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CDROM: Further refine interrupt delay
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@ -60,7 +60,7 @@ enum : u32
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MAX_FAST_FORWARD_RATE = 12,
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FAST_FORWARD_RATE_STEP = 4,
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MINIMUM_INTERRUPT_DELAY = 5000,
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MINIMUM_INTERRUPT_DELAY = 6000,
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INTERRUPT_DELAY_CYCLES = 2000,
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};
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@ -1200,12 +1200,14 @@ void CDROM::QueueDeliverAsyncInterrupt()
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// interrupt, then read the FIFO. If an INT1 comes in during that time, it'll read the INT1 response
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// instead of the INT3 response, and the game gets confused. So, we just delay INT1s a bit, if there
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// has been any recent INT3s - give it enough time to read the response out. The real console does
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// something similar anyway, the INT1 task won't run immediately after the INT3 is cleared.
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// something similar anyway, the INT1 task won't run immediately after the INT3 is cleared. We use
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// the response FIFO being empty as a second heuristic, to avoid very late INT1s that cause early
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// buffer loads and sector retries in other games, like Lego Racers PAL.
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DebugAssert(HasPendingAsyncInterrupt());
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// underflows here are okay
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const u32 diff = System::GetGlobalTickCounter() - s_last_interrupt_time;
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if (diff >= MINIMUM_INTERRUPT_DELAY)
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if (diff >= MINIMUM_INTERRUPT_DELAY || s_response_fifo.IsEmpty())
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{
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DeliverAsyncInterrupt(nullptr, 0, 0);
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}
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