* [SaveData] Implement save data memory2 exports
Astro Bot calls sceSaveDataSetupSaveDataMemory2 during boot and asserts
and null-writes when it fails, so the missing import surfaces as a
named crash. This implements setup plus the companion get, set, and
sync operations that make it useful. The store is one zero-filled file
per user and title at sce_sdmemory/memory.dat under the save root,
readiness is the backing file's existence, and get, set, and sync
return MEMORY_NOT_READY before setup. Struct offsets follow the
publicly documented homebrew savedata headers.
* [SaveData] Write setup result before mutating the memory backing file
* [Core] Add POSIX native execution and PS5 SELF support
Extend the native backend, guest TLS, fixed-address memory, and loader paths needed by PS5 titles on Windows, Linux, and macOS. Keep workstation GC so high-core-count hosts do not reserve over fixed guest image bases.
* [HLE] Expand PS5 service and media compatibility
Add the kernel, threading, save-data, networking, audio, video-codec, font, dialog, and service exports required by newer PS5 software. Preserve every SysAbi NID currently registered by main while adding the compatibility surface used by ASTRO BOT.
* [AGC/Vulkan] Extend Gen5 shader and presentation support
Expand PM4 handling, Gen5 shader translation, MRT and packed export support, guest image tracking, depth initialization, texture aliasing, and Vulkan presentation. Add the performance overlay and address-filtered diagnostics used to validate ASTRO BOT with original shaders.
* [Core] Align static TLS reservation across hosts
* [Pad] Align primary user ID with UserService
* [Gpu] Preserve runtime scalar buffers across renderer seam
* [AGC] Restore omitted command helper exports
* [Vulkan] Reuse primary views for promoted MRT targets
* [Vulkan] Preserve scratch storage bindings in compute dispatches
* Add SaveData transaction and NP UDS layout HLE stubs
Wire Prepare, Commit, and Umount2 for implicit save transactions,
unregister guest mounts on Umount2, and add NP UDS CreateEvent,
DestroyEvent, and EventPropertyObjectSetString for layout-load imports.
* Add NP UDS SetArray and PostEvent layout HLE stubs
Add sceNpUniversalDataSystemEventPropertyObjectSetArray and
sceNpUniversalDataSystemPostEvent for layout-load imports on PPSA02929.
Rework the sceMsgDialog and sceSaveDataDialog HLE state machines so the full
Initialize -> Open -> poll -> GetResult -> Close/Terminate lifecycle honors the
common-dialog contract, and add the three missing sceMsgDialogProgressBar* exports.
- Fix an unreachable close path: sceSaveDataDialogClose already did a
RUNNING -> FINISHED compare-exchange, but Open jumped straight to FINISHED, so
RUNNING never existed and Close could only return NOT_RUNNING. Open now enters
RUNNING and the first status poll advances it to FINISHED. Same model applied to
sceMsgDialog.
- Return the real SCE_COMMON_DIALOG_ERROR_* codes (0x80B8xxxx) from sceMsgDialog*
instead of emulator-internal result codes, with the missing argument/state guards
(ARG_NULL, NOT_INITIALIZED, BUSY, NOT_FINISHED, NOT_RUNNING).
- GetResult reports buttonId = 1 (affirmative) instead of 0, the invalid sentinel a
yes/no prompt could mis-branch on.
- Add sceMsgDialogProgressBarSetValue, sceMsgDialogProgressBarInc and
sceMsgDialogProgressBarSetMsg (NIDs wTpfglkmv34, Gc5k1qcK4fs, 6H-71OdrpXM), gated
on the service being initialized.
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>