Commit Graph
599 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 eee153b220 VSH: An empty UMD drive, and inserting a disc over the WebSocket debugger
The XMB, booted without a game, now starts with an empty drive: when
vsh_module loads with nothing at disc0:, the drive is marked empty, and
activating it tells the shell's drive callback (SceVshMediaDetectUMD)
there's no disc. Activation used to report a readable disc regardless,
so the shell asked for its type and showed "The disc could not be read."
The disc type devctl (0x01F20001) answers 0 without a disc, as JPCSP
does.

game.umd.insert (path) mounts a disc image into the empty drive and
calls the drive callback as inserting one does; game.umd.eject takes it
out. UmdMount() is UmdReplace() without its need for a disc already in.

Inserted into the 6.61 XMB, Daxter shows in the Game column with its
icon, background and animated preview, and launching it boots the game
to its title menu.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 17:32:43 +02:00
Henrik RydgårdandClaude Opus 5.5 2924e3a090 POPS: Boot converted PBPs with firmware 4.05
The user modules started after the manager now come from the firmware's
own boot configuration (pspbtcnf.bin's POPS mode), since they differ by
version: 4.05's pafmini.prx needs heaparea2.prx first. 6.60's also
lists common_util.prx, which wasn't started before.

4.05 renumbered the kernel NIDs again. Its aliases are checked like
5.55's, and the sysreg ones by what they do to the registers: the call
sites got five of those wrong. Its manager allocates from a pool with
the kernel's sceKernelAllocateFpl, which stays unresolved for kernel
modules (see ThreadManForKernel), so only the manager's import gets the
user one. scePower_driver gets 6.60's clock frequency NID, which 6.20's
and 4.05's old one now map to.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 13:15:30 +02:00
Francisco José García García 926bf9d390 POPS: Converted PS1 EBOOTs, as CFW's popcorn plugin runs them
EBOOTs made with popstation and similar tools have a plain disc image of
raw DEFLATE blocks, where a store game has a PGD in the emulator's own
format, and no MACs. Like popcorn: the emulator's decoder calls go to its
scePopsMan_0090B2C8 import, which now inflates; its CD audio track index
check always takes the full-length branch, as the converted image adds CD
audio tracks the index doesn't count; and the manager's two MAC checks
pass.

A converted EBOOT is one whose disc image doesn't start with a PGD.
Crash Bandicoot is playable.
2026-10-21 13:15:30 +02:00
Henrik RydgårdandClaude Opus 5.5 0b1e1a9bb3 POPS: Boot PS1 EBOOTs through the firmware's POPS manager
A PS1 EBOOT now boots the installed firmware's POPS manager
(flash0:/kd/popsman.prx), which loads its PS1 emulator (pops_0Xg.prx) for
the game. Load_PSP_POPS stands in for the kernel's reboot into its POPS
configuration: it loads the manager and that configuration's user modules,
and a helper thread makes the kernel init's scePopsManLoadModule(path, 0)
call. InitForKernel reports a POPS boot from the memory stick.

The emulator plays its sound on the Media Engine, so a PS1 boot always
gets the emulated ME, whatever the homebrew setting says, and is refused
on platforms that can't emulate it. The manager boots the ME with its own
code (POPS's reboot has no me_wrapper, so Sony's ME firmware isn't booted
for it), and its ME loop runs there unchanged, playing through the audio
block.

Everything in POPS that reaches hardware registers is kernel code, so a
POPS boot leaves the ME's kernel mode stopgap (g_kernelModeAnywhere) off:
7% fewer host instructions in Crash Bandicoot.

The manager also drives the GE directly: its stall register and FINISH
status are an MMIO device that only answers during a POPS boot, and stall
writes extend the HLE GPU's current list.

The 6.60 and 6.61 popsman.prx and pops_01g/02g.prx have the same code. The
manager's is checked when it's loaded, and any other one fails the boot
with a message. Savestates include the boot's threads.

