A survey of disc images found these shipped on a lot of them: LIBDEFLT and
LIBMT19937, LIBADLER, LIBMD5 on about 1/6, LIBSHA256 on 1/7, LIBHEAP on
1/12, LIBSFMT19937 on 1/24. None appears in any firmware dump and none is loadable
through sceUtility, so a game that imports one has to carry it - which makes
running the game's own module the safe default, the same argument psmfplayer
graduated on. Read off real discs with --re-module disc0:/..., all but sceHeap
import nothing at all, and sceHeap only Kernel_Library and ThreadManForUser.
sceFont joins them with a condition. Its module is on the disc like the others -
the most-shipped of all, on a third of the discs - but it reads its fonts from
flash0:/font and has nothing to fall back on, so it is only usable with a
firmware dump installed (our own fallback fonts are just not good enough anyway, it
chokes on them). CheckDisableHLEAvailability puts the HLE back when
those fonts are missing, since ours does have a fallback.
sceParseUri and sceParseHttp look like candidates and aren't: they are in the
firmware and sceUtility can load them, so a game may import them without
shipping one. Their headers say so.
The HLE implementations stay - old savestates index these tables by syscall
opcode - and are marked legacy the way scePsmf is.
Also: Move HLEInit after the filesystems are mounted
It ran before MountFileSystems, so the checks in it deciding whether a library
can run its real module instead of our HLE couldn't ask the PSP filesystem and
had to reach for host paths under the NAND directory. Nothing between
CoreTiming::Init and here touches HLE, and the kernel and the game's modules are
both loaded later, so it can simply move.
Two things fall out. The checks now spell their paths flash0:/... like the rest
of the emulator. And they run after AutoInstallFirmwareFromDisc, so a disc that
carries a firmware counts on the launch that installs it rather than the next
one - verified with an empty NAND and a disc carrying 3.11: the fonts land and
sceFont runs the game's own module the same boot.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The MP4 libraries turn out to be the easiest place to hand a game Sony's own
code: libmp4.prx needs only sceAudiocodecInit and sceAudiocodecDecode from us
plus ordinary kernel calls, and mp4msv.prx - where the 41 functions libmp4
leans on live - imports nothing at all. So with a firmware dump present the
pair can be loaded for real and left to decode through our sceAudiocodec.
Adds DisableHLEFlags::sceMp4, which loads and starts both modules when the
game asks sceUtility for the MP4 module, and a --disable-hle bitmask so a
headless run can ask for this without a config file.
Two things had to be fixed to make it work at all:
- ModuleMgrForUser 0xD2FBC957 was unimplemented, and libmp4 calls it to get
the gp of each callback it is handed. Implemented as
sceKernelGetModuleGPByAddress.
- Headless forced every module to HLE unconditionally, which silently undid
the flag, and it did so before ApplyToConfig() had even parsed it.
Tested with Speedball 2 - Evolution, which uses sceMp4 for its music: the game
goes from 255645 calls into our stubs and 39 unresolved imports, to zero of
each and 1943 AAC frames decoded through sceAudiocodec.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
As described on Issue #12705 several users have problems with audio
popping, crackling, and distorion with different sample values.
Previous commit ece6edf reduced default samples from 1024 to 256 but
there does not seem to be an ideal value for all platforms.
Make the option configurable in Audio Backend Settings.
Signed-off-by: Jamie Bainbridge <jamie.bainbridge@gmail.com>
Some games survive with a loaded sceAtrac, and start talking to
sceAudioCodec instead, the underlying library, though unsuccessfully
since it's not properly implemented yet.
* 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