Unknown W. Brackets
729377881c
Protect against modules with no start address.
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Generally, fake ones.
2014-07-13 19:58:30 -07:00
Unknown W. Brackets
4a94a30ba6
Calculate the module info data/text/bss size.
2014-07-13 19:53:00 -07:00
Unknown W. Brackets
1c7873e2f5
Fill the module info segment addresses and sizes.
2014-07-13 19:16:25 -07:00
Unknown W. Brackets
399d4d1ba9
Correct sceKernelModuleStart() return value.
2014-07-13 15:16:03 -07:00
Karen Tsai
1d1096633f
Removed some extraneous tabs in sceKernelModule.cpp
2014-07-02 13:21:27 -04:00
sum2012
96c6a53e58
Fix space bug
2014-07-02 20:27:17 +08:00
sum2012
0256c7e056
Use with same code with sceKernelStopUnloadSelfModuleWithStatus
2014-07-02 20:08:27 +08:00
sum2012
eecd9038cd
Init exitCode variable
2014-07-02 08:00:41 +08:00
sum2012
bc4a9149d3
Correct sceKernelSelfStopUnloadModule
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Fix #4237
2014-07-02 07:25:49 +08:00
Henrik Rydgård
bfffe33438
Merge pull request #6469 from unknownbrackets/logging
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Enforce semicolons at the end of log lines
2014-06-30 11:44:02 +02:00
Unknown W. Brackets
c6f5ddd7a4
Reset replacements on loadexec.
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Just to make sure we don't get confused.
2014-06-30 00:27:05 -07:00
Unknown W. Brackets
0a33eb4c42
Fix missing log semicolons only affecting logging.
2014-06-29 19:09:39 -07:00
Unknown W. Brackets
5db79dcf11
Fix some missing semicolons on log statements.
2014-06-29 19:09:37 -07:00
Unknown W. Brackets
ec94498342
When scanning or relocating, check replacements.
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Just to make sure we don't wrongly detect the length or unresolve a var
wrong etc.
2014-06-23 08:18:56 -07:00
Unknown W. Brackets
90b30f8bfe
Use module start func, not entry, if specified.
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Fixes #5539 , Ranshima Monogatari Rare Land Story. Still logging in case
it causes a problem.
2014-06-07 06:28:23 -07:00
Unknown W. Brackets
a7b9ce205b
Enable function replacements by default.
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So things like Star Ocean work, and game memcpy()'s to GPU work.
This will make game start on mobile a bit slower, though. And there could
still be bugs so leaving as an option, but seems pretty stable. Didn't
realize it wasn't enabled by default.
2014-06-07 00:13:45 -07:00
Unknown W. Brackets
c1fdb5fc5b
Might as well allow imports to blacklisted.
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If someone's trying to read their code.
2014-05-24 17:15:25 -07:00
Unknown W. Brackets
8ef00232d3
Parse exports of blacklisted modules.
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But ignore them. This allows us to get the devkit version and other
potentially useful information.
2014-05-24 17:13:26 -07:00
Unknown W. Brackets
67fc607671
Oops, dumb mistake in reporting.
2014-05-21 01:17:15 -07:00
Unknown W. Brackets
5c13d482e0
When reporting module versions, include devkit ver.
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Looks like this'll be the ticket for scePsmfPlayer, which has different
functionality in different versions (including when and how end of video
is flagged, which FF2 depends on.)
Now let's see what versions are out there.
2014-05-21 01:11:33 -07:00
sum2012
21c301962b
Add some kernal module
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Find in bugz Homebrew
2014-05-17 23:06:01 +08:00
Unknown W. Brackets
dde2f3ade6
Re-replace functions after loading a savestate.
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Might need to clear before saving too... anyway, this makes testing a bit
easier for certain areas.
Also, correctly decrease downcount on x86.
2014-04-12 15:49:20 -07:00
Unknown W. Brackets
829f70dacd
Initialize textStart/textEnd for fake modules.
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Otherwise we try to unload random memory, sometimes this breaks weird
things.
2014-04-12 13:09:33 -07:00
Unknown W. Brackets
76e61e10a9
Fix hashmap crashes with games that load modules.
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This should properly unload and reload the functions as necessary.
2014-04-12 01:16:32 -07:00
Unknown W. Brackets
05ab192c9c
Reduce includes in Core/HLE/.
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Especially templates.
2014-03-15 11:22:19 -07:00
Henrik Rydgård
d374cf94b3
Merge pull request #5529 from sum2012/kernal-load
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Bypass to boot.bin from patched game
2014-03-13 19:11:06 +01:00
Unknown W. Brackets
641064f0bc
Consistently use MIPS_REG_V0 for return values.
