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Feature request: cellFs* functions - Printable Version

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+--- Thread: Feature request: cellFs* functions (/showthread.php?tid=164125)



RE: Feature request: cellFs* functions - Ekaseo - 09-09-2014

could someone implement cellfs instructions? many games in my library need them, im curious what happens when cellfs is implemented.



RE: Feature request: cellFs* functions - Gundark - 09-09-2014

I was under impression that if devs know how to implement some instruction and didn't do it yet, there must be a good reason for this. By the way AlexAltea, I thought that cellJpgDec was implemented. Slicer4ever tetris show cellJpgDecCreate and cellJpgDecDestroy as TODO. Any input on this? Sorry to hijack this thread.

Ok. Sorry about that. It's still unimplemented.



RE: Feature request: cellFs* functions - Bigpet - 09-09-2014

(09-09-2014, 10:35 PM)Gundark Wrote: I was under impression that if devs know how to implement some instruction and didn't do it yet, there must be a good reason for this. By the way AlexAltea, I thought that cellJpgDec was implemented. Slicer4ever tetris show cellJpgDecCreate and cellJpgDecDestroy as TODO. Any input on this? Sorry to hijack this thread.

Ok. Sorry about that. It's still unimplemented.

The create and destroy functions are stubbed out, we just decode pictures without instances of "decoder objects". I doubt any game actually depends on distinguishable decoder objects. Since we ignore decoder settings like "decode on PPU" or "decode on SPU" since these settings don't make sense for host systems.



RE: Feature request: cellFs* functions - Ekaseo - 09-09-2014

here you go. i found some. here are logs of some games that need them and crash on cellfs errors



RE: Feature request: cellFs* functions - Darkriot - 09-09-2014

Quote:HLE: E {PPU[1] Thread (CPUThread)[0x002ad010]} sys_fs TODO: cellFsStRead(fd=76, buf_addr=0xeb1534d8, size=0x10000, rsize_addr = 0xd000f848)

yeeah, "cellFsStRead" this is really big problem! Just spamming all time in log(



RE: Feature request: cellFs* functions - tr4nquility - 09-10-2014

Since this topic is all about function request, I'll just report all current TO-DOs (not limited to cellFs_ ) from games that I have Smile

1). Artonelico Qoga [BLES01102]
Error :
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x017920f4]} cellGcmSys error: cellGcmSetTileInfo: bad compression mode! (7)
Unimplemented :
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x0179e004]} cellNetCtl TODO: cellNetCtlGetInfo(code=10, info_addr=0xd00104c0)
HLE: E {PPU[1] Thread (CPUThread)[0x0179c028]} cellSpurs TODO: cellSpursAddWorkload
HLE: E {PPU[1] Thread (CPUThread)[0x0179c070]} cellSpurs TODO: cellSpursGetWorkloadFlag
HLE: E {PPU[1] Thread (CPUThread)[0x0179c04c]} cellSpurs TODO: _cellSpursWorkloadFlagReceiver
HLE: E {PPU[1] Thread (CPUThread)[0x0179c088]} cellSpurs TODO: cellSpursReadyCountStore
HLE: E {PPU[1] Thread (CPUThread)[0x0179c034]} cellSpurs TODO: cellSpursWakeUp
HLE: E {PPU[1] Thread (CPUThread)[0x01798010]} sys_fs TODO: cellFsStRead(fd=79, buf_addr=0x4da24e0, size=0x10000, rsize_addr = 0xd000ed18)
HLE: E {PPU[1] Thread (CPUThread)[0x0179804c]} sys_fs TODO: cellFsStReadStart(fd=79, offset=0x0, size=0x59e14)
HLE: E {PPU[77] Thread (installGameDataThread)[0x017a2004]} cellGame TODO: cellGameCreateGameData(init_addr=0xd0030b10, tmp_contentInfoPath_addr=0xd0030a10, tmp_usrdirPath_addr=0xd0030a90)

RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_SHADER_PACKER(0x0)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_CONTEXT_DMA_REPORT(0xbad68000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_CONTROL0 + 0x20(0x60000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_FILTER + 0x20(0x0)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_ADDRESS + 0x20(0x101)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_BORDER_COLOR + 0x20(0x0)

2). FF 13 [MRTC00003]
Error :
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x013d010c]} cellGcmSys error: cellGcmSetTileInfo: bad compression mode! (10)

