A tool nobody knows about is a tool nobody uses. AGENTS.md gets a short section
pointing at it, plus the two things most likely to be got wrong when reading
the output: that a function's arity can't be inferred from the registers it
reads, since MIPS code passes arguments through untouched, and that a finding
is worth much more when the comment says which module it came from.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Loads a single module standalone - no game, no boot - and writes a report:
module header and segments, the export and import tables with NIDs resolved to
names through the HLE tables, one annotated disassembly file per function, and
a call graph as JSON.
Reuses the emulator's own loader rather than parsing PRXes a second time, so
decryption, decompression, relocation and import resolution can't drift from
what actually runs. Only enough of the system is brought up to load a module:
memory map, timing, HLE tables and the kernel allocators. Nothing executes.
Two things beyond a plain disassembly, both aimed at the questions that come up
when reading unfamiliar MIPS:
- lui/addiu (and lui/load) pairs are folded and reported as the address they
form, which is how every global and constant table gets reached.
- Per function, a register evidence block instead of a guessed signature. A
MIPS function that takes two arguments and passes the second one down often
never reads it, so 'never read but live across a call' is reported as
forwarded rather than quietly dropped from the signature.
SetForceRealModuleLoads() is needed because modules like sceAudiocodec_Driver
have no DisableHLEFlags bit and so can't be turned off the normal way - they'd
fake-load and there would be nothing to look at.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The no-code-sections path validates textStart..textEnd, then derives its
actual scan boundaries from modinfo->libent/libstub without checking those
land inside it. flash0:/kd/sysmem.prx and loadcore.prx from a real firmware
dump put them tens of megabytes past the end of the text, so the scan walked
off into unmapped memory - a debug assert in Read_Instruction, and a pointless
134MB scan in release builds.
For a well-formed module every boundary is already inside the range, so this
is a no-op there.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Every test directory builds under pspdev GCC 15 again, so gentest.py no longer
aborts on a neighbour's compile error before it reaches the PSP. No .prx was
regenerated, so the suite behaves exactly as before - 319/319 still pass.
Also updates the hardware doc: the "several tests don't build" workaround is
gone, and it now records what rebuilding a .prx actually costs (64-bit time_t
changes what rtc/convert tests), that host0: differs per host OS, and that
PRXs stay resident so you need a reset between runs.
Not every disc image is a whole number of 2048-byte sectors - tools that build
pre-patched ISOs write images that stop partway through their last one, with a
file legitimately ending there. Two things then conspired to lose that tail.
FileBlockDevice::GetNumBlocks() rounds down, so the partial sector isn't
counted, and the file size clamp in ISOFileSystem measured what the image holds
in whole blocks. A file running to the last byte of such an image got clamped
short - by up to a sector - before anything read it.
FileBlockDevice::ReadBlock() then returned false for a short read of that
sector, and ISOFileSystem::ReadFile substitutes an all-zero sector when a read
fails, so even the bytes that were there came back as zeroes.
Measure the clamp in bytes via GetUncompressedSize() instead of blocks, and
treat a short read at the end of the image as a success with the rest of the
sector zeroed. GetUncompressedSize() defaults to the block-based value and is
only overridden by FileBlockDevice, so nothing else changes behaviour.
Also report why a module was rejected. "Failed to load module" named the file
and nothing else, and the truncation check logged only the byte count, which
points at the executable when the real cause is that the loader was handed
fewer bytes than the file has. ElfReader now keeps the reason for a failed
LoadInto, __KernelLoadELFFromPtr puts it in the error string that reaches the
user, and both messages say which header table overran and by how much.
Co-Authored-By: Claude Opus 5 <[email protected]>
Which modules we HLE is decided when each module is loaded, and the syscall
stubs written into memory then are what a savestate captures. But the setting
was read live, so loading a state re-resolved its imports against whatever the
config said now - and if that disagreed with how the state was made, every call
into the module landed on an unresolved stub returning LIBRARY_NOT_YET_LINKED.
Thrillville just retried sceMpegInit forever.
Latch the flags on first use after boot, save them in the state, and restore
them on load. Changing the setting now takes effect on the next boot, which is
the only point it could have taken effect anyway.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
The flash0 PRXes we swap in for our HLE took the lowest free block, which sits
right where a game's own EBOOT wants to go. That pushes the game up, shifting
every address in it - invalidating cheats and RetroAchievements - and for a game
whose EBOOT has to load at a fixed low address it fails outright: Tekken 6 wants
0x08804018 and got "block taken", so it didn't boot at all.
