Commit Graph

5798 Commits

Author SHA1 Message Date
emoose a3b6046129 [XAM] Return error in XamContentGetLicenseMask if we're not running from package
This fixes Halo CEA putting itself into a packaged/demo mode, where it doesn't perform some DVD checks & skips cache mounting, and probably other things too.
Now CEA should actually mount & write some stuff into the cache dir while the intro cinematic plays
(first writes a pak_stream.s3dpak file, then after a few seconds into the intro video it writes fileList.ps, which seems to have some strange values inside..)

I also added an exception to the code for arcade titles, since they'll probably need to use XamContentGetLicenseMask even when ran outside of a package.
2020-04-08 03:20:56 +11:00
emoose cafb2c0d5b [Kernel] Support reading XEX privileges > 31
These get stored in different header IDs, 0-31 is inside 0x30000, 32-63 is in 0x30100, and 64+ is probably in 0x30200, etc.
Not sure if any games actually try checking these extended privileges, but hopefully this code should help if any do.
2020-04-08 03:20:56 +11:00
emoose 7cde420634 [Kernel] Fix some games hanging due to mount_cache / 0xB privilege
Sega Rally Revo has a weird check for the 0xB privilege, if it's set the game bails out for some reason, a bunch of code doesn't get executed and the game hangs.
Fortunately we can kludge a way around this: the cache code we're trying to influence with the 0xB privilege always seems to check for the 0x17 privilege just beforehand.
The bailout code doesn't, instead it checks for 0xB first and then 0x17 - so we can just add a check to only return true for 0xB once we've already seen 0x17.
2020-04-08 03:20:56 +11:00
emoose 9f6cd43909 [VFS] Use SectorsPerCluster provided by game for cache drive.
This fixes some games (eg. Halo: CEA) not mounting cache.
It seems some games use different SectorsPerClusters values, which then changes the value it expects from NtQueryVolumeInformationFile.
Since we'd always respond with a static value this would make the game think that mounting failed, and it'd bail out of the cache-mounting code.

Now we capture the SectorsPerCluster value when the game writes it to the cache-partition header, and update the NullDevice's sectors_per_allocation_unit with it.
2020-04-08 03:20:56 +11:00
Cancerous ea0db4aee9 [Config] - add config cvars for internal resolution 2020-04-08 03:20:56 +11:00
Gliniak 72880bf383 [XMA] Removed spam message about 0x601 register.
This will make logs more readable and little lighter

Todo: Find out what that register means. It doesn't even have description.
My best guess is that it is used for sync?
2020-04-08 03:20:56 +11:00
Margen67 7477f020bc Rename exe to xenia-canary, simplify CI steps, remove SSE2
SSE2 was only for troubleshooting Fable II, and didn't do anything anyway.
2020-04-08 03:20:56 +11:00
chrisps e59ea2e8e1 Smaller ComputeMemoryAddress/Offset sequence
Replace a movzx after setae in both ComputeMemoryAddressOffset and ComputeMemoryAddress with a xor_ of eax prior to the cmp. This reduces the length in bytes of both sequences by 1, and should be a moderate ICache usage reduction thanks to the frequency of these sequences.
2020-04-08 03:20:55 +11:00
Cancerous 02e5d24eca [CPU] Enable repetitive computation pass of optimizations from Chrispy 2020-04-08 03:20:55 +11:00
Margen67 f277f09cc7 [Actions] Exclude .azure-pipelines.yml 2020-04-08 03:20:55 +11:00
Margen67 19104ea815 [Azure] Don't build tests here either, only build on canary-test 2020-04-08 03:20:55 +11:00
Margen67 b0d7b0cfac [AppVeyor] Actually disable tests 2020-04-08 03:20:55 +11:00
Margen67 58da603f5c Update README.md 2020-04-08 03:20:55 +11:00
Margen67 8b2d1fa2ff [GitHub Actions] Only create releases for canary 2020-04-08 03:20:55 +11:00
Margen67 82d0d9f319 [README.md] Move Discord to top 2020-04-08 03:20:55 +11:00
illusion98 09f7bd31ed Replace Appveyor with GitHub Action for Windows Binaries 2020-04-08 03:20:55 +11:00
Gliniak 5ebfa7b136 [XAM/Content] Implemeneted XamContentCreateInternal
I'm not exactly sure about amount of parameters,
so I used them from XamContentCreate and it matches quite nicely.

