Added a check for TMEM overflows while preloading textures. Thanks to NeoBrainX for the tip.

This commit is contained in:
skidau 2012-03-25 21:35:57 +11:00
parent fa2b4cd8fc
commit f30aebf8d7
2 changed files with 12 additions and 10 deletions

View File

@ -62,7 +62,7 @@
#define BPMEM_COPYFILTER1 0x54
#define BPMEM_CLEARBBOX1 0x55
#define BPMEM_CLEARBBOX2 0x56
#define BPMEM_UNKOWN_57 0x57
#define BPMEM_UNKNOWN_57 0x57
#define BPMEM_REVBITS 0x58
#define BPMEM_SCISSOROFFSET 0x59
#define BPMEM_PRELOAD_ADDR 0x60

View File

@ -463,8 +463,8 @@ void BPWritten(const BPCmd& bp)
case BPMEM_REVBITS: // Always set to 0x0F when GX_InitRevBits() is called.
break;
case BPMEM_UNKOWN_57: // Sunshine alternates this register between values 0x000 and 0xAAA
DEBUG_LOG(VIDEO, "Uknown BP Reg 0x57: %08x", bp.newvalue);
case BPMEM_UNKNOWN_57: // Sunshine alternates this register between values 0x000 and 0xAAA
DEBUG_LOG(VIDEO, "Unknown BP Reg 0x57: %08x", bp.newvalue);
break;
case BPMEM_PRELOAD_ADDR:
@ -476,16 +476,18 @@ void BPWritten(const BPCmd& bp)
// if this is different from 0, manual TMEM management is used.
if (bp.newvalue != 0)
{
// 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)
BPS_TmemConfig& tmem_cfg = bpmem.tmem_config;
u8* ram_ptr = Memory::GetPointer(tmem_cfg.preload_addr << 5);
u32 tmem_addr = 0;
if (bp.newvalue >> 16)
tmem_addr = tmem_cfg.preload_tmem_odd * TMEM_LINE_SIZE;
else
tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
u32 tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
u32 size = tmem_cfg.preload_tile_info.count * 32;
// Check if the game has overflowed TMEM, and copy up to the limit.
// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
// TODO: Does this wrap?
if ((tmem_addr + size) > TMEM_SIZE)
size = TMEM_SIZE - tmem_addr;
memcpy(texMem + tmem_addr, ram_ptr, size);
}
break;