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Implemented MMU Demand Paging
* Emulated correct behaviour of DSI and ISI exceptions * Added memory exception checks * Added fast TLB cache implementation (written by booto) * Added "Enable MMU" option in the game properties * Renamed old TLBHack to "MMU speed hack" Thanks to booto (PowerPC) and nash (testing) who spent many weeks of their time helping me make this work. Also thanks to shuffle2 for finding and converting the map file of the original target. There are two options for MMU emulation found under the game properties. "Enable MMU" is the accurate emulation option. "MMU speed hack" is the old TLBHack renamed. Most games will work with one or the other. Some games can work with both options ticked. Only the JIT recompiler and Interpreter work with the MMU code. JITIL is not supported (too hard for me to add). The speed optimised code still needs a lot more work and is disabled for now. Fixes issue 2546 Fixes issue 2583 Fixes issue 2704 git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5994 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -107,6 +107,7 @@ bool BootCore(const std::string& _rFilename)
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game_ini.Get("Core", "SkipIdle", &StartUp.bSkipIdle, StartUp.bSkipIdle);
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game_ini.Get("Core", "EnableFPRF", &StartUp.bEnableFPRF, StartUp.bEnableFPRF);
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game_ini.Get("Core", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack);
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game_ini.Get("Core", "MMU", &StartUp.bMMU, StartUp.bMMU);
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// Wii settings
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if (StartUp.bWii)
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{
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