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Better wrapper system, warning fixes, small bugfixes, module loading implementation #6
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Note that it wasn't tested because all the games I tested had other problems (already implemented modules, encrypted modules, using different functions etc). But code looks good so it'd probably need few (no?) fixes.
Excellent! I'm going to check that the new wrap system builds on VS2012 before I'll merge. Feel free to keep working in the meantime ;) |
@@ -31,12 +31,9 @@ bool DisassembleMov(const unsigned char *codePtr, InstructionInfo &info, int acc | |||
info.hasImmediate = false; |
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Hm, why the changes in this file?
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Unused variables give me warnings, so I just removed them. Feel free to keep them if you think you'll need them later. ;)
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I'd rather you commented them out, at least the ones that look like they could be semi-useful in the future :)
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Right. I kept the variables that I knew they would be needed in the future,
but since I thought the JIT was completed, I didn't think they'd be needed.
Please re-add them then. :)
Le 4 nov. 2012 23:34, "Henrik Rydgård" [email protected] a écrit :
In Common/x64Analyzer.cpp:
@@ -31,12 +31,9 @@ bool DisassembleMov(const unsigned char *codePtr, I...
I'd rather you commented them out, at least the ones that look like they
could be semi-useful in the future :)
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I merged this except for the wrap system commit. I also added blacklisting so that we don't try to load modules that we have HLE implementations of. Note that this currently doesn't work for encrypted modules as we need to decrypt them to get the module name (I think?). So games that retry loading modules, like Puyo Pop, are broken until we have decryption. |
Psmf: Ignore last timestamp with old PsmfPlayer libs
I changed the wrapper system in order to only use &Wrap<>. I hope it works on all the compilers.
I also fixed some warnings, some small bugs (-> sceCtrlReadBuffer wrongly checking if sceCtrlInit() has been called, a segmentation fault on an invalid thread id etc.).
I also added support for module loading (.prx loading in the ISO), but that's untested because none of my games used that properly (either modules are encrypted, it uses sceModuleLoadModuleByID(), or modules are already implemented by the HLE..).