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Allow load sceLibFont module #19115
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Allow load sceLibFont module #19115
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It is using custom font library. Fix hrydgard#19111
Now no need. Test on chinese patched game of Zettai Meikyuu Grimm Nanatsu no Kagi to Rakuen no Otome (ULJM05632)
Don't know it is worked before
Core/HLE/sceKernelModule.cpp
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if (strcmp(func.moduleName, "sceLibfont") == 0) { | ||
if (FuncImportIsSyscall(func.moduleName, func.nid)) { |
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Can you explain this logic? Seems to me that now, FuncImportIsSyscall will only be checked if func.moduleName == "sceLibFont". Couldn't this change behavior or break things for other modules? I don't really understand.
@hrydgard fixed |
Ah okay, I understand now. I still wonder if this could somehow break other games that might have previously not loaded sceLibFont but now will, might do some testing myself after I send the iOS release for review. Although seems more likely to fix than to break stuff, if we can successfully load the library and use it... |
Many Chinese Localization Games uses "fontfuck" moudule, which is basically a wrapper around the original sceFontLib. The sceLibFont is renamed to sceLibFttt, and then can be loaded by the "fontfuck" module. A particular fontfuck module I found recently will load |
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I think this will solve a lot of problem.
But sceFont HLE seems to be useless then.
sceFttt & sceFont will be loaded as normal modules.
I think that HLE still has a lot of problem on loading PGF fonts compared to jpcsp. Not sure if it's good to leave a buggy implementation here.
Yeah I suppose ideally we should skip the HLE here entirely. I'm not willing to mess with this until I've gotten first a good stable iOS build out, and then 1.18. Then we can go experimental for a while. |
It is using custom font library.
Fix #19111
Also remove zh_gb.pgf hack (Now no need)
Test on chinese patched game of Zettai Meikyuu Grimm Nanatsu no Kagi to Rakuen no Otome (ULJM05632)