Now Fifa Street returns correct file creation (and it does the file),
but on next run it is corrupted :/
2020-04-08 03:20:54 +11:00
Margen67 3be3852e5d [GitHub Actions] Fetch full commit history 2020-04-08 03:20:54 +11:00
chrisps 0fba30768b Adding Xmm Select table, GetRawXMM 2020-04-08 03:20:54 +11:00
chrisps 8f1e6f3980 Adding Xmm Select table, GetRawXMM 2020-04-08 03:20:54 +11:00
chrisps b79f33526d Optimized CONVERT_I64_TO_F64 with neat overflow trick
Reduced instruction count from 11 to 8, eliminated a movq stall.
2020-04-08 03:20:54 +11:00
Cancerous 07d4be65f9 [XAM] remove 0xB notification following a4aa4d8edc for Halo 3 saves 2020-04-08 03:20:54 +11:00
emoose d6eac0e85d [Kernel] Only set privilege 0xB if mount_cache is set 2020-04-08 03:20:54 +11:00
emoose 7d45be0a0e [HID] Improved WinKey GetKeystroke code
Seems the double-keypress issue was because of XINPUT_KEYSTROKE_REPEAT: Xenia would add that to keyup events, but seems REPEAT is only meant for keydown (well SR1 treats it as a keydown event at least)
2020-04-08 03:20:53 +11:00
emoose 579f5ebbfa [HID] Remove keyboard_keyup cvar, doesn't seem needed anymore
I guess something to get CoD4 console working must have fixed SR1 double-keypress issue!
2020-04-08 03:20:53 +11:00
emoose 28478e440c [HID] Make WinKey GetCapabilities return success, fixes CoD4 console 2020-04-08 03:20:53 +11:00
Margen67 711615734d Comment out Azure badge 2020-04-08 03:20:53 +11:00
emoose 99b43306f8 [XAM/HID] Add more support for keyboards & fill in unicode member of keystroke
CoD4 requires the unicode member to write text into the dev console, Win32's ToUnicode function seems to work fine for this.
Xam functions have been updated to support keyboard devices too, which *should* let CoD4 detect the keyboard and let you use it to open console etc..
Seems the XEX still needs a 1 byte patch for it to work tho :( no idea why, does keyboard work on actual X360 without any patching?
2020-04-08 03:20:53 +11:00
chss95cs@gmail.com 77f2ff8b34 Added lea based multiply optimization for pow2+1 values below 16. Added magicgu2 division magic number optimization for INT_64 and INT_32. Added in my HIR optimization subpass but disabled all but 3 of the optimization rules. 2020-04-08 03:20:53 +11:00
emoose 91c2811559 [XAM/User] Only set buffer_size if it's too small
CoD4 calls this with a huge 0x4000 buffer, and then if the buffer_size returned is any smaller it asserts & stops running...
Need to check if this is actually how it should work, but this should help get some CoD4 running
2020-04-08 03:20:53 +11:00
emoose 1c1025fc4e [HID] Add keyboard_keyup cvar (default true) since dash needs keyups to work properly
Made this a cvar since SR1 will double-press when it sees both keydown & keyup, strange.
2020-04-08 03:20:52 +11:00
emoose bf6d4dcda0 [XAM/HID] Add keyboard_passthru cvar, allows XInputGetKeystroke to receive proper keyboard events
Maybe useful for debug games, or games modded to allow in-game consoles.
2020-04-08 03:20:52 +11:00
emoose 51ba83d315 [XAM] Update XNetQosServiceLookup with actual XNQOS struct
Taken from the xboxstubs.h file linked just above it.
2020-04-08 03:20:52 +11:00
emoose 726eb73339 [XAM] Better stub for XNetQosServiceLookup, add XNetQosRelease
Based on the NetDll_XNetDnsLookup code, this should fix Saints Row TU1 trying to access the QoS data even though we returned an error.
2020-04-08 03:20:52 +11:00
emoose e007efbfa7 [App] Add cache: -> \Cache0 symlink
I think this should be safe to do, seems games will only make use of either cache:, or cache0: & cache1:, not both kinds, so shouldn't be any risk of conflict.
cache: might only be used in older SDK cache code, at least so far I've only seen it used in the older Halo 3 Beta build.
2020-04-08 03:20:52 +11:00
Nathan 04852a7a27 [Git] Added /cache0/, /cache1/, and recent.txt to .gitignore 2020-04-08 03:20:52 +11:00
emoose b0097d16eb [XAM] Load SPA achievement data from DLC content if it exists
This'll load in and convert the SPA data from the spa.bin inside DLC (marketplace / 00000002) content, into the profile GPDs.
(note that changes from the new SPA won't show in the log-file achievement list until game is restarted!)
Also fixed some minor log bugs to do with endianness...

