Re-enable BP irq clearing. If this doesn't fix MP1 then I might as well revert r3855.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3858 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -422,33 +422,24 @@ void Write16(const u16 _Value, const u32 _Address)
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Common::AtomicStore(fifo.bFF_GPLinkEnable, tmpCtrl.GPLinkEnable);
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Common::AtomicStore(fifo.bFF_BPEnable, tmpCtrl.BPEnable);
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if (m_CPCtrlReg.BPEnable && !tmpCtrl.BPEnable)
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{
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fifo.bFF_Breakpoint = 0;
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}
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// TOCHECK (mb2): could BP irq be cleared with w16 to STATUS_REGISTER?
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// funny hack: eg in MP1 if we disable the clear breakpoint ability by commenting this block
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// the game is of course faster but looks stable too.
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// Well, the hack is more stable than the "proper" way actualy :p ... it breaks MP2 when ship lands
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// So I let the hack for now.
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// Checkmate re-enabled it, so please test
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// TODO (mb2): fix this!
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// BP interrupt is cleared here
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/*
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//if (tmpCtrl.CPIntEnable)
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//if (!m_CPCtrlReg.CPIntEnable && tmpCtrl.Hex) // raising edge
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if (!m_CPCtrlReg.CPIntEnable && tmpCtrl.CPIntEnable) // raising edge
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//if (m_CPCtrlReg.CPIntEnable && !tmpCtrl.Hex) // falling edge
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{
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LOG(COMMANDPROCESSOR,"\t ClearBreakpoint interrupt");
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// yes an SC hack, single core mode isn't very gc spec compliant :D
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// TODO / FIXME : fix SC BPs. Only because it's pretty ugly to have a if{} here just for that.
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if (Core::g_CoreStartupParameter.bUseDualCore)
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{
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m_CPStatusReg.Breakpoint = 0;
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InterlockedExchange((LONG*)&fifo.bFF_Breakpoint, 0);
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}
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}*/
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m_CPStatusReg.Breakpoint = 0;
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Common::AtomicStore(fifo.bFF_Breakpoint, 0);
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}
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m_CPCtrlReg.Hex = tmpCtrl.Hex;
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UpdateInterrupts();
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DEBUG_LOG(COMMANDPROCESSOR,"\t write to CTRL_REGISTER : %04x", _Value);
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