- Download manager now always uses Nintendo servers. Requires only a valid OTP and SEEPROM dump so you can use it in combination with a Pretendo setup even without a NNID
- Account drop down removed from download manager since it's not required
- Internally all our API requests now support overriding which service to use
- Drop support for act-url and ecs-url command line parameters. Usage of network_services.xml ("custom" option in the UI) is preferred
Fixes the issue where the friend service connection would always timeout on Pretendo servers
The individual changes are:
- Outgoing ping packets now use their own incrementing sequenceId (matches official NEX behavior)
- If the server sends us a ping packet with NEEDS_ACK, we now respond
- Misc smaller refactoring and code clean up
- Added PRUDP as a separate logging option
Fixes friend service connection periodically timing-out on Pretendo.
Seems that unlike Nintendo's servers, Pretendo doesn't set sessionId for PING ack packets.
Fixes error 106-0526 when opening course world on Super Mario Maker
Manually attaching Content-Length header for POST requests is undefined behavior on recent libcurl.
To detect the bad case some refactoring was necessary. In general we should try to move away from directly forwarding curl_easy_setopt() to the underlying instance as the behavior is diverging in modern libcurl. Much more refactoring work is required in the future to fix all of this.
Added ACPGetOlvAccesskey() which is used by Super Mario Maker
iosu acp, nn_acp and nn_save all cross talk with each other and are mostly legacy code. Modernized it a tiny bit and moved functions to where they should be. A larger refactor should be done in the future but for now this works ok
Lots of internal changes. On the surface this only fixes a crash in Mario & Sonic Rio 2016 (at least what I saw from my testing) but it may affect more games.
Summary of changes:
- Rewrite code to use newer cafeExportRegisterFunc
- Simplify code by merging namespaces and structs of the same types
- Correctly set ppc vtables for the virtual boss classes
- Fix some wrong function definitions and implement a little bit more of the boss API (mainly constructors and destructors)
This instruction is used by Injustice: Gods Among Us and Project Zero
Also improved robustness of rendering to be less prone to crashing when a game tries to draw with broken shaders
The optimization for colorbuffer resolution introduced in PR #706 is now enabled. This optimization changes the resolution of certain framebuffer textures, which may conflict with the texture resolution rules set by some graphic packs. As a result, if a graphic pack that specifies texture resolution rules is in use, the optimization will automatically be turned off to prevent any issues.
To circumvent this, graphic packs can now include the setting "colorbufferOptimizationAware = true" in their rules.txt. This setting indicates that the pack has been updated to handle the resolution changes introduced by the optimization. Cemu will allow the optimization to remain enabled if resolution packs have this flag set.
- Windows icons are stored as .ico files to %LOCALAPPDATA%/Cemu/icons/
- Long title names chosen as some games (NSMBU + NSLU) add trailing dots for their shortnames
- Long title names have their newlines replaced with spaces at parsing
- Linux shortcut paths are saved with UTF-8 encoding
- Game titles are copied and saved with UTF-8 encoding
"Intel legacy mode" was a special mode to workaround various Intel OpenGL driver limitations during the earlier years of Cemu. It's been unmaintained for years and no longer serves a purpose.
If we ever bring back compatibility with ancient Intel GPUs it should be done in a more structured way than a blunt yes/no flag.
Besides a general cleanup:
- Remove deprecated resource destruction queues
- Move functionality from renderer into Latte base classes to deduplicate code
Graphic packs can overwrite the format of a texture (e.g. for higher bitdepth to lessen banding) but the code for this wasn't correctly working anymore.
- Fixes overwrite format being ignored for texture views on Vulkan backend
- Fixes overwrite format not being used for texture views on OpenGL
Format aliasing is complicated enough as it is, even without overwrites, so this adds a new rule to make behavior more well defined: If two textures share memory but only one uses an overwrite format, then they are no longer synchronized and are considered separate textures.
Bonus fixes for OpenGL:
- Use fbo 0 instead of -1 as the default. This silences some warnings in debug output
- On OpenGL, bind new framebuffers on handle generation so they are considered created
- Use cafeExportRegister() instead of legacy export
- Submit as a single PM4 packet
- Add logging for the special case of the size parameter (not sure if this is used by any game?)
- Add some extra validation and logging which may be helpful to homebrew devs
This reverts commit 8f1cd4f925.
