Open Inori opened 4 years ago
sceKernelVirtualQuery
is probably a win32 VirtualQuery
equivalent.
What address is it getting called on? An addr inside memory that we have allocated for the game? If so, you may not need hardware tests.
Anyway, presumably GPCS4 will need more accurate memory handling to implement it (lots of sceKernel memory stuff is stubbed afaik).
An ideal state would be the game runs in an infinite loop processing input messages, just without graphics output. This crash possibly due to unimplemented import functions. Especially
sceKernelVirtualQuery
, I don't know what it will return on a real PS4 machine. Maybe a better way is to hook this function on a real PS4 machine and log its' output.