How are divisions by zero handled?
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11-04-2015, 02:36 PM
Post: #1
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How are divisions by zero handled?
Hi,
I was playing around with raycasting on PSP and the emulator was very useful to perform the tests. Then, I decided to dig my PSP out of its drawer and wanted to give a try after getting a result very close to Wolfenstein 3D. I was very surprised when the demo on the real hardware merely crashed at the launch. After several headaches, I found out that the emulator kept going after a division by zero whereas the real console cringed hard. That makes me wonder: why the emulator does not crash (or at least stopped) like the real hardware after such an error? |
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11-07-2015, 05:48 PM
Post: #2
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RE: How are divisions by zero handled?
Hmm, compilers normally insert a "break" instruction to check for divide by zero. Do you have "ignore illegal memory access" enabled? Have you checked the assembly to see if it has a break?
-[Unknown] |
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