* Change systemserivce param ID calling to debug only
Some games, including Namco Museum Archives spam this.
* Update userservice.cpp
Also reduces log spam in Dysmantle.
* Custom Trophy images
* text and button - settings
* Description
* +
* plural
* translation for 'Trophy earned!'
* Revert: translation for 'Trophy earned!'
* play audio
* fixes crash due to having too many trophies
The game 'My Name is Mayo' has so many trophies in sequence that when overlapping them, the emulator ended up crashing, so if there is something on the screen and a new trophies are achieved, it will clear and show the new one.
* Animations, config: position, duration
* -
* TR
* fix sdl/qt
* clang \O/
* Side menu with filter options. Sorting
* +TR
* fix showHiddenCheck
* Time Unlocked
* Fixes ghost text, larger image, black text in light theme
* Button - Delete Trophy
* limits the width of Description - showMaximized
* changing column positions
* useEuropeanDateFormat
en_US, zh_CN, zh_TW, ja_JP, ko_KR, lt_LT, nb_NO, nl_NL
useEuropeanDateFormat = false
* ir_passes: Add barrier at end of block too
* vk_platform: Always assign names to resources
* texture_cache: Better overlap handling
* liverpool: Avoid resuming ce_task when its finished
* spirv_quad_rect: Skip default attributes
Fixes some crashes
* memory: Improve buffer size clamping
* liverpool: Relax binary header validity check
* liverpool: Stub SetPredication with a warning
* Better than outright crash
* emit_spirv: Implement round to zero mode
* liverpool: queue::pop takes the front element
* image_info: Remove obsolete assert
The old code assumed the mip only had 1 layer thus a right overlap could not return mip 0. But with the new path we handle images that are both mip-mapped and multi-layer, thus this can happen
* tile_manager: Fix size calculation
* spirv_quad_rect: Skip default attributes
---------
Co-authored-by: poly <47796739+polybiusproxy@users.noreply.github.com>
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
* Add back fixed trophy type icons to trophy viewer
* Remove unused declaration until it is needed again
* Fix trophy pop-up icons
* Adjust size and alignment based on trophy name length
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* Include trophy rarity icons in pop up, remove newlines from viewer
Fix layout
Update platinum.png
Fix linux and apple
* Smaller type icons, center text vertically
* use original icons
* MacOS fixes
* Address Review comments
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
test
* Move trophy type to leftmost and trophy art to rightmost
* Embed resources
* Revert packaging of resources with builds
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* Added all stubs + logging
* Added back memory and math functions from the original code + added some more math functions
* More string functions, snprintf, memmove and setjmp
* Add longjmp + clang
* gmtime, __cxa_atexit and log what functions some games use
* Add Mspace unreachable
* Renaming
* Take out mspace functions to their own file
* Factor out io to a new file
* Empty str and memory files
* Overloaded functions be like:
* str
* memory + math +clang
* clang...
* adjustments :D
* longjmp is questionable
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
Unity, being the awful game engine it is, checks for a return value of zero to determine if sceKernelLoadStartModule failed. This results in it throwing an error code into sceKernelDlsym's handle parameter when the module it's searching for doesn't exist.
* Handle errors in sceKernelAllocateDirectMemory
* Improve accuracy of error cases
Some of our existing cases are normally EAGAIN returns.
* Improve logging on errors
* Clang
* TEMPORARY HACK FOR NBA TESTS
This will be removed before this PR is marked as ready, and is only here to make sure the other NBA games (and perhaps DOA3) work if some missing init behavior is handled.
* Revert "TEMPORARY HACK FOR NBA TESTS"
This reverts commit a0e27b0229.
* Change error message
* Fix event data for VideoOut events
Fix is based on some decompilation work shared by red_prig.
* Cleanup
* Oops
* Style fixes
* Clang
* Fix libSceVideoOut event idents
Based on some decompilation work, events coming from libSceVideoOut use a separate set of values for identifiers. These values are only converted to OrbisVideoOutEventId values during calls to sceVideoOutGetEventId.
For convenience, I've placed all relevant identifiers into a enum called OrbisVideoOutInternalEventId.
Thanks to @red_prig for the tips.
* Fix?
Seems like `static_cast<u32>(hint) & 0xFF == event.ident` here, and doing those right shifts on the event.ident winds up breaking stuff.
Without this change, the if always fails because event_id was getting set to 0 instead.
