Some AR Fixes, and speedup Patch Event so AR can apply Code increments faster than the game execution, this helps fixes Jump code in some games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4551 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -51,7 +51,7 @@ enum
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ZCODE_END = 0x00,
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ZCODE_NORM = 0x02,
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ZCODE_ROW = 0x03,
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ZCODE_MEM_COPY = 0x04,
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ZCODE_04 = 0x04,
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// Conditonal Codes
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CONDTIONAL_IF_EQUAL = 0x01,
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@ -227,16 +227,17 @@ void LogInfo(const char *format, ...)
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void RunAllActive()
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{
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bEnableCheats) {
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bEnableCheats)
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{
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for (std::vector<ARCode>::iterator i = activeCodes.begin(); i != activeCodes.end(); ++i)
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{
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if (i->active)
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{
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if (!RunCode(*i))
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i->active = false;
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i->active = RunCode(*i);
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LogInfo("\n");
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}
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}
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if (!b_RanOnce)
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b_RanOnce = true;
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}
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@ -292,16 +293,18 @@ bool RunCode(const ARCode &arcode) {
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LogInfo("Command: %08x", cmd);
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// Do Fill & Slide
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if (doFillNSlide) {
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if (doFillNSlide)
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{
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doFillNSlide = false;
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LogInfo("Doing Fill And Slide");
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if (!ZeroCode_FillAndSlide(val_last, addr, data))
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return false;
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continue;
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}
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}
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// Memory Copy
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if (doMemoryCopy) {
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if (doMemoryCopy)
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{
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doMemoryCopy = false;
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LogInfo("Doing Memory Copy");
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if (!ZeroCode_MemoryCopy(val_last, addr, data))
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@ -310,7 +313,8 @@ bool RunCode(const ARCode &arcode) {
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}
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// ActionReplay program self modification codes
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if (addr >= 0x00002000 && addr < 0x00003000) {
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if (addr >= 0x00002000 && addr < 0x00003000)
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{
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LogInfo("This action replay simulator does not support codes that modify Action Replay itself.");
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PanicAlert("This action replay simulator does not support codes that modify Action Replay itself.");
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return false;
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@ -339,7 +343,7 @@ bool RunCode(const ARCode &arcode) {
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LogInfo("ZCode: Executes all codes in the same row, Set register 1BB4 to 1 (zcode not supported)");
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PanicAlert("Zero 3 code not supported");
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return false;
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case ZCODE_MEM_COPY: // Fill & Slide or Memory Copy
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case ZCODE_04: // Fill & Slide or Memory Copy
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if (((addr >> 25) & 0x03) == 0x3)
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{
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LogInfo("ZCode: Memory Copy");
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@ -554,7 +558,7 @@ bool Subtype_WriteToPointer(u32 addr, u32 data)
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bool Subtype_AddCode(u32 addr, u32 data)
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{
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// Used to incrment a value in memory
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u32 new_addr = (addr & 0x01FFFFFF) | 0x80000000;
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u32 new_addr = (addr & 0x81FFFFFF);
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u8 size = (addr >> 25) & 0x03;
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LogInfo("Hardware Address: %08x", new_addr);
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LogInfo("Size: %08x", size);
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@ -585,12 +589,15 @@ bool Subtype_AddCode(u32 addr, u32 data)
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{
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LogInfo("32-bit floating Add");
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LogInfo("--------");
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union conv {float x; u32 y;};
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conv c1;
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c1.y = Memory::Read_U32(new_addr);
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c1.x += (float)data;
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Memory::Write_U32((u32)c1.x, new_addr);
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LogInfo("Wrote %08x to address %08x", (u32)c1.x, new_addr);
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u32 read = Memory::Read_U32(new_addr);
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float fread = *((float*)&read);
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fread += (float)data;
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u32 newval = *((u32*)&fread);
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Memory::Write_U32(newval, new_addr);
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LogInfo("Old Value %08x", read);
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LogInfo("Increment %08x", data);
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LogInfo("New value %08x", newval);
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LogInfo("--------");
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break;
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}
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@ -615,7 +622,7 @@ bool Subtype_MasterCodeAndWriteToCCXXXXXX(u32 addr, u32 data)
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bool ZeroCode_FillAndSlide(u32 val_last, u32 addr, u32 data) // This needs more testing
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{
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u32 new_addr = (val_last & 0x01FFFFFF) | 0x80000000;
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u32 new_addr = (val_last & 0x81FFFFFF);
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u8 size = (val_last >> 25) & 0x03;
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s16 addr_incr = (s16)(data & 0xFFFF);
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s8 val_incr = (s8)((data & 0xFF000000) >> 24);
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@ -235,8 +235,7 @@ void PatchEngineCallback(u64 userdata, int cyclesLate)
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// Patch mem and run the Action Replay
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PatchEngine::ApplyFramePatches();
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PatchEngine::ApplyARPatches();
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CoreTiming::ScheduleEvent((GetTicksPerSecond() / 60) - cyclesLate, et_PatchEngine);
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CoreTiming::ScheduleEvent((CPU_CORE_CLOCK / 5000) - cyclesLate, et_PatchEngine);
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}
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void Init()
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@ -19,6 +19,7 @@
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// Supports simple memory patches, and has a partial Action Replay implementation
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// in ActionReplay.cpp/h.
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// TODO: Still even needed? Zelda WW now works with improved DSP code.
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// Zelda item hang fixes:
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// [Tue Aug 21 2007] [18:30:40] <Knuckles-> 0x802904b4 in US released
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// [Tue Aug 21 2007] [18:30:53] <Knuckles-> 0x80294d54 in EUR Demo version
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