| Commit message (Collapse) | Author | Age | Files | Lines |
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* Virtual Filesystem
* Fix delete bug and documentate
* Review fixes + other stuff
* Fix puyo regression
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scheduler: Clear exclusive state when switching contexts
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svc:: Fix bug in svcWaitForAddress
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Services/BSD: Corrected the return for StartMonitoring according to SwIPC
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FileSys: Append the requested path to the filesystem base path in DeleteFile
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We were trying to delete things in the current directory instead of the actual filesystem directory. This may fix some savedata issues in some games.
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* More improvements to GDBStub
- Debugging of threads should work correctly with source and assembly level stepping and modifying registers and memory, meaning threads and callstacks are fully clickable in VS.
- List of modules is available to the client, with assumption that .nro and .nso are backed up by an .elf with symbols, while deconstructed ROMs keep N names.
- Initial support for floating point registers.
* Tidy up as requested in PR feedback
* Tidy up as requested in PR feedback
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Let games/application know that we're offline
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IsAnyInternetRequestAccepted
Since we have no socket implementation we should be returning 0 to indicate we're currently offline.
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Audout autos are identical to their counterpart except for the buffer type which yuzu already handles for us.
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Services/FS: Return the correct error code when trying to mount a nonexistent savedata.
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nonexistent savedata.
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- This fixes user input in SMO.
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NvOsGetConfigU32 production impl
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Settings are only used when RMOS_SET_PRODUCTION_MODE is set to 0.
If production mode is set, the error code 0x30006 is returned instead
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savedata_factory: Always create a save directory for games.
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This reverts commit 77c684c1140f6bf3fb7d4560d06d2efb1a2ee5e2.
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* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
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* voice section updating
* fixed slight offset miscalculation
* fixed overflow
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unmapped from the GPU's MMU.
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This behavior is confirmed by reverse engineering.
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Rewrite the OpenGL rasterizer cache
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Service/Audio: add hwopus service, stub GetWorkBufferSize function
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* We should be returning our revision instead of what is requested.
Hardware test on a 5.1.0 console
* Added sysversion comment
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(#583)
* Removed duplicate structs, changed AudioRendererResponse -> UpdateDataHeader
According to game symbols(SMO), there's references to UpdateDataHeader which seems to be what AudioRendererResponse actually is
* oops
* AudioRendererParameters should be AudioRendererParameter according to SMO
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properly (#580)
* Fixed RequestUpdateAudioRenderer deadlocks and calculated section sizes properly
This fixes RequestUpdateAudioRenderer deadlocks in games like Puyo Puyo Tetris and games which require a proper section size in games such as Retro City Rampage. This fixes causes various games to start rendering or trying to render
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svc: Fully implement svcSignalToAddress and svcWaitForAddress
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