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GBA: Process multiple timer events at once, if necessary
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@ -122,6 +122,7 @@ Misc:
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- Qt: Set window path to loaded ROM
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- GBA Memory: Run multiple DMAs in a tight loop if they all occur before present
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- GBA Audio: Process multiple audio events at once, if necessary
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- GBA: Process multiple timer events at once, if necessary
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0.2.1: (2015-05-13)
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Bugfixes:
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@ -244,7 +244,7 @@ static int32_t GBATimersProcessEvents(struct GBA* gba, int32_t cycles) {
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if (timer->enable) {
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timer->nextEvent -= cycles;
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timer->lastEvent -= cycles;
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if (timer->nextEvent <= 0) {
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while (timer->nextEvent <= 0) {
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timer->lastEvent = timer->nextEvent;
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timer->nextEvent += timer->overflowInterval;
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gba->memory.io[REG_TM0CNT_LO >> 1] = timer->reload;
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@ -103,6 +103,10 @@ bool GBADeserialize(struct GBA* gba, const struct GBASerializedState* state) {
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GBALog(gba, GBA_LOG_WARN, "Savestate is corrupted: overflowInterval is negative");
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error = true;
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}
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if (state->timers[0].nextEvent < 0 || state->timers[1].nextEvent < 0 || state->timers[2].nextEvent < 0 || state->timers[3].nextEvent < 0) {
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GBALog(gba, GBA_LOG_WARN, "Savestate is corrupted: timer nextEvent is negative");
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error = true;
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}
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if (state->audio.eventDiff < 0) {
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GBALog(gba, GBA_LOG_WARN, "Savestate is corrupted: audio eventDiff is negative");
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error = true;
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