Added a check for TMEM overflows while preloading textures. Thanks to NeoBrainX for the tip.
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@ -62,7 +62,7 @@
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#define BPMEM_COPYFILTER1 0x54
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#define BPMEM_CLEARBBOX1 0x55
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#define BPMEM_CLEARBBOX2 0x56
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#define BPMEM_UNKOWN_57 0x57
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#define BPMEM_UNKNOWN_57 0x57
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#define BPMEM_REVBITS 0x58
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#define BPMEM_SCISSOROFFSET 0x59
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#define BPMEM_PRELOAD_ADDR 0x60
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@ -463,8 +463,8 @@ void BPWritten(const BPCmd& bp)
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case BPMEM_REVBITS: // Always set to 0x0F when GX_InitRevBits() is called.
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break;
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case BPMEM_UNKOWN_57: // Sunshine alternates this register between values 0x000 and 0xAAA
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DEBUG_LOG(VIDEO, "Uknown BP Reg 0x57: %08x", bp.newvalue);
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case BPMEM_UNKNOWN_57: // Sunshine alternates this register between values 0x000 and 0xAAA
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DEBUG_LOG(VIDEO, "Unknown BP Reg 0x57: %08x", bp.newvalue);
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break;
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case BPMEM_PRELOAD_ADDR:
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@ -476,16 +476,18 @@ void BPWritten(const BPCmd& bp)
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// if this is different from 0, manual TMEM management is used.
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if (bp.newvalue != 0)
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{
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// NOTE(neobrain): Apparently tmemodd doesn't affect hardware behavior at all (libogc uses it just as a buffer and switches its contents with tmemeven whenever this is called)
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BPS_TmemConfig& tmem_cfg = bpmem.tmem_config;
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u8* ram_ptr = Memory::GetPointer(tmem_cfg.preload_addr << 5);
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u32 tmem_addr = 0;
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if (bp.newvalue >> 16)
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tmem_addr = tmem_cfg.preload_tmem_odd * TMEM_LINE_SIZE;
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else
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tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
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u32 tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
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u32 size = tmem_cfg.preload_tile_info.count * 32;
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// Check if the game has overflowed TMEM, and copy up to the limit.
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// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
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// TODO: Does this wrap?
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if ((tmem_addr + size) > TMEM_SIZE)
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size = TMEM_SIZE - tmem_addr;
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memcpy(texMem + tmem_addr, ram_ptr, size);
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}
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break;
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