* add playback of background/title music
* clang_format
* add windows multimedia build instructions
* fix typo accidentally made to arm
* address comments
* loop music
* feedback
* fix CI
* add newline
* playBGM off by default
---------
Co-authored-by: Charles <charles@superfocus.ai>
* Updater
* clang
* Adding Updater icon
* Updater
* TR
* settings_dialog.ui
* Changelog for Pre-release only
* Adding Dump and Download icons
* Forgot this...
* fix linux and resize
* powershell_unzip | changelog fix
Does not use zlin-ng to unpack, now uses powershell on windows and on linux/mac uses unzip or 7z, and if it does not find it, it will ask if you want to install it before extracting.
Do not show the changelog button if: The current version is a pre-release and the version to be downloaded is a release.
* Clang
* formatting
* links fixed
---------
Co-authored-by: Xphalnos <164882787+Xphalnos@users.noreply.github.com>
* Use a singleton for instruction decoding
* Use singleton class
* Patch `EXTRQ`
* Fixup signal context functions
* Update CMakeLists.txt
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Add ElfInfo to track current game info in a singleton
* SaveData compatibility with old firmwares
* sceKernelOpen: fix for write-only mode
* imgui: add font to render non-ascii characters
* save_data: fix Backup Job including old backup in the new backup
* Save backup: fix to avoid filling the queue
Also limiting 1 backup / 10sec
* Save backup: fix search not handling empty pattern
*backup time improv
* shader_recompiler: Use push constants for user data regs
* shader: Add some GR2 instructions
* shader: Add some instructions
* shader: Add instructions for knack
* touchups
* spirv: Better names
* buffer_cache: Ignore non gpu modified images
* clang format
* Add log
* more fixes
* video_core: texture: image subresources state tracking
* shader_recompiler: use one binding if the same image is read and written
* video_core: added rebinding of changed textures after overlap resolve
* don't use pointers; slight `FindTexture` refactoring
* video_core: buffer_cache: don't copy over the image size
* redundant barriers removed; fixes
* regression fixes
* texture_cache: 3d texture layers count fixup
* shader_recompiler: support for partially bound cubemaps
* added support for cubemap arrays
* don't bind unused color buffers
* fixed depth promotion to do not use stencil
* doors
* bonfire lit
* cubemap array index calculation
* final touches
* core: Rewrite PSF parser & add encoder
add .sfo hex pattern to /scripts
* core/fs: allow to mount path as read-only
* common: Add CString wrapper to handle native null-terminated strings
* SaveData: rewrite to implement full functionality
* mock value for SYSTEM_VER
* SavaData: backup features
* SavaData: SaveDataMemory features
* imgui Ref-counted textures
- has a background thread to decode textures
* imgui: rework gamepad navigation
* PSF: fixed psf not using enum class for PSFEntryFmt (was a standard old ugly enum)
- Add null check to CString when itself is used in a nullable field
* SaveDataDialog implementation
- Fix Mounting/Unmounting check of SaveInstance
* cpu_patches: Patch just-in-time using illegal instruction handler.
* core: Add common signal dispatch system and use for on-demand TCB patches.
* page_manager: Re-add userfaultfd implementation.
* libSceRazorCpu needed for gravity rush
* libSceCesCs needed for blue reflection
* clang format fix
* set scePadSetVibration to log debug
* initial sceNetCtl module implementation
* improved error codes in file system
* some intial work on netctl callbacks (helps a bit CUSA10135)
* misc
* improved callbacks handling in sceNetCtl
* small fixes
* added libSceRudp.sprx to lle modules
* draft work for npcallbacks
* add pugixml
* trophy_viewer: support for trophy unlocking
* nptrophy: UnlockTrophy(), DestroyContext()
* initial imgui popup
* queue to handle multiple trophies at once
* extract trophy info on game start + various fixes
* platinum trophy support + extract trophy data on startup
* format
* nptrophy: GetTrophyUnlockState
* implement vinicius' reviews
* system/MsgDialog: types & basic text display
* system/MsgDialog: User message dialog
* system/MsgDialog: RAII for MsgDialog ui
* system/MsgDialog: Progress bar dialog
* system/MsgDialog: System message texts
* system/MsgDialog: copy all ui state to local memory
handles when game release memory before close
extracted all UI code to it's own file
use single window instead of creating new one every single dialogOpen
* system/MsgDialog: debug logging
* added imgui as dependency
* imgui renderer/basic input implementation
* imgui: add layers system
Add video info layer to show fps. Press F10 to toggle it.
