Unknown W. Brackets
a218dcc0f0
Ignore deleted callbacks early in the chain.
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This also ensures they won't prevent future callbacks from running.
2012-12-09 21:39:56 -08:00
Unknown W. Brackets
b02224615f
Run all pending callbacks in a row before resume.
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Tested with multiple callbacks.
2012-12-09 21:39:48 -08:00
Unknown W. Brackets
bd7a9bab3e
Correct UMD stuff based on callback cleanup.
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Also, my tests got better because I learned how to test callbacks
better, so some of my mistaken assumptions from before are corrected.
2012-12-09 21:38:05 -08:00
Henrik Rydgård
53b8c9a611
Merge pull request #154 from unknownbrackets/scheduling
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Copy the resched reason in case on stack
2012-12-09 20:20:41 -08:00
Unknown W. Brackets
7281456119
Return 0 in sceAtracReinit() to make games happier.
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This makes Numblast get a bit farther.
2012-12-09 17:57:35 -08:00
Unknown W. Brackets
e6e9ed1f45
Fix no return value in sceKernelDeleteThread().
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Still need to test these funcs thoroughly.
2012-12-09 16:57:52 -08:00
Unknown W. Brackets
a1a4a02759
While running callbacks, defer wait info.
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This way if a thread is resumed while running callbacks, it'll
actually resume.
2012-12-09 16:56:47 -08:00
TMaul
b7b40ba6d6
Make the flash filesystem a real directory
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Not really needed yet, but it will be.
2012-12-09 23:32:44 +00:00
Unknown W. Brackets
e150cc5c03
Correct skipped parameter for deferred resched.
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Forgot to check callbacks, oops.
2012-12-09 15:08:44 -08:00
TMaul
f33adf5341
Clean up sceIoIoctl log message
2012-12-09 22:07:23 +00:00
TMaul
bbdeef5115
Fix some tabs in sceKernel.cpp
2012-12-09 20:49:16 +00:00
TMaul
7f5fd15c6b
Fake some more font functions
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Too many games crap out if the structs and the error codes are not set
to something sensible. Also, I've tried setting the glyph buffer to grey
to get something displaying, although it doesn't seem to work in
anything so far.
2012-12-09 20:37:33 +00:00
TMaul
8bb756bcef
Clean up sceKernelLoadModuleByID params
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Might still be a bit wrong though.
2012-12-09 18:48:30 +00:00
TMaul
14b1e68f6c
Adjust fake font size
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Seems to make a few games happier.
Also make it output the characters to the log
2012-12-09 18:48:29 +00:00
TMaul
b8f125bf7d
sceRtcGetTime_t is also 32bit
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and is seconds from 1970
2012-12-09 18:48:29 +00:00
TMaul
6c91fc53f2
Start of sceFont Wrapping and stubbing
2012-12-09 18:48:29 +00:00
TMaul
87af452e68
Stub sceIoIoctl
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Just to see what games are calling
2012-12-09 18:48:28 +00:00
TMaul
ff69c53710
sceKernelGetModuleIdByAddress update
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sceKernelGetModuleIdByAddress will now look in the loaded modules and
find the one with the correct entry address. Makes no difference to any
games i've noticed so left marked as hack just in case it's wrong.
2012-12-09 18:48:28 +00:00
Xele02
41fed02c0e
Add Save Delete and Delete List function
2012-12-09 19:33:18 +01:00
Unknown W. Brackets
cf9b5744bb
Copy the resched reason in case on stack.
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Was getting lost and becoming garbage.
2012-12-09 09:13:32 -08:00
Xele02
63b0b61232
Change filesystem for mounted memory card
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Clean some code and comment
2012-12-09 16:59:07 +01:00
Xele02
4fce289c02
Merge branch 'master' of https://github.com/hrydgard/ppsspp
2012-12-09 16:52:33 +01:00
Henrik Rydgård
454a6000c5
Let's try different audio buffer sizes
2012-12-09 19:58:35 +07:00
Henrik Rydgård
5e3590d94e
Remove some RETURN, cleanup
2012-12-09 19:41:19 +07:00
Unknown W. Brackets
b6a7b04981
Cleanup deferred rescheduling in case it's tight.
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Probably doesn't matter anyway. But this reads cleaner I think.
2012-12-09 01:16:19 -08:00