georgemoralis
f73bdc5ee0
miss inputs folder creation
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2026-02-17 22:01:03 +02:00
georgemoralis
fb4ca27022
Merge branch 'main' into user_and_settings
2026-02-17 00:12:56 +02:00
georgemoralis
237a02ef3e
fix mac build
2026-02-17 00:12:23 +02:00
kalaposfos13
3a99051df9
filesystem: fix crashes caused by returning a pointer from an std::vector ( #4043 )
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Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
2026-02-16 22:56:35 +02:00
kalaposfos13
aee58a7b5c
clang, formatter of night
2026-02-16 21:55:32 +01:00
kalaposfos13
e1ad33155d
KBM -> joystick input smoothing v2
2026-02-16 21:54:10 +01:00
kalaposfos13
d0ea7f04c4
fix macos
2026-02-16 17:44:42 +01:00
Stephen Miller
547198af6f
Lib.VideoOut: Fix pending flips limit ( #4039 )
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* Hardcoded limit to pending flips
Real hardware has a fixed-size queue, and doesn't depend on the number of registered buffers.
While the kernel supposedly uses an array of 18 elements, my tests suggest the cap is 16 pending flips.
* Assert on trying to flip unregistered buffer
I haven't seen anything do this intentionally yet, but I do have cases where games do this unintentionally (do to unimplemented functions).
2026-02-16 08:31:35 +02:00
georgemoralis
3b6baa8aa6
reimplemented sceUserServiceGetLoginUserIdList
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2026-02-15 21:35:11 +02:00
kalaposfos13
11294dae16
process motion controls for all controllers, not just the first one
2026-02-15 18:27:00 +01:00
kalaposfos13
4421ee155d
how was this not an issue before
2026-02-15 18:26:21 +01:00
kalaposfos13
e11c977f2d
thank you -Wsizeof-array-argument for being smarter than me
2026-02-15 11:41:02 +01:00
georgemoralis
12f5403214
started mapping usermanager to userservice
2026-02-15 12:35:04 +02:00
georgemoralis
11f096bb7d
added inputs folder
2026-02-15 12:15:50 +02:00
georgemoralis
8d60671ec7
fixed compile issues
2026-02-15 12:05:34 +02:00
georgemoralis
1cf22f2484
update emulator_settings to latest
2026-02-15 11:53:47 +02:00
georgemoralis
a9df50cc9b
Merge branch 'main' into user_and_settings
2026-02-15 10:31:05 +02:00
Stephen Miller
4a370519a5
Lib.GnmDriver: Fix flip arg for sceGnmSubmitAndFlipCommandBuffers ( #4038 )
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* There is a mountain of evidence suggesting that flip_arg for these functions should be a 64-bit integer.
This fixes "memory" errors in some Unity titles.
* oops
* Fix sceVideoOutGetEventData
This bug went unnoticed for a while because the selection of Unity games I had at the time didn't actually care.
This + the prior fix is needed for Unity titles.
2026-02-15 09:29:33 +02:00
Alexandre Bouvier
fba7304d62
cmake: prefer more system libs ( #4037 )
2026-02-15 09:12:52 +02:00
Valdis Bogdāns
0f92285e50
GR2-win-crash-fix ( #4033 )
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* Improve stack clearing logic in ExecuteGuest
Added a check for fiber stacks before clearing the stack in ExecuteGuest.
That fixes Gravity Rush 2 crash on Windows.
* Refactor ExecuteGuest to simplify stack clearing logic
This enough for GR2
* Recover thread initialization in ExecuteGuest function
* Enhance null check for thread control block
* Fix condition to check tcb before clearing stack
2026-02-14 23:30:09 +02:00
Stephen Miller
98af227a8d
More hotfixes ( #4036 )
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User events don't increment fflags, so don't increment it.
Also added a bugfix for dce events, as static_cast wasn't properly unpacking event.data.
2026-02-14 22:47:28 +02:00
Niram7777
8d4cbdbca9
Log actually not always compact ( #4035 )
2026-02-14 22:31:19 +02:00
Stephen Miller
e0850d5cfc
Kernel.Equeue: Only reset trigger state on events that clear. ( #4032 )
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* Don't clear events that don't need clearing
Unless the event has the clear flag, it will be returned multiple times after triggering.
* Fix event flags
As older code suggests, the PS4 kernel does append the clear flag to various event types internally. This is visible when observing the returned event data from sceKernelWaitEqueue (or kevent, if you're feeling ambitious)
Add flag is also removed from events internally.
2026-02-14 01:59:23 +02:00
kalaposfos13
9126e07eca
up is still not down
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2026-02-13 10:47:29 +01:00
kalaposfos13
5f4b413c4a
Merge remote-tracking branch 'origin/main' into user_and_settings
2026-02-13 10:47:20 +01:00
kalaposfos13
d189b0cc29
up is not down ( #4031 )
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2026-02-13 11:37:28 +02:00
georgemoralis
7c0303db56
Merge branch 'main' into user_and_settings
2026-02-13 10:31:17 +02:00
Stephen Miller
1a06020f70
Core: Mount system fonts ( #4028 )
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* Mount system fonts
Now that font LLE works, these are necessary for some titles.
* Make fonts path configurable
By user request.
