Debug: fix display of instructions in virtual memory in MMU games
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@ -25,25 +25,27 @@ std::string PPCDebugInterface::Disassemble(unsigned int address)
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if (Core::GetState() != Core::CORE_UNINITIALIZED)
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{
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if (Memory::IsRAMAddress(address, true, true))
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if (!Memory::IsRAMAddress(address, true, true))
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{
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u32 op = Memory::Read_Instruction(address);
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std::string disasm = GekkoDisassembler::Disassemble(op, address);
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UGeckoInstruction inst;
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inst.hex = Memory::ReadUnchecked_U32(address);
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if (inst.OPCD == 1)
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bMMU || !((address & JIT_ICACHE_VMEM_BIT) &&
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Memory::TranslateAddress(address, Memory::FLAG_OPCODE)))
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{
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disasm += " (hle)";
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return "(No RAM here)";
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}
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}
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return disasm;
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}
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else
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u32 op = Memory::Read_Instruction(address);
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std::string disasm = GekkoDisassembler::Disassemble(op, address);
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UGeckoInstruction inst;
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inst.hex = Memory::ReadUnchecked_U32(address);
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if (inst.OPCD == 1)
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{
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return "(No RAM here)";
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disasm += " (hle)";
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}
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return disasm;
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}
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else
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{
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