- Jan 04, 2015
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Subv authored
This will happen when the mutex is already owned by another thread. Should fix some issues with games being stuck due to waiting threads not being awoken.
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- Jan 03, 2015
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archshift authored
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Subv authored
(Thanks 3dmoo!)
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Subv authored
Fixed a few warnings and cleaned up the code
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Subv authored
This allows Steel Diver to boot further, some files are needed. This is still not ready and needs a big cleanup, this will possibly be delayed until the way we handle archives is fixed (with factory classes instead of ahead-of-time creation of archives)
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Lioncash authored
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Lioncash authored
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- Dec 31, 2014
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Subv authored
Stubbed CreateMemoryBlock Using Berkeley sockets, and Winsock2.2 on Windows. So far ftpony creates the socket and accepts incoming connections SOC_U: Renamed functions to maintain consistency Also prevents possible scope errors / conflicts with the actual Berkeley socket functions SOCU: Close all the opened sockets when cleaning up SOCU
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- Dec 30, 2014
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Subv authored
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Subv authored
They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively. Also redirect some APT_A functions to their APT_U equivalents. Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module. Implemented formatting the savegame. Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
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- Dec 28, 2014
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Yuri Kunde Schlesner authored
This handle manager more closely mirrors the behaviour of the CTR-OS one. In addition object ref-counts and support for DuplicateHandle have been added. Note that support for DuplicateHandle is still experimental, since parts of the kernel still use Handles internally, which will likely cause troubles if two different handles to the same object are used to e.g. wait on a synchronization primitive.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Dec 26, 2014
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bunnei authored
- Also a few cleanups.
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purpasmart96 authored
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- Dec 24, 2014
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archshift authored
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- Dec 21, 2014
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
Moved most of the shared CFG code there, implemented a few CFG:I functions
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
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Subv authored
That's the language id block, we're using LANGUAGE_EN for now. This block allows some games to boot further
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Subv authored
It is now kept in memory as per 3dbrew, all updates happen on memory, then they can be saved using UpdateConfigNANDSavegame.
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Subv authored
Seems to allow some games to boot further, thanks @Normmatt for sharing this information
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Subv authored
Added a "config" file to the CFG process service (CFG:U), and added a few default blocks to it. Implemented GetSystemModel and GetModelNintendo2DS
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Chin authored
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archshift authored
Tested with hwtests.
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purpasmart96 authored
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bunnei authored
- Removed unused VBLANK sleep mode - Added error log for bad context switch - Renamed VerifyWait to CheckWaitType to be more clear
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