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Updated cotton's MARK test, the last one completely killed Max Payne, explained why in the file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2743 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -24,9 +24,9 @@
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// Doesn't stall if the next vifCode is the Mark command
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_vifT bool runMark(u32* &data) {
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if (vifX.vifpacketsize && (((data[0]>>24)&0x7f)==7)) {
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Console.WriteLn("Vif%d: Running Mark after I-bit", idx);
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return 0; // No Stall?
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if (((vifXRegs->code >> 24) & 0x7f) == 0x7) {
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Console.WriteLn("Vif%d: Running Mark with I-bit", idx);
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return 1; // No Stall?
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}
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return 1; // Stall
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}
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@ -38,12 +38,21 @@ _vifT bool analyzeIbit(u32* &data, int iBit) {
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vifX.irq++;
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// On i-bit, the command is run, vif stalls etc,
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// however if the vifcode is MARK, you do NOT stall, just send IRQ. - Max Payne shows this up.
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if((vifX.cmd & 0x7f) == 0x7) return 0;
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//if(((vifXRegs->code >> 24) & 0x7f) == 0x7) return 0;
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// If we have a vifcode with i-bit, the following instruction
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// should stall unless its MARK?.. we test that case here...
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// Not 100% sure if this is the correct behavior, so printing
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// a console message to see games that use this. (cottonvibes)
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// Okay did some testing with Max Payne, it does this
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// VifMark value = 0x666 (i know, evil!)
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// NOP with I Bit
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// VifMark value = 0
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//
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// If you break after the 2nd Mark has run, the game reports invalid mark 0 and the game dies.
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// So it has to occur here, testing a theory that it only doesn't stall if the command with
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// the iBit IS mark, but still sends the IRQ to let the cpu know the mark is there. (Refraction)
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return runMark<idx>(data);
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}
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return 0;
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@ -103,8 +112,11 @@ _vifT _f bool vifTransfer(u32 *data, int size) {
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if (vifX.irq && vifX.cmd == 0) {
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//DevCon.WriteLn("Vif IRQ!");
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vifX.vifstalled = true;
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vifXRegs->stat.VIS = true; // Note: commenting this out fixes WALL-E?
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if(((vifXRegs->code >> 24) & 0x7f) != 0x7)
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{
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vifX.vifstalled = true;
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vifXRegs->stat.VIS = true; // Note: commenting this out fixes WALL-E?
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}
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if (!vifXch->qwc && !vifX.irqoffset) vifX.inprogress = 0;
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return false;
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