Reading a game's disc image needs the next two changes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 13:15:30 +02:00
Henrik RydgårdandClaude Opus 5.5 2344d70147 Loader: Skip the exports of a module whose export table isn't in memory
A module cut off before its relocations still has link-time addresses
in its module info. Reading its export table through them raised a
memory exception, which stops the interpreter (the JITs carry on), so
modules/cutrel failed with --cpu=interpreter. Check the range first, as
the import side already does for libstub.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 08:58:10 +02:00
Henrik RydgårdandClaude Opus 5.5 d1ddaf9681 Loader: Refuse a PRX cut off before its relocations if it exports a library
PMDVIS ships a kcall.prx that ends where its relocation sections begin.
On a PSP-1000 (6.61) such a module loads unrelocated if syslib is its only
export library, but with another library the load hangs the PSP
(pspautotests modules/cutrel and modules/cutrel/kernel, which leave that
case out). We loaded it unrelocated, and PMDVIS then crashed on its
garbage export table. Now the load fails with 80020148, the error
PSPLink's modload gave for that file, and PMDVIS carries on without the
ME.

Also ModuleMgrForKernel's 6.61 NID for sceKernelUnloadModule, which the
kernel test uses.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 08:58:10 +02:00
Henrik RydgårdandClaude Opus 5.5 33b6229a6f HLE: Add sceKernelQueryLoadCoreCB
The firmware's semawm.prx (6.61), which PMP Mod and psp-me-bench load, decrypts
code that walks LoadCore's registered-library hash buckets at the start of this
block, looking for libraries a custom firmware would add. We don't keep those
structures, so it gets an empty table in kernel memory, made on first use and
kept in the savestate.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 08:58:10 +02:00
Henrik Rydgård 1a0659cb97 Merge pull request #22688 from hrydgard/pops-cherry-pick
Cherry-pick some general commits from the POPS PR
2026-10-20 22:12:11 +02:00
Francisco José García García e9515d0f8a HLE: 6.60 kernel NIDs for module loading, memset and strnlen
The firmware's POPS manager imports these by their 6.60 NIDs:
sceKernelLoadModuleForKernel and sceKernelStartModule from ModuleMgrForKernel,
SysMem's sceKernelMemset and sceKernelGetUIDcontrolBlock, Sysclib's strnlen,
and sceKernelExtendKernelStack, which runs the callback like
sceKernelExtendThreadStack does.

sceKernelGetUIDcontrolBlock reports no such UID: the manager uses it to make
a descriptor it opened in kernel mode usable from user mode, and ours aren't
access-checked.
2026-10-20 21:49:42 +02:00
Henrik RydgårdandClaude Opus 5.5 0a8d569c47 HLE: kuKernelCall and sctrlHENFindFunction
Custom firmware calls, which homebrew that runs ME code uses to reach
its own kernel modules: KUBridge's kuKernelCall runs a function with the
first eight of its arguments and stores v0/v1 in ret1/ret2 afterwards;
sctrlHENFindFunction (SystemCtrlForKernel, and a new SystemCtrlForUser)
finds a loaded module's export by module, library and NID.

Tanaka's Touhou ports find and call their GE4 wrapper's exports with
them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 21:18:21 +02:00
Henrik RydgårdandClaude Opus 5.5 7dd1475ed7 HLE: Pass the MIPSState to syscalls and their implementations
HLEFunc and ReplaceFunc now take the MIPSState they run on. The dispatch
paths (both interpreters and every JIT backend) pass in the state they
belong to, and CallSyscall*, hleFinishSyscall and the HLE mips call
machinery use it instead of currentMIPS.

The wrappers in FunctionWrappers.h take the function as `auto` and call it
through HLECall, which also accepts an implementation with an extra leading
MIPSState * parameter and passes the state to it. Any other signature still
fails to compile, as before. PARAM/RETURN now refer to a local `mips`.

