Feature request: cellFs* functions
Started by Ekaseo




9 posts in this topic
Ekaseo
Unregistered


 
09-09-2014, 09:16 PM -
#1
could someone implement cellfs instructions? many games in my library need them, im curious what happens when cellfs is implemented.
Gundark
Unregistered


 
09-09-2014, 10:35 PM -
#2
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.
Bigpet
Unregistered


 
09-09-2014, 10:48 PM -
#3
(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.
Ekaseo
Unregistered


 
09-09-2014, 10:55 PM -
#4
here you go. i found some. here are logs of some games that need them and crash on cellfs errors
Darkriot
Member


0
498 posts 29 threads Joined: Aug 2017
09-09-2014, 11:04 PM -
#5
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(
tr4nquility
Unregistered


 
09-10-2014, 02:08 AM -
#6
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)
Darkriot
Member


0
498 posts 29 threads Joined: Aug 2017
09-10-2014, 02:46 AM -
#7
(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
Ekaseo
Unregistered


 
09-10-2014, 09:52 AM -
#8
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
flashmozzg
Unregistered


 
09-10-2014, 12:55 PM -
#9
(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 /)
ps0ne
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304 posts 59 threads Joined: Oct 2017
09-20-2014, 10:51 PM -
#10
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.


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