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…, sceFontCharacterLooksWhiteSpace RE
…RenderSurfaceInit,sceFontRenderSurfaceSetScissor RE
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For what you using config json? We are not ready for that. |
this was my addition. Correctly fonts settings are new settings so won't affect something |
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@w1naenator Please include these instructions in your first comment for future testers:
And maybe I'm missing something, but is there a good reason why we don't yet have a Fonts directory (with font and font2 folders) and a default path to it? It would be easier if we already had all of this, and users just had to place these files in the folders. This would also simplify the Wiki instructions (because they will definitely come in handy after this merge campaign is complete). P.S. I'm getting a bit off topic, but perhaps we should add a new "Paths" tab in the settings. By this I mean we will have two tabs: "Paths" - this will contain paths to games, add-ons, updates and mods, and the second tab could be called "Additional Paths" and will contain paths specific to the emulator, such as saves, fonts, modules, etc. |
I think a default path was already added. Build the latest version, try running a game, and you will see a |
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since this has become overweighted i suggest we keep the lle modules in emulator.cpp so if they exist it can be used instead of HLE ones . Fixes can be done in following pr's |
I'm not sure this will be the right decision. If we merge this now, everyone will ignore HLE because it's easier for people to use multiple LLE modules. Later, when the switch to HLE occurs, users will simply forget about this PR and might start reporting font issues en masse. In my opinion, it's better to merge this PR with the LLE disregard, meaning LLE will only be used with previous emulator versions, and the upcoming 0.14.0 release will follow the new rules. All we need to do is add information to the wiki according to the instructions in the first comment to this PR and create a separate issue (similar to 496 - [Aggregate issue] Missing opcodes), linked to on the wiki, to collect font-related feedback, where the logs will contain the strings |
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GT Sport is a well-known title that does not work with our HLE. I cannot yet identify the exact cause. The main suspected reason is that it uses extremely large scaling values (e.g., 100000). Another issue is that it does not call the standard rendering API; instead, it appears to use its own custom rendering pipeline or internal rendering framework. |
The thing that this game doesn't work anyway it is not a stop point for merging :D it can be fixed later . Does this work with LLE fonts? |
Yes, it seems that when the modules are loaded, the game cannot load the system fonts and therefore falls back to external fonts. |
Move internal font structs, aliases, and helpers out of font.cpp into shared internal headers/sources. Promote shared ABI-facing types (including FontHandleOpaqueNative and layout/system-use structs) into font internal headers and remove function-local duplicates. Move FreeType driver/renderer table construction into fontft_internal.cpp and wire fontft.cpp to internal getters. Ensure internal.cpp implementations are declared in headers; deduplicate declarations and clean includes.





Remove
libSceFont.sprx,libSceFontFt.sprx, andlibSceFreeTypeOt.sprxfrom the shadPS4sys_modulesdirectory (optional).Dump the folders
/preinst/common/fontand/system/common/font2from your PS4.Create a new folder (preferably inside the shadPS4 directory) named
sys_fonts, and place the two dumped folders into it.If the fonts are located outside the default shadPS4
sys_fontsdirectory, openconfig.tomlin the shadPS4 directory and, under[General], setsysFontPath = "full\path\to\folder\where\font\and\font2\folders\located\"to the path of the folder you created that contains the dumped font folders.