The HLE functions (and replacement functions) that used currentMIPS now take
the state that way. Callers outside a syscall's own frame - CoreTiming
events, the adhoc matching thread, dialogs, PPGe, the debugger UIs - pass
currentMIPS or &mipsr4k explicitly. The kernel's thread internals still use
currentMIPS.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 15:45:14 +02:00
Henrik RydgårdandClaude Opus 5.5 30cab94840 SaveState: Fixes from a review of the kernel savestates
- A partition memory block restored its allocator through
  BlockAllocatorFromID, whose privilege check asked the thread current
  before the load, already deleted with the kernel objects. Loading a
  kernel-partition block under a user thread left it without an allocator,
  crashing when it was freed. The saved id maps straight back now, and the
  current thread is cleared along with the objects.
- The thread LoadExec leaves waiting (with no timeout) for plugins and VSH
  modules to start wasn't saved, so a state saved while one was starting
  hung the game thread after loading. The VSH modules still to start
  weren't saved either, nor cleared.
- A state without the exit callback id left the previous session's.
- From a broken or crafted state: thread ids that GetFast trusts (current,
  idle and ready), interrupt handler numbers, FPL and TLSPL indices, and a
  MIPS call or action slot that isn't there.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 00:20:24 +02:00
Henrik RydgårdandClaude Opus 5.5 f45f4d5c85 SaveState: Only rehash functions in code a load changed
Every load hashed all known functions again, for the replacement hooks:
2.4-6 ms, about half the load. Functions in module code the load left as
it was keep their hash, so only the rest is hashed now (0.5-1 ms). The
code is compared on every load for this, not only with a JIT.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 20:18:46 +02:00
Henrik RydgårdandClaude Opus 5.5 79d340f4fe SaveState: Keep JIT blocks in module code a load doesn't change
Loading a state started the JIT over, so every block the game runs had to
be compiled again, which stutters. Now the loaded modules' code is
compared with the state's as RAM is loaded (a chunk that already matches
isn't copied either), and blocks entirely inside unchanged code stay.
Everything else is invalidated as before, and without a JIT, or with no
unchanged code, the JIT still starts over.

The JIT throws its blocks away if the loaded state needs code they weren't
compiled for (rounding mode switches, or no default prefixes at block
start). The other way round it keeps them, along with the flags they were
compiled under: before, a loaded hasSetRounding of false, or the reset of
lastSetRounding, had the next compile rebuild everything anyway.

In the three seconds after loading a state, Ridge Racer compiles 28 blocks
instead of 4823, Force Unleashed 31 instead of 7727. Frames rendered after
the load are identical either way.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 19:47:05 +02:00
Henrik RydgårdandClaude Opus 5.5 b13945d9e5 Show the crash screen whenever the core stops with a runtime error
EmuScreen only draws the crash info when an exception was recorded, and
showed just the Resume/Reset/Back buttons otherwise. Several ways of
stopping the core with CORE_RUNTIME_ERROR recorded nothing:

- A bad memory access in JIT code that MemFault can't skip, either
  because it can't decode the host instruction or because ignoring is
  only configured through the exception action, went to the crash
  handler, while Core_MemoryException returned early under the default
  Ignore action. A halting access is now always recorded.
- HLEReturnFromMipsCall on a corrupt stack, and a failed LoadExec, set
  the state directly. They now go through Core_HLEError, which records a
  new HLE exception type with a message that the crash screen shows.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 17:03:12 +02:00
Henrik RydgårdandClaude Opus 5.5 8087ad652b sceKernelLoadModule: Resolve a relative path when the load is requested
- Fixes #22578

Since loads became deferred (#22507), the file is read from the event at the
end of the wait, where there is no current thread and so no current
directory. Crash Tag Team Racing loads its PRXs as "prx/sc_sascore.prx" and
so on, got NOCWD for all of them and never started. Make the path absolute
with the caller's current directory before waiting.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 13:58:40 +02:00
Henrik RydgårdandClaude Opus 5.5 a738fe9b86 Scan modules that only exist in a savestate for functions
A module the game loaded before the state was saved, but that this run never loaded, was never
scanned, so loading such a state left all of its code without function replacements and hooks
(and without functions in the debugger). Scan any loaded module with no analyzed functions in its
text range before rehashing.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 11:22:06 +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 RydgårdandClaude Opus 5.5 121b67604c Implement sceKernelLoadModuleDNAS
See #12343

Killzone: Liberation's bootloader loads its DLC patch from
ms0:/PSP/GAME/<id>/KZL.PRX through this, and falls back to the disc's
KZL.PRX on any negative result. The stub returned 0, which the game took
as a module ID and crashed starting it.