* imgui: add custom imgui config
* imgui: gamepad capture, stopping propagation
* imgui: changed config & log file path to use portable dir
* videoout: render blank frame when video output is closed
required to render imgui even when game has no video output
- fixed merge compile-error
* shader_recompiler: Use null image when shader is compiled with unbound sharp
* video_core: Refactor and render target swizzles
* liverpool_to_vk: Add missing swap format from RDR
* video_core: Refactor shader recompiler interface
* Makes it much easier to pass runtime information to the recompiler and have it treated as part of the shader key. Also pulls out most runtime state from Info struct
* shader_recompiler: Avoid some asserts
* force PIE usage on linux
* get rid of explicit -pie linker flag
* change UNIX with UNIX AND NOT APPLE in CMakeLists.txt
* cmake: add proper check for PIE support at link time
---------
Co-authored-by: Mikhail Paulyshka <me@mixaill.net>
* video_core: Compile shader permutations
* spirv: Only specific storage image format for atomics
* ir: Avoid cube coord patching for storage image
* spirv: Fix default attributes
* data_share: Add more instructions
* video_core: Query storage flag with runtime state
* kernel: Use std::list for semaphore
* video_core: Use texture buffers for untyped format load/store
* buffer_cache: Limit view usage
* vk_pipeline_cache: Fix invalid iterator
* image_view: Reduce log spam when alpha=1 in storage swizzle
* video_core: More features and proper spirv feature detection
* video_core: Attempt no2 for specialization
* spirv: Remove conflict
* vk_shader_cache: Small cleanup
* Cheats/Patches
Adds the possibility of applying cheats/patches according to the specific game serial+version
The logic for adding modifications has not yet been implemented!
Interface based on issues/372 https://github.com/shadps4-emu/shadPS4/issues/372
[X]Front-end
[]Back-end
Create a synchronized fork of the cheats/patches repository
* Clang Format
* separate files
The code has been separated into separate files as suggested by georgemoralis.
Added the Patch tab, which has not been implemented yet.
Added the 'applyCheat' area to apply the modification, not implemented yet...
And added LOG_INFO.
* reuse
* initial implementation of cheat functionality
* Update cheats_patches.cpp
sets all added buttons to the size of the largest button.
and fixes some aesthetic issues.
* move eboot_address to module.h
fixes the non-qt builds and makes more sense to be there anyway
* Patchs menu and fixes
adds the possibility to download Patches, it does not modify the memory yet.
and some other fixes
* MemoryPatcher namespace, activate cheats on start
* format
* initial patch implementation
* format
* format again...
* convertValueToHex
* Fixes
Choosing which cheat file to use.
And some other fixes
* fix bytes16, bytes32, bytes64 type patches
If a patch is any of these types we convert it from little endian to big endian
* format
* format again :(
* Implement pattern scanning for mask type patches
* add check to stop patches applying to wrong game
previously if you added a patch to a game, but closed the window and opened a different game it would still try to apply the patch, this is now fixed
* format
* Fix 'Hint' 0x400000 | and Author
* Management |save checkbox | shadps4 repository
MENU - Cheats/Patches Management (implementing Patches)
save patches checkbox
add shadps4 repository
* Load saved patches, miscellaneous fixes
* Fix an issue with mask patches not being saved
* format + remove debug log
* multiple patches | TR translation for cheats/patches
* clang
* ENABLE_QT_GUI
* OK
* move memory_patcher to qt_gui
* clang
* add cheats hu_HU
* fix log
* Remove the item from the patchesListView if no patches were added (the game has patches, but not for the current version)
---------
Co-authored-by: CrazyBloo <CrazyBloo@users.noreply.github.com>
fix: file name typo constant_propogation_pass.cpp
fix typo from 'symbol_vitrual_addr' variable
fix typo in emit_spirv_context_get_set.cpp
fix typo from constant_propagation_pass.cpp in CMakeLists
fix typo in these some config.cpp functions
- setSliderPosition
- setSliderPositionGrid
- getSliderPosition
- getSliderPositionGrid
fix typo inside src\core\aerolib\stubs.cpp
fix typo in a comment from src\core\file_format\pkg.cpp
fix typo inside src\core\file_sys\fs.cpp + fs.h
- NeedsCaseInsensiveSearch -> NeedsCaseInsensitiveSearch
fix 2 function typos: sceAppContentAddcontEnqueueDownloadByEntitlemetId and sceAppContentAddcontMountByEntitlemetId
fix typo on comment inside src\core\libraries\kernel\file_system.cpp
fix typo on src\core\libraries\videoout\driver.cpp
fix typo in src\core\memory.cpp
fix typo from comment in src\qt_gui\game_list_utils.h
fix typo in src\video_core\amdgpu\liverpool.h
- window_offset_disble to window_offset_disable
fix typo from comments in src\video_core\host_shaders\detile_m32x1.comp + detile_m32x2.comp
- subotimal -> suboptimal
fix typo from comment in src\video_core\renderer_vulkan\renderer_vulkan.cpp
- dimentions -> dimensions
fix typo from enum in src\common\debug.h and other files
- MarkersPallete -> MarkersPalette
fix last typo in src\video_core\amdgpu\pm4_opcodes.h
- PremableCntl -> PreambleCntl