Open TheTechnician27 opened 8 months ago
probably needs the "cache effect" that compiling blocks in the recompiler gives, as it decompresses the ELF, which may rely on the instruction cache to contain the old data.
Writing to any memory occupied by a block should invalidate+recompile it though.
So the int/rec should really behave the same here. Only case where might not, is if you had a block from say, PC 0 through 16, and wrote to +8 at instruction +4. i.e. overwriting a future instruction within the same block, and expecting it to execute the old code. Depending on whether it crosses a cache line, and the I$ state, it may or may not on real hw too :-)
still an issue as of v2.1.231
Describe the Bug
If you go to Advanced -> Disable EE Recompiler, Jak X will fail to boot. Although I'm aware EE interpreter is slower, I don't think it should be any less accurate here. I tested this with IOP interpreting/recompilation too, and that seemed to make no difference. All settings default except disabling the recompiler.
Reproduction Steps
Go to PCSX2 settings, Advanced, and uncheck Enable Recompiler. The game will fail to boot. However, the game seems entirely playable if you disable the recompiler mid-play session.
Expected Behavior
The game should boot when using the EE interpreter.
PCSX2 Revision
v1.7.5550
Operating System
Linux (64bit) - Specify distro below
If Linux - Specify Distro
Manjaro – Flatpak
CPU
Ryzen 7 5800X
GPU
GTX 1070
GS Settings
None.
Emulation Settings
Advanced -> EE Recompiler off All others default.
GS Window Screenshots
No response
Logs & Dumps
emulog.txt