Dolphin 5.0-4994 x64
I am trying to mess around with Super Mario Sunshine via a value I found for animations,but merely using breakpoints usually causes everything to bug out with several freezes,glitches,or buzz crashes.
Guessing its related to dual-core but I hate to think that.
Not only that,but it also displaces the memory location in the ASM section in various ways and breakpoints often end up sending PC to a completely wrong location on many instances I have set a breakpoint.
I have never seen it this broken before,what the heck is it doing?!?
I heard later versions have never fixed the irritating Gecko/Action Replay code issues of them either not working correctly (or at all) or causing other problems,so it would be pointless to use one of those later builds if an older one is less broken with cheats.
The last moment it freaked out was from an execution breakpoint of the exact line for Mario's jumping animation value initial register at 0x8024954C.
Edit: Still so upsetting no workaround for real-time ASM updates (via refreshing the affected section in cache in small pages without any real performance impact) has been made yet so we don't have to spam save-state exploits or run it on Interpreter at an exaggerated 0.01fps just to get instant results.
My bad,it actually does run around that slow but along the lines of 3fps average and getting in-game makes it just above 1fps.
I am trying to mess around with Super Mario Sunshine via a value I found for animations,but merely using breakpoints usually causes everything to bug out with several freezes,glitches,or buzz crashes.
Guessing its related to dual-core but I hate to think that.
Not only that,but it also displaces the memory location in the ASM section in various ways and breakpoints often end up sending PC to a completely wrong location on many instances I have set a breakpoint.
I have never seen it this broken before,what the heck is it doing?!?
I heard later versions have never fixed the irritating Gecko/Action Replay code issues of them either not working correctly (or at all) or causing other problems,so it would be pointless to use one of those later builds if an older one is less broken with cheats.
The last moment it freaked out was from an execution breakpoint of the exact line for Mario's jumping animation value initial register at 0x8024954C.
Edit: Still so upsetting no workaround for real-time ASM updates (via refreshing the affected section in cache in small pages without any real performance impact) has been made yet so we don't have to spam save-state exploits or run it on Interpreter at an exaggerated 0.01fps just to get instant results.
My bad,it actually does run around that slow but along the lines of 3fps average and getting in-game makes it just above 1fps.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE
CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM
Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD
New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕
Acer Aspire E 15 E5-575G-59EE
CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM
Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD
New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