mirror of https://github.com/PCSX2/pcsx2.git
parent
af19813d99
commit
b25bb59aea
|
@ -39694,15 +39694,6 @@ Compat = 5
|
||||||
Serial = SLUS-20935
|
Serial = SLUS-20935
|
||||||
Name = IHRA Professional Drag Racing 2005
|
Name = IHRA Professional Drag Racing 2005
|
||||||
Region = NTSC-U
|
Region = NTSC-U
|
||||||
[patches = F7C26EBF]
|
|
||||||
author=kozarovv
|
|
||||||
// This is quite interesting bug. Game take advantage of VU memory wrapping.
|
|
||||||
// All that work fine in pcsx2, excluding one BAL that always hit 0x3ff0. This is no issue per se,
|
|
||||||
// but due to way pcsx2 work this caused ton of unnecessary caching, and killed performance.
|
|
||||||
// Patch replace dmove a1, zero with li a1, 2. This simple trick make branch directly to 0x0 instead of 0x3ff0.
|
|
||||||
// To be honest it was new for me that VU support something like memory wrapping at all. Since all addresses created by that runtime always have -0x10 offset, adding 2 make them hit precisely what should be hit. This don't have any bad side effect.
|
|
||||||
patch=1,EE,0041D510,word,24050002
|
|
||||||
[/patches]
|
|
||||||
---------------------------------------------
|
---------------------------------------------
|
||||||
Serial = SLUS-20936
|
Serial = SLUS-20936
|
||||||
Name = UEFA Euro 2004
|
Name = UEFA Euro 2004
|
||||||
|
|
Loading…
Reference in New Issue