From b10769ab4af08658430cbc00f28f5fb828206473 Mon Sep 17 00:00:00 2001 From: adelikat Date: Sat, 4 Aug 2012 01:54:19 +0000 Subject: [PATCH] NES - dsiable NESWatch checks in ReadMemory since this feature is not yet used for anything --- BizHawk.Emulation/Consoles/Nintendo/NES/Core.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/BizHawk.Emulation/Consoles/Nintendo/NES/Core.cs b/BizHawk.Emulation/Consoles/Nintendo/NES/Core.cs index 7945bcd8e1..7e5e60089e 100644 --- a/BizHawk.Emulation/Consoles/Nintendo/NES/Core.cs +++ b/BizHawk.Emulation/Consoles/Nintendo/NES/Core.cs @@ -252,11 +252,11 @@ namespace BizHawk.Emulation.Consoles.Nintendo //handle breakpoints and stuff. //the idea is that each core can implement its own watch class on an address which will track all the different kinds of monitors and breakpoints and etc. //but since freeze is a common case, it was implemented through its own mechanisms - if (sysbus_watch[addr] != null) - { - sysbus_watch[addr].Sync(); - ret = sysbus_watch[addr].ApplyGameGenie(ret); - } + //if (sysbus_watch[addr] != null) + //{ + // sysbus_watch[addr].Sync(); + // ret = sysbus_watch[addr].ApplyGameGenie(ret); + //} return ret; }