mirror of https://github.com/PCSX2/pcsx2.git
For some reason we're getting a lot of 0x2XXXXXXX addresses in DMA. No games seem to break because of this but it's very noisy. Putting the mask back in dmaGetAddr for now for a little peace and quiet. (Maybe it's even right. The high bits could be handled by the bus.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2884 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -641,6 +641,9 @@ static __forceinline tDMA_TAG *dmaGetAddr(u32 addr, bool write)
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return (tDMA_TAG*)&psS[addr & 0x3ff0];
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}
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// FIXME: Why??? DMA uses physical addresses
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addr &= 0x1fffffff;
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if (addr > 0x10000000)
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{
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Console.Error( "*PCSX2*: DMA error: %8.8x", addr);
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