Unimplemented :
Code:
LDR: E Function 'cellAANConnect' not found
LDR: E Function 'cellAANDisconnect' not found
LDR: E Function group [surmxAAN] failed: missing;
LDR: E Function 'cellSurMixerSetParameter' not found
LDR: E Function 'cellSurMixerSurBusAddData' not found
LDR: E Function 'cellSurMixerChStripSetParameter' not found
LDR: E Function 'cellSurMixerPause' not found
LDR: E Function 'cellSurMixerBeep' not found
LDR: E Function group [surmixer] failed: missing;

HLE: E {PPU[1] Thread (CPUThread)[0x013d2034]} cellSpurs TODO: _cellSpursTasksetAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d20c4]} cellSpurs TODO: cellSpursTasksetAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x013d21b4]} cellSpurs TODO: cellSpursCreateTasksetWithAttribute
HLE: E {PPU[1] Thread (CPUThread)[0x013d2004]} cellSpurs TODO: _cellSpursLFQueueInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d2124]} cellSpurs TODO: _cellSpursLFQueuePushBody
HLE: E {PPU[1] Thread (CPUThread)[0x013d2040]} cellSpurs TODO: cellSpursLFQueueAttachLv2EventQueue
HLE: E {PPU[1] Thread (CPUThread)[0x013d201c]} cellSpurs TODO: _cellSpursQueueInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d207c]} cellSpurs TODO: _cellSpursJobChainAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d2154]} cellSpurs TODO: cellSpursJobChainAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x013d20d0]} cellSpurs TODO: cellSpursJobGuardInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d21fc]} cellSpurs TODO: cellSpursRunJobChain
HLE: E {PPU[1] Thread (CPUThread)[0x013d21e4]} cellSpurs TODO: cellSpursJobGuardNotify
HLE: E {PPU[1] Thread (CPUThread)[0x013d210c]} cellSpurs TODO: cellSpursTaskGetReadOnlyAreaPattern
HLE: E {PPU[1] Thread (CPUThread)[0x013d204c]} cellSpurs TODO: cellSpursTaskGetLoadableSegmentPattern
HLE: E {PPU[1] Thread (CPUThread)[0x013d21a8]} cellSpurs TODO: cellSpursCreateTask
HLE: E {PPU[1] Thread (CPUThread)[0x013d20b8]} cellSpurs TODO: _cellSpursEventFlagInitialize
HLE: E {PPU[175] Thread (Phieg)[0x013d2088]} cellSpurs TODO: cellSpursEventFlagWait
HLE: E {PPU[1] Thread (CPUThread)[0x013d2094]} cellSpurs TODO: cellSpursEventFlagClear
HLE: E {PPU[1] Thread (CPUThread)[0x013d2118]} cellSpurs TODO: cellSpursEventFlagAttachLv2EventQueue

HLE: E {PPU[1] Thread (CPUThread)[0x013e2004]} TODO: cellVideoOutSetGamma
HLE: E {PPU[1] Thread (CPUThread)[0x013d0124]} cellGcmSys TODO: cellGcmSetGraphicsHandler
HLE: E {PPU[1] Thread (CPUThread)[0x013d001c]} cellGcmSys TODO: cellGcmSetQueueHandler

HLE: E {PPU[1] Thread (CPUThread)[0x013e00a0]} cellFiber TODO: _cellFiberPpuInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013e0040]} cellFiber TODO: _cellFiberPpuSchedulerAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013e0088]} cellFiber TODO: cellFiberPpuInitializeScheduler
HLE: E {PPU[1] Thread (CPUThread)[0x013e0070]} cellFiber TODO: _cellFiberPpuAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013e0028]} cellFiber TODO: cellFiberPpuCreateFiber
HLE: E {PPU[386] Thread (QixFiberWorker0)[0x013e0094]} cellFiber TODO: cellFiberPpuCheckFlags
HLE: E {PPU[386] Thread (QixFiberWorker0)[0x013e007c]} cellFiber TODO: cellFiberPpuHasRunnableFiber

3). Star Ocean : The Last Hope [MRTC00001]
Error:
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x00ff50e8]} cellGcmSys error: cellGcmSetTileInfo: bad compression mode! (10)

Unimplemented:
Code:
LDR: E Function 'cellAANConnect' not found
LDR: E Function 'cellAANDisconnect' not found
LDR: E Function group [surmxAAN] failed: missing;
LDR: E Function 'cellSurMixerRemoveNotifyCallback' not found
LDR: E Function 'cellSurMixerSurBusAddData' not found
LDR: E Function 'cellSurMixerChStripSetParameter' not found
LDR: E Function 'cellSurMixerPause' not found
LDR: E Function 'cellSurMixerBeep' not found
LDR: E Function group [surmixer] failed: missing;

