Commit Graph

3878 Commits

Author SHA1 Message Date
kalaposfos13
8f81064703 remove debug logging 2026-03-14 15:31:50 +01:00
kalaposfos13
9322cc5941 the light sphere (why it blinking tho?) 2026-03-14 15:06:43 +01:00
kalaposfos13
97e2367db4 use motion controls for move 2026-03-14 14:23:39 +01:00
kalaposfos13
d229ab4d8b init motion controls for move 2026-03-14 14:10:39 +01:00
kalaposfos13
92f4b885b1 as they say, 25th time's the charm 2026-03-14 13:49:32 +01:00
kalaposfos13
5099a17519 the Move controllers' Move button can now be used as input for normal controller output 2026-03-13 17:46:07 +01:00
kalaposfos13
87d403d5c2 userid is still != pad handle 2026-03-12 22:40:17 +01:00
kalaposfos13
0cc0dc9c31 what is shadow going to do about this 2026-03-12 22:21:25 +01:00
kalaposfos13
badaa30cbc attempt to fix returning too many users 2026-03-12 21:40:23 +01:00
kalaposfos13
5df712dc4b Merge remote-tracking branch 'origin/main' into user_and_settings 2026-03-12 21:40:04 +01:00
kalaposfos13
d6626c4ccf
Rereworked trophy backend (#4121)
* a better trophy file layout, part 1

* part 2

* now it actually works
2026-03-12 21:14:51 +02:00
kalaposfos13
67ffd0334b
Properly fix game flag handling (#4119)
* fix the fix for the fix

* fine there's no debug info then because of Ubuntu things
2026-03-12 17:15:04 +01:00
georgemoralis
f8d0344138
Merge branch 'main' into user_and_settings 2026-03-12 08:53:35 +02:00
Stephen Miller
c8b3d63e7e
Core: Fix game arguments (#4118)
* Fix game arguments.

Tested with Crash Team Racing Nitro Fueled

* Fix the fix

This callback runs unconditionally, so only perform erase if we actually place anything in gameArgs
2026-03-12 08:53:12 +02:00
georgemoralis
1c69f35d67
Merge branch 'main' into user_and_settings 2026-03-11 23:23:58 +02:00
georgemoralis
ff96c54451
Trophies fixes (#4114)
* 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
2026-03-11 23:23:35 +02:00
Stephen Miller
ac3786f533
Fix return type for ImageAtomicU32CmpSwap (#4115)
Somedays I wonder how I miss these details. But hey, least there are two other people who also missed this 😅
2026-03-10 16:25:22 -07:00
kalaposfos13
d06a3d4777 + 2026-03-10 15:36:38 +01:00
kalaposfos13
8396de2aa2 settings migration chapter 2 2026-03-10 15:32:27 +01:00
georgemoralis
fa1deb4845 fixed settings for the openal backend 2026-03-10 11:13:06 +02:00
georgemoralis
3157382d8e
OpenAL sound backened (#4030)
* code cleanup

* simd implementation and better buffer support

* reduce logging in audioout

* added openal libs

* added sceAudioOutGetSystemState

* fixed backend

* initial audio out openal support , still not working properly

* cleanups

* fixed converters for openal

* basic work for openal and audio3d

* clang

* better conversion?

* trying to fix conversions

* better conversions?

