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Discussion Starter #1 (Edited)
Beta date: 29.07.05
Conditions tested under:
release 0.8.1 plugins, except from
GSdx9 25.07.05
INT must be used to boot
REC - OK ingame, few "3D spikes"
VUREC - no 3D visible

Against last test in April background is fixed.
Text on buttons is still missing (any GS plugin).

<hr>

This game loads fine in interpreter mode and is almost playable.
In REC mode it crashes, because REC is ahead of things.

I think the following happens:
ELF loads from 00100000 - 001E7000
recompiler finds
00100cd0 jal 0021ce60
recompiler compiles memory from 0021ce60 - whatever
code loads some routines from 0021cc00 - 0021d0c8
recompiler executes what it compiled before - a bunch of zeros w/o jr $ra - instead of the real code.
PCSX2 reboots printing
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Restart.
...
# Restart Done.


This can be avoided if you fill memory correctly in first place.
Well just the jumps, i wont type in 300 lines of code.
Due to missing code game will not progress of course.
// preload 0021cc00 - 0021d0c8
patch=1,EE,0021cd40,word,03e00008
patch=1,EE,0021cde4,word,03e00008
patch=1,EE,0021d0c4,word,03e00008

However on memory card screen you can stop game and switch from INT to REC and continue successfully.

I made a blockdump

Status Ingame
 
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