HLE: E {PPU[1] Thread (CPUThread)[0x0100304c]} cellFiber TODO: _cellFiberPpuInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00fed10c]} TODO: cellDiscGameGetBootDiscInfo
HLE: E {PPU[1] Thread (CPUThread)[0x01005028]} sys_prx TODO: sys_prx_load_module(path="/dev_bdvd/PS3_GAME/USRDIR/sprx/Izumo.sprx", flags=0x0, pOpt=0x0)

HLE: E {PPU[1] Thread (CPUThread)[0x00fef004]} TODO: cellVideoOutSetGamma

HLE: E {PPU[1] Thread (CPUThread)[0x00ff3088]} cellSpurs TODO: _cellSpursJobChainAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3154]} cellSpurs TODO: cellSpursJobChainAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3070]} cellSpurs TODO: cellSpursCreateJobChainWithAttribute
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30c4]} cellSpurs TODO: cellSpursJobGuardInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30ac]} cellSpurs TODO: _cellSpursEventFlagInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30f4]} cellSpurs TODO: cellSpursEventFlagAttachLv2EventQueue
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3244]} cellSpurs TODO: cellSpursCreateTask
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3250]} cellSpurs TODO: _cellSpursSendSignal
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3094]} cellSpurs TODO: cellSpursEventFlagWait
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3034]} cellSpurs TODO: _cellSpursTasksetAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30b8]} cellSpurs TODO: cellSpursTasksetAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x00ff31a8]} cellSpurs TODO: cellSpursCreateTasksetWithAttribute
HLE: E {PPU[157] Thread[0x00ff3130]} cellSpurs TODO: cellSpursQueuePushBody

RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_CONTROL0(0x101000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_TEXTURE_CONTROL2(0x2dc8)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_CONTROL0(0x60000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_ADDRESS(0x303)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_BORDER_COLOR(0x0)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_FILTER(0x0)



RE: Feature request: cellFs* functions - Darkriot - 09-10-2014

(09-10-2014, 02:08 AM)tr4nquility Wrote: Since this topic is all about function request, I'll just report all current TO-DOs (not limited to cellFs_ ) from games that I have Smile

1). Artonelico Qoga [BLES01102]
Error :
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x017920f4]} cellGcmSys error: cellGcmSetTileInfo: bad compression mode! (7)
Unimplemented :
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x0179e004]} cellNetCtl TODO: cellNetCtlGetInfo(code=10, info_addr=0xd00104c0)
HLE: E {PPU[1] Thread (CPUThread)[0x0179c028]} cellSpurs TODO: cellSpursAddWorkload
HLE: E {PPU[1] Thread (CPUThread)[0x0179c070]} cellSpurs TODO: cellSpursGetWorkloadFlag
HLE: E {PPU[1] Thread (CPUThread)[0x0179c04c]} cellSpurs TODO: _cellSpursWorkloadFlagReceiver
HLE: E {PPU[1] Thread (CPUThread)[0x0179c088]} cellSpurs TODO: cellSpursReadyCountStore
HLE: E {PPU[1] Thread (CPUThread)[0x0179c034]} cellSpurs TODO: cellSpursWakeUp
HLE: E {PPU[1] Thread (CPUThread)[0x01798010]} sys_fs TODO: cellFsStRead(fd=79, buf_addr=0x4da24e0, size=0x10000, rsize_addr = 0xd000ed18)
HLE: E {PPU[1] Thread (CPUThread)[0x0179804c]} sys_fs TODO: cellFsStReadStart(fd=79, offset=0x0, size=0x59e14)
HLE: E {PPU[77] Thread (installGameDataThread)[0x017a2004]} cellGame TODO: cellGameCreateGameData(init_addr=0xd0030b10, tmp_contentInfoPath_addr=0xd0030a10, tmp_usrdirPath_addr=0xd0030a90)

RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_SHADER_PACKER(0x0)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_CONTEXT_DMA_REPORT(0xbad68000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_CONTROL0 + 0x20(0x60000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_FILTER + 0x20(0x0)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_ADDRESS + 0x20(0x101)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_BORDER_COLOR + 0x20(0x0)

2). FF 13 [MRTC00003]
Error :
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x013d010c]} cellGcmSys error: cellGcmSetTileInfo: bad compression mode! (10)

Unimplemented :
Code:
LDR: E Function 'cellAANConnect' not found
LDR: E Function 'cellAANDisconnect' not found
LDR: E Function group [surmxAAN] failed: missing;
LDR: E Function 'cellSurMixerSetParameter' not found
LDR: E Function 'cellSurMixerSurBusAddData' not found
LDR: E Function 'cellSurMixerChStripSetParameter' not found
LDR: E Function 'cellSurMixerPause' not found
LDR: E Function 'cellSurMixerBeep' not found
LDR: E Function group [surmixer] failed: missing;

