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Implemented sys_game_board_storage_read() #12597

Merged
merged 1 commit into from
Sep 4, 2022
Merged

Implemented sys_game_board_storage_read() #12597

merged 1 commit into from
Sep 4, 2022

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brian218
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@brian218 brian218 commented Sep 2, 2022

Implemented the syscall function sys_game_board_storage_read() with minimal changes made to the code base.
Tested and it works well for games that use this syscall.

@elad335
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elad335 commented Sep 2, 2022

I'm not sure how it got there but syscalls belong in "rpcs3/Emu/Cell/lv2/".

@brian218
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brian218 commented Sep 2, 2022

I'm not sure how it got there but syscalls belong in "rpcs3/Emu/Cell/lv2/".

@elad335 It was registered as NULL_FUNC in lv2.cpp, and I changed it to BIND_SYSC.
The actual function has already been there since 6da5138.

@elad335
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elad335 commented Sep 2, 2022

I think you should create rpcs3/Emu/Cell/lv2/sys_game.cpp for it.

@Darkhost1999
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I think sys_storage_read is the parent syscall.
If sys_storage_read.cpp exists or not that is probably more appropriate for this syscall.

@clienthax
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clienthax commented Sep 2, 2022

Are you sure the buffer isn't game/unit specific?

@brian218
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brian218 commented Sep 2, 2022

Are you sure the buffer isn't game/unit specific?

@clienthax Afaik, games using the same "code" argument share the same buffer data (in this case, it's known for 0xF0)
New buffer data can be added to switch...case if there is any new code discovered in the future.

@brian218
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brian218 commented Sep 3, 2022

I think you should create rpcs3/Emu/Cell/lv2/sys_game.cpp for it.

@elad335 @Darkhost1999 Created rpcs3/Emu/Cell/lv2/sys_game.cpp.

@brian218 brian218 requested review from elad335 and removed request for clienthax September 3, 2022 10:59
rpcs3/Emu/Cell/lv2/sys_game.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/Cell/lv2/sys_game.cpp Outdated Show resolved Hide resolved
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6 participants