[AdHoc] Compatibility List [STOPPED]
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07-21-2014, 02:48 PM
(This post was last modified: 07-21-2014 02:54 PM by AdamN.)
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RE: [AdHoc] Compatibility List
Ok, i'm starting to see what happening in soul calibur, it seems the matching callback gets mixedup with interrupt/IRQ and ended getting invalid address before returning from interrupt (the interrupt trying to access an invalid address before returning)
i was calling the callback using CoreTiming::ScheduleEvent_Threadsafe_Immediate and after changing it to CoreTiming::ScheduleEvent_Threadsafe i can start seeing the other player, but if i leave it there w/o joining it will eventually getting invalid address again ![]() CoreTiming::ScheduleEvent_Threadsafe need to have clock cycles parameter and i'm not sure what is the best value i should put in it and not sure whether that value will be good with other games -_- i thought CoreTiming::ScheduleEvent_Threadsafe_Immediate already checking whether it's already in a callback or interrupt before calling a callback, but apparently it failed to detect the interrupt ![]() My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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