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This way all instances are a lot easier to search for (was trying to find
where we were writing an incorrect value to v0, turns out to be callback
related of course.)
2014-03-04 08:21:55 -08:00
Henrik Rydgård
8f90681994
Merge pull request #5589 from unknownbrackets/mpeg-version
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Track the sceMpeg_library version for behavior differences
2014-03-02 23:14:36 +07:00
Unknown W. Brackets
cda1bc2772
Keep track of the loaded sceMpeg_library version.
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They have variations in behavior.
2014-03-02 01:31:29 -08:00
Unknown W. Brackets
87a07d7355
Workaround bug in Kurohyou 2 (uninitialized data.)
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The game calls scePsmfGetEPWithTimestamp(), but without any chapters.
This means nothing is written to its pointer. But it takes the value
there anyway.
It happens that the value there is 0, but only because something wrote it
to the stack before the call. It seems like scePsmfVerifyPsmf() is the
one writing it, since it has a different value shortly before that call.
So, as a workaround, just write some 0s into the stack. Games without
bugs should not care. Hard to predict what will happen to another buggy
game.
2014-03-02 01:22:25 -08:00
Unknown W. Brackets
444dd15a25
Report module versions of HLE'd modules.
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sceMpeg has slightly different functionality, so collecting the unique
versions will help. So far I know of 4.
2014-03-01 14:32:42 -08:00
Henrik Rydgård
909fc3d3f9
Merge pull request #5576 from thedax/decryptedEbootDump
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Add a basic decrypted EBOOT.BIN dump feature.
2014-02-27 18:46:18 +07:00
Unknown W. Brackets
4a1c9645e8
Get rid of Memory::GetStruct(), use PSPPointer.
2014-02-27 00:28:57 -08:00
The Dax
3fbf715d78
Fix wrong dump length.
2014-02-27 01:54:00 -05:00
The Dax
8c31e1ca21
Add a basic decrypted EBOOT.BIN dump function.
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It won't dump already decrypted EBOOTs.
2014-02-27 01:35:17 -05:00
sum2012
98e952ea6e
Only can use __KernelLoadExec when load BOOT.BIN
2014-02-21 07:14:40 +08:00
sum2012
b8a8cc0049
Update log information - menthion we try __KernelLoadExec
2014-02-21 06:00:41 +08:00
sum2012
8958501acb
Support kernal mode Module
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Fix #5527
https://github.com/hrydgard/ppsspp/pull/5512/files No need
2014-02-21 05:32:55 +08:00
Unknown W. Brackets
d2108a962e
Switch from USING_GLES2 to MOBILE_DEVICE.
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Still using USING_GLES2 for, well, GLES2. But for things that are really
about mobile, we need a new define. Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets
9cb14cb58b
Add some reporting for module loading params.
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To see what types of values even get passed...
2014-02-04 23:49:20 -08:00
Ced2911
2c522cda9a
[core] fix some endian bugs
2014-01-26 14:26:27 -08:00
Unknown W. Brackets
a2fa53d5c4
Track modules in the symbol map.
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This makes it so things don't overlap confusingly, and also so that we can
replace funcs more correctly and sanely.
This is unfortunately a bunch more complicated...
2014-01-25 20:59:53 -08:00
Unknown W. Brackets
996d97a05e
Properly savestate loaded modules.
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May fix savestates in games that use modules heavily, like Yu-Gi-Oh, Metal
Gear Solid, Tales of Radiant Mythology, and Valkyrie Profile.
2014-01-22 01:06:59 -08:00
Unknown W. Brackets
3d75b4e918
Try to implement the unload/stop self module func.
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A game might call this when it uses multiple modules in a normal, not
crashing, sort of situation.
This may help Killzone Liberation or Resistance.
2014-01-12 13:51:43 -08:00
Unknown W. Brackets
f14361c3b8
Add a bunch more missing cstring includes.
2013-12-30 21:37:19 -08:00
Henrik Rydgård
79ff2f0ba8
Start untangling our include mess a little.
2013-12-29 23:34:45 +01:00
Unknown W. Brackets
0f3c9ca92f
Implement sceKernelLoadModuleBufferUsbWlan().
2013-12-27 00:28:38 -08:00
Henrik Rydgard
1d2f1efd06
Fix function replacement on ARM
2013-12-18 00:09:08 +01:00
Henrik Rydgard
2eab4aa1bf
Play around with function replacement. Turned off by default of course.
2013-12-17 23:40:27 +01:00
Henrik Rydgard
2140892074
Initial preparations for ability to replace game functions with custom implementations.
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Also auto-saves hashmap additions and reapplies the hashmap on function
rename so that if you rename a function that exists in several copies
they will all be labelled.
Note that actual function replacement is not activated yet.
2013-12-17 12:27:20 +01:00