Give KernelLoadModule a fromTop flag and use it for the modules we inject. The
game keeps its normal load address and the firmware sits out of the way at the
top.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
We had a doc for running the existing tests against headless, but nothing on
the other half - bringing up PSPLink and usbhostfs_pc, what gentest.py does,
and how to get an .expected out of real hardware. Write that down, including
the parts that cost time to rediscover: usbhostfs_pc's working directory is
host0:/ so it has to start in the pspautotests root, gentest.py makes the
whole test directory and several old tests no longer build under pspdev's
GCC 15 (use -k), rebuilding a .prx with a newer toolchain balloons it, and
host0: is not FAT so anything testing FAT semantics needs ms0:.
Also adds the io/shortname test the doc uses as its worked example. It stays
in tests_next: hardware preserves the case of d_name where we uppercase it,
and appends ~1 to the short name of anything that isn't already valid
uppercase 8.3 where we only do that on a collision.
threads/tls/create moves to tests_next as well. It's collateral from the
submodule bump - upstream 1dcefeb regenerated its .expected on a PSP with
less free memory, so allocations at 1MB and above now expect failure, and
partitions 8 and 9 now expect 800200D2 where we return 800200D1.
kirk_engine.h and amctrl.h guard their declarations, but AES.h and SHA1.h
never did, and kirk_engine.h includes them from outside its own guard. So the
AES_* and SHA1* functions got C++ linkage in any C++ file that reached them
through there, and only linked for callers that happened to wrap the whole
header in an extern "C" of their own. Nothing had called AES_* from C++
before, so it stayed hidden until something did.
Guarding the two headers instead lets every caller include them plainly, and
the wrappers scattered around the tree come out. Both are pure declarations
over kirk_common.h's typedefs with no system headers behind them, so there's
nothing in there that shouldn't be wrapped.
kirk_engine.h also uses size_t without including anything that defines it,
which only held together because its includers happened to have it already.
Co-Authored-By: Claude Opus 5 <[email protected]>
A .sprx from one of these packages is an NPDRM "\0PSPEDAT" container: a
0x90-byte header, then an ordinary ~PSP PRX. The loader only ever saw the
EDAT magic and gave up with SCE_KERNEL_ERROR_UNSUPPORTED_PRX_TYPE.
Step over the header, then derive the key the PRX inside is really
encrypted against: sceNpDrmGetFixedKey() over the content ID, XOR in the
licensee key the game handed us through sceNpDrmSetLicenseeKey(), then AES
under a module key that had to be added. Both halves of that were already
lying around unused - sceNpDrmGetFixedKey() had no callers at all, and the
licensee key was being kept and never read.
The rest of it is a fixed XOR that the PRX header's decrypt_mode selects
rather than its tag, so it's applied on the mode the way JPCSP does it and
the tag table is left alone - tag 0x407810F0 carries no seed of its own
there either, so ours was never wrong about it. pspDecryptType5() already
had a slot for both XORs; no new decryption logic was needed.
Decryption is only half of it: these modules are KL4E-compressed rather
than gzipped, so they also need Core/Util/KL4E.cpp, which is already there
for the firmware modules that use the same compression. With both halves
Shiren 4 Plus loads its one big .sprx and runs. God Eater 2 needed one
further fix that isn't in this commit - the type-B relocation bug in
ElfReader::LoadRelocations2, issue #8075 - and then plays.
docs/pkg_notes.md has the container layout and the key derivation.
Co-Authored-By: Claude Opus 5 <[email protected]>
An installed update silently replaces what the game boots, so the info
pane now says when there is one - version, size and where it lives - and
the context menu offers to remove it again.
Removing takes the whole PSP/GAME/<DISC_ID> folder when the update is all
that's in it. When a digital game shares the folder, only PBOOT.PBP goes,
since deleting the folder would take the game with it and nothing records
what the install wrote. The confirmation names the exact path either way.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_018izZ1mGTWhz2RqeudqsDQR
Opening a .pkg now offers to install it, the way a .zip does - see the new
InstallPkgScreen, which shows what the update patches, what it'll take up
on disk (exact, since package contents aren't compressed) and where it's
going. The package's PS3-style USRDIR/CONTENT wrapping is stripped so the
files land where the PSP expects them, in PSP/GAME/<DISC_ID>.
