(This is similar to 908fb8 but for memory regions)
Removes the weird offset encoding in favour of a metadata structure,
similar to what there was before. However this structure overlaps with
the cache ram itself and grows like a stack. This is to avoid wating
memory since most games only use a few blocks.
Simplify the "dual" block lookup routines too, since they are only an
extrypoint to the other two real modes.
This allows the emulator to recompile the same block as ARM and Thumb.
Some games do execute some code both as ARM and Thumb if you can believe
it! Also the dynarec can be a bit aggressive at pre-compiling some
blocks and can misunderstand branches in the wrong mode.
This fixes NBA Jam 2002 for all dynarec backends.
Converted the hack into another... hopefully better hack.
Check for IW/EWRAM addr bit and handle accesses to EWRAM by correcting
the base addr and the mirroring range.
Assumes that iwram and ewram buffers are at a distance multiple of 64KB
for speed (so that lw/sw offsets can be shared).
This fixes a variety of games that should have been present in
game_config.txt such as Ninja Cop, Star Wars JPB, Medal of Honor,
Spongebob, etc. Some of them were just missing regional versions of the
cart. It also fixes newer games and homebrew such as GoodBoy Galaxy.
This is just responsible for a few cycles every frame (could be around 1
and 2% depending on the game usage) but makes emulation a bit more
accurate and potentially faster.
Usually blocks end with a branch, which also consumes all flags, but in
case the block is aborted early (or any other reason to not finish the
block on a branch), it will result in only a subset of flags being
generated, which causes problems in a couple of games.
This performs an out of bounds flag read, which is incorrect
This is based on the MIPS dynarec (more or less) with some ARM
borrowings. Seems to be quite fast (under my testing fixed results:
faster than ARM on A1 but not a lot faster than the interpreter on
Android Snapdragon 845) but still some optimizations are missing at the
moment.
Seems to pass my testing suite and compatibility wise is very similar to
arm.
There's a race condition on CPSR store (only if mode is changed) where,
if an IRQ is pending, the IRQ will be served, but the saved LR value
will be wrong (will skip the return instruction).
Fixed this and improved the logic a bit to make it faster and not use
unnecessary save slots.
Converted palette was missing a byte swap after state unserialization
This should likely fix WiiU graphics when using rewind and similar
techniques that rely on states.
This causes the MSB to be copied into the green channe LSB, causing a
very subtle (almost imposible to see) color distortion.
Dynarecs use their own code path so are not afected.