JIT: fix valid_block marking
This caused invalidations that only affected the last portion of a JIT block to fail, breaking Wii64's block linking. It might affect a bunch of other games too; I haven't tested.
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@ -143,8 +143,8 @@ using namespace Gen;
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// Convert the logical address to a physical address for the block map
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u32 pAddr = b.originalAddress & 0x1FFFFFFF;
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for (u32 i = 0; i < (b.originalSize + 7) / 8; ++i)
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valid_block.Set(pAddr / 32 + i);
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for (u32 block = pAddr / 32; block <= (pAddr + (b.originalSize - 1) * 4) / 32; ++block)
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valid_block.Set(block);
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block_map[std::make_pair(pAddr + 4 * b.originalSize - 1, pAddr)] = block_num;
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if (block_link)
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