From bcb0cbe7eae444d7516e823bc8040e3527ef32dc Mon Sep 17 00:00:00 2001 From: "kev :)" Date: Sun, 18 Nov 2012 21:45:14 +0000 Subject: [PATCH] make sceUtilitySavedataInitStart return 0 Makes a few other games get further --- Core/HLE/sceUtility.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Core/HLE/sceUtility.cpp b/Core/HLE/sceUtility.cpp index 63dafa1d88..e67f4f61d1 100644 --- a/Core/HLE/sceUtility.cpp +++ b/Core/HLE/sceUtility.cpp @@ -198,7 +198,7 @@ void sceUtilitySavedataInitStart() { SceUtilitySavedataParam *param = (SceUtilitySavedataParam*)Memory::GetPointer(PARAM(0)); - DEBUG_LOG(HLE,"sceUtilitySavedataInitStart(%08x)", PARAM(0)); + DEBUG_LOG(HLE,"sceUtilitySavedataInitStart(%08x)", PARAM(0)); DEBUG_LOG(HLE,"Mode: %i", param->mode); if (param->mode == 0) //load { @@ -214,9 +214,11 @@ void sceUtilitySavedataInitStart() __UtilityInitStart(); + // Returning 0 here breaks Bust a Move Deluxe! But should be the right thing to do... + // At least Cohort Chess expects this to return 0 or it locks up.. // The fix is probably to fully implement sceUtility so that it actually works. - // RETURN(0); + RETURN(0); } void sceUtilitySavedataShutdownStart()