Booting a disc then looks for PSP/GAME/<DISC_ID>/PBOOT.PBP and boots that
instead of the disc's own EBOOT, leaving the disc mounted - so the update
overrides the files it ships and the disc supplies the rest. The update's
DISC_ID has to match; a DISC_VERSION mismatch only warns, since updates do
get used with slightly different dumps in practice.
Verified against the whole corpus: every one installs, and the
digital NP* update/base-image pairs that could be assembled all boot the
patch rather than the disc's executable. That includes Super Robot Taisen
Operation Extend from a real NPUMDIMG EBOOT.PBP, which settles that
ISO.BIN.EDAT does not re-key the PBOOT - a digital title's patched EBOOT is
encrypted exactly like a UMD one. On the UMD side, the patched
LittleBigPlanet reads PATCH.ARC out of the install alongside the disc's own
archive.
The DISC_VERSION warning turns out to be load-bearing: many of the pairs
mismatch, because the dumps in circulation are later disc revisions than the
updates were built against. docs/pkg_notes.md has the numbers, and the one
thing that doesn't work - PGD-wrapped .sprx modules, which
sceKernelLoadModuleNpDrm can't load.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
PSP game updates were distributed as NPDRM .pkg files holding a patched
EBOOT (PBOOT.PBP) plus the data files the patch replaces. PkgUnpack reads
one: header, item table, both PARAM.SFOs, and the AES-128-CTR that covers
everything past the header - including the per-item key split, where an
item's pspType byte picks between the PSP and PS3 keys.
Nothing new is needed to decrypt these. All packages checked use PRX
tag 0x2E5E10F0 for their PBOOT, which PrxDecrypter already has a key for.
Also adds "PPSSPPHeadless --install-pkg=DIR", a sibling of --unpack-updater,
which installs without any UI. All packages install through it byte
-identically to a reference implementation.
Format notes are in docs/pkg_notes.md.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
A standalone Python reader for the .pkg containers Sony shipped PSP game
updates in: it prints a package's header, metadata, both PARAM.SFOs and its
item table, and extracts the payload. Nothing in PPSSPP calls it - it exists to
work the format out and to have a second implementation to check the C++ one
against, the way Tools/ already holds a few other one-off analysis scripts.
docs/pkg_notes.md is what it was written from: the header and item table
layout, the two AES-CTR keys a single package mixes, and the detail that trips
up a first attempt - which key applies is per item, not per package, so a
reader that picks one produces garbage filenames for most of a package while a
few entries decode perfectly.
Co-Authored-By: Claude Opus 5 <[email protected]>
The savestate rule about HLEFunction array order only lived under "Adding HLE
modules", so it read as advice for adding a module - not for adding one function
to an existing one, which is where it is easiest to get wrong. Promote it to Core
Safety Checks, where it applies unconditionally.
Also: whether a file is CRLF or LF depends on the checkout, since Windows auto-
converts everything to CRLF and Linux doesn't. Listing files as "CRLF" invited
converting them to match; the actual rule is to preserve what's on disk.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
The MP4 libraries turn out to be the easiest place to hand a game Sony's own
code: libmp4.prx needs only sceAudiocodecInit and sceAudiocodecDecode from us
plus ordinary kernel calls, and mp4msv.prx - where the 41 functions libmp4
leans on live - imports nothing at all. So with a firmware dump present the
pair can be loaded for real and left to decode through our sceAudiocodec.
Adds DisableHLEFlags::sceMp4, which loads and starts both modules when the
game asks sceUtility for the MP4 module, and a --disable-hle bitmask so a
headless run can ask for this without a config file.
Two things had to be fixed to make it work at all:
- ModuleMgrForUser 0xD2FBC957 was unimplemented, and libmp4 calls it to get
the gp of each callback it is handed. Implemented as
sceKernelGetModuleGPByAddress.
- Headless forced every module to HLE unconditionally, which silently undid
the flag, and it did so before ApplyToConfig() had even parsed it.
