Updated cotton's MARK test, the last one completely killed Max Payne, explained why in the file.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2743 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
refraction 2010-03-19 01:30:35 +00:00
parent 4f6cbe476d
commit c475b36daa
1 changed files with 18 additions and 6 deletions

View File

@ -24,9 +24,9 @@
// Doesn't stall if the next vifCode is the Mark command
_vifT bool runMark(u32* &data) {
if (vifX.vifpacketsize && (((data[0]>>24)&0x7f)==7)) {
Console.WriteLn("Vif%d: Running Mark after I-bit", idx);
return 0; // No Stall?
if (((vifXRegs->code >> 24) & 0x7f) == 0x7) {
Console.WriteLn("Vif%d: Running Mark with I-bit", idx);
return 1; // No Stall?
}
return 1; // Stall
}
@ -38,12 +38,21 @@ _vifT bool analyzeIbit(u32* &data, int iBit) {
vifX.irq++;
// On i-bit, the command is run, vif stalls etc,
// however if the vifcode is MARK, you do NOT stall, just send IRQ. - Max Payne shows this up.
if((vifX.cmd & 0x7f) == 0x7) return 0;
//if(((vifXRegs->code >> 24) & 0x7f) == 0x7) return 0;
// If we have a vifcode with i-bit, the following instruction
// should stall unless its MARK?.. we test that case here...
// Not 100% sure if this is the correct behavior, so printing
// a console message to see games that use this. (cottonvibes)
// Okay did some testing with Max Payne, it does this
// VifMark value = 0x666 (i know, evil!)
// NOP with I Bit
// VifMark value = 0
//
// If you break after the 2nd Mark has run, the game reports invalid mark 0 and the game dies.
// So it has to occur here, testing a theory that it only doesn't stall if the command with
// the iBit IS mark, but still sends the IRQ to let the cpu know the mark is there. (Refraction)
return runMark<idx>(data);
}
return 0;
@ -103,8 +112,11 @@ _vifT _f bool vifTransfer(u32 *data, int size) {
if (vifX.irq && vifX.cmd == 0) {
//DevCon.WriteLn("Vif IRQ!");
vifX.vifstalled = true;
vifXRegs->stat.VIS = true; // Note: commenting this out fixes WALL-E?
if(((vifXRegs->code >> 24) & 0x7f) != 0x7)
{
vifX.vifstalled = true;
vifXRegs->stat.VIS = true; // Note: commenting this out fixes WALL-E?
}
if (!vifXch->qwc && !vifX.irqoffset) vifX.inprogress = 0;
return false;