diff --git a/src/core/cdrom.cpp b/src/core/cdrom.cpp index 7ce8354bc..a6ae417bd 100644 --- a/src/core/cdrom.cpp +++ b/src/core/cdrom.cpp @@ -993,7 +993,7 @@ void CDROM::WriteRegister(u32 offset, u8 value) if (s_interrupt_flag_register == 0) { InterruptController::SetLineState(InterruptController::IRQ::CDROM, false); - if (HasPendingAsyncInterrupt()) + if (HasPendingAsyncInterrupt() && !HasPendingCommand()) QueueDeliverAsyncInterrupt(); else UpdateCommandEvent(); @@ -1120,7 +1120,19 @@ void CDROM::SetAsyncInterrupt(Interrupt interrupt) Assert(s_pending_async_interrupt == 0); s_pending_async_interrupt = static_cast(interrupt); if (!HasPendingInterrupt()) - QueueDeliverAsyncInterrupt(); + { + // Pending interrupt should block INT1 from going through. But pending command needs to as well, for games like + // Gokujou Parodius Da! Deluxe Pack that spam GetlocL while data is being played back, if they get an INT1 instead + // of an INT3 during the small window of time that the INT3 is delayed, causes a lock-up. + if (!HasPendingCommand()) + QueueDeliverAsyncInterrupt(); + else + DEBUG_LOG("Delaying async interrupt {} because of pending command", s_pending_async_interrupt); + } + else + { + DEBUG_LOG("Delaying async interrupt {} because of pending interrupt", s_interrupt_flag_register); + } } void CDROM::ClearAsyncInterrupt() @@ -1139,9 +1151,7 @@ void CDROM::QueueDeliverAsyncInterrupt() // instead of the INT3 response, and the game gets confused. So, we just delay INT1s a bit, if there // has been any recent INT3s - give it enough time to read the response out. The real console does // something similar anyway, the INT1 task won't run immediately after the INT3 is cleared. - - if (!HasPendingAsyncInterrupt()) - return; + DebugAssert(HasPendingAsyncInterrupt()); // underflows here are okay const u32 diff = System::GetGlobalTickCounter() - s_last_interrupt_time;