The installed file is keyed to the PSP that installed it (KIRK command 2,
whose key isn't known), so we can't decrypt one copied from a PSP. Unwrap a
PGD we can open with the caller's key and load a module that's already
decrypted; otherwise fail with an OSD note, and the game runs without the
patch.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 18:09:58 +02:00
Henrik RydgårdandClaude Opus 5.5 4fda53a62e sceKernelLoadModule: Put the module in memory when the wait ends
We copied the module into memory at the start of the call, then made the caller
wait for the read. On hardware the module's bytes only arrive at the end, and
until then other threads can use that memory (pspautotests modules/loadrace).

SOCOM: Fireteam Bravo 2 EU (UCES00543) relies on this. Its loader EBOOT loads
SOCOMPSP.PRX on one thread while another builds a GU display list in a 0x40-byte
buffer at the end of its .bss. That list overruns into the free memory right after
it, which is where the game module goes. On hardware the module load later
overwrites the overrun; for us, the overrun overwrote the module's first
instructions, and the game crashed as soon as it started.

The load now runs from a CoreTiming event at the end of the wait. Pending loads
are saved in savestates.

Fixes #18842

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 19:08:11 +02:00
Henrik RydgårdandClaude Opus 5.5 6d122f416e Keep JIT block entries and replacement hooks out of PSP memory
The JITs used to find a block by overwriting its first instruction with an "emuhack" holding
the offset into the code space, and replacement functions installed their own emuhack the same
way. Anything that read code (savestates, the debugger, memory dumps, cheats, the function
hasher, games reading their own code) had to translate them back.

Blocks now live in a block shadow: one u32 per guest instruction, indexed by the PC masked with
BLOCK_SHADOW_MASK (1GB on 64-bit, folding the kernel and uncached mirrors; 256MB on 32-bit, iOS
and Switch, where address space is short), with the low bits cleared so a misaligned PC can't
read across two entries. Only the ranges under memory views are committed, so a bad PC still
faults in the dispatcher, and the shadow is reserved before the memory map so it can't land in
a gap of the 4GB window. Entries hold full 32-bit offsets, lifting the 16MB limit. The
dispatchers on every backend, and the IR interpreter's loop, look blocks up there.

A hooked instruction without a compiled block gets the JIT's hook value in its entry: the offset
of the dispatcher's compile path (1 for the interpreters, the IR arena keeping that offset
empty), so dispatching there compiles a block, and the frontends substitute the hook. Compiling
replaces the entry with the block's, and destroying the block puts the hook value back. The hook
value is rewritten when the JIT changes or regenerates its dispatcher.

Hooks live in a map keyed by the masked address, and are dropped when the game overwrites the
hooked instruction, or when an icache invalidation finds the function's hash (immediates masked,
as when matching it) changed. Those checks run when queued invalidations are processed, since
cheats and the debugger queue them before writing. Installing and removing hooks invalidates
deferred, as it happens in HLE calls that can run inside a block. The cache instruction goes
through MIPSState, so it drops changed hooks too.

With clean memory, the save/clear/restore around savestates, memory reads and dumps goes away,
as do the source-range invalidations in the memcpy replacements, sceDmac and the cheats.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 0a8ec4d8f1 Invalidate code that HLE and the debugger write over
Helper thread stubs, fake syscall stubs and the module start trampoline go into memory that may
have held code (freed kernel memory, a reused thread stack), and the debugger memory views can
edit code. Invalidate what they write, which so far only happened by accident when the write hit
the first instruction of a JIT block.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 2cf8b69bab VSH: Drop the 6.6x alarm-category patch
6.60 and 6.61 crashed in vsh_module's alarm-task scan on a count nothing
initialized, and a data patch zeroed it. With the shell's modules started
in order, both reach the XMB, show icons and launch homebrew without it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:32:46 +02:00
Henrik RydgårdandClaude Opus 5.5 09974f9e82 VSH: Start the shell's modules one at a time, fixing game icons
The kernel starts modules one by one, each module_start returning before
the next starts. We started them all as threads side by side, and
vsh_module's start ran before paf's. Its 12MB request for game_plugin's
surface pools then went to the 8.3MB heap we pre-filled scePaf's pool
slot with, failed, and game_plugin threw away every decoded ICON0 and
PIC1 (white tiles on 3.80-5.05, grey placeholders from 5.50).