The existing SPA code should make sure only additions from the SPA are loaded in, eg. achievements that were added - achievements that might be missing shouldn't make any difference.
e.g. it should be able to perform a load like:
  base game (20 achievements) -> DLC2 (50 achievements) -> DLC1 (30 achievements)
and the final GPD will contain the 50 achievements, from the SPA which contained the most.

Only additions from new SPAs will be loaded, any achievement changes (like a description text change or something) won't have any effect.
Not sure if we should try adding things to support that or not...
I'd guess that the X360 would probably support it, but if there isn't anything that takes advantage of it, is it worth us supporting?
2020-04-08 03:20:51 +11:00
illusion98 d06678b2b0 Add commit number 2020-04-08 03:20:51 +11:00
emoose f82cdfb539 [VFS] Some more STFS code improvements
Reverted to older BlockToOffsetSTFS code (with some improvements, now named STFSDataBlockToBackingBlock)
Split the To*Offset functions into ToBackingBlock & To*Offset funcs, for later use when we need the actual block numbers instead of the offsets.
Store the num blocks per hash table & block step count in the device instance, instead of calculating it each time.
Add read_only_package() & root_table_secondary() getters to the STFS descriptor struct (note: will be replaced with better stuff once stfs-headers is eventually merged)
2020-04-08 03:20:51 +11:00
Gliniak dc444a4a2d [XAM/Party] Added stub for: XamPartyGetUserListInternal
It will allow to run dashboard with signin_state = 2

Should we create different xam file for XamParty functions?

ToDo: Finish struct that store user info
2020-04-08 03:20:51 +11:00
emoose 0d5f164408 [VFS] Add some STFS magic numbers, skip hash table checks for read only packages 2020-04-08 03:20:51 +11:00
emoose 5ec81298f2 [VFS] Fix GetHashEntry for level 2 entries... 2020-04-08 03:20:51 +11:00
emoose c552a853e0 [VFS] Fix BlockToHashBlockOffset's level 2 case (blockStep0 -> blockStep1)
& changed code to switch statement instead.
2020-04-08 03:20:51 +11:00
emoose deb9661852 [VFS] Improve STFS GetBlockHash function - now gets hash from correct hash table.
This should hopefully allow Xenia to be more compatible with larger / more made-use-of profiles.

Each hash table actually consists of two hash tables for redundancy, which table is used is decided by the hash table level above it.
Previously there was some code to try swapping which table to use if a flag isn't set, but the code ended up being commented out & unused...

After looking at some other X360 mod tools sources I've managed to come up with this solution, which visits each hash-level it can to retrieve the correct table number to use.
Really this is probably a little inefficient, the code I based this on would actually cache each table in memory to make these visits a lot quicker, maybe should look into doing the same here.
For packages with read_only_package() == true, this maybe isn't even necessary too - but it's probably worth keeping it as-is just in case though.
2020-04-08 03:20:51 +11:00
emoose 259a3e44ff [XAM] Add some proper error codes to a few XamUser functions
It might be worth finding games/apps that use these functions and see what error codes they check against...
2020-04-08 03:20:50 +11:00
emoose 2cb5ee9b24 [XAM] Simplify XamShowDeviceSelectorUI, update an old device ID
Storing the content type inside the device ID from DeviceSelectorUI shouldn't be needed now.
AFAIK it was only used so that we could extract it later inside XamContentGetDeviceData, but that wasn't actually how GetDeviceData was meant to work.
2020-04-08 03:20:50 +11:00
Gliniak eca7c7efc7 Removed useless file that survived rebase 2020-04-08 03:20:50 +11:00
Gliniak 6245da3876 [Log] Added information about implementation state 2020-04-08 03:20:50 +11:00
Gliniak 4475f8f13a Revert "[XAM/User] Added title_id == 0 check for few User functions"
This reverts commit 05433007c5.
2020-04-08 03:20:49 +11:00
Gliniak 8db3d4bed2 [XAM/User] Added title_id == 0 check for few User functions
Games like to report title_id as 0 (it is expected behaviour).
0 in this case means currently opened title
2020-04-08 03:20:49 +11:00