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Path3 Masking: Fix up some timing issues (now we have some lol) which made puzzle quest look even worse than it already did. also as a test i have enabled Intermittent transfer modes on GIF, however it's only very loosely working as it should, just enough so Puzzle Quest looks right.
If it slows things down too much (initial testing is showing minimal slowdowns), then we can always disable it again. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5560 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -112,7 +112,7 @@ __fi void gifInterrupt()
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}
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static u32 WRITERING_DMA(u32 *pMem, u32 qwc) {
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//qwc = min(qwc, 1024u);
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if(gifRegs.stat.IMT) qwc = std::min(qwc, 1024u);
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uint size = gifUnit.TransferGSPacketData(GIF_TRANS_DMA, (u8*)pMem, qwc*16) / 16;
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incGifChAddr(size);
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return size;
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@ -432,6 +432,14 @@ vifOp(vifCode_Nop) {
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GetVifX.cmd = 0;
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GetVifX.pass = 0;
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vifExecQueue(idx);
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if(GetVifX.vifpacketsize > 1)
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{
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if(((data[1] >> 24) & 0x7f) == 0x6) //is mskpath3 next
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{
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GetVifX.vifstalled.enabled = true;
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GetVifX.vifstalled.value = VIF_TIMING_BREAK;
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}
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}
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}
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pass3 { VifCodeLog("Nop"); }
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return 1;
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