Tested with Speedball 2 - Evolution, which uses sceMp4 for its music: the game
goes from 255645 calls into our stubs and 39 unresolved imports, to zero of
each and 1943 AAC frames decoded through sceAudiocodec.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
LoadRelocations2 declared last_type, initialised it to -1, read it once - and
never assigned it. So the (flag & 0x38) == 0x08 case, which means "reuse the
lo16 the previous relocation carried", always saw last_type != 4 and reset
lo16 to 0 instead.
That matters because R_MIPS_HI16 computes ((op << 16) + lo16) + relocate_to and
then adds 0x10000 if bit 15 of the result is set, to pre-compensate the sign
extension the paired addiu will do. With lo16 wrongly 0 the carry decision is
made on the load address alone, so for any base whose low half has bit 15 set
the high half comes out one too high and the pointer lands 0x10000 past what it
should be.
A compiler emits exactly this pattern around a branch-likely: one lui in the
delay slot, another on the fall-through path, both for the same symbol, sharing
a single addiu after the paths converge. Only the second lui is adjacent to a
HI16, so the first one silently got the wrong high half.
last_type is assigned where JPCSP assigns its R_TYPE_OLD: at the end of the
branch that actually relocates something, so the commands that only move the
base around don't count as "the previous relocation" and a HI16/HI16/LO16 group
still pairs up across them. R_MIPS_NONE stops continuing the loop for the same
reason - it has to clear last_type, or a HI16 after it would reuse a lo16 that
isn't its own.
Co-Authored-By: Claude Opus 5 <[email protected]>
The tracer records every basic block the CPU executes and can write the
instruction stream out to a file, which is the tool you want when something
corrupts state and the question is "what actually ran just before". It was
only reachable from Developer Tools in the UI, so a scripted session had no
way to turn it on, and reconstructing the same thing from log-only breakpoints
means guessing what to watch before you know what happened.
Five events: cpu.tracer.start/stop/flush/clear/status. start takes the two
buffer sizes and clears the JIT cache by default, because blocks compiled
before tracing was on don't carry the LogIRBlock instruction the tracer feeds
on - without that a hot loop compiled earlier simply never appears. The trace
ring is cyclic, so a finished recording holds the last maxTraceSize blocks:
start it, run into a crash, and the tail of the file is the instructions that
led there.
Only the IR cores drive the tracer, so start refuses on the others and says
which core is loaded rather than recording nothing; status reports the same
thing as `supported` so a client can tell that apart from "nothing executed".
Everything that mutates tracer state goes through Core_RunOnCPUThread, per
docs/DebuggerThreading.md.
Co-Authored-By: Claude Opus 5 <[email protected]>
DebuggerLogListener keeps a ring of the last BUFFER_SIZE messages. read_ and
count_ count messages ever read/written, while messages_ is indexed modulo
BUFFER_SIZE - but the non-overflow path used read_ directly as the index. Once
a session had logged BUFFER_SIZE messages that index was past the end of the
array, so the first copy loop (bounded by BUFFER_SIZE) ran zero times and the
second one handed back messages_[0..readCount-1] instead: real log messages,
just the wrong ones, and every later poll stayed the same distance out of step.
It looks like the tail of the log going missing rather than being wrong, which
is a bad way to find out. A log-only breakpoint in a hot loop reaches 1024
messages in seconds, and then "the last thing logged before the breakpoint hit"
- exactly what such a breakpoint is for - names an event thousands of messages
old. Confirmed against a case with an independently known answer: a log-only
breakpoint recording a register in a loop that runs ~20k times now ends with
the value that register actually held at the final hit, where before it ended
several hundred iterations short of it.
The overflow path was already correct - it starts from nextMessage_, which is
an index - so only the one line changes.
Co-Authored-By: Claude Opus 5 <[email protected]>
The log manager had a single external-callback slot, but the WebSocket
debugger registers one per *connection* - LogBroadcaster is a local in the
per-connection handler. So with two clients attached (the bundled JS debugger
in a browser and Tools/wsdbg, say) the second one to connect silently took the
log stream away from the first, and then whichever disconnected first cleared
the slot and stopped delivery to the other as well. A one-shot wsdbg command is
enough to do it: connect, take the stream, exit, and the long-lived listener
that was watching the log goes quiet with nothing to say why.
Make it a list with add/remove by handle. The dispatch loop holds the lock
across the callbacks so a listener can't be freed while one is running - which
is what lets LogBroadcaster delete its listener straight after removing it.
