* active), but before the game's handler loop reads I_STAT. The time
* window for this is quite small (~1k cycles of so). Apparently this
* somehow happens naturally on the real hardware.
* active), but before the game's handler loop reads I_STAT. The time
* window for this is quite small (~1k cycles of so). Apparently this
* somehow happens naturally on the real hardware.
CDRPLAYREAD_INT(cycles, 1);
SetPlaySeekRead(cdr.StatP, STATUS_SEEK);
CDRPLAYREAD_INT(cycles, 1);
SetPlaySeekRead(cdr.StatP, STATUS_SEEK);