* more safe format conversions

* improved audioout conversions

* seems better

* smoother

* increased buffers

* reduce spamming log

* added SIMD version of convertors

* some corrections to audio3d

* support for AL_EXT_FLOAT32 extension and fallbacks if not available

* added device selection

* use ALC_ALL_DEVICES_SPECIFIER

* no it will not work this way

* improved device detection

* fixed audio3d again

* proper device register in openal

* some openal audio3d improvements based on the sdl one

* clang
2026-03-10 11:00:21 +02:00
georgemoralis
c9595a4288 added settings for audio backend 2026-03-10 10:43:59 +02:00
georgemoralis
58f4e12437
Merge branch 'main' into user_and_settings 2026-03-10 09:03:26 +02:00
Stephen Miller
3ee06a91df
Relocate imports on HLE loads (#4113)
Now that dynamic HLE loads happen after the eboot loads, HLEs for most "preload" modules wouldn't detect if you didn't have libSceRtc dumped. This was because, while we stored all the new symbols from the HLE lib, we weren't relocating loaded modules to use these symbols.
2026-03-10 07:25:45 +02:00
Stephen Miller
ab9577c088 Remove malloc_init stuff
Keeping my heap API definition fixes though, since that's a valid change.
Also adding back libScePadTracker LLE, shadow removed it during rebase, but it should still "work" with these changes.
2026-03-09 12:11:49 -05:00
georgemoralis
19a99dec41 compile fixes 2026-03-09 18:46:53 +02:00
georgemoralis
79025787da clang 2026-03-09 18:36:45 +02:00
Miller
f5d394a5b2 Merge branch 'malloc_init_heap_api_lle' into user_and_settings 2026-03-09 11:18:59 -05:00
georgemoralis
fb48bcf979
Merge branch 'main' into user_and_settings 2026-03-09 18:11:44 +02:00
Stephen Miller
85476e55ea
Recompiler: Implement IMAGE_ATOMIC_CMPSWAP (#4109)
* To implement ImageAtomicCmpSwap

...but it doesn't work, so here it shall stay.

* a fix

* Clang

* Add to MayHaveSideEffects

I missed this while digging through IR code.
2026-03-09 18:02:22 +02:00
TheTurtle
df6bb8562e
renderer_vulkan: Force subgroup size to 64 when possible (#4111) 2026-03-09 17:46:51 +02:00
TheTurtle
e16ba06ab0
shader_recompiler: Support 32 thread sharing mode (#4110) 2026-03-09 17:33:58 +02:00
kalaposfos13
0579569f13
Improve signal emulation (#4108)
* improve signal emulation

* make the sce function use the new posix ones

* ifdefing away the issues

* fix me being very tired yesterday night

* let macOS handle SIGRT signals with the native sigaction call instead of an early error return

* windows still has no clue what the fuck is going on

* the loathsome clang-formatter

* fix oact

* return the guest handler, not the host one

* Clear any existing signal mask for game threads.

* don't rely on implementation specific things

* Fix Windows support and sceKernelRaiseException bug

* Review suggestions

@kalaposfos13 suggested I push these.

---------

Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
2026-03-09 14:20:14 +02:00
kalaposfos13
eca4ef2665 thank you shadow :torrac: 2026-03-09 13:14:46 +01:00
kalaposfos13
7fe034f3ca hook up the new backend's lightbar colour values
This temorarily breaks override_controller_color, but that already only worked correctly with one gamepad anyway.
2026-03-09 13:11:47 +01:00
kalaposfos13
d0580a11fa Revert conditionally omitting the initial user login event until the exact trigger requirements are found 2026-03-09 09:52:45 +01:00
Stephen Miller
23a4f918a3 Some other fixups 2026-03-08 18:05:29 -05:00
Stephen Miller
da9c31bbee Fix for rebase 2026-03-08 17:48:16 -05:00
Stephen Miller
271638b6bf Merge branch 'main' into malloc_init_heap_api_lle 2026-03-08 17:48:08 -05:00
Stephen Miller
cc6af03adf
Lib.SysModule: Proper HLE implementation (#4102)
* 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
2026-03-08 21:48:03 +02:00
kalaposfos13
54efbcecc5 I missed this call before apparently 2026-03-07 14:43:34 +01:00
kalaposfos13
44276b1032 Make the initial user list be 4 users instead of one 2026-03-07 10:02:59 +01:00
kalaposfos13
5c818df257 continue new user backend integration into the input code 2026-03-07 09:41:23 +01:00
kalaposfos13
b296b6b69d implement support_initial_user_logout attribute handling 2026-03-07 09:05:00 +01:00
Stephen Miller
014b11e9da
Return an empty certificate (#4104)
This is enough to get past initialization checks in Rise of the Tomb Raider.
2026-03-07 09:15:32 +02:00
georgemoralis
50d5ce9a83
fixed an issue in sceKernelRemoveExceptionHandler (#4086)
* fixed an issue in sceKernelRemoveExceptionHandler

* fixed comment
2026-03-07 08:55:17 +02:00
georgemoralis
b20f3a9ceb
Merge branch 'main' into user_and_settings 2026-03-06 09:01:36 +02:00
Pavel
89e74828e6
fixup r128 (#4100) 2026-03-05 22:44:37 +02:00
georgemoralis
bb7ccde743 clang? 2026-03-05 14:32:17 +02:00
georgemoralis
75229eebe5 probably fix preserve old keys 2026-03-05 14:30:59 +02:00