Views: 23,259,029 | Homepage | Main | Rules/FAQ | Memberlist | Active users | Last posts | Calendar | Stats | Online users | Search | 12-04-24 09:21 PM |
Guest: |
0 users reading emulating memory protection | 1 bot |
Main - Development - emulating memory protection | Hide post layouts | New reply |
should this be in release builds? | |
yes | |
no | |
don't care | |
Multiple voting is not allowed. Changing your vote is allowed. 6 users have voted so far. |
Arisotura |
| ||
Big fire melon magical melon girl Level: 58 Posts: 706/945 EXP: 1539595 Next: 37951 Since: 03-28-17 From: France Last post: 34 days ago Last view: 14 days ago |
basically
memory protection is the fact that on the DS, when trying to access a protected memory region (for example, trying to read from NULL), you get an exception (data abort, or prefetch abort for code). this means squat for normal, well-functioning games. however: it means certain types of game crashes (glitches etc) may be emulated correctly. it means crashes in homebrews would trigger the libnds exception handler, which would help homebrew devs. melonDS already has most of the required PU emulation in place. emulating memory protection is simply matter of adding the check at the right places. the check has a small performance hit (hardly noticeable here). adding a 'perform PU checks' variable would have a similar performance hit. using separate function pointers would allow disabling it with no performance cost, but would make the code less elegant. so, what do you think? ____________________ Kuribo64 |
Saizo7 |
| ||
Member Normal user Level: 14 Posts: 16/38 EXP: 12165 Next: 906 Since: 07-17-17 From: Greece Last post: 2 days ago Last view: 1 hour ago |
Wifall |
| ||
Member Normal user Level: 29 Posts: 90/204 EXP: 137676 Next: 10209 Since: 10-25-18 Last post: 414 days ago Last view: 410 days ago |
I totally think this would be neat, already faced problems regarding a homebrews not loading on melonDS. This also would help people that depend on game specific quirks(like RNG abuse in Pokémon games). However, this would need to be option present in the hud to make users able to enable or disable it. Also, most DS functions are intertwined, this is important to note since the feature could potentially fix or break some specific games in some specific cases. When SRAM was added, for example, it mostly fixed a lot of issues in local multiplayer (Ni-Fi) emulation. |
poudink |
| ||
Big melon Normal user Level: 28 Posts: 123/176 EXP: 123693 Next: 7645 Since: 03-30-17 From: Québec, Canada Last post: 790 days ago Last view: 575 days ago |
I'm pretty sure the only thing this would do is emulate crashes. I just want it because it'd be useful for romhack developement. Have had a few instances of SM64DS mods working on emulators but crashing on DS. ____________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |
SSUPII |
| ||
Member Normal user Level: 13 Posts: 29/35 EXP: 8383 Next: 1884 Since: 06-09-20 From: Bari, Italy Last post: 186 days ago Last view: 185 days ago |
I don't think it's worth the performance if then it would create something messy |
Main - Development - emulating memory protection | Hide post layouts | New reply |
Page rendered in 0.039 seconds. (2048KB of memory used) MySQL - queries: 30, rows: 89/89, time: 0.030 seconds. Acmlmboard 2.064 (2018-07-20) © 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |