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Fix regression with CdlPause (#209)
author
gameblabla
<gameblabla@users.noreply.github.com>
Mon, 30 Aug 2021 21:08:08 +0000
(21:08 +0000)
committer
GitHub
<noreply@github.com>
Mon, 30 Aug 2021 21:08:08 +0000
(
00:08
+0300)
libpcsxcore/cdrom.c
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diff --git
a/libpcsxcore/cdrom.c
b/libpcsxcore/cdrom.c
index
2d9d77f
..
7236179
100644
(file)
--- a/
libpcsxcore/cdrom.c
+++ b/
libpcsxcore/cdrom.c
@@
-722,14
+722,18
@@
void cdrInterrupt() {
InuYasha - Feudal Fairy Tale: slower
- Fixes battles
*/
InuYasha - Feudal Fairy Tale: slower
- Fixes battles
*/
- /* Gameblabla - Tightening the timings (as taken from Mednafen). */
+ /* Gameblabla - Tightening the timings (as taken from Duckstation).
+ * The timings from Duckstation are based upon hardware tests.
+ * Mednafen's timing don't work for Gundam Battle Assault 2 in PAL/50hz mode,
+ * seems to be timing sensitive as it can depend on the CPU's clock speed.
+ * */
if (cdr.DriveState != DRIVESTATE_STANDBY)
{
if (cdr.DriveState != DRIVESTATE_STANDBY)
{
- delay =
5
000;
+ delay =
7
000;
}
else
{
}
else
{
- delay = (
1124584 + (msf2sec(cdr.SetSectorPlay) * 42596 / (75 * 60))) * ((cdr.Mode & MODE_SPEED) ? 1 : 2
);
+ delay = (
((cdr.Mode & MODE_SPEED) ? 2 : 1) * (1000000)
);
CDRMISC_INT((cdr.Mode & MODE_SPEED) ? cdReadTime / 2 : cdReadTime);
}
AddIrqQueue(CdlPause + 0x100, delay);
CDRMISC_INT((cdr.Mode & MODE_SPEED) ? cdReadTime / 2 : cdReadTime);
}
AddIrqQueue(CdlPause + 0x100, delay);