fix homebrew 3d--one issue, at least. one of the vram register writes wasnt storing into the MMU memory (only executing the reconfiguration logic); but devkitpro is reading back from that register in its function vramIsTextureBank() which is used to allocate texture memory. this system of acting upon register writes, and stuffing the values for use later for register reads, is disturbing and bugprone this way... someone should probably look for early returns from MMU writes and make sure none of them are illegitimate.
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@ -2404,7 +2404,7 @@ static void FASTCALL _MMU_ARM9_write32(u32 adr, u32 val)
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MMU_VRAMmapControl(adr-REG_VRAMCNTA+1, (val >> 8) & 0xFF);
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MMU_VRAMmapControl(adr-REG_VRAMCNTA+2, (val >> 16) & 0xFF);
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MMU_VRAMmapControl(adr-REG_VRAMCNTA+3, (val >> 24) & 0xFF);
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return;
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break;
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case REG_VRAMCNTE:
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MMU_VRAMmapControl(adr-REG_VRAMCNTA, val & 0xFF);
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MMU_VRAMmapControl(adr-REG_VRAMCNTA+1, (val >> 8) & 0xFF);
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