apply patches in the gamecube's bs2 hle, good for things that need to have patches applied very early.
misc cleanup git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4436 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -158,6 +158,9 @@ void CBoot::EmulatedBS2(bool _bDebug)
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PatchEngine::LoadPatches(gameID.c_str());
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PowerPC::ppcState.DebugCount = 0;
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// If we have any patches that need to be applied very early, here's a good place
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PatchEngine::ApplyFramePatches();
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}
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@ -232,20 +232,20 @@ void SetInterrupt(u32 _causemask, bool _bSet)
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if (_bSet && !(m_InterruptCause & _causemask))
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{
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DEBUG_LOG(PROCESSORINTERFACE, "Setting Interrupt %s (%s)",Debug_GetInterruptName(_causemask), "set");
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DEBUG_LOG(PROCESSORINTERFACE, "Setting Interrupt %s (%s)", Debug_GetInterruptName(_causemask), "set");
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}
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if (!_bSet && (m_InterruptCause & _causemask))
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if (!_bSet && (m_InterruptCause & _causemask))
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{
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DEBUG_LOG(PROCESSORINTERFACE, "Setting Interrupt %s (%s)",Debug_GetInterruptName(_causemask), "clear");
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DEBUG_LOG(PROCESSORINTERFACE, "Setting Interrupt %s (%s)", Debug_GetInterruptName(_causemask), "clear");
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}
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if (_bSet)
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m_InterruptCause |= _causemask;
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else
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m_InterruptCause &= ~_causemask; // is there any reason to have this possibility?
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// F|RES: i think the hw devices reset the interrupt in the PI to 0
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// if the interrupt cause is eliminated. that isnt done by software (afaik)
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m_InterruptCause &= ~_causemask;// is there any reason to have this possibility?
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// F|RES: i think the hw devices reset the interrupt in the PI to 0
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// if the interrupt cause is eliminated. that isnt done by software (afaik)
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UpdateException();
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}
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@ -389,10 +389,10 @@ Common::PluginPAD *CPluginManager::GetPad(int controller)
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// Else do this
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if (OkayToInitPlugin(controller) == -1) {
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m_pad[controller] = (Common::PluginPAD*)LoadPlugin(m_params->m_strPadPlugin[controller].c_str(), controller);
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INFO_LOG(CONSOLE, "LoadPlugin: %i\n", controller);
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INFO_LOG(CONSOLE, "LoadPlugin: %i", controller);
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}
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else {
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INFO_LOG(CONSOLE, "Pointed: %i to %i\n", controller, OkayToInitPlugin(controller));
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INFO_LOG(CONSOLE, "Pointed: %i to %i", controller, OkayToInitPlugin(controller));
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m_pad[controller] = m_pad[OkayToInitPlugin(controller)];
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}
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return m_pad[controller];
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