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This repository has been archived by the owner on May 9, 2024. It is now read-only.
Yeah, I've seen that issue as well... Started thinking it is probably the Thread Management that's having troubles, since csPspEmu doesn't seem to know what to do with a "return 0;" at the end of a main() thread... Maybe that's why there is the "sceKernelExitGame()" function in the PSPSDK (I guess that function kills the Callback threads, which main() doesn't do, and which will never happen if the game crashes)...
Uhm. I will check this. This is an issue that I'm concerned about.
I think that programs that doesn't use the GE can be switched without any issue, so maybe one of the problems are related to the GPU.
And about the crash issue... Yeah, I have to figure out which things I have to restore to allow it to continue working after that.
I think that I put the return address of the main function to a syscall that kills the thread, but that's a different issue that I think doesn't affect to the crash. In fact I think that I recreate all (or most of) the emulation components everytime a game starts.
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If a game has crashed, it's almost impossible to run a new game.
Also, when trying to start a new game, it is not possible to bring up the game list.
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