When a save state is loaded, the IOS device serving bluetooth
is cast as BluetoothEmuDevice. If, however, a real Wiimote
with BT passthrough is used, this caused the game to crash.
Now the proper device class is used.
At a first glance it may look like a part of the code I added to
srawx in efeda3b has a bug when a == s. The code actually happens
to work correctly, but in the interest of making the code easier
to reason about, I'd like to change the way it's implemented. This
change should improve the pipelining a little in the a == s case too.
21c152f added a small hack to DVDInterface to keep WBFS and CISO
files working with Nintendo's "Error #001" anti-piracy check.
Unfortunately I don't think it's possible to support WBFS and
CISO without any kind of hack or heuristic, but what we can do
is replace the 21c152f hack (which applies regardless of file
format) with a hack that only is active when using WBFS or CISO.
This change is similar to 2a5a399, but the disc size is
calculated in a different way.
...and let's optimize a divisor of 2 ever so slightly for good measure.
I wouldn't have bothered, but most GameCube games seem to hit this on
launch.
- Division by 2
Before:
41 BE 02 00 00 00 mov r14d,2
41 8B C2 mov eax,r10d
45 85 F6 test r14d,r14d
74 0D je overflow
3D 00 00 00 80 cmp eax,80000000h
75 0E jne normal_path
41 83 FE FF cmp r14d,0FFFFFFFFh
75 08 jne normal_path
overflow:
C1 F8 1F sar eax,1Fh
44 8B F0 mov r14d,eax
EB 07 jmp done
normal_path:
99 cdq
41 F7 FE idiv eax,r14d
44 8B F0 mov r14d,eax
done:
After:
45 8B F2 mov r14d,r10d
41 C1 EE 1F shr r14d,1Fh
45 03 F2 add r14d,r10d
41 D1 FE sar r14d,1
Add a function to calculate the magic constants required to optimize
signed 32-bit division.
Since this optimization is not exclusive to any particular architecture,
JitCommon seemed like a good place to put this.
Zero divided by any number is still zero. For whatever reason, this case
shows up frequently too.
Before:
B8 00 00 00 00 mov eax,0
85 F6 test esi,esi
74 0C je overflow
3D 00 00 00 80 cmp eax,80000000h
75 0C jne normal_path
83 FE FF cmp esi,0FFFFFFFFh
75 07 jne normal_path
overflow:
C1 F8 1F sar eax,1Fh
8B F8 mov edi,eax
EB 05 jmp done
normal_path:
99 cdq
F7 FE idiv eax,esi
8B F8 mov edi,eax
done:
After:
Nothing!
When the dividend is known at compile time, we can eliminate some of the
branching and precompute the result for the overflow case.
Before:
B8 54 D3 E6 02 mov eax,2E6D354h
85 FF test edi,edi
74 0C je overflow
3D 00 00 00 80 cmp eax,80000000h
75 0C jne normal_path
83 FF FF cmp edi,0FFFFFFFFh
75 07 jne normal_path
overflow:
C1 F8 1F sar eax,1Fh
8B F8 mov edi,eax
EB 05 jmp done
normal_path:
99 cdq
F7 FF idiv eax,edi
8B F8 mov edi,eax
done:
After:
85 FF test edi,edi
75 04 jne normal_path
33 FF xor edi,edi
EB 0A jmp done
normal_path:
B8 54 D3 E6 02 mov eax,2E6D354h
99 cdq
F7 FF idiv eax,edi
8B F8 mov edi,eax
done:
Fairly common with constant dividend of zero. Non-zero values occur
frequently in Ocarina of Time Master Quest.
Whether the custom RTC setting is enabled shouldn't in itself
affect determinism (as long as the actual RTC value is properly
synced). Alters the logic added in 4b2906c.
I'm not entirely certain that this is correct, but the current
code doesn't really make sense to me... If we need to force the
RTC bias to 0 when custom RTC is enabled, why don't we need to
do it when custom RTC is disabled? The code for getting the
host system's current time doesn't contain any special handling
for the guest's RTC bias as far as I can tell.
Additionally, VCacheEnhance has been added to UVAT_group1. According to YAGCD, this field is always 1.
TVtxDesc also now has separate low and high fields whose hex values correspond with the proper registers, instead of having one 33-bit value. This change was made in a way that should be backwards-compatible.
The PPC is supposed to be held in reset when another version of IOS is
in the process of being launched for a PPC title launch.
Probably doesn't matter in practice, though the inaccuracy was
definitely observable from the PPC.
We should only try to load a symbol map for the new title *after* it
has been loaded into memory, not before. Likewise for applying HLE
patches and loading new custom textures.
In practice, loading/repatching too early was only a problem for
titles that are launched via ES_Launch. This commit fixes that.
The extra IPC ack is triggered by a syscall that is invoked in ES's
main function; the syscall literally just sets Y2, IX1 and IX2 in
HW_IPC_ARMCTRL -- there is no complicated ack queue or anything.
Low MEM1 is cleared by IOS before all the other constants are written.
This will overwrite the Gecko code handler but it should be fine
because HLE::Reload (which will set up the code handler hook again)
will be called after a title change is detected.
When reading a reply from a message sent to the data socket there is
the possibility that the other side gets sent multiple messages
before replying to any of them, which can lead to multiple replies
sent in a row. Though this only happens when things time out, it's
quite possible for these timeouts to happen or build up over time,
especially when initiating the connection.
This change makes sure to flush any pending bytes that have not been
read yet out of the socket after a successful POLL reply is received,
since that is the most common time when backups occur, and as well as
using the exact number of bytes in an expected reply, to ensure
the received data and the message it's replying to do not get out of
sync.
The result of calls to PPCSTATE_OFF_PS0/1 were being cast to u32 and
passed to functions expecting s32 parameters. This changes the casts
to s32 instead.
One location was missing a cast and generated a warning with VS which
is now fixed.