Sacha d77632bfb0 Fix literal pools on games with very large code blocks (eg. Zero no Kieski).
Was flushing after an offset of 4088 which did not take in to account that a single MIPS instruction can turn in to numerous ARM instructions. Chose a safer value of 4020.
Was insta-flushing after reaching this offset value. Some code blocks are over 8K in size. Use a partialFlushOffset to keep track of when the next flush is required.
Was protecting flush branch manually. Can use B_CC(CC_AL) for this instead.
2013-03-07 02:25:27 +10:00
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2013-01-30 01:05:36 +01:00