It doesn't really run anything at all yet.So this probably runs slower than my great great grandfather right?
It doesn't really run anything at all yet.So this probably runs slower than my great great grandfather right?
If your instructions are in a memory page never visited by the CPU, then the CPU will automatically move what sections of your instructions it thinks will need to be run into the icache. Since this isn't trivial, it's far easier to tell the CPU that the icache needs to be entirely invalidated so that it is forced to move new instructions from main memory into the cache. However, according to the ARM documentation, accessing the control register function that invalidates the cache lines is restricted to "privilege modes", however, this is the same method being used by ninjhax1 to flush the caches. I'm not entirely sure yet if ninhax2 is doing anything different to invalidate the cache.Ah ok. Another question: How can you determine if a specific area of ram is executable or not?
Also, how do you get instructions into the icache?
(Was kinda wanting to experiment around with this myself )
Ok so this is still like a W.I.P right?It doesn't really run anything at all yet.
Ok so this is still like a W.I.P right?
It would be nice to see this running full speed on O3DSIt's a proof of concept more than anything else at the moment, but where there's smoke there's fire.
It would be nice to see this running full speed on O3DS
Press L and the circle command for R2, done.That doesn't really fix the issue. What if you wanted to push L1 and R2 at the same time? And dual analog games? You'd need a circle pad pro on the o3DS.
Yeah but how would you do that in a game that uses the analog sticks?Press L and the circle command for R2, done.
A few points on controls:
- firstly, this is fairly premature to be discussing controls: there may never be a time when a game which requires the additional inputs a PSX pad has vs. the 3DS even runs on CTRX, so there are any number of things blocking games from running well to contend with before the controls become a major concern, and if/when buttons do become a concern, they'll be the easiest thing out of everything else that has been dealt with up to that point.
- secondly, a vast number of games will run fine without needing the use of every single button on a PSX pad, e.g. most games released before the DualShock was introduced and even then, most games which made no use of the second analog stick or shoulder buttons or used them only for camera controls or something else not strictly necessary for play should be fine. Even if some games can't be played because of control limitations ... so what? There's no need for an all-or-nothing approach, if some games can't be played for either emulation or control reasons, then too bad, those games can't be played. Check a hypothetical future compatibility list.
- thirdly, in enumerating the 3DS buttons everyone is leaving out something quite relevant: all 3DS models have a touch-screen, it's sub-optimal but there's plenty of room for any missing analogs or buttons and even button combinations to be just dumped onto the touch screen if it comes to that. Especially for turn-based games, there's no urgent need for easily accessible buttons for e.g. fleeing a battle. Nobody is saying this would work well for all games and game types, the point is just that there's plenty of solutions as far as controls to the point where there's not much reason to have a great deal of concern about input on the 3DS.
To bad it's not multi-touch. If you had the L2/R2/2nd analog on the touch screen you'd only be able to use one at a time. Can we just stop this and just agree you'd need a Circle Pad Pro? They're not even expensive.A few points on controls:
- firstly, this is fairly premature to be discussing controls: there may never be a time when a game which requires the additional inputs a PSX pad has vs. the 3DS even runs on CTRX, so there are any number of things blocking games from running well to contend with before the controls become a major concern, and if/when buttons do become a concern, they'll be the easiest thing out of everything else that has been dealt with up to that point.
- secondly, a vast number of games will run fine without needing the use of every single button on a PSX pad, e.g. most games released before the DualShock was introduced and even then, most games which made no use of the second analog stick or shoulder buttons or used them only for camera controls or something else not strictly necessary for play should be fine. Even if some games can't be played because of control limitations ... so what? There's no need for an all-or-nothing approach, if some games can't be played for either emulation or control reasons, then too bad, those games can't be played. Check a hypothetical future compatibility list.
- thirdly, in enumerating the 3DS buttons everyone is leaving out something quite relevant: all 3DS models have a touch-screen, it's sub-optimal but there's plenty of room for any missing analogs or buttons and even button combinations to be just dumped onto the touch screen if it comes to that. Especially for turn-based games, there's no urgent need for easily accessible buttons for e.g. fleeing a battle. Nobody is saying this would work well for all games and game types, the point is just that there's plenty of solutions as far as controls to the point where there's not much reason to have a great deal of concern about input on the 3DS.
Nice insults. Doesn't change the fact that games did make use of them.There aren't really that many PS1 games that NEED the analogue sticks...I can think of two that NEED them.
Still can't see it happening at a decent speed but teampleb do you have to be such a relentless wet blanket about everything?
Yeah but how would you do that in a game that uses the analog sticks?
As I've said in this very thread before. I have a PSP and the situation is less then ideal on that too.If you can play those games on PSP, you should be able to play it on O3DS, as they have the same number of controls.