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
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@ -683,21 +683,32 @@ void rpropSPECIAL(EEINST* prev, EEINST* pinst)
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case 24: // mult
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// can do unsigned mult only if HI isn't used
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//using this allocation for temp causes the emu to crash
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//temp = (pinst->regs[XMMGPR_HI]&(EEINST_LIVE0|EEINST_LIVE1))?0:EEINST_MMX;
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temp = 0;
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rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
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rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
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rpropSetWrite(_Rd_, EEINST_LIVE1);
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////using this allocation for temp causes the emu to crash
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////temp = (pinst->regs[XMMGPR_HI]&(EEINST_LIVE0|EEINST_LIVE1))?0:EEINST_MMX;
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//temp = 0;
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//rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
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//rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
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//rpropSetWrite(_Rd_, EEINST_LIVE1);
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// fixme - temp is always 0, so I doubt the next three lines are right. (arcum42)
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//// fixme - temp is always 0, so I doubt the next three lines are right. (arcum42)
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// Yep, its wrong. Using always 0 causes the wrong damage calculations in Soul Nomad.
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// This bug i very important to fix!! (rama)
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//// Yep, its wrong. Using always 0 causes the wrong damage calculations in Soul Nomad.
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//// This bug i very important to fix!! (rama)
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//rpropSetRead(_Rs_, temp);
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//rpropSetRead(_Rt_, temp);
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//pinst->info |= temp;
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//break;
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//using the code of rpropMMI's mult1 for now which works for 2 games that would fail before (rama)
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temp = (pinst->regs[XMMGPR_HI]&(EEINST_LIVE2))?0:EEINST_MMX;
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rpropSetWrite0(XMMGPR_LO, EEINST_LIVE2, 0);
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rpropSetWrite0(XMMGPR_HI, EEINST_LIVE2, 0);
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rpropSetWrite(_Rd_, EEINST_LIVE1);
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rpropSetRead(_Rs_, temp);
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rpropSetRead(_Rt_, temp);
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pinst->info |= temp;
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break;
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case 25: // multu
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rpropSetWrite(XMMGPR_LO, EEINST_LIVE1);
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rpropSetWrite(XMMGPR_HI, EEINST_LIVE1);
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