| Commit message (Collapse) | Author | Age |
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this was a glorious fight, but I admit defeat
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makes Golden Sun burn a little slower through the JIT memory
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currently system-v only
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also a small mistake with msr
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should fix linux build
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currently only supported for x64
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fixes dslinux
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fixes spanish Pokemon HeartGold
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- better handle LDM/STM in reg alloc
- unify Halted and IRQ in anticipation for branch inlining
- literal optimisations can be disabled in gui
- jit blocks follow simple returns
- fix idle loop detection
- break jit blocks on IRQ (fixes saving in Pokemon White)
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fixes Dragon Quest IX
move code with side effects out of assert, fixes release build
(thanks to m4wx for this one)
also remove some leftovers of jit pipelining
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- more reliable code invalidation detection
- blocks aren't stopped at any branch, but are being followed
if possible to get larger blocks
- idle loop recognition
- optimised literal loads, load/store cycle counting
and loads/stores from constant addresses
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- do thumb bl long merge in the first step
- preparations for better branch jitting
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+ small cycle counting optimisation
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- especially useful for thumb code and larger max block sizes
- can still be improved upon
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fixes Golden Sun Dawn
this makes the cpu state incompatible between interpreter and JIT. That's why switching cpu mode requires a restart(not requiring is stupid anyway) and the pipeline is manually filled when making a save state.
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fixes Mega Man Star Force 2 with cheat applied
it probably used a pc relative load which were interpreted as branches
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+ mcr/mrc aren't always, msr_imm is never unk on ARM7
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