0
0
Fork 0
mirror of https://github.com/ryujinx-mirror/ryujinx.git synced 2024-12-27 19:05:46 +00:00
ryujinx-fork/Ryujinx.HLE/HOS/Tamper/CodeEmitters/BeginConditionalBlock.cs
Caian Benedicto 0c1ea1212a
Add the TamperMachine module for runtime mods and cheats (#1928)
* Add initial implementation of the Tamper Machine

* Implement Atmosphere opcodes 0, 4 and 9

* Add missing TamperCompilationException class

* Implement Atmosphere conditional and loop opcodes 1, 2 and 3

* Inplement input conditional opcode 8

* Add register store opcode A

* Implement extended pause/resume opcodes FF0 and FF1

* Implement extended log opcode FFF

* Implement extended register conditional opcode C0

* Refactor TamperProgram to an interface

* Moved Atmosphere classes to a separate subdirectory

* Fix OpProcCtrl class not setting process

* Implement extended register save/restore opcodes C1, C2 and C3

* Refactor code emitters to separate classes

* Supress memory access errors from the Tamper Machine

* Add debug information to tamper register and memory writes

* Add block stack check to Atmosphere Cheat compiler

* Add handheld input support to Tamper Machine

* Fix code styling

* Fix build id and cheat case mismatch

* Fix invalid immediate size selection

* Print build ids of the title

* Prevent Tamper Machine from change code regions

* Remove Atmosphere namespace

* Remove empty cheats from the list

* Prevent code modification without disabling the tampering

* Fix missing addressing mode in LoadRegisterWithMemory

* Fix wrong addressing in RegisterConditional

* Add name to the tamper machine thread

* Fix code styling
2021-03-27 15:12:05 +01:00

14 lines
501 B
C#

namespace Ryujinx.HLE.HOS.Tamper.CodeEmitters
{
/// <summary>
/// Marks the begin of a conditional block (started by Code Type 1, Code Type 8 or Code Type C0).
/// </summary>
class BeginConditionalBlock
{
public static void Emit(byte[] instruction, CompilationContext context)
{
// Just start a new compilation block and parse the instruction itself at the end.
context.BlockStack.Push(new OperationBlock(instruction));
}
}
}