diff --git a/Core/ConfigValues.h b/Core/ConfigValues.h index 3e0841f823..6f48e61055 100644 --- a/Core/ConfigValues.h +++ b/Core/ConfigValues.h @@ -125,7 +125,8 @@ enum class DisableHLEFlags : int { sceMpeg = (1 << 4), sceMp3 = (1 << 5), sceParseHttp = (1 << 6), - Count = 7, + sceCcc = (1 << 7), // character conversion library. + Count = 8, // TODO: Some of the networking libraries may be interesting candidates, like HTTP. }; ENUM_CLASS_BITOPS(DisableHLEFlags); diff --git a/Core/HLE/HLE.cpp b/Core/HLE/HLE.cpp index 569b5585df..6639026f0c 100644 --- a/Core/HLE/HLE.cpp +++ b/Core/HLE/HLE.cpp @@ -151,7 +151,7 @@ static const HLEModuleMeta g_moduleMeta[] = { {"scePsmfP_library", "scePsmfPlayer", DisableHLEFlags::scePsmfPlayer}, {"scePsmfPlayer", "scePsmfPlayer", DisableHLEFlags::scePsmfPlayer}, {"sceSAScore", "sceSasCore"}, - {"sceCcc_Library", "sceCcc"}, + {"sceCcc_Library", "sceCcc", DisableHLEFlags::sceCcc}, {"SceParseHTTPheader_Library", "sceParseHttp", DisableHLEFlags::sceParseHttp}, {"SceParseURI_Library"}, // Guessing these names diff --git a/Core/HLE/scePsmf.cpp b/Core/HLE/scePsmf.cpp index 98ad3865e9..40b92f2d4b 100644 --- a/Core/HLE/scePsmf.cpp +++ b/Core/HLE/scePsmf.cpp @@ -15,6 +15,8 @@ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. +// NOTE: See note in header file. scePsmf/scePsmf are now unmaintained legacy. + #include "Common/Serialize/Serializer.h" #include "Common/Serialize/SerializeFuncs.h" #include "Common/Serialize/SerializeMap.h" diff --git a/Core/HLE/scePsmf.h b/Core/HLE/scePsmf.h index bb0e53c411..a45c8be9f7 100644 --- a/Core/HLE/scePsmf.h +++ b/Core/HLE/scePsmf.h @@ -15,6 +15,12 @@ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. + +// NOTE: This is now unmaintained legacy code. scePsmf/scePsmfPlayer is just a wrapper over sceMpeg +// which is always shipped by games that use it, so we simply load the libraries now and focus +// on emulating sceMpeg as accurately as possible. We might actually go one step deeper if we can +// figure out sceVideocodec, as sceMpeg is also often shipped. + #pragma once void Register_scePsmf();