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authorJosJuice <josjuice@gmail.com>2026-03-22 14:12:02 +0100
committerJosJuice <josjuice@gmail.com>2026-03-24 22:25:01 +0100
commitff4a7c8a957695eabd1edaff5a02c7172b20a7cb (patch)
tree73112aadd9f6b6784283d8028fcfc05630632161 /Source/Core
parent12935d5b2563e0443210737855f958323575afe5 (diff)
Reword the invalid read/write panic alert
Some users seem to be under the impression that the panic alert is saying that enabling MMU will fix the issue, but that's not what it actually says. Let's try to make this a bit clearer.
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/Core/PowerPC/MMU.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/Source/Core/Core/PowerPC/MMU.cpp b/Source/Core/Core/PowerPC/MMU.cpp
index 07f8993be1..934956a224 100644
--- a/Source/Core/Core/PowerPC/MMU.cpp
+++ b/Source/Core/Core/PowerPC/MMU.cpp
@@ -1203,15 +1203,15 @@ void MMU::GenerateDSIException(u32 effective_address, bool write)
if (write)
{
PanicAlertFmtT(
- "Invalid write to {0:#010x}, PC = {1:#010x}; the game probably would have crashed on "
- "real hardware.\n\nFor accurate emulation, enable MMU in advanced settings.",
+ "Invalid write to {0:#010x}, PC = {1:#010x}.\n\nThe game probably would have crashed on "
+ "real hardware. Enable MMU in advanced settings to accurately emulate game crashes.",
effective_address, m_ppc_state.pc);
}
else
{
PanicAlertFmtT(
- "Invalid read from {0:#010x}, PC = {1:#010x}; the game probably would have crashed on "
- "real hardware.\n\nFor accurate emulation, enable MMU in advanced settings.",
+ "Invalid read from {0:#010x}, PC = {1:#010x}.\n\nThe game probably would have crashed on "
+ "real hardware. Enable MMU in advanced settings to accurately emulate game crashes.",
effective_address, m_ppc_state.pc);
}
if (m_system.IsPauseOnPanicMode())