mirror of https://github.com/PCSX2/pcsx2.git
These logs never helped solve issues and they tend to spam in some games. Removing them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5918 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -132,14 +132,6 @@ __fi int psxTestCycle( u32 startCycle, s32 delta )
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__fi void PSX_INT( IopEventId n, s32 ecycle )
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{
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// Generally speaking games shouldn't throw ints that haven't been cleared yet.
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// It's usually indicative of something amiss in our emulation, so uncomment this
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// code to help trap those sort of things.
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// Exception: IRQ16 - SIO - it drops ints like crazy when handling PAD stuff.
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if( /*n!=16 &&*/ psxRegs.interrupt & (1<<n) )
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DevCon.Warning( "***** IOP > Twice-thrown int on IRQ %d", n );
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// 19 is CDVD read int, it's supposed to be high.
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//if (ecycle > 8192 && n != 19)
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// DevCon.Warning( "IOP cycles high: %d, n %d", ecycle, n );
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@ -503,10 +503,6 @@ __fi void cpuTestHwInts() {
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__fi void CPU_INT( EE_EventType n, s32 ecycle)
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{
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if( n != 2 && cpuRegs.interrupt & (1<<n) ){ // 2 is Gif, and every path 3 masking game triggers this :/
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DevCon.Warning( "***** EE > Twice-thrown int on IRQ %d", n );
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}
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// EE events happen 8 cycles in the future instead of whatever was requested.
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// This can be used on games with PATH3 masking issues for example, or when
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// some FMV look bad.
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