HLE: E {PPU[1] Thread (CPUThread)[0x013d2034]} cellSpurs TODO: _cellSpursTasksetAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d20c4]} cellSpurs TODO: cellSpursTasksetAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x013d21b4]} cellSpurs TODO: cellSpursCreateTasksetWithAttribute
HLE: E {PPU[1] Thread (CPUThread)[0x013d2004]} cellSpurs TODO: _cellSpursLFQueueInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d2124]} cellSpurs TODO: _cellSpursLFQueuePushBody
HLE: E {PPU[1] Thread (CPUThread)[0x013d2040]} cellSpurs TODO: cellSpursLFQueueAttachLv2EventQueue
HLE: E {PPU[1] Thread (CPUThread)[0x013d201c]} cellSpurs TODO: _cellSpursQueueInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d207c]} cellSpurs TODO: _cellSpursJobChainAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d2154]} cellSpurs TODO: cellSpursJobChainAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x013d20d0]} cellSpurs TODO: cellSpursJobGuardInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013d21fc]} cellSpurs TODO: cellSpursRunJobChain
HLE: E {PPU[1] Thread (CPUThread)[0x013d21e4]} cellSpurs TODO: cellSpursJobGuardNotify
HLE: E {PPU[1] Thread (CPUThread)[0x013d210c]} cellSpurs TODO: cellSpursTaskGetReadOnlyAreaPattern
HLE: E {PPU[1] Thread (CPUThread)[0x013d204c]} cellSpurs TODO: cellSpursTaskGetLoadableSegmentPattern
HLE: E {PPU[1] Thread (CPUThread)[0x013d21a8]} cellSpurs TODO: cellSpursCreateTask
HLE: E {PPU[1] Thread (CPUThread)[0x013d20b8]} cellSpurs TODO: _cellSpursEventFlagInitialize
HLE: E {PPU[175] Thread (Phieg)[0x013d2088]} cellSpurs TODO: cellSpursEventFlagWait
HLE: E {PPU[1] Thread (CPUThread)[0x013d2094]} cellSpurs TODO: cellSpursEventFlagClear
HLE: E {PPU[1] Thread (CPUThread)[0x013d2118]} cellSpurs TODO: cellSpursEventFlagAttachLv2EventQueue

HLE: E {PPU[1] Thread (CPUThread)[0x013e2004]} TODO: cellVideoOutSetGamma
HLE: E {PPU[1] Thread (CPUThread)[0x013d0124]} cellGcmSys TODO: cellGcmSetGraphicsHandler
HLE: E {PPU[1] Thread (CPUThread)[0x013d001c]} cellGcmSys TODO: cellGcmSetQueueHandler

HLE: E {PPU[1] Thread (CPUThread)[0x013e00a0]} cellFiber TODO: _cellFiberPpuInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013e0040]} cellFiber TODO: _cellFiberPpuSchedulerAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013e0088]} cellFiber TODO: cellFiberPpuInitializeScheduler
HLE: E {PPU[1] Thread (CPUThread)[0x013e0070]} cellFiber TODO: _cellFiberPpuAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x013e0028]} cellFiber TODO: cellFiberPpuCreateFiber
HLE: E {PPU[386] Thread (QixFiberWorker0)[0x013e0094]} cellFiber TODO: cellFiberPpuCheckFlags
HLE: E {PPU[386] Thread (QixFiberWorker0)[0x013e007c]} cellFiber TODO: cellFiberPpuHasRunnableFiber

3). Star Ocean : The Last Hope [MRTC00001]
Error:
Code:
HLE: E {PPU[1] Thread (CPUThread)[0x00ff50e8]} cellGcmSys error: cellGcmSetTileInfo: bad compression mode! (10)

Unimplemented:
Code:
LDR: E Function 'cellAANConnect' not found
LDR: E Function 'cellAANDisconnect' not found
LDR: E Function group [surmxAAN] failed: missing;
LDR: E Function 'cellSurMixerRemoveNotifyCallback' not found
LDR: E Function 'cellSurMixerSurBusAddData' not found
LDR: E Function 'cellSurMixerChStripSetParameter' not found
LDR: E Function 'cellSurMixerPause' not found
LDR: E Function 'cellSurMixerBeep' not found
LDR: E Function group [surmixer] failed: missing;

