Only update DIMAR and DILENGTH if transfer completed without error

Turns out, Gamecube games actually do check DILENGTH, and if DILENGTH is at 0, they'll think the transfer completed successfully even if DEINT is used, since after all, surely that means everything was sent.  That caused all sorts of issues, from audio looping when a disc is removed since it's re-using the same buffer to just flat-out crashing instead of showing the disc removed screen.
This commit is contained in:
Pokechu22 2020-01-19 10:45:52 -08:00
parent fba51b2956
commit 537e40afb5
1 changed files with 5 additions and 2 deletions

View File

@ -1283,8 +1283,11 @@ void FinishExecutingCommand(ReplyType reply_type, DIInterruptType interrupt_type
else if (reply_type == ReplyType::Interrupt || reply_type == ReplyType::IOS) else if (reply_type == ReplyType::Interrupt || reply_type == ReplyType::IOS)
transfer_size = s_DILENGTH; transfer_size = s_DILENGTH;
if (interrupt_type == DIInterruptType::TCINT)
{
s_DIMAR += transfer_size; s_DIMAR += transfer_size;
s_DILENGTH -= transfer_size; s_DILENGTH -= transfer_size;
}
switch (reply_type) switch (reply_type)
{ {