Increased the savestate internal version.

Added a small note for instant dma.
This commit is contained in:
skidau 2014-09-28 11:51:14 +10:00
parent 86b6dfe4b3
commit 7184019090
2 changed files with 2 additions and 2 deletions

View File

@ -339,7 +339,7 @@ void Interpreter::dcbi(UGeckoInstruction _inst)
// The following detects a situation where the game is writing to the dcache at the address being DMA'd. As we do not
// have dcache emulation, invalid data is being DMA'd causing audio glitches. The following code detects this and
// enables the DMA to complete instantly before the invalid data is written.
// enables the DMA to complete instantly before the invalid data is written. Resident Evil 2 & 3 trigger this.
u64 dma_in_progress = DSP::DMAInProgress();
if (dma_in_progress != 0)
{

View File

@ -63,7 +63,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system
static const u32 STATE_VERSION = 34;
static const u32 STATE_VERSION = 35;
enum
{