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Testing the Memory Mapping. #17
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I'm using a North American 8GB Wii U on v5.5.2 I saw errors only on region 3. It happens after I go to Notifications and then click an outdated eShop link, like Kirby 25th Anniversary (get an error 111-1006, cannot display the page). I guess it's caused by any error while loading the eshop. Testing memory region 3. 0x88000000 - 0x8AB40000. Size 0x02B40000 (44288 KBytes).
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EU WiiU 32GB on 5.5.1: Testing reading the written values.
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@piratesephiroth thanks, that's helpful. Can you verifiy that all test are passing with the newest nightly? Someone reported that GBA VC games are not working. Can somebody confirm if virtual console games in general don't work with memory mapping enabled? If you see any crash, please send me the full log (+ some details where it crashed). |
Both SNES VC and GBA VC work fine here. All tests pass normally until after I visit the eshop link in the notifications. Testing memory region 3. 0x88000000 - 0x8AB20000. Size 0x02B20000 (44160 KBytes).
Testing memory region 3. 0x88000000 - 0x8AB20000. Size 0x02B20000 (44160 KBytes).
Testing memory region 3. 0x88000000 - 0x8AB20000. Size 0x02B20000 (44160 KBytes).
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The GBA VC's inject is what was crashing for me. |
@piratesephiroth Thanks, Once again I adjusted the size of the chunk. Now it should work? @wicksand420 That shouldn't make a difference if it's injected. Which base game are you using? That could be the problem. |
I can play Splatoon or Sm4sh modded (1Gig Modpack) with HIDtoVPAD Network Client and no problems |
@Maschell, yep, no errors at all now. |
@Maschell I'm not sure what the base was on the inject, I got it like 3 years ago, but I loaded a wii u game before the gba inject and got a crash, I'm not sure if that makes a difference, but I'm about to try a few more things with your latest nightly, so I'll try that again and post my results. |
Commit a839430 added inital support for mapping some extra memory.
This memory is currently not used as it's still unclear if it's really unused.
To check this, I need some people to run some tests on their console. At the moment I have only done it on mine ( EUR 5.5.2).
What the memory mapping testing is doing:
What the tester should do:
Once you are in the system menu, check the log for something like this
This gets logged whenever the application was switched. However, you can trigger it manually by pressing L,R and PLUS on the Gamepad. The goal is now trying override the mapped memory so the test is failing. In best case our mapped memory is really unused, and overriding is impossible. Otherwise we have to exclude the overridden memory.
So how to break this?
Keep a copy of the UDPReader log. You can press "f" to save the log to the files. If you found something interesting, copy/paste the log in here.
If you see any crash, please send me the full log (+ some details where it crashed).
It would be also awesome if you could re-run the step to trigger the step, but load the plugin loader normally this time (with Plus). This still logs some memory stuff, but doesn't map new memory (and hopefully don't crash). Both logs would be very helpful.
If you have any questions, feel free to ask!
FAQ:
Will the memory mapping always take sooooo long?
No. Only writing 65MB to the physical memory addresses is slow. This is not required, only for testing.
Why do we need to map extra memory?
More plugins at the same time. Memory is always good. This is also a huge step into getting plugins working together with homebrew applications.
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