Path3 Masking: Fix for Resident Evil Dead Aim (also fixed the occasional glitch i mentioned in my last Path3 commit)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4310 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
refraction 2011-02-17 22:06:10 +00:00
parent dde94adec3
commit 85899961be
2 changed files with 2 additions and 2 deletions

View File

@ -248,7 +248,7 @@ static __fi tDMA_TAG* ReadTag2()
bool CheckPaths(int Channel)
{
if((GSTransferStatus.PTH3 == IMAGE_MODE && gifRegs.mode.IMT) || GSTransferStatus.PTH3 == WAITING_MODE)
if((GSTransferStatus.PTH3 == IMAGE_MODE && gifRegs.mode.IMT) /*|| GSTransferStatus.PTH3 == WAITING_MODE*/)
{
if((gifRegs.stat.P1Q == true || gifRegs.stat.P2Q == true) || (gifRegs.stat.APATH > GIF_APATH_IDLE && gifRegs.stat.APATH < GIF_APATH3))
{

View File

@ -97,7 +97,7 @@ void Vif1MskPath3() {
if(gifRegs.stat.P3Q)
{
MSKPATH3_LOG("Path3 Waiting to Transfer, triggering");
gsInterrupt();//gsInterrupt();
gsInterrupt();
}
}