This adds a tool that writes a snapshot of the full PS3 guest address
space to disk for offline analysis.
This tool produces a flat image that any hex editor or script can index
directly by guest address. It dumps allocated PS3 guest memory only, not
RPCS3 host-process memory, host registers, or GPU-side state.
What it does:
1. Pauses emulation and waits up to five seconds for every PPU, SPU, and
RSX thread to settle. If they do not settle, nothing is written.
2. Copies every allocated guest page into an intermediate buffer on a
named worker thread, then writes it to a sparse `guest_memory.bin` whose
file offset equals the PS3 effective address. Reads go through
`vm::g_sudo_addr` so guest protected pages are captured too.
3. Saves each live SPU thread's 256 KB local store to its own file, with
its ID, LV2 ID, PC, and type recorded.
4. Writes `manifest.json`, listing every allocated region with its
addresses and permissions, the storage mode, and the SPU local-store
table.
5. Resumes emulation.
The menu entry is under Utilities next to Memory Viewer and is enabled
while a game is loaded. Free space is checked before writing. If sparse
file setup fails, the incomplete attempt is removed and the user can
choose another destination or cancel. Failed or cancelled dumps remove
their output folder instead of leaving a partial image.
Tested on Windows using an NTFS destination with a build from this
branch: dumped a running game with 479,535,104 allocated guest bytes
across 76 regions and five SPU local stores. The image was sparse, its
offsets matched guest addresses, and emulation resumed cleanly. The
sparse file failure path was also exercised with a temporary local test:
choosing another location reopened the destination picker, while
cancelling aborted the attempt without leaving partial output. Runtime
behavior on Linux and macOS is untested.
The first draft of this implementation was AI assisted. I reviewed and
adjusted the code and tested the Windows/NTFS path myself. I am happy to
rework anything or answer any questions.
The PPU/SPU recompilers emit i8mm intrinsics (ummla/smmla, used by the
SPU GBB/GBH gather paths) gated on utils::has_i8mm(). The JIT's MAttrs
list mirrored dotprod/sha3/sve from HWCAP but never added i8mm, and the
resolved -mcpu on Apple silicon is the cortex-a78 fallback (no i8mm), so
the backend aborted with "Cannot select: intrinsic %llvm.aarch64.neon.ummla"
on every game. Mirror i8mm into MAttrs like the other features.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit 52d121fee79cc569c9ac273852edd0e493ae51fc)
- Some SPU programs inexplicably fail to compile when TBL2/TBX2 are used.
- As an insane workaround, first try to compile with TBL2/TBX2, if LLVM crashes while compiling, try to compile the same program without TBL2/TBX2.
### FIXES + MINOR IMPROVEMENTS:
- Fixed issue18685: Not a real issue. PR18648 added some logging that made
evident a missing check on the validity of the paths in `games.yml`
before trying to manage the path as a possible ISO file. That missing
check was already present but simply invisible due to missing log
- Fixed `bytes_to_hex()` function used to store file hash hex string: In
some cases the integrity check wrongly reported the check as failed
- Optimized `fs::get_optical_raw_device()` function: Moved under
`_WIN32` block a check valid only on `Windows` and simplified the logic
to detect a CDROM / BD as raw device
- Used `iso_file` objects instead of `fs:file` in `ISO.cpp`: It allows
to use proper `bool()` operator on some checks
Follow up of #18345 to add support (currently only on `Windows`; see
notes below) for playing a PS3 disc game directly from a Blu-Ray Disc
Drive.
### HOW IT WORKS:
- The BD drive can be added as any other game so from `VFS games` or
from `Add Games` menu. In case it is selected from `VFS games`, any
attempt to write files is discarded, e.g. file `Disc Games Can Be Put
Here For Automatic Detection.txt`
- It scans the default redump keys folder `<rpcs3>/data/redump` (it
currently needs to be manually created due it is not yet provided by
rpcs3 installation) to find a matching decryption key
### NOTES:
- Support is currently provided on `Windows` where I can fully test it.
I cannot test under other OS. However, the additions needed for the
other OS are limited only on `fs::file.h/cpp`. In particular inside the
following new functions:
- `bool is_optical_raw_device(const std::string& path);`
- `bool get_optical_raw_device(const std::string& path, std::string*
raw_device = nullptr);`
- Icons etc. are always refreshed (ISO cache cannot be used due `mtime`
on raw device is not available and any cache check would always fail)
- Code in `ISO.h/cpp` needed some rework to properly manage a read on a
raw device (alignment on offset, size and memory is mandatory). The BD
drive needs to be detected as a file, not as a folder
### MINOR FIXES:
- Fixed wrong specifier used in logging on `ISO.h/cpp`
sceNpTrophy fixes
- sceNpTrophyGetTrophyUnlockState: signed 1 was potentially shifted by 31(UB)
- sceNpTrophyUnlockTrophy: used a reader_lock and was missing check for read only context
cellGame fixes
- cellHddGameCheck: missing log parameters
- cellGameDataCheckCreate2: missing log parameter
- cellGameThemeInstall: condition inverted checking for extension + added tolower just in case
- cellGameThemeInstallFromBuffer: OOB access, buf is always filled from the start and then used as a parameter to the CB
sceNp fixes
- sceNpManagerGetTicket: Made accurate from RE
- sceNpDrmGetTimelimit: Fix msec calculation
sceNp2 fixes
-sceNpMatching2ContextStartAsync: avoid capturing ctx
-sceNpMatching2ContextStop: Minor error value swap
rpcn_client fixes
-add_friend: missing log parameter
-handle_friend_notification: misc validation issue
np_handler fixes
-ticket: Missing move in move constructor
-ticket::parse: Misc validation fix
-get_player_history_entry: potential UB fix
np_requests fixes
-Wrong CB event_type set for get_room_member_data_external_list!
-reply_tus_get_data was not copying status data!
-Order of error check in reply_get_room_member_data_external_list was wrong
-Improved logging
np_requests_gui:
-Added missing guards for gui_notifications
upnp_handler fixes
-Highest density of bugs per line of code in the west, let's pretend I never wrote this
signaling_handler fixes
-Swapped to multimap to avoid collisions on timestamps
Misc fixes