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VIF: Hack for Dynasty Warriors 5 Empires. Completely harmless hack to make sure we aren't still waiting for PATH 2 data after a VIF reset. Something really odd is going off with the VIF packets in this game (probably SIF or something), but until we know what, this'll do.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5553 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -21,6 +21,7 @@
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#include "GS.h"
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#include "Gif.h"
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#include "MTVU.h"
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#include "Gif_Unit.h"
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__aligned16 vifStruct vif0, vif1;
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@ -179,6 +180,27 @@ __fi void vif1FBRST(u32 value) {
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vif1.done = true;
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vif1ch.chcr.STR = false;
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//HACK!! Dynasty Warriors 5 Empires has some sort of wierd packet alignment thing going off, meaning
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//the packet ends before the DirectHL in progress has finished. Not sure what causes that, but the GIF
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//Unit is still waiting for more data, so we have to "pretend" it is finished when the game issues a reset
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//which it does without causing any pauses.
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//In most cases, this will never ever happen, so doing the following won't matter.
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if(!gifUnit.gifPath[GIF_PATH_2].isDone())
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{
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DevCon.Warning("VIF1 FBRST While GIF Path2 is waiting for data!");
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gifUnit.gifPath[GIF_PATH_2].state = GIF_PATH_IDLE;
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gifUnit.gifPath[GIF_PATH_2].curSize = gifUnit.gifPath[GIF_PATH_2].curOffset;
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if( gifRegs.stat.APATH == 2)
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{
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gifRegs.stat.APATH = 0;
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gifRegs.stat.OPH = 0;
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vif1Regs.stat.VGW = false; //Let vif continue if it's stuck on a flush
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if(gifUnit.checkPaths(1,0,1)) gifUnit.Execute(false, true);
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}
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}
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#if USE_OLD_GIF == 1 // ...
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if(vif1Regs.mskpath3 == 1 && GSTransferStatus.PTH3 == STOPPED_MODE && gifch.chcr.STR == true) {
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DevCon.Warning("VIF Path3 Resume on FBRST MSK = %x", vif1Regs.mskpath3);
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@ -267,7 +267,7 @@ __fi void vif1Interrupt()
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g_vif1Cycles = 0;
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if( gifRegs.stat.APATH == 2 && gifUnit.gifPath[1].isDone())
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if( gifRegs.stat.APATH == 2 && gifUnit.gifPath[GIF_PATH_2].isDone())
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{
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gifRegs.stat.APATH = 0;
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gifRegs.stat.OPH = 0;
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