Fix for Tekken 4 black screen hang, removed some code which doesn't seem to be needed for Art of Fighting anymore, however this game has another problem which seems GS related.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1446 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
refraction 2009-07-01 18:47:57 +00:00
parent 60e1fcffb7
commit 57066d229b
2 changed files with 2 additions and 10 deletions

View File

@ -37,7 +37,6 @@ PCSX2_ALIGNED16(u32 g_vifRow1[4]);
PCSX2_ALIGNED16(u32 g_vifCol1[4]);
extern int g_vifCycles;
bool mfifodmairq = false;
enum UnpackOffset
{
@ -449,8 +448,6 @@ void mfifoVIF1transfer(int qwc)
return;
}
mfifodmairq = false; //Clear any previous TIE interrupt
if (vif1ch->qwc == 0 && vifqwc > 0)
{
ptag = (u32*)dmaGetAddr(vif1ch->tadr);
@ -520,7 +517,6 @@ void mfifoVIF1transfer(int qwc)
{
VIF_LOG("dmaIrq Set");
vif1.done = true;
mfifodmairq = true; //Let the handler know we have prematurely ended MFIFO
}
}
@ -609,10 +605,6 @@ void vifMFIFOInterrupt()
hwDmacIrq(DMAC_14);
}*/
//On a TIE break we do not clear the MFIFO (Art of Fighting)
//If we dont clear it on MFIFO end, Tekken Tag breaks, understandably (Refraction)
if (!mfifodmairq) vifqwc = 0;
vif1.done = 1;
g_vifCycles = 0;
vif1ch->chcr &= ~0x100;

View File

@ -2569,14 +2569,14 @@ __forceinline void vif1Interrupt()
}
}
if (vif1.inprogress)
if (vif1.inprogress & 0x1)
{
_VIF1chain();
CPU_INT(1, g_vifCycles);
return;
}
if ((!vif1.done) || (vif1.inprogress & 0x1))
if (!vif1.done)
{
if (!(psHu32(DMAC_CTRL) & 0x1))