Jake.Stine f1fb7810be Correct handling of FINISH events on the GIFpath; the FINISH is not posted until *after* all GIFpaths have been drained (nloop is 0 and EOP is 1). This fixes Ys6 bootup hangs.
Note: I'm reasonably sure this is the correct implementation for FINISH.  There's a *good* chance this could cause regressions in some other games that use PATH3 or other DMA tricks.  This will likely be due to hacks or bugs in the GIF/VIF dma code, and not FINISH.  That is, we've been catering to a broken FINISH tag this entire time -- basically telling games the GS paths are clear when they're not. ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3320 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-06-27 02:24:00 +00:00
2010-06-22 13:30:36 +00:00
2010-06-25 02:54:54 +00:00
2010-06-23 15:45:05 +00:00
2010-06-15 13:07:29 +00:00
2010-05-30 02:00:19 +00:00
2010-06-22 13:30:36 +00:00
S
Description
PCSX2 - The Playstation 2 Emulator
702 MiB
0 Stars 1 Watchers 0 Forks
Languages
C++ 88.5%
C 2.8%
HTML 2.5%
GLSL 1.2%
Objective-C++ 1%
Other 3.8%