mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: PSX games should be able to read ENDX correctly now, which is
important functionality for many sound engines. Fixed two other obvious errors in the psx compatibility merge, probably inconsequential.
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@ -244,6 +244,7 @@ void __fastcall _hwWrite32( u32 mem, u32 value )
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mcase(DMAC_ENABLEW):
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if (!dmacWrite32<0x0f>(DMAC_ENABLEW, value)) return;
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break;
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default:
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// TODO: psx add the real address in a sbus mcase
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@ -928,7 +928,7 @@ u16 V_Core::ReadRegPS1(u32 mem)
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break; // Voice 0..23 Channel ON / OFF(status) (R) (ENDX)
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case 0x1d9e:
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value = Regs.ENDX >> 16;
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break;
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case 0x1da2:
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value = map_spu2to1(EffectsStartA);
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break;
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@ -1349,10 +1349,10 @@ static void __fastcall RegWrite_Core(u16 value)
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psxmode = true;
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//memset(_spu2mem, 0, 0x200000);
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Cores[1].FxEnable = 0;
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Cores[1].EffectsStartA = 0x7FFF8; // park core1 effect area in inaccessible mem
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Cores[1].EffectsStartA = 0x7FFF8; // park core1 effect area in inaccessible mem
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Cores[1].EffectsEndA = 0x7FFFF;
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Cores[1].ExtEffectsStartA = 0x7FFF8; // park core1 ext effect area in high mem
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Cores[1].ExtEffectsStartA = 0x7FFFF;
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Cores[1].ExtEffectsStartA = 0x7FFF8;
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Cores[1].ExtEffectsEndA = 0x7FFFF;
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Cores[1].ReverbX = 0;
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Cores[1].RevBuffers.NeedsUpdated = true;
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Cores[0].ReverbX = 0;
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