HLE: E {PPU[1] Thread (CPUThread)[0x0100304c]} cellFiber TODO: _cellFiberPpuInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00fed10c]} TODO: cellDiscGameGetBootDiscInfo
HLE: E {PPU[1] Thread (CPUThread)[0x01005028]} sys_prx TODO: sys_prx_load_module(path="/dev_bdvd/PS3_GAME/USRDIR/sprx/Izumo.sprx", flags=0x0, pOpt=0x0)

HLE: E {PPU[1] Thread (CPUThread)[0x00fef004]} TODO: cellVideoOutSetGamma

HLE: E {PPU[1] Thread (CPUThread)[0x00ff3088]} cellSpurs TODO: _cellSpursJobChainAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3154]} cellSpurs TODO: cellSpursJobChainAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3070]} cellSpurs TODO: cellSpursCreateJobChainWithAttribute
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30c4]} cellSpurs TODO: cellSpursJobGuardInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30ac]} cellSpurs TODO: _cellSpursEventFlagInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30f4]} cellSpurs TODO: cellSpursEventFlagAttachLv2EventQueue
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3244]} cellSpurs TODO: cellSpursCreateTask
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3250]} cellSpurs TODO: _cellSpursSendSignal
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3094]} cellSpurs TODO: cellSpursEventFlagWait
HLE: E {PPU[1] Thread (CPUThread)[0x00ff3034]} cellSpurs TODO: _cellSpursTasksetAttributeInitialize
HLE: E {PPU[1] Thread (CPUThread)[0x00ff30b8]} cellSpurs TODO: cellSpursTasksetAttributeSetName
HLE: E {PPU[1] Thread (CPUThread)[0x00ff31a8]} cellSpurs TODO: cellSpursCreateTasksetWithAttribute
HLE: E {PPU[157] Thread[0x00ff3130]} cellSpurs TODO: cellSpursQueuePushBody

RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_CONTROL0(0x101000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_TEXTURE_CONTROL2(0x2dc8)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_CONTROL0(0x60000)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_ADDRESS(0x303)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_BORDER_COLOR(0x0)
RSX: E {RSXThread} TODO: CELL_GCM_NV4097_SET_VERTEX_TEXTURE_FILTER(0x0)

i think, it's about cellFs...do not offer cellspurs, it's can't to be implemented now.

P.S. I'm really looking forward to the implementation of sys_prx (sys_prx_load_module and other..) Blush



RE: Feature request: cellFs* functions - Ekaseo - 09-10-2014

ok, now all those games try to look for files, but fail to find them:
Code:
E {PPU[1] Thread (CPUThread)[0x002ad040]} sys_fs TODO: cellFsStReadStart(fd=76, offset=0x0, size=0xb)
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/dev_hdd0/game/NPEA00104/USRDIR/Data//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/host_root/dev_hdd0/game/NPEA00104/USRDIR/Data//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/usr/share/fonts/default/TrueType//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/host_root/usr/share/fonts/default/TrueType//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af104c]} sys_fs TODO: cellFsStReadStart(fd=49, offset=0x0, size=0x959)
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/dev_hdd0/game/NPEA00104/USRDIR/Data//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fpo" not found! flags: 0x00000000



RE: Feature request: cellFs* functions - flashmozzg - 09-10-2014

(09-10-2014, 09:52 AM)Ekaseo Wrote: ok, now all those games try to look for files, but fail to find them: E {PPU[1] Thread
Quote:(CPUThread)[0x002ad040]} sys_fs TODO: cellFsStReadStart(fd=76, offset=0x0, size=0xb)
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/dev_hdd0/game/NPEA00104/USRDIR/Data//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/host_root/dev_hdd0/game/NPEA00104/USRDIR/Data//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/usr/share/fonts/default/TrueType//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/host_root/usr/share/fonts/default/TrueType//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fp" not found! flags: 0x00000000
E {PPU[1] Thread (CPUThread)[0x00af104c]} sys_fs TODO: cellFsStReadStart(fd=49, offset=0x0, size=0x959)
E {PPU[1] Thread (CPUThread)[0x00af1040]} sys_fs error: "/dev_hdd0/game/NPEA00104/USRDIR/Data//dev_hdd0/game/NPEA00104/USRDIR/Source/Shaders/psmShadowLightFrag3Splits.fpo" not found! flags: 0x00000000
Is it supposed to be like this? (double /)



RE: Feature request: cellFs* functions - ps0ne - 09-20-2014

Other than cellFsStReadStart, i found other unimplemented functions cellFsAioCancel, cellFsUtime, cellFsSetDefaultContainer, cellFsSetIoBufferFromDefaultContainer, cellFsAllocateFileAreaWithoutZeroFill, not sure how they help emulation though. I think some remaining save functions may stop emualtion, im concerned especially about auto save/load.