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Automatically exported from code.google.com/p/gekko-gc-emu
What steps will reproduce the problem?
1. Change the VirtualProtect in GekkoCPURecompiler::CompileInstruction
(cpu_rec.cpp) to use PAGE_EXECUTE_READ instead of PAGE_EXECUTE_READWRITE
2. Build
3. Run Zelda Wind Waker
What is the expected output? What do you see instead?
Crashes after executing CompileInstruction about 30 times. No graphics. This
worked in the old version of Gekko, where I believe the memory is supposed to
be set to PAGE_EXECUTE_READ. Interestingly enough, commenting out the cpu =
GekkoCPUInterpreter() line in core.cpp makes it work, even if this line is not
executed.
Furthermore, having VirtualProtect set PAGE_EXECUTE_READWRITE is a temporary
fix - it works but games seem crashier than before (e.g. starting Island mode
in the WW demo).
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 8 Mar 2012 at 1:35
This guide/issue assumes you're on OS X 10.8.2 and are smart enough to do these
things. This guide/issue was written on 12/17/12 using revision 74dfddc4c763 of
gekko.
Step 0: Install Xcode from App Store, open it, go to the preferences, install
the Command Line Tools.
Step 1: Install MacPorts, install some ports (clang's in there just to pull in
dependencies; you'll still be using the Xcode CLI Tools' clang)
sudo port install clang-3.1 cmake glew qt4-mac mercurial
If gekko compilation fails with complaints about something being missing,
install more ports as necessary.
Step 2: Install glfw:
git clone git://glfw.git.sourceforge.net/gitroot/glfw/glfw
cd glfw
git checkout 410a4e29e133fe911c817fb1061df16420c4365a
Add these two lines to the beginning of ./CMakeLists.txt (it wouldn't compile
with the gcc I was using):
set(CMAKE_C_COMPILER "clang")
set(CMAKE_CXX_COMPILER "clang++")
Then:
cmake . && make && sudo make install
Step 3: Install SDL2:
hg clone http://hg.libsdl.org/SDL
cd SDL
./autogen.sh
./configure
make && sudo make install
(This procedure doesn't actually work for me currently. It used to, though, on
older revs of SDL2.)
Step 4: Copy all glew-related files from /opt/local/include/GL/ and
/opt/local/lib/ to /usr/local/include/GL/ and /usr/local/lib/, removing any
glew files already present there. Dunno why, but I had a GLEW 1.5 dylib sitting
around in /usr/local/lib/ and it kept getting autodetected by cmake even though
it was broken and impossible to link against.
Step 5: gekko!
git clone https://code.google.com/p/gekko-gc-emu/
cd gekko-gc-emu
git apply ../osxhax.diff
This diff makes gekko not explicitly link with librt and parts of xf86; it also
adds an include dir (possibly unnecessary?) and uses clang to compile gekko.
cmake . && make -k
My result here was a linking error with gekko (glfw seems problematic), but a
successful compilation of gekko_qt. Using the ./src/gekko_qt/gekko_qt that
appears requires a copy of the contents of ./data/ in both ./src/gekko_qt/ and
in ~/. Attempting to play any games results in GL errors due to OS X's abysmal
OpenGL support (if support improves in the future or if gekko's GL requirements
are lowered, we'll surely see updates to this issue), and input configuration
seems broken (it won't detect my keyboard).
Congratulations! Now go back to Dolphin.
Original issue reported on code.google.com by pauldacheez
on 18 Dec 2012 at 1:40
Attachments:
Currently a game file that was compressed with the Dolphin emulator is not
compatible with Gekko due to there being no compression support.
This is probably not a huge problem right now, but at some point there should
be support for this.
Original issue reported on code.google.com by tommyhl2.SS
on 9 Apr 2012 at 5:18
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