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MMU: fix enhanced BAT support #908

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merged 1 commit into from Sep 2, 2014

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FioraAeterna
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I don't know what I can test this on, but it was definitely broken before.
Seems to be a few clock cycles faster too due to the refactoring?

@@ -841,63 +841,53 @@ static u32 TranslatePageAddress(const u32 _Address, const XCheckTLBFlag _Flag)
#define BAT_EA_11(v) ((v)&0x0ffe0000)
#define BAT_EA_4(v) ((v)&0xf0000000)

static inline bool CheckAddrBats(const u32 addr, u32& result, u32 batu, u32 spr)

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I don't know what I can test this on, but it was definitely broken before.
Seems to be a few clock cycles faster too due to the refactoring?
@FioraAeterna
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By the way if anyone knows any games that trigger this I would so love to know

@Linktothepast
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For Ultimate Spider-Man and Star Wars: Rogue Leader, Bat was enabled in the gameini with 3.5 dolphin.

Btw Fiora since you are trying to optimize Jit stuff, all Telltale games seem to be extremely cpu bound for some reason that it seems a bit off. Back to the future (wii) and Tales of Monkey Island (wiiware) are running extremely slow for example to the point Last Story seems nothing. Sorry for the offtopic btw.

@skidau
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skidau commented Sep 1, 2014

Code looks fine. No games made use of the secondary BAT to my knowledge.

@lioncash
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lioncash commented Sep 2, 2014

@FioraAeterna: This comment grants you the permission to merge this pull request whenever you think it is ready. After addressing the remaining comments, click this link to merge.


@dolphin-emu-bot allowmerge

dolphin-emu-bot added a commit that referenced this pull request Sep 2, 2014
@dolphin-emu-bot dolphin-emu-bot merged commit e5705a9 into dolphin-emu:master Sep 2, 2014
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