use=OpBase(op,size);\r
if (op!=use) { OpUse(op,use); return 0; } // Use existing handler\r
\r
- OpStart(op,ea); Cycles=size<2?4:6;\r
- if(ea >= 0x10) {\r
- Cycles*=2;\r
-#if CYCLONE_FOR_GENESIS\r
- // This is same as in Starscream core, CLR uses only 6 cycles for memory EAs.\r
- // May be this is similar case as with TAS opcode, but this time the dummy\r
- // read is ignored somehow? Without this hack Fatal Rewind hangs even in Gens.\r
- if(type==1&&size<2) Cycles-=2;\r
-#endif\r
- }\r
+ OpStart(op,ea); Cycles=size<2?4:6;\r
+ if(ea >= 0x10) Cycles*=2;\r
\r
EaCalc (10,0x003f,ea,size,0,0);\r
\r
ot("\n");\r
}\r
\r
+ if (type==1) eawrite_check_addrerr=1;\r
EaWrite(10, 1,ea,size,0x003f,0,0);\r
\r
OpEnd(ea);\r
\r
ot("\n");\r
\r
+ eawrite_check_addrerr=1;\r
EaCalc (0,0x003f, ea,size,0,0);\r
EaWrite(0, 1, ea,size,0x003f,0,0);\r
\r
- OpEnd(ea,0,changed_cycles);\r
+ opend_op_changes_cycles=changed_cycles;\r
+ OpEnd(ea,0);\r
return 0;\r
}\r
\r
\r
EaWrite(10, 0, ea,size,0x0007,1);\r
\r
- OpEnd(ea,0,count<0);\r
+ opend_op_changes_cycles = (count<0);\r
+ OpEnd(ea,0);\r
\r
return 0;\r
}\r