cdrom: drop the propagation thing
authornotaz <notasas@gmail.com>
Sun, 19 Jan 2025 20:58:28 +0000 (22:58 +0200)
committernotaz <notasas@gmail.com>
Mon, 20 Jan 2025 20:09:42 +0000 (22:09 +0200)
It does more harm than good by causing instability.
Maybe make it optional someday.

libpcsxcore/cdrom.c

index e834275..6874816 100644 (file)
@@ -663,6 +663,8 @@ static int msfiEq(const u8 *a, const u8 *b)
 
 void cdrPlayReadInterrupt(void)
 {
+       // this works but causes instability for timing sensitive games
+#if 0
        int hit = cdra_prefetch(cdr.SetSectorPlay[0], cdr.SetSectorPlay[1], cdr.SetSectorPlay[2]);
        if (!hit && cdr.PhysCdPropagations < 75/2) {
                // this propagates the real cdrom delays to the emulated game
@@ -670,7 +672,7 @@ void cdrPlayReadInterrupt(void)
                cdr.PhysCdPropagations++;
                return;
        }
-
+#endif
        cdr.LastReadSeekCycles = psxRegs.cycle;
 
        if (cdr.Reading) {