Instead of ignoring TA data if ListInit hasn't been called, call
ListInit then accept the data. The data will still be probably ignored
but end of list interrupts are sent so game won't hang.
Fixes hang in King of Fighters New Wave (Naomi).
Some games do not align TA_ISP_BASE on 1 MB boundary so the rendering
context is not found at render time. Fixes black screen in NFL 2K2, NBA
2K2, Oooga Booga, Floigan Bros. and probably more Visual Concepts games.
Sadly Ooga Booga still crashes.
Fixes#141, "Main menus on POD and Speed Devil show up black"
Seems like the TA doesn't touch any of the memory structures before first write (and probably later on, but we're not gonna support corrupted ta streams for now)
According to p1pkin
«At least in SpeedDevils, at title screen game do a bit weird thing
- Init TA context
- Send lists to TA
- Init the same context again
- Start Render
so, if you are clear stored poly/vertex data at "TA_LIST_INIT" pvr2 reg write - you'll get black screen instead game title»