heaparea1, vshbridge, paf, common_gui and common_util now start in order,
and vsh_module waits for the last. The kd/ drivers still start side by
side, since syscon's start blocks on its hardware interrupt. paf fills
its own pool slot now, so the pre-fill is gone. Icons show on every
version from 1.50 to 6.61, and homebrew launches on the same ones as
before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:32:46 +02:00
Henrik RydgårdandClaude Opus 5.5 ba4a95d8ff HLE: Send the VSH's LoadExec calls to HLE on every firmware version
The VSH launches games through the VSH variants of LoadExecForKernel,
whose NIDs most firmware versions changed. Where HLE doesn't know the NID,
the firmware's own loadexec.prx ran instead, and the launch got nowhere,
so homebrew launched from the XMB only on firmware 3.73 and older, and
6.60/6.61.

Each variant is the same small wrapper, loadExecVSH(apiType, file, opt,
0x10000), so when loadexec.prx exports one we don't know, look at the API
type it loads into a0, and for Disc (0x120) and MS2 (0x141), overwrite it
with a call to our HLE implementation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 2072e0d568 VSH: Find the homebrew patches by pattern, for every firmware version
Instead of 6.61's offsets, look for the checks by their instructions,
each of which has to match exactly once. Checked against vshmain.prx from
every firmware version, 1.50 to 6.61:

- The DISC_ID check is there from 2.00 on.
- The DATA.PSP header check from 5.00 on, in two forms: 5.xx compares
  the header bytes against ~PSP and ~SCE itself, and 6.30 on test a type
  a helper worked out. 6.00 to 6.20 have both. For the byte check, the
  "first byte isn't ~" branch is pointed at where a good header goes.
- 1.50 and 1.52 have neither, and run unsigned code anyway.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 24a2f6110d VSH: Patch vsh_module so the XMB can launch unsigned homebrew
Picking homebrew in the XMB gave "The game cannot be started. The data
is corrupted." without ever calling LoadExec: vshmain.prx rejects a
PARAM.SFO without a valid DISC_ID, and a DATA.PSP that's a plain ELF
rather than ~PSP. NOP the three branches that do that, the same patches
ProCFW's vshctrl makes and JPCSP applies. They're for 6.61's build, and
are only applied if all three instructions are what we expect.

With it, Kosmodrones launches from the XMB, through the PSP boot logo.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik Rydgård 4464ef4efd Merge pull request #22432 from sum2012/patch4
Add some kernel NIDs and sceReg write overlay by Zcode
2026-10-09 18:57:39 +02:00
Henrik RydgårdandClaude Opus 5.5 6e0d6f4357 Savestates: Terminate fixed-size name strings on load
Add DoCString() for standalone fixed-size strings, and
TerminateLoadedCString() for names inside structs that are loaded whole.
These all get used as C strings (GetName(), logs, the debugger), and are
always terminated when created. Module names are copied from the ELF with
strncpy, so terminate those on creation too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:06 +02:00
sum2012 472cf26be4 Add some kernel nids
sceReg:made the registry writable in-memory (sceRegSetKeyValue/sceRegCreateKey overlay + merged cached lookups), which is what fixed the Chinese font. Fix #14032
2026-10-06 04:59:56 +08:00
sum2012 a66249683d Add support sctrlHENSetStartModuleHandler by Zcode 2026-10-06 02:28:15 +08:00
Henrik RydgårdandClaude Opus 5.5 27ce1be6e9 Module start/stop threads: Honor the whole SceKernelSMOption
sceKernelStartModule, sceKernelStopModule and the self-stop calls now
check their option first: with SDK 2.08 or later its size must be 0x14,
and attribute bits outside 0x00F06000 are an error.

The option's attribute is added to the module's thread attribute rather
than ignored (or, when stopping, replacing it), and the default attribute
is 0 rather than the module's own attribute. A nonzero mpidstack puts the
stack in that partition, which has to be user-accessible for a user
module and kernel-only for a kernel module.

A failed thread creation is now returned instead of asserting.

Hardware test: modules/startoptions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 10:10:22 -06:00
Henrik RydgårdandClaude Opus 5.5 efc1969177 Module start/stop threads: 0x1000 default stack for kernel modules
modulemgr only defaults a module_start/module_stop thread's stack to 0x40000
for user modules. Kernel modules get 0x1000. We gave every
module 0x40000, which mostly cost kernel memory when booting the VSH.

