diff --git a/src/core/arm/nce/arm_nce.cpp b/src/core/arm/nce/arm_nce.cpp index bb1f6d2e65..6eb6299cc9 100644 --- a/src/core/arm/nce/arm_nce.cpp +++ b/src/core/arm/nce/arm_nce.cpp @@ -116,10 +116,18 @@ bool ARM_NCE::HandleGuestFault(GuestContext* guest_ctx, void* raw_info, void* ra return true; } - // We can't handle the access, so trigger an exception. + // We can't handle the access, so determine why we crashed. const bool is_prefetch_abort = host_ctx.pc == reinterpret_cast(info->si_addr); - guest_ctx->esr_el1.fetch_or( - static_cast(is_prefetch_abort ? HaltReason::PrefetchAbort : HaltReason::DataAbort)); + + // For data aborts, skip the instruction and return to guest code. + // This will allow games to continue in many scenarios where they would otherwise crash. + if (!is_prefetch_abort) { + host_ctx.pc += 4; + return true; + } + + // This is a prefetch abort. + guest_ctx->esr_el1.fetch_or(static_cast(HaltReason::PrefetchAbort)); // Forcibly mark the context as locked. We are still running. // We may race with SignalInterrupt here: