Age | Commit message (Collapse) | Author |
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otherwise would need multiple calls to psxRcntUpdate() to get
overflow irq, but currently psxRcntUpdate() is only called once.
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we do it in core now
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this removes need to update each gpu plugin when this stuff is changed
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don't know why this is needed (having things like BIAS in mind),
maybe desyncs with cdrom code or SPU?
Tuned this on RE1.
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simplifies event handling code a bit
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makes rcnt1 hack impossible though, overclock PSX instead
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this may cause missed interrupts in very rare cases,
but performance penalty this makes is surely not worth it.
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old value ~1.4 was weird anyway
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no useful work is done on hsync, no reason to interrupt the recompiler
that often, set up events as needed.
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R1 redefined..
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http://www.gp32x.com/board/index.php?/topic/57973-pcsx-rearmed/page__view__findpost__p__952577
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still disable it in some cases (instead of fixing) to avoid
drifting from upstream projects too much.
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otherwise glitches happen if certain games are ran in a row.
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