyway.
2012-12-28 13:55:31 -08:00
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bcecd881b1
Savestate cleanup + be more careful with vectors.
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For some reason I debugged it going into std::string so I just made
them all more explicit which fixed everything.
2012-12-28 13:55:31 -08:00
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644e6b615c
Fix memory leak in msgpipe when loading state.
2012-12-28 13:55:31 -08:00
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e665618891
Fix kernel object loading (ouch) from save states.
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Also a fix to SAS voices not saving right.
2012-12-28 13:55:30 -08:00
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5999fac10d
Start saving the state of the GPU.
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Not 100% sure this is all that's needed, but let's try it.
2012-12-28 13:55:30 -08:00
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19aaca2705
Start save stating audio, plus minor fixes.
2012-12-28 13:55:29 -08:00
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042e515037
Warniof the sceIo defAction is used when stating.
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This is broken anyway so skipping for now.
2012-12-28 13:55:28 -08:00
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cd1d4367bf
Save state of a bunch of small modules.
2012-12-28 13:55:28 -08:00
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4b39e39455
Start save stating the filesystem state.
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Plus minor fixes and at least an attempt to make states the same
on both 32 and 64 bit.
2012-12-28 13:55:27 -08:00
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b81899876f
Don't leak MipsCall objects.
2012-12-28 13:55:26 -08:00
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a8c9c31e16
Add a registry for actions so they can be stated.
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Also add late loaders to ensure things are hooked up properly.
2012-12-28 13:55:26 -08:00
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f5dd7f03e8
Change threadqueue and currentThread to be SceUIDs.
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hmm, kind of a big change. Tried to add some checks to be safe.
2012-12-28 13:55:25 -08:00
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db787d266d
Require interrupt handlers to be registered.
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This allows it to be save stated sanely.
2012-12-28 13:55:25 -08:00
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3ed2045f6b
Add state saving to tertiary kernel modules.
2012-12-28 13:55:25 -08:00
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2197d96989
Run save state operations at next Advance().
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Should take some question marks out of things.
2012-12-28 13:55:23 -08:00
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abeaaa9105
Add Verify() method to quickly test states work.
2012-12-28 13:55:22 -08:00
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d6d3688c8c
Fix a warning if loading wrong version / etc.
2012-12-28 13:55:22 -08:00
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595759ef78
Implement a factory for kernel objects.
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Couldn't think of a better way to do this, maybe there's some fancy
one I don't know about.
Also finished up a couple left over kernel objects.
Maybe a quarter the way there?
2012-12-28 13:55:22 -08:00
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d9efdf548b
Add basic state for the memory kernel objects.
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Not the actual memory partitions quite yet.
2012-12-28 13:52:52 -08:00
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991243fffd
Add basic DoState() to tertiary kernel objects.
2012-12-28 13:52:52 -08:00
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a2f4c83c90
Initial state saving for kernelObjects.
2012-12-28 13:52:51 -08:00
Xele02
05a3574315
Add missing break
2012-12-28 12:00:43 +01:00
Xele02
020e4e7f13
Add code for sdk version info
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Modify Encrypt file data
2012-12-28 11:42:41 +01:00
Henrik Rydgård
3fb9b62d17
Merge pull request #273 from artart78/master
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Fixed the rest of the ELF issues
2012-12-27 23:24:46 -08:00
Henrik Rydgård
fb8604e772
Merge pull request #274 from raven02/master
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Border cosmetic fix in save/load menu + add 2 stubs in sceAtrac
2012-12-27 23:24:23 -08:00
raven02
cb2d8d5c75
Add 2 stubs in sceAtrac
2012-12-28 11:40:44 +08:00
Arthur Blot
8ed8f57a7f
Hopefully fix all the ELF loading issues
2012-12-28 01:07:19 +01:00
Henrik Rydgård
3f5eae3db5
Add some options to ingame menu. Minor fixes.
2012-12-27 23:38:55 +01:00
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fcc5bfee99
Add more atrac3 stubs to get games farther.
2012-12-26 13:36:10 -08:00
Henrik Rydgård
35f60501c1
Update a function name
2012-12-26 19:30:46 +01:00
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ddfa56e0f2
Fix GetMemoryBlockPtr() to take both arguments.
2012-12-26 04:02:33 -08:00
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724640d308
Revert rescheduling in sceIoOpen().
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Broke Orbit and Breakquest, maybe my tests are wrong. Scheduling is hard.
This reverts commit f75f2748b1 .
2012-12-26 02:26:17 -08:00
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0587104c16
No need to register now, actually.
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Was using NotifyCallbackType before but that wasn't necessary
anyway, so this is cleaner/better.
2012-12-26 02:17:47 -08:00
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be779d7f77
Actually run callbacks for async IO.
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Probably needs to actually be delayed though.
2012-12-26 01:33:43 -08:00
Unknown W. Brackets
8d946a7a3a
Ensure we don't close the wrong fd in async io.
2012-12-26 01:33:43 -08:00
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a4154dbc17
Clean up a few IO wrappers with deferred HLE.
2012-12-26 01:33:42 -08:00
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f75f2748b1
Tests show io open also rescheds, async or not.
2012-12-26 01:33:42 -08:00
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b2ef54e194
Make waiting on async IO reschedule.
2012-12-26 01:33:42 -08:00
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4b9b23dfb4
Correct arguments in sceIoGetAsyncStat().
2012-12-26 01:33:41 -08:00
Henrik Rydgård
b2f29992a3
Wrap some functions, clean some stuff
2012-12-26 08:52:40 +01:00
Henrik Rydgård
d95dbca9be
Cleanup GPU init/shutdown a bit
2012-12-25 22:42:19 +01:00
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f8f581794f
Make sure sceUtility funcs all return error codes.
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Right now, everything is 0, but before it wasn't returning anything.
Returning 0 actually made some games start working right.
2012-12-25 01:07:04 -08:00
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6a6db5f53a
Remember to break on HLE after an ignored syscall.
2012-12-24 22:03:40 -08:00
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dc21d5c462
Add a mechanism for HLE to trigger a debug break.
2012-12-24 21:47:54 -08:00
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b8ae91237e
Oops, missed some state in HLE to reset.
2012-12-24 21:04:28 -08:00
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23db819e90
No longer need this forward decl.
2012-12-24 01:42:33 -08:00
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d378b1c324
Deallocate properly in shutdown, not in init.
2012-12-24 01:41:15 -08:00
Unknown W. Brackets
41db5c46a5
Fix random modules not reseting on shutdown.
2012-12-23 22:52:40 -08:00