We received reports from users stuck with Vulkan drivers from 2019. (E.g. Kepler on Windows). So let's not unnecessarily increase the Vulkan requirement for now and postpone this to after the next stable release
If a title exists multiple times in the game folder in different formats, then prefer and use non-NUS format if one is available. This is so we match previous Cemu behavior where Cemu would pick non-NUS simply due the fact that NUS format wasn't supported yet.
- Print more detailed paths in confirmation dialogue
- Prefer the title right clicked by the user
- When sourcing titles from other .wua files, use the correct subpath
Fix include path
* Add '--title-id' launch option to launch titles by title id
* Add title id column to game list
* Add option to create game shortcuts
Co-authored-by: Exzap <13877693+Exzap@users.noreply.github.com>
- Initialize
- Download communities (self-made / favorites / officials)
- Upload communities (create subcommunity)
- Upload favorite status (Add/Delete favorite to a subcommunity)
Enough for support of Mario Kart 8 tournaments
* script changes - no arguments
* script changes with 2 arguments
* script changes with > 2 arguments
* script conversions with 1 argument - pt. 1
* script conversions with 1 argument - pt. 2
* script conversions with 1 argument - pt. 3
* script conversions with 1 argument - pt. 4
* script conversions with 1 argument - pt. 5
Pointer format hunting
* Fixed pointer format
* script conversions with 1 argument - final
* fixed conversion in non utf-8 file
* fixed conversion with capital letter
* actually fixed conversion with capital letter
* fixed another capital lettering issue
* Added conversions with LR removed
* removed LR from logs
* Converted logs that previously contained LR
* converted log that originally specified string length
* fixed log with commas in main text
* fixed multi-line log
* Fixed more logs with commas in main text
* Fixed unformatted pointer
* added conversion with float value
* converted lines with double parameters
* converted missed line
* corrected argument formatting
Co-authored-by: Crementif <26669564+Crementif@users.noreply.github.com>
* Fixed misspellings of "unhandled"
unhandeled -> unhandled
Co-authored-by: Crementif <26669564+Crementif@users.noreply.github.com>
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Co-authored-by: Crementif <26669564+Crementif@users.noreply.github.com>
When a thread was force-rescheduled (e.g. via OSYieldThread) the next time it resumed it would not reset the time slice duration (remainingCycles) back to ppcThreadQuantum. As a consequence threads were often immediately rescheduled and only on the next turn they would get their full time slice.
Aside from (very slightly) improving performance, this also fixes the OSDisableInterrupts warning spam in the log for TPHD.
* Implement GDB stub debugger
Can be enabled by using the "--enable-gdbstub" option (and the debugger GUI, although that's untested) which'll pause any game you launch at start-up. Will start at port 1337 although it'll eventually be user-editable. The code is a bit weirdly sorted and also just needs a general cleanup, so expect that eventually too. And uses egyptian braces but formatting was easier to do at the end, so that's also something to do.
It has been tested to work with IDA Pro, Clion and the standalone interface for now, but I plan on writing some instructions in the PR to follow for people who want to use this. Memory breakpoints aren't possible yet, only execution breakpoints.
This code was aimed to be decoupled from the existing debugger to be able to be ported to the Wii U for an equal debugging experience. That's also why it uses the Cafe OS's thread sleep and resuming functions whenever possible instead of using recompiler/interpreter controls.
* Add memory writing and floating point registers support
* Reformat code a bit
* Format code to adhere to Cemu's coding style
* Rework GDB Stub settings in GUI
* Small styling fixes
* Rework execution breakpoints
Should work better in some edge cases now. But this should also allow for adding access breakpoints since it's now more separated.
* Implement access breakpoints
* Fix some issues with breakpoints
* Fix includes for Linux
* Fix unnecessary include
* Tweaks for Linux compatibility
* Use std::thread instead of std::jthread to fix MacOS support
* Enable GDB read/write breakpoints on x86 only
* Fix compilation for GCC compilers at least
The thread type varies on some platforms, so supporting this is hell... but let's get it to compile on MacOS first.
* Disable them for MacOS due to lack of ptrace
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Co-authored-by: Exzap <13877693+Exzap@users.noreply.github.com>
By mistake we would read affected textures back after every single drawcall. As an optimization if the same texture gets drawn to multiple times we'll try to only read it back once at the end of the sequence.