Modified the GXSTAT register handling, this is still an ugly hack but some games (like Super Mario 64) don't freeze anymore.
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5c457346db
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@ -228,6 +228,8 @@ u32 MMU_ARM7_WAIT16[16]={
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u32 MMU_ARM7_WAIT32[16]={
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1, 1, 1, 1, 1, 1, 1, 1, 8, 8, 5, 1, 1, 1, 1, 1,
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};
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u32 gxIRQ = 0;
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// VRAM mapping
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u8 *LCDdst[10] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
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@ -774,12 +776,14 @@ u32 FASTCALL _MMU_read32(u32 adr)
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// This is hacked due to the only current 3D core
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case 0x04000600: // Geometry Engine Status Register (R and R/W)
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{
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u32 gxstat = ( 2 |
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/* u32 gxstat = ( 2 |
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(MMU.fifos[proc].full<<24)|
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(MMU.fifos[proc].half<<25)|
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(MMU.fifos[proc].empty<<26)|
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(MMU.fifos[proc].irq<<30)
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);
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);*/
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u32 gxstat = (2 | (3 << 25) | (gxIRQ << 30));
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return gxstat;
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}
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@ -2258,7 +2262,8 @@ void FASTCALL _MMU_write32(u32 adr, u32 val)
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case 0x04000600: // Geometry Engine Status Register (R and R/W)
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{
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MMU.fifos[proc].irq = (val>>30) & 0x03;
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//MMU.fifos[proc].irq = (val>>30) & 0x03;
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gxIRQ = ((val >> 30) & 0x3);
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return;
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}
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case REG_DISPA_WININ:
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@ -41,6 +41,8 @@
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NDSSystem nds;
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extern u32 gxIRQ;
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static u32
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calc_CRC16( u32 start, const u8 *data, int count) {
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int i,j;
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@ -1549,8 +1551,10 @@ NDS_exec(s32 nb, BOOL force)
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if(MMU.reg_IE[0]&(1<<21)) // IRQ21
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{
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if (MMU.fifos[0].irq==1) NDS_makeARM9Int(21);
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if (MMU.fifos[0].irq==2) NDS_makeARM9Int(21);
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// if (MMU.fifos[0].irq==1) NDS_makeARM9Int(21);
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// if (MMU.fifos[0].irq==2) NDS_makeARM9Int(21);
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if (gxIRQ == 1) NDS_makeARM9Int(21);
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if (gxIRQ == 2) NDS_makeARM9Int(21);
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}
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if((MMU.reg_IF[0]&MMU.reg_IE[0]) && (MMU.reg_IME[0]))
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