User modules, and so games, are unaffected.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 09:42:04 -06:00
Henrik RydgårdandClaude Opus 5.5 f2eba8f711 sceKernelLoadModule: Charge for reading the file and loading it
On hardware a load costs an open and a read of the file, plus about 1ms
and 30us per KB of loader work (pspautotests threads/scheduling/callcosts),
with the caller waiting throughout. It now charges sceIoOpen's and
sceIoRead's estimates for the file plus that, instead of a flat 500us.

Also notes why sceKernelLoadModuleByID fails from a game's own fd on ms0:
or host0: on hardware, which we don't emulate.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 11:09:47 -06:00
Henrik RydgårdandClaude Opus 5.5 c1e70c9686 Unloading a module is busy work, sceKernelVolatileMemTryLock is quick
From pspautotests threads/scheduling/syscallkinds:

- sceKernelUnloadModule takes ~400us that better threads can preempt
  and worse ones don't get in on, so it uses the busy delay rather than
  a wait.
- A successful sceKernelVolatileMemTryLock takes under 100us. It ate
  500000 cycles as a hack for Crash Tag Team Racing, which has since
  moved to (and no longer needs) the DrawSyncEatCycles compat flag.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:56:28 -06:00
Henrik RydgårdandClaude Opus 5.5 8663ce2a33 Savestate: Save state that was missing from several modules
sceMpeg's AVC resource flag, whether the VSH is running, sceReg's handle
counter, sceNet's pending apctl events and product code block, and the
save dialog's copy of the original request (without which the first
Update after a load reloaded the request and lost its results).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:32:07 -06:00
Henrik RydgårdandClaude Opus 5.5 06e11fb176 Savestate: Rehash analyzed functions before writing replacements on load
The function list is from before the load, where other code (an overlay
module) may have been. Hashing it again from the loaded memory keeps the
hooks to code that actually matches.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:34:06 -06:00
Henrik RydgårdandClaude Opus 5 1ad17e10d1 Unload the firmware modules we swap in, when the game unloads the library
Tekken 6 never reaches gameplay with the real mpeg.prx: it plays its intro
movie, returns to the title screen, starts loading a demo match and loads
forever. With the sceMpeg HLE it plays fine.

The game unloads its video libraries before the level load and expects the
memory back. It gets most of it - scePsmf and scePsmfPlayer do go away - but
mpeg.prx stays resident, 33KB of it, sitting in the middle of the region the
loader then asks for:

  08c64000 - 09e24000  18.6MB  taken  UserSbrk
  09e24000 - 09ed4000   720KB  free
  09ed4000 - 09edc300  33.5KB  taken  ELF/sceMpeg_library
  09edc300 - 09f44000   425KB  free
  09f44000 - 09f4c000    32KB  taken  UtilityModule/302_av_atrac3plus

0x09f44000 - 0x09e24000 is 0x120000, which is exactly the allocation that
fails. Without mpeg.prx in the way that span is one free block and the level
loads.

sceUtility notifies the per-library hooks with state 1 when a utility module is
loaded and -1 when it is unloaded. The hooks that swap in a firmware module
only ever handled the load, so nothing ever took them back out. That affects
sceMpeg, sceMp3, sceMp4 and sceAtrac alike; Tekken is just the game whose
memory budget is tight enough to notice.

The unload has to take out what we put in and nothing else, so the loaded ids
are remembered rather than looked up by name: a game like Death Jr ships its
own mpeg.prx and loads it itself, and freeing that would be freeing the game's
memory. Verified that Death Jr still decodes its 1033 frames with our loader
never touching its module.

Savestates from before this have no record of what was swapped in, so they keep
the old behaviour of leaving the modules loaded rather than risk freeing
something the game owns.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 14:37:10 -06:00
keycross 5c80533ee3 HLE: split filesystem-dependent initialization 2026-09-18 10:24:43 +09:00
Henrik RydgårdandClaude Opus 5 4df01fd990 sceUtility: load the firmware's module for a disabled HLE library
Doing this was written once, for sceMp4, remembering the two UIDs it had
loaded in a static. That static was the only thing stopping a second copy
being loaded on top of the first, and it didn't survive a savestate: resuming
in a fresh process left it at zero while the restored module list already had
the modules in it. Ask the module list instead, which needs no state of its
own and is right after a savestate load and across games.

