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Fix previously working programs
Posted on 2006-08-26 00:00:00 |
Found the right place to call the function that flips the buffers : each time something is written to DISPFBx the buffers are flipped. This method works with the 3 games and it even seems to work with the demos that use double buffering. We'll need to add an option to force the flipping of the buffers every v-sync though, because some demos don't display anything at all with this new method.
Also fixed the crashing problem in Atelier Iris. Nothing of the threading stuff was touched... A small memory bound enforcement in the GS memory address handlers did the trick. Fixed a bug with the threading stuff that was causing some demos not to start properly. The last thing I want to do is to make the PADMAN IOP module able to select which pad data structure to use depending on the version of the module requested. I've started working on it, and I hope to have it done tomorrow. |