![]() (Look at the page background from a shallow angle and you might see an easter egg.) Iirc, my check is more advanced than Furrtek's original check in Super Connard, since it jumps to inaccessible memory instead of just reading it and confirming the value. I added that in the dump I offer for download, for trolling purposes. Airaki doesn't actually have emulator detection originally. ![]() Thanks for your time, and your awesome tests, I will test the next one =D I wonder how the anti emulator protection works for "airaki" with this logic, since it's supposed to do a DMA and then jump to bank 0. I'm guessing I don't have to lock all memory when there's a DMA, or maybe when a new instruction is fetch, it's supposed to bypass the DMA lock ?ĭarkMoe wrote:Wow, really ? I've been using BGB logic to lock everything, I will analyze it a little and fix it. If I adjust my OAM to take 4 more cycles (or 1 machine cycle), I get FF as the instruction (instead of E9), and since that's a restart to 0x38, the flow goes elsewhere and does nothing more. This is wrong, the expected value in the test is: E9 FF. When I reach PC = 0xFDFF, my DMA routine already finished and I read instruction as: E9 42, the 42 being the first byte on the OAM memory. My emulator, returns 0xFF for all the memory map (except high ram) when DMA is being done. So, I'm a little confused with it, the first test says it's expecting OAM to be locked for the argument parameter for instruction E9 (add sp,e), but not for the instruction reading phase (the E9 itself) Which fails on BGB, kigb, NefustoGB (my emu), but works perfect on higan (byuu always manage to emulate everything wow). I've been trying to fix edge case scenarios, so for starters, this test: Fortunately, each day I manage to fix most of them, and today I think my compatibility ratio for commercial games is near 100%. Hi all, I've been trying to iron out some of the many bugs that my emulator still has.
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