untested, but makes ff7 behave better with linked lists
(dither problem)
psxCpu->Clear(madr, cdsize / 4);
pTransfer += cdsize;
psxCpu->Clear(madr, cdsize / 4);
pTransfer += cdsize;
if( chcr == 0x11400100 ) {
if( chcr == 0x11400100 ) {
+ HW_DMA3_MADR = SWAPu32(madr + cdsize);
CDRDMA_INT( (cdsize/4) / 4 );
}
else if( chcr == 0x11000000 ) {
CDRDMA_INT( (cdsize/4) / 4 );
}
else if( chcr == 0x11000000 ) {
{
u32 start, end, main_ram;
{
u32 start, end, main_ram;
- size *= 4; /* PCSX uses DMA units */
+ size *= 4; /* PCSX uses DMA units (words) */
evprintf("ari64_clear %08x %04x\n", addr, size);
evprintf("ari64_clear %08x %04x\n", addr, size);
void psxDma4(u32 madr, u32 bcr, u32 chcr) { // SPU
u16 *ptr;
void psxDma4(u32 madr, u32 bcr, u32 chcr) { // SPU
u16 *ptr;
switch (chcr) {
case 0x01000201: //cpu to spu transfer
switch (chcr) {
case 0x01000201: //cpu to spu transfer
- SPU_writeDMAMem(ptr, (bcr >> 16) * (bcr & 0xffff) * 2, psxRegs.cycle);
- SPUDMA_INT((bcr >> 16) * (bcr & 0xffff) / 2);
+ words = (bcr >> 16) * (bcr & 0xffff);
+ SPU_writeDMAMem(ptr, words * 2, psxRegs.cycle);
+ HW_DMA4_MADR = SWAPu32(madr + words * 4);
+ SPUDMA_INT(words / 2);
return;
case 0x01000200: //spu to cpu transfer
return;
case 0x01000200: //spu to cpu transfer
- size = (bcr >> 16) * (bcr & 0xffff) * 2;
- SPU_readDMAMem(ptr, size, psxRegs.cycle);
- psxCpu->Clear(madr, size);
- break;
+ words = (bcr >> 16) * (bcr & 0xffff);
+ SPU_readDMAMem(ptr, words * 2, psxRegs.cycle);
+ psxCpu->Clear(madr, words);
+
+ HW_DMA4_MADR = SWAPu32(madr + words * 4);
+ SPUDMA_INT(words / 2);
+ return;
#ifdef PSXDMA_LOG
default:
#ifdef PSXDMA_LOG
default:
void psxDma2(u32 madr, u32 bcr, u32 chcr) { // GPU
u32 *ptr;
void psxDma2(u32 madr, u32 bcr, u32 chcr) { // GPU
u32 *ptr;
u32 size;
switch (chcr) {
u32 size;
switch (chcr) {
break;
}
// BA blocks * BS words (word = 32-bits)
break;
}
// BA blocks * BS words (word = 32-bits)
- size = (bcr >> 16) * (bcr & 0xffff);
- GPU_readDataMem(ptr, size);
- psxCpu->Clear(madr, size);
+ words = (bcr >> 16) * (bcr & 0xffff);
+ GPU_readDataMem(ptr, words);
+ psxCpu->Clear(madr, words);
+
+ HW_DMA2_MADR = SWAPu32(madr + words * 4);
// already 32-bit word size ((size * 4) / 4)
// already 32-bit word size ((size * 4) / 4)
return;
case 0x01000201: // mem2vram
return;
case 0x01000201: // mem2vram
break;
}
// BA blocks * BS words (word = 32-bits)
break;
}
// BA blocks * BS words (word = 32-bits)
- size = (bcr >> 16) * (bcr & 0xffff);
- GPU_writeDataMem(ptr, size);
+ words = (bcr >> 16) * (bcr & 0xffff);
+ GPU_writeDataMem(ptr, words);
+
+ HW_DMA2_MADR = SWAPu32(madr + words * 4);
// already 32-bit word size ((size * 4) / 4)
// already 32-bit word size ((size * 4) / 4)
return;
case 0x01000401: // dma chain
return;
case 0x01000401: // dma chain
if ((int)size <= 0)
size = gpuDmaChainSize(madr);
HW_GPU_STATUS &= ~PSXGPU_nBUSY;
if ((int)size <= 0)
size = gpuDmaChainSize(madr);
HW_GPU_STATUS &= ~PSXGPU_nBUSY;
+
+ // we don't emulate progress, just busy flag and end irq,
+ // so pretend we're already at the last block
+ HW_DMA2_MADR = SWAPu32(0xffffff);
+
// Tekken 3 = use 1.0 only (not 1.5x)
// Einhander = parse linked list in pieces (todo)
// Tekken 3 = use 1.0 only (not 1.5x)
// Einhander = parse linked list in pieces (todo)