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ppsspp/docs/HLEModules.md
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libretroadmin f0b97a2e90 Remove the standalone frontends
The libretro core is the frontend, and the headless tools are the test and
debugging hosts. The Windows, UWP, Android, iOS, macOS and SDL apps, the UI
framework and imgui go, along with what only they used: the Win32 debugger
hooks (g_frameMutex, the shutdown lock), JNI thread attachment, the Android
text drawer, RAIntegration, Discord, recent files, game installs, tilt input,
the audio resamplers, the control mapper, memstick moving and the remote ISO
and upload server modes. The web server keeps the debugger. The MSVC, Gradle
and ndk-build projects go too.
2026-10-09 04:56:10 +02:00

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# Adding HLE modules
How the HLE module tables work, the savestate-compatibility rules for adding to them, and the list of
build files a new source file has to be added to.
HLE module implementations live in `Core/HLE/sce<ModuleName>.cpp` / `.h` (e.g. `sceOpenPSID.cpp`, `scePauth.cpp` are good
small examples to copy from). A module is a `const HLEFunction <name>[]` table of
`{nid, &WrapX_YYY<func>, "funcName", retChar, argString}` entries, registered via
`RegisterHLEModule("<name>", ARRAY_SIZE(table), table)` inside a `Register_<name>()` function declared in the header.
- `FunctionWrappers.h` has generic `WrapX_YYY<func>` templates for common signatures (return type X, args YYY) - add new
wrappers there if you need a new signature.
- Format string legend for the `retmask`/argmask chars: `x` = u32 (shown as hex), `i` = int/s32, `f` = float, `X` = u64,
`I` = s64, `v` = void.
- For functions of genuinely unknown purpose (only known by NID), name them `<moduleName>_<NID>` and stub them with
`return hleLogError(Log::HLE, 0, "UNIMPL");` - an established pattern (see `scePauth.cpp`, `sceOpenPSID.cpp`).
- **New modules must be registered at the very end** of the registration function in `Core/HLE/HLETables.cpp` (look for
the `// add new modules here.` comment near the end of that function) - not inserted alphabetically/logically among
the existing `Register_*()` calls. Module registration order affects numeric IDs used in savestates, so inserting a
new module earlier in that list would break save-state compatibility for saves made with older builds.
- **The same rule applies one level down: new entries in an *existing* module's `const HLEFunction <name>[]` table must
go at the very end of that array too, never inserted alphabetically or next to a "related" existing entry.** A
resolved import gets written directly into guest RAM as a syscall opcode that encodes the entry's array position
(`modulenum<<18 | funcindex<<6`, see `GetSyscallOp()` in `Core/HLE/HLE.cpp`), and a savestate captures that opcode
verbatim - inserting a new entry before an existing one shifts every later entry's index, so loading an older
savestate after such a change resolves those later entries to the *wrong* function. Adding an all-new table (a new
module, including a new alias-module `..._driver[]` variant of an existing one) is unaffected, since no old
savestate could reference indices into a table that didn't exist yet - only *existing* tables need this care.
- Remember to add any new `.cpp`/`.c` file to both `Core/CMakeLists.txt` and `libretro/Makefile.common`, and
new `.h` files to `Core/CMakeLists.txt`. Double check each against how an existing neighboring file (e.g.
`sceVaudio.cpp`) is listed, and build both the CMake and the Makefile build.