mirror of https://github.com/PCSX2/pcsx2.git
"Fixed" the 2 games I have that suffer from the damage calculation bug by using the code of rpropMMI's mult1. This fix isn't final yet, but for the sake of testing... you know :p
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@339 a6443dda-0b58-4228-96e9-037be469359c
This commit is contained in:
parent
c26c73c44b
commit
e0a35a3aa6
|
@ -683,21 +683,32 @@ void rpropSPECIAL(EEINST* prev, EEINST* pinst)
|
||||||
case 24: // mult
|
case 24: // mult
|
||||||
// can do unsigned mult only if HI isn't used
|
// can do unsigned mult only if HI isn't used
|
||||||
|
|
||||||
//using this allocation for temp causes the emu to crash
|
////using this allocation for temp causes the emu to crash
|
||||||
//temp = (pinst->regs[XMMGPR_HI]&(EEINST_LIVE0|EEINST_LIVE1))?0:EEINST_MMX;
|
////temp = (pinst->regs[XMMGPR_HI]&(EEINST_LIVE0|EEINST_LIVE1))?0:EEINST_MMX;
|
||||||
temp = 0;
|
//temp = 0;
|
||||||
rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
|
//rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
|
||||||
rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
|
//rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
|
||||||
|
//rpropSetWrite(_Rd_, EEINST_LIVE1);
|
||||||
|
|
||||||
|
//// fixme - temp is always 0, so I doubt the next three lines are right. (arcum42)
|
||||||
|
|
||||||
|
//// Yep, its wrong. Using always 0 causes the wrong damage calculations in Soul Nomad.
|
||||||
|
//// This bug i very important to fix!! (rama)
|
||||||
|
//rpropSetRead(_Rs_, temp);
|
||||||
|
//rpropSetRead(_Rt_, temp);
|
||||||
|
//pinst->info |= temp;
|
||||||
|
//break;
|
||||||
|
|
||||||
|
//using the code of rpropMMI's mult1 for now which works for 2 games that would fail before (rama)
|
||||||
|
temp = (pinst->regs[XMMGPR_HI]&(EEINST_LIVE2))?0:EEINST_MMX;
|
||||||
|
rpropSetWrite0(XMMGPR_LO, EEINST_LIVE2, 0);
|
||||||
|
rpropSetWrite0(XMMGPR_HI, EEINST_LIVE2, 0);
|
||||||
rpropSetWrite(_Rd_, EEINST_LIVE1);
|
rpropSetWrite(_Rd_, EEINST_LIVE1);
|
||||||
|
|
||||||
// fixme - temp is always 0, so I doubt the next three lines are right. (arcum42)
|
|
||||||
|
|
||||||
// Yep, its wrong. Using always 0 causes the wrong damage calculations in Soul Nomad.
|
|
||||||
// This bug i very important to fix!! (rama)
|
|
||||||
rpropSetRead(_Rs_, temp);
|
rpropSetRead(_Rs_, temp);
|
||||||
rpropSetRead(_Rt_, temp);
|
rpropSetRead(_Rt_, temp);
|
||||||
pinst->info |= temp;
|
pinst->info |= temp;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 25: // multu
|
case 25: // multu
|
||||||
rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
|
rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
|
||||||
rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
|
rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
|
||||||
|
|
Loading…
Reference in New Issue