With the mechanism shared, sceMp3 and sceAtrac get it too. libmp3.prx and
libatrac3plus.prx each import nothing but the kernel and sceAudiocodec, so
both run against what we already have. The sceAtrac checkbox previously led
to an error log and a debug assert saying it wouldn't work, with a note that
we could go and find the file - which is what this does.

This is only ever the path for a game that ships no copy of the library. One
that does loads it directly and never asks sceUtility for it.

Also:
 - a module we're really loading no longer reserves its stand-in block as
   well. That block only stands in for memory we aren't otherwise taking, so
   reserving both charges the game twice, at the top of user memory where
   thread stacks come from.
 - the module loads at the bottom of the user partition. fromTop is for a
   module injected before the game's executable is placed; by the time a game
   calls sceUtility nothing moves either way, and the firmware's utility.prx
   allocates AV module memory as PSP_SMEM_Low.
 - NotifyLoadStatusAtrac read the raw setting rather than the effective
   flags, so it could fire for a flag that wasn't in effect.
 - the missing-firmware case now says so on screen, naming the library and
   pointing at installing a firmware, rather than only logging.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 11:11:41 -06:00
Henrik Rydgård 35d69dd4a1 De-claude a bit. It's so verbose. 2026-09-10 15:25:47 -06:00
Henrik RydgårdandClaude Opus 5 fda30ad99c HLE: add the 3.80/3.90 NIDs for the three VSH calls
Same three functions, one more NID each. Those two shells started no plugins at
all and sat on a black screen; both reach an interactive XMB now.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 13:49:08 -06:00
Henrik RydgårdandClaude Opus 5 48a9498729 sceKernelModule: resolve the VSH's kernel drivers on old firmwares too
The per-model naming only starts around 3.50. Older dumps have plain
memlmd.prx and loadexec.prx, name the wlan firmware after the chip revision
(wlanfirm_magpie.prx became wlanfirm_01g.prx), and don't have lowio.prx at all
until about 3.52 - so every one of those was reported as a failed load on
2.00 through 3.30. Try the emulated model, the model in the path, then those
older spellings, and say plainly when the firmware simply doesn't ship one.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 12:46:18 -06:00
Henrik RydgårdandClaude Opus 5 0054d30b1d HLE: cover the rest of the NIDs the VSH uses across firmware versions
sceKernelLoadModuleVSH, sceKernelGetModel and sceImposeSetStatus each appear
under a different NID in 3.95/4.05, 6.00/6.20 and 6.31/6.39. Without the load
one those shells started no plugins at all and sat on a black screen.

Identified the same way as the 5.xx set: for each firmware, the modulemgr export
with sceKernelLoadModuleVSH's callee set, and the vshbridge export whose body is
the user-level check 6.61 wraps sceKernelGetModel in - which is also the only
SysMemForKernel import those shells actually call.

3.95 and 4.05 now reach an interactive XMB.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 12:44:47 -06:00
Henrik RydgårdandClaude Opus 5 1a3f14acd0 HLE: add the 5.xx NIDs the VSH of that era imports
sceKernelLoadModuleVSH, sceKernelGetModel, and four of sceImpose_driver's calls
already have implementations; 5.xx just asks for them under different NIDs, so
the 5.50 shell got nothing back. Each one was identified by disassembling that
firmware's own module and comparing the body against 6.61's, where the same
function is exported under a name - the pairs are instruction-for-instruction
identical apart from context-struct offsets.

GetModel was the one that mattered most: unresolved, vshbridge handed the shell
a garbage model number, and it went looking for PSP-3000 resources on a dump
that has none.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 10:48:32 -06:00
Henrik Rydgård a52b11aa2e Merge pull request #22275 from hrydgard/scemp4-review-fixes
sceMp4: Read the effective flags (not the config), don't reload the modules by accident
2026-09-09 19:32:10 -06:00
Henrik RydgårdandClaude Opus 5 95d03449b3 sceMp4: don't reload the modules, read the effective flags, check four bytes
Three from a read-through of the sceMp4 firmware-module path:

Clearing the module UIDs when the game says it's done with the MP4 module
didn't unload anything - it only meant the next load brought in a second copy
of libmp4.prx and mp4msv.prx, some 220KB at the top of user memory each time.
Keep them for the boot instead; __UtilityInit clears them per game, which is
the point at which they really are gone.

