It's something to do with memory and exception handling, skid can explain it best since he committed this feature to svn. There is an issue with the MMU, it's slow right now and hasn't been optimized for speed. Skid is working on optimizing his MMU commits but it will take a while, he estimated a few weeks before the speed optimized code is ready.
Been out for while...
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08-01-2010, 09:02 AM
The MMU is a part of the CPU that gives it the ability to have virtual memory.
I've fixed a few of the bugs in the optimised code. I think I will commit it in a few stages. The first stage will be committed once I get some feedback/approval from ector. Rogue Leader has jumped from 30% to 50% speed in-game. 08-01-2010, 11:11 AM
Quote:As for what it is, I dunno Basically he's giving the cpu control over virtual memory allocation using mmu (memory management unit) instructions instead of having the program allocate it, correct skid?
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 08-02-2010, 05:20 PM
I added emulation of the MMU inside the PowerPC of the GameCube and Wii. Some games rely on the MMU being there to work.
08-03-2010, 01:14 AM
I wonder if the MMU will fix any issues with other games that don't require the MMU to boot? I already confirmed that it has no effect on the music looping issues, that issue is specifically related to the AFC code itself, likely the looping hack in the HLE plugin. Looping is working fine in LLE, I just wish that the issue would be fixed in HLE as well since LLE is hellish slow.
Skid, I haven't received a response to the PM I sent you yet.. |
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