Enabling and disabling LogOutput::ExternalCallback belongs to the list now, and
disabling only happens when the last callback goes away.
libretro registers one of these too, and never removes it; it just moves to the
new call. It can't actually collide with the debugger - the libretro build
doesn't compile Core/Debugger/WebSocket at all - but there's no reason for it
to keep using an API that only has room for one caller.
Co-Authored-By: Claude Opus 5 <[email protected]>
The log manager had a single external-callback slot, but the WebSocket
debugger registers one per *connection* - LogBroadcaster is a local in the
per-connection handler. So with two clients attached (the bundled JS debugger
in a browser and Tools/wsdbg, say) the second one to connect silently took the
log stream away from the first, and then whichever disconnected first cleared
the slot and stopped delivery to the other as well. A one-shot wsdbg command is
enough to do it: connect, take the stream, exit, and the long-lived listener
that was watching the log goes quiet with nothing to say why.
Make it a list with add/remove by handle. The dispatch loop holds the lock
across the callbacks so a listener can't be freed while one is running - which
is what lets LogBroadcaster delete its listener straight after removing it.
Enabling and disabling LogOutput::ExternalCallback belongs to the list now, and
disabling only happens when the last callback goes away.
libretro registers one of these too, and never removes it; it just moves to the
new call. It can't actually collide with the debugger - the libretro build
doesn't compile Core/Debugger/WebSocket at all - but there's no reason for it
to keep using an API that only has room for one caller.
Co-Authored-By: Claude Opus 5 <[email protected]>
PNG replacement dimensions are validated by PNGHeaderPeek before the
decoded buffer is allocated, so the additional size_t overflow checks are
redundant.
Select the metadata URL based on the platform HTTPS capability so
legacy platforms continue using HTTP while capable platforms avoid
downgradeable transport. Keep cache lookup and invalidation on the
same URL.
nt.runForClocks was zeroed when a thread was created and copied out by
sceKernelReferThreadStatus, but nothing ever added to it, so every thread
reported having run for zero time forever.
Crazy Taxi: Fare Wars uses it as a liveness check. Its music state machine
samples the mp3 thread's run time once every 60 frames and compares it with
the previous two samples; when it doesn't move it concludes playback is
wedged, sets the stop bit, and the thread tears itself down and exits. The
game restarts it, and about a second later decides it's wedged again - custom
soundtracks restarted roughly once a second forever, whatever the file.
Bill the time since the previous switch to the outgoing thread, which is
exactly the thread that was running for it. The field is already part of the
serialized thread struct, so savestates don't change format; the timestamp
itself is re-based on load rather than saved, and only on load - saving runs
a measure pass and a write pass, and re-basing in those would discard the
time the running thread had accumulated since the last switch, letting a save
change what the game can observe.
Risk: this runs on every context switch, the hottest path in the scheduler.
It adds one CoreTiming read and a 64-bit add. Games that poll thread run
times will now see them move, which is correct but is new behavior.
Co-Authored-By: Claude Opus 5 <[email protected]>
me_wrapper.prx's dispatch table gives 0x1004 a handler that returns -1, so it
is plumbed through avcodec.prx but not implemented on 6.61 - not the real
sixth codec the earlier comment claimed.
Also records the bound that matters for the Atrac3 frame-size question: the ME
is handed a context whose first 0x68 bytes are the only ones made coherent, so
nothing outside that can be reaching it.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Atrac3 no longer hardcodes 384 bytes per frame. The context only carries the
joint-stereo flag for Atrac3 - libatrac3plus.prx writes nothing else there, and
AtracCtx2 already mirrors that - but exactly one of the five supported frame
sizes is joint stereo (66kbps stereo, 0xC0 bytes), so that flag identifies it
on its own. Everything else keeps the old 132kbps assumption, now via the
existing at3HeaderMap rather than a magic number.
MP3 was passing srcBytesRead as the input length, which is an output field
holding what the *previous* call consumed - zero on the first frame. Use the
bound at 0x28 instead, which is what the hardware uses and which the caller
guarantees is readable at inBuf, since it does a cache writeback over exactly
that range. Channels and sample rate now come from the context's channel
configuration and its version/sample-rate index pair, using the same table
avcodec.prx indexes, rather than being assumed stereo 44100.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The first 0x28 bytes of the context are the same for every codec - and for
sceVideocodec's own context, which annotates the same fields - so this is one
ME codec-context ABI. Everything after that is per-codec, with each library
writing a different set of fields, so it becomes a union.
