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PINE: handle more messages #11222
PINE: handle more messages #11222
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You'll need to provide a concrete and reasonable explanation as to why these fields should be added. A few of them are already accessible, others make no sense, like window dimensions, or the ELF entry point. |
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So why not use pnach.... Turning pine into a patch system when we already have one is silly. As I said in the other PR, if you need dynamicness, a scripting system is the proper way to do it. |
Before a scripting system (no idea how it would be better) would be implemented, this would be plenty enough to make proper widescreen fixes for games as right now PCSX2 widescreen fixes in most cases only fix 3D aspect ratio without touching 2D elements at all - by getting aspect ratio values dynamically from PCSX2 it's possible to write widescreen fixes that react to eg. resizing window. Besides, a scripting system can't really be made for code edits. Something like PSP plugins needs to be implemented instead (ideally load some extra .elf module and append it to VM?), with a scripting system you would need to expose a lot of MIPS calls to do anything meaningful that isnt just read and write memory. |
And how does modifying pine allow for any of this? Having a separate external program for every game you want to patch is ridiculous. |
I'm curious as well. What is the hypothetical workflow going to be? Is this primarily for widescreen fixes for varying aspect ratios? or do you intend other use cases? As for getting information about the current elf
Maybe
I decided to check what RPCSC3 does, they return the executable hash for Edit: PINE states that Whatever gets added will need to also be added to the pine spec here https://github.com/GovanifY/pine |
Closing, since there is clearly no interest in doing this properly. |
Description of Changes
Updated PINE messages to return more information
Rationale behind Changes
There are only a few of data available, providing more gives more use cases.
Suggested Testing Steps