* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
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Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* added extraction to users based on npcommid
* npcommids are stored in elf_info now
Made nptrophy to work correcty with npcommids
* fixed loading of keymanager
* make linux happy
* partial trophy rewrite with lanugages support
* fixed troph file naming
* Replace sysmodule enums with table
Dumped this from the 12.52 module, using a script I created.
* Better documentation
* Separate from system libraries
That system folder is going to be getting quite large if I left all the sysmodule stuff in there.
* More arrays from library
* Found another preload list
Ghidra really hates decompiling libSceSysmodule, so I didn't notice this one at first.
Also documented specific versions tied to each preload list.
* Start work on implementation
* Some basic implementations
* Initial stub for module loading
Just enough to see if the logic functions appropriately.
* Clang
* sceSysmoduleLoadModule
Now I need to get sceSysmodulePreloadModuleForLibkernel done so that we don't have bugs from not loading internal LLEs.
* sceSysmoduleLoadModuleInternal
* sceSysmodulePreloadModuleForLibkernel
I have successfully broken quite literally everything.
I shall debug this tomorrow.
* Slight fix
* Maybe fix?
* Change log
Enjoy the log spam 😄
* Increased defined stub count
Now that libc and libSceLibcInternal loads later, all the auto stubs are getting consumed by it.
* sceSysmoduleUnloadModule stub
Also a couple fixes. Sysmodule does pass argc and argv to game modules, but only after loading them once to check binaries.
Shouldn't matter for the most part.
* Clang
* Less stubs
2 thousand is seemingly enough.
* sceSysmoduleLoadModuleInternalWithArg
Doesn't hurt to have, since Apex Legends calls it.
* Oops
* Oops 2
* Rename isModuleLoaded to getModuleHandle
Review comment
* Remove debug game module loads
These cases only trigger when specific sceRegMgr key values are set, and for our purposes, we can treat that case as false.
* Allow preloading to fail
For kalaposfos
* Clang
* PngEnc hle
* format
* formatting + fix scePngEncDelete
* fix cmake + misc improvements
i think the setjmp is right according to the libpng manual, works fine from my testing
* fixes
fix an issue with how alpha was handled, and PngEncode() now properly sets the processed_height in outputInfo.
* format
* Update pngenc.cpp
* set outputInfo->processed_height during png write
i assume some games will use this for error handling
* added libSceAudiodec to lle modules list
* crappy float resample , use it at your own risk
* clang
* adjustments to aac
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Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
* Run libSceRtc LLE
The more we've used our HLE, the more issues we've had with it.
While we debug these bugs, re-enabling LLE will address any regressions the swap caused.
* libSceJpegDec LLE
Needed for Trackmania until we implement HLE for this library
* libScePngEnc LLE
Needed for Minecraft until we implement HLE for this library
* Update documentation appropriately
* libSceJpegEnc LLE
By @georgemoralis's request