Attention Hackers! Code handler bugfixes

Started by dcx2, April 16, 2011, 10:50:41 PM

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biolizard89

Quote from: WiiPower on April 17, 2011, 01:55:33 PM
Sorry, i didn't think this through, if it's only debugging related, then the less code lines do not matter. I can't help you with the malloc, but for gamecube i'm reducing the available memory for games by 16KB and it seems to work stable. If that works for Wii games, it would need to be implemented in the loader, so i guess it won't help you much. But if you would start using either, wouldn't that have a good chance to move some memory locations used in codes? While a malloc on a button press or such would be disastrous.

Something else i thought about:
Does the code handler currently flush the data cache? Or invalidate the instruction cache? I could imagine that if one or both is not done, it could explain some crashes(if there are) that occur randomly/eventually if the game runs long enough. Well, maybe i'm too naive and i'm overlooking something important.
Hey WiiPower, that reminds me, was meaning to ask you if you could add a feature to GeckoOS Mod (and the associated loader that I can't name on this forum) that reserves 16KiB or 32KiB and redirects the code list there.  According to Fuzziqer, doing so doesn't screw up codes (at least, it works fine on GameCube), except for the FST codes (which can be easily recalculated).  That would be a nice way to get extra code space.  (Also, any idea when you might be able to integrate the new code handler for GameCube that I sent you?)