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What if the game halts when it shouldn with Nemu64?

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What if the game halts when it shouldn with Nemu64?

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As I mentioned above, there are cases where there is a constant read/write on the address you’re working with. With Nemu, you can try to just resume (“GO”) from the commands window, or rightclick the opcode in the commands window and “–> Memory Debugger” to bring the Memory Editor back up and bring it to that address. Then you can NOP it by setting it to 0, and go back to the Commands window to resume (“GO”). TLB Mapping TLB mapping is pretty evil in the eyes of ASM hackers. This is the reason you don’t see 1337 ASM codes for Goldeneye and very few for Perfect Dark. It’s like some kind of address aliasing. When you set a breakpoint on Goldeneye, for example, the PC address returned will be something other than the real PC address; in Goldeneye’s case you’ll get an address beginning with something like ‘7F’ instead of ’80’. There’s no known way to get around it on the console, but you can with Nemu 0.8. If you set a Breakpoint on a TLB mapped game in Nemu, you’ll see all the opcodes in

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