The flag test read g_Config directly, so it ignored the very fallback
CheckDisableHLEAvailability computes when the dump is missing - it would go and
try to load modules that aren't there while import resolution had correctly
stayed on HLE. It also ignored a boundary restored from a savestate.

sceKernelGetModuleGPByAddress checked one byte of the pointer it writes four to.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-09 16:59:21 -06:00
Henrik RydgårdandClaude Opus 5 63eb3d5b21 Boot the VSH on every firmware, 1.50 through 6.61
Backwards from 5.01, one release at a time, against all 39 versions that ship
on a disc plus the download-only 6.61. Nothing here is an offset - it's almost
entirely Sony renumbering the kernel *_driver NIDs, which sends an import we
mean to HLE into the real firmware module instead.

Four more NIDs each for sceRtc_driver/sceRtcSetAlarmTick and
sceHprm_driver/sceHprmReadLatch, covering 1.50 up. The rtc one is what parked
every thread on a SceSysconSync semaphore; the hprm one runs once a frame, so
unresolved it was most of the boot log. Also sceImposeGetParam/sceImposeChanges
(1.50 - 2.xx) and sceKernelLoadModuleVSH (1.x, which is how the shell loads its
own plugins - unresolved it got module id 0 and StartModule failed).

sceRtcIsAlarmed had to be implemented too; it returns 0, as in JPCSP. As a null
entry it returned LIBRARY_NOT_YET_LINKED, and the 3.0x-3.5x VSH read that as
"ask the hardware instead" and went back to blocking on syscon.

Two structural findings:

- Up to 4.05, scePaf's heap allocator is a separate heaparea1.prx that paf
  imports as scePafHeaparea. Load it when it's there. Its pool pointer needs
  the same pre-fill paf's does, at gp - 0x7FCC rather than gp - 0x7E88.
- 1.50's vshmain.prx declares no module attributes at all - PSP_MODULE_VSH_MODE
  only appears from 1.52 - so the whole VSH bootstrap was being skipped. Accept
  the module name too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 14:43:39 -06:00
Henrik RydgårdandClaude Opus 5 b21e40a53f Boot the VSH on firmware 6.60 too, and stop patching builds blind
6.60 ships byte-identical paf.prx and vshmain.prx to 6.61 - all 6338 + 669
functions disassemble the same - and boots to an interactive XMB, so let
FirmwareVersionSupportsVSH accept it. That matters because no UMD carries 6.61
(it was download-only), so 6.60 is the best a disc-installed firmware can be.

The two module patches were hardcoded offsets from the module base applied to
any module of the right name, which is quietly wrong on any other build:

- The scePaf heap arena slot moves with every build (0x18CCD8 on 6.00 through
  0x18D728 on 6.60/6.61) but sits at gp - 0x7E88 in all of them, so find it
  that way. On its own this turns an immediate SIGSEGV inside scePaf into a
  clean stall on 6.00 through 6.39 - they still don't reach an XMB, they get
  stuck in sceVshBridge_Driver instead.
- The vsh_module alarm-category offset has no such anchor, so check the word
  there is the one the patch was derived from. On 6.20 and 6.00 it's ASCII
  string data - the unconditional write was corrupting a string table.

Also resolve the per-model kernel drivers (memlmd, loadexec, wlanfirm) to the
model being emulated. They were asked for as _01g, which a firmware unpacked
for a single model doesn't have - and our own updater unpack defaults to 02g.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 12:56:34 -06:00
Henrik RydgårdandClaude Opus 5 fb976d4f61 Clamp the module function scan to the text range it already validated
The no-code-sections path validates textStart..textEnd, then derives its
actual scan boundaries from modinfo->libent/libstub without checking those
land inside it. flash0:/kd/sysmem.prx and loadcore.prx from a real firmware
dump put them tens of megabytes past the end of the text, so the scan walked
off into unmapped memory - a debug assert in Read_Instruction, and a pointless
134MB scan in release builds.

For a well-formed module every boundary is already inside the range, so this
is a no-op there.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-08 15:31:29 -06:00