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					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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