2026-02-13 09:02:30 +02:00
Stephen Miller
50130a6b7c
Prevent protects during unmaps ( #4029 )
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Some games fail in this VirtualProtectEx call because they unmapped on one thread while another thread is hitting exception handling.
2026-02-13 08:34:24 +02:00
kalaposfos13
c7509777d2
the loathsome clang-formatter
2026-02-12 23:00:09 +01:00
kalaposfos13
5e7333dfdb
sir clang offnir, the all-formatting
2026-02-12 22:56:04 +01:00
kalaposfos13
fe442ad13c
Merge remote-tracking branch 'origin/main' into user_and_settings
2026-02-12 22:51:11 +01:00
kalaposfos13
baa766857d
parameter cleanup
2026-02-12 22:35:17 +01:00
kalaposfos13
9b8c15276a
merge fixes
2026-02-12 22:31:45 +01:00
kalaposfos13
1472781784
Merge remote-tracking branch 'origin/main' into user_and_settings
2026-02-12 22:31:24 +01:00
Stephen Miller
cdafdb7443
Better handle check in scePadRead, scePadReadState ( #4027 )
2026-02-12 22:34:43 +02:00
georgemoralis
b4daf37662
Submodules update ( #4026 )
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* added openal-soft , cpp-httplib
* CLI11,sdl3 update
2026-02-12 16:17:40 +02:00
Stephen Miller
0435ada3a5
Update np_web_api_internal.cpp ( #4025 )
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2026-02-11 23:22:38 +02:00
kalaposfos13
7bdb5eb7e1
improved motion controls emulation ( #4022 )
2026-02-11 18:09:34 +02:00
kalaposfos13
c2a47d2a99
Handle operand fields execlo and exechi for S_MOV ( #4023 )
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Co-authored-by: TheTurtle <geoster3d@gmail.com>
2026-02-11 16:00:13 +02:00
Vladislav Mikhalin
8c59571961
pad: refactoring ( #4016 )
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* pad: refactoring
* clang is not my friend
2026-02-11 11:15:33 +02:00
Stephen Miller
68679b24aa
Fix log errors ( #4020 )
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Just a typical day of me pushing something a month ago, nobody testing/reviewing it, then finding out it's broken when that code inevitably makes it into production.
2026-02-11 08:31:23 +02:00
Stephen Miller
6a7f8a9e5a
Libs.LibcInternal: _Fofind, _Lockfilelock, _Unlockfilelock, _Foprep, _Fopen, fopen, fflush, _Nnl, _Fspos, fseek, _Frprep, fread, _Fofree, fclose, _Mtxinit, _Mtxlock, _Mtxunlock, _Mtxdst implementations ( #4019 )
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* Initial definitions
* internal__Fofind
* Libcinternal threads
fopen stores a valid pthread mutex in the FILE struct. Since this is exposed to the game/app, we need to handle this accurately.
* internal__Foprep (and various other functions called in it)
* Actual fopen implementation
At long last, an actual function I'm supposed to implement.
* fflush + compile fixes
* fseek implementation
Comes with functions fseek calls, aside from fflush which I pushed earlier.
* fread, _Frprep
Also changed some parameter names a tad to match how I named things in my decomp.
And fixed some bugs with how I was handling the weird offseted mode thing
* fclose, _Fofree
Not confident on this one, but we'll see I guess.
* Bug fixing
No more crashes at least, fread seems to be broken though.
* fopen bugfixes
Behavior now matches LLE, at least in how LLE font seems to use it.
* Fix _Frprep
Seems like everything works now?
* Logging
Probably going to need to swap lseek and read logs to debug/trace later but this is for debugging.
* Remove alignment check
Seems I must've misinterpreted some of what Ghidra spat out, since libSceNgs2 is calling with size 1, nmemb 4.
* Reduce fseek, fread logs to trace
* Clang
2026-02-11 08:13:28 +02:00
Marcin Mikołajczyk
99661aa6b3
RE encountered NpTus functions ( #4018 )
2026-02-10 23:59:07 +02:00
georgemoralis
a706b325f4
optimize sdl3 audio out ( #4015 )
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2026-02-09 22:59:39 +02:00
Niram7777
ffae535a5c
[LOG] group same lines with counter ( #4010 )
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* [LOG] group same lines with counter
* Log in single line counter
* Protect log singleton from ps4 threads
* Log always compact
2026-02-09 20:19:39 +02:00
kalaposfos13
42f2697b50
Fix deadlock from missed unlock call after #3946 ( #4013 )
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* Fix deadlock from missed unlock call after #3946
* copyright 2026
* Add the same fix to PoolCommit
2026-02-09 16:40:47 +02:00
georgemoralis
afc9893715
Added sceAudioOutGetSystemState ( #4011 )
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2026-02-08 22:39:36 +02:00
Stephen Miller
2a61851a88
Kernel.Process: Implement sceKernelGetModuleInfo2, sceKernelGetModuleList2 ( #4001 )
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* twos
* Fixes
Still can't test properly, but this seems to hide system libs, which I'm pretty sure is the necessary difference here.
* Clang
* Extra export for sceKernelGetModuleInfo2
2026-02-08 20:07:17 +02:00
rainmakerv2
b44ad1e087
Volume hotkey: show volume value, set game_specific arg correctly, clamp value ( #4009 )
2026-02-08 18:15:11 +02:00