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System/Load: Handle PSP Remaster (#7857)
This just makes RPCS3 execute PSP Remaster games through psp_emulator.self pspemu does not work yet, so the boot will fail, but at the least it starts loading
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@ -68,10 +68,12 @@ static u8 NP_RIF_KEY[0x10] = {
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0xDA, 0x7D, 0x4B, 0x5E, 0x49, 0x9A, 0x4F, 0x53, 0xB1, 0xC1, 0xA1, 0x4A, 0x74, 0x84, 0x44, 0x3B
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};
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// PSP Minis
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static u8 NP_PSP_KEY_1[0x10] = {
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0x2A, 0x6A, 0xFB, 0xCF, 0x43, 0xD1, 0x57, 0x9F, 0x7D, 0x73, 0x87, 0x41, 0xA1, 0x3B, 0xD4, 0x2E
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};
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// PSP Remasters
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static u8 NP_PSP_KEY_2[0x10] = {
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0x0D, 0xB8, 0x57, 0x32, 0x36, 0x6C, 0xD7, 0x34, 0xFC, 0x87, 0x9E, 0x74, 0x33, 0x43, 0xBB, 0x4F
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};
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@ -1160,6 +1160,17 @@ game_boot_result Emulator::Load(const std::string& title_id, bool add_only, bool
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fs::file card_2_file(vfs::get("/dev_hdd0/savedata/vmc/" + argv[2]), fs::write + fs::create);
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card_2_file.trunc(128 * 1024);
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}
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else if (m_cat == "PE" && from_hdd0_game)
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{
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// PSP Remaster located in dev_hdd0/game
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sys_log.notice("PSP Remaster Game: %s, %s", m_title_id, m_title);
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const std::string game_path = "/dev_hdd0/game/" + m_path.substr(hdd0_game.size(), 9);
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argv.resize(2);
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argv[0] = "/dev_flash/pspemu/psp_emulator.self";
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argv[1] = game_path;
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}
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else if (m_cat != "DG" && m_cat != "GD")
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{
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// Don't need /dev_bdvd
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@ -1298,7 +1309,7 @@ game_boot_result Emulator::Load(const std::string& title_id, bool add_only, bool
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// Open SELF or ELF
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std::string elf_path = m_path;
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if (m_cat == "1P")
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if (m_cat == "1P" || m_cat == "PE")
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{
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// Use emulator path
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elf_path = vfs::get(argv[0]);
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