mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-25 15:56:00 +03:00
[PR #3024] [MERGED] Core: Emulate libSceGnmDriver initialization behavior (again) #3157
Labels
No labels
Bloodborne
bug
contributor wanted
documentation
enhancement
frontend
good first issue
help wanted
linux
pull-request
question
release
verification progress
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
starred/shadPS4#3157
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
📋 Pull Request Information
Original PR: https://github.com/shadps4-emu/shadPS4/pull/3024
Author: @StevenMiller123
Created: 6/2/2025
Status: ✅ Merged
Merged: 6/3/2025
Merged by: @georgemoralis
Base:
main← Head:nba-fix-again📝 Commits (1)
2377924Emulate libSceGnmDriver's init behavior📊 Changes
1 file changed (+12 additions, -0 deletions)
View changed files
📝
src/core/linker.cpp(+12 -0)📄 Description
This PR is similar to #2807, attempting to emulate the libSceGnmDriver initialization behavior needed for NBA 2K18 (CUSA08500) to progress further.
Unlike my previous attempt, this time I perform the memory mapping after our
Linker::LoadSharedLibrariescall, which places the memory mapping after the early memory mappings seen in GFD engine games, fixing the regressions that occurred last time I tried doing this.A better long-term solution would be to perform this mapping in libSceGnmDriver's HLE initialization, though moving any HLE module initialization this far into the game loading process would take a fairly sizable rework of our module loading logic from what I can tell.
Tests would be appreciated, as this could cause regressions.
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.