2.9 KiB
2.9 KiB
Project technical debt
Build
- Building on Windows requires a specific version of mingw - MinGW-w64 GCC 15.2.0 (
winlibs-gcc15,x86_64-ucrt-posix-seh) - Even compiled prx libraries on Windows require nearby (static linking of these dependencies causes conflicts):
- libgcc_s_seh-1.dll
- libstdc++-6.dll
- libwinpthread-1.dll
Silent stubs
Throughout the project, every function at every stage either does exactly what it's supposed to or throws an exception. Everywhere... except:
- libSceSaveDataDialog.native
- libSceCommonDialog
- The shader recompiler skips baryctric coordinates (is not even passed to SpirvTargetOptions at row 212).
Unknown function info
- zARR5aCmkoY (libSceAgc) - unknown name, signature
- qj7QZpgr9Uw (libSceAgc) - unknown name
- fd5Bp5tGTgo (libSceAgc) - unknown name
- dolOmWH+huQ (libSceAgc) - unknown name
- V++UgBtQhn0 (libSceAgc) - unknown name
- gQkqkLttcpw (libSceAgc) - unknown name, signature
- sceKernelInternalMemoryGetModuleSegmentInfo (libkernel) - unknown signature
- sceLibcInternalBacktraceForGame (libSceLibcInternal, implemented in libc) - unknown signature
- sceLibcInternalHeapErrorReportForGame (libSceLibcInternal, implemented in libc) - unknown signature
- __progname (libkernel) - unknown data export
Functional
- There's no way to specify keyboard and mouse input mapping when using a gamepad. The default mapping is always used.
- Shader recompilation currently occurs right before it was transferred to Vulkan with caching, but should be moved to the relinker stage. For this purpose, shader/recompiler was written completely independently from libs/prx.
- The executable file that relinker generates opens the console when launched, which is inconvenient for playability.
- Relinker doesn't add an icon to the generated executable. This should be done without adding dependencies (only standard).
- The game can expect its modified prx from the
sce_module/sce_modulesfolder - this support is not implemented.