* Clang
* added support for loading keyboard config from file
* final minor update before pull request
* fix messing up the merge
* fix waitEvent to correctly handle mouse inputs
* add license
* Applied coding style fixes
* clang-format fucked up the .ini file
* actually fix clang changing ini syntax
use relative path for the ini file
* remove big commented out code blocks,
and fixed platform-dependent code
* fix windows hating me
* added mouse config option
* added toggle for mouse movement input (f7)
* fix license and style
* add numpad support i accidentally left out
* added support for mouse wheel (to buttons only)
* if keyboard config doesn't exist, autogenerate it
* added keybinds for "walk mode"
* Mouse movement input is now off by default
* code cleanup and misc fixes
* delete config file since it is now autogenerated
* F6 = F7 + F9
* added better mouse handling with config options
* Added capslock support
* fix clang-format
* Added support for mod key toggle key
* F6 and F7 are removed, F9 captures and enables the mouse
* Encapsulated globals and new classes in a new namespace
* Added mouse side button support
* Added per-game config
* relocated input parser to the new namespace
* changed parser parameters to make it possible to use it from the gui
* added home, end, pgup and pgdown
* Resolved merge conflict and refactored code
* Updated default keybindings
* Changed input handling to be single-threaded
* General code cleanup
* Start working on new backend
* Mouse polling, CMakeLists, and basic framework
* Output update handling, and reworked file creating, reading and parsing
* Parsing works now
* Single key button inputs work now
* Axis outputs work now
* Wheel works now (for me), l2/r2 handling improvements, and misc bugfixes
* Downgraded prints to log_debug, and implemented input hierarchy
* Implemented key toggle
* Added mouse parameter parsing
* clang-format
* Fixed clang and added a const keyword for mac
* Fix input hierarchy
* Fixed joysick halfmodes, and possibly the last update on input hierarchy
* clang-format
* Rewrote the default config to reflect new changes
* clang
* Update code style
* Updated sorting to accomodate for that one specific edge case
* Fix default config and the latest bug with input hiearchy
* Fix typo
* Temporarily added my GUI
* Update cmakelists
* Possible fix for Gravity Rush
* Update Help text, default config, and clang
* Updated README with the new keybind info
* okay so maybe the gravity rush fix might have slightly broken the joystick halfmode and key toggle
* Fixed mistakenly overwriting the last opened config with the default one if the GUI is opened multiple times in a session
* Updated Help descriptions and fixed mouse movement default parameters
* Fix crash if the Help dialog was opened a second time
If it's closed with the top right close button instead of clicking the Help button again, a required flag wasn't reset, making the next click on Help try to close a nonexistent window and segfault
* Added closing the config also closing the Help window, and fixed more segfaults due to mismatched flags
* Initial controller support
* clang and debug print cleanup
* Initial axis-to-button logic
* Updated Help text
* Added 'Reset to Default' button in GUI
* Minor text and description updates + fixed an issue with Help text box rendering
* Fix button-to-touchpad logic and l2/r2 handling, as they are both axes and buttons
The touchpad's button state was correctly handled, so games that use that were fine, but the touchDown flag was always set to true, so games that use this flag had problems, like Gravity Rush
* Fix merge conflict
* Clang
* Added back back button to touchpad binding
* Added touchpad button handling
* Added end-of-line comments and fixed some crashes happening with the VS debugger
* Apply recent changes from kbm-only
* Deadzone + initial directional axis-to-button mapping
* Added that one missing space in the README. Are you all happy now?
* Fixups from making everything use SDL
* Revert directional joystick code and fix a memory leak
* Change config directory name again to conform to project standards
* Clang
* Revert the old deeadzone code and properly add the new one
* Clang
* savedata: rewrite save memory functions to handle slot id & better backup management
* savedata: auto-restore backup if needed
* safe save backup shutdown
replaced exit by quick_exit
If the emulator code is above a 40-bit address, the embedded shaders need to use address-hi to work. Embedded VS shader already supplies it, PS shader should as well.
* Error return on sceNpGetAccountIdA
Confirmed through hardware testing, this returns ORBIS_NP_ERROR_SIGNED_OUT on a signed out console.
Parameters are based on fpPS4 code.
* Fix compile
* Move errors to separate file
* Cleanup function headers
Swaps user_ids to use our OrbisUserServiceUserId type, and fixes parameter names to align with our coding standards.
* Add proper parameter checks
* Implement sceNpGetAccountId
This function takes an online_id, uses an NpManager function to get the user_id, then uses that user_id to perform the same internal functions as sceNpGetAccountIdA.
* Implement sceNpHasSignedUp
* Fix sceNpGetAccountId
Further hardware testing shows that these always write 0 to account_id when failing.
* Update np_manager.cpp