Example #1
0
CMipsExecutor::BasicBlockPtr CEeExecutor::BlockFactory(CMIPS& context, uint32 start, uint32 end)
{
    //Kernel area is below 0x100000 and isn't protected. Some games will write code in there
    //but it is safe to assume that it won't change (code writes some data just besides itself
    //so it keeps generating exceptions, making the game slower)
    if(start >= 0x100000 && start < PS2::EE_RAM_SIZE)
    {
        SetMemoryProtected(m_ram + start, end - start + 4, true);
    }
    return CMipsExecutor::BlockFactory(context, start, end);
}
Example #2
0
void CEeExecutor::ClearActiveBlocksInRange(uint32 start, uint32 end)
{
	uint32 rangeSize = end - start;
	SetMemoryProtected(m_ram + start, rangeSize, false);
	CBasicBlock* currentBlock = nullptr;
	if(m_context.m_State.nPC >= start && m_context.m_State.nPC < end)
	{
		//We are currently executing a block in that range, we need to protect it
		//We assume that we're not writing in the same place as the currently executed block
		currentBlock = FindBlockStartingAt(m_context.m_State.nPC);
		assert(currentBlock != nullptr);
	}
	ClearActiveBlocksInRangeInternal(start, end, currentBlock);
}
Example #3
0
void CEeExecutor::Reset()
{
	SetMemoryProtected(m_ram, PS2::EE_RAM_SIZE, false);
	CMipsExecutor::Reset();
}