Also documents that 0x28 is not a frame size for MP3: the hardware only uses it as a
cache-writeback length, so it is an upper bound - which is why the firmware
never bothers computing an exact one anywhere.
Adds codec id 0x1004, which the hardware accepts and handles much like MP3.
Unidentified, but the range check really does accept six codecs.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
KL4E is Sony's second compression scheme for ~PSP modules, alongside gzip:
LZ77 tokens where every bit is arithmetic-coded, structurally close to LZMA.
PPSSPP could detect it but not decode it, so any module packed with it failed
to load at all - the loader reached the gzip path and bailed there.
Which scheme a compressed module uses is now decided by the payload's own
magic rather than assuming gzip. On a 6.61 flash0 dump this takes the kd/
modules that load from 126 to 129 of 129; libmp3.prx, libaac.prx and
libmp4.prx were the ones affected, and libmp3.prx decompresses to exactly the
elf_size its PRX header declares.
Two bounds problems in the format are fixed rather than reproduced: the match
copy is unchecked against the output buffer on real hardware, so a crafted
stream can write up to 255 bytes past it, and a long enough distance code
indexes copyDistProbs out of range. Input reads are bounded too - the format
carries no length and trusts the stream to terminate itself.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
sceIoDread hands back a dirent whose d_private holds the 8.3 short name
ahead of the long name, and we never wrote the short name at all - the game
got whatever was on the stack there. Crazy Taxi: Fare Wars reads it rather
than d_name, so it rejected every file in ms0:/MUSIC, ended up with an empty
playlist and never even reserved an mp3 handle: custom soundtracks were
silently dead, with the game spinning on InitResource/SetLoopNum forever.
Generate the names from the directory listing, and resolve them back in
DirectoryFileSystem so a game can open a file by the short name it was given.
Both sides come from the same function, so they agree.
We can't lean on the host for any of this. Linux, macOS and Android have no
8.3 names at all, and while Windows does keep aliases it generates them by a
different rule - it counts to ~4 and then switches to a hash - so resolution
runs before the literal path is tried rather than as a fallback, or on
Windows we'd quietly open a different file than the one we handed the game.
The exact names a real PSP produces are still unverified - no pspautotest
covers d_private - so this implements the ordinary FAT rule and the new
FatShortNames unit test pins that down until hardware can settle it.
Co-Authored-By: Claude Opus 5 <[email protected]>
SetFontPixel refused to write any pixel whose x fell outside
bytesPerLine, so a glyph drawn into a buffer with a bytesPerLine
narrower than its rows came out mostly blank. The hardware doesn't
bound it that way - it works out an address and writes, so the rows
overlap and the glyph smears across them. The declared bufWidth and
bufHeight, plus the address check, are what keep it in bounds.
Cache invalidation now covers the wider of bytesPerLine * bufHeight and
where the last row actually ends, since those are no longer the same
thing when the rows overlap.
Fixes font/charglyphimage and font/charglyphimageclip, moved from
tests_next to tests_good. The other font tests are unaffected, so
whatever ails them is something else.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
sceMp3ReserveMp3Handle derived the new handle from g_mp3Map.size(), which
collides as soon as handles are released out of order: with 0 and 1 open,
releasing 0 leaves size at 1, so the next reserve returns 1 again. That
replaced the live context in the map without deleting it, leaking it and
handing the game a handle aliasing a stream it was still playing.
Co-Authored-By: Claude Opus 5 <[email protected]>
A game can notify more data than the file actually had - audio/mp3/stream
asks for 3360 bytes and notifies all of them even when the read came up
short - so the tail of the buffer holds stale bytes from the previous half.
We happily decoded those, six frames past the end of the stream, because the
end flag only suppressed the zero fill and never stopped the decoder.
Check it before decoding too. The post-decode check stays where it was: the
hardware rewinds in the same call that decodes the last frame, so the sum
reads back as zero right after it, which is what audio/mp3/getsumdecoded
records. Moving the whole thing up front breaks that test.
Fixes audio/mp3/stream, added to tests_good - it walks 27 refills end to end,
so it also covers the half-buffer handout.
Co-Authored-By: Claude Opus 5 <[email protected]>