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Protection now works for ecax.
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416fead447
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@ -604,7 +604,7 @@ UINT32 CModel3::ReadSecurity(unsigned reg)
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data = (vs298Security[securityPtr++] << 16);
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securityPtr %= (sizeof(vs298Security)/sizeof(UINT16));
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}
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else if (!strcmp(Game->id, "eca"))
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else if (!strcmp(Game->id, "eca") || !strcmp(Game->id, "ecax"))
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{
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data = (ecaSecurity[securityPtr++] << 16);
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securityPtr %= (sizeof(ecaSecurity)/sizeof(UINT16));
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@ -2101,7 +2101,7 @@ void CModel3::RunMainBoardFrame(void)
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{
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// Run the PowerPC for a frame
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ppc_execute(ppcFrequency/60-10000);
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printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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// VBlank
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TileGen.BeginFrame();
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@ -2109,7 +2109,7 @@ printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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GPU.RenderFrame();
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IRQ.Assert(0x02);
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ppc_execute(10000); // TO-DO: Vblank probably needs to be longer. Maybe that's why some games run too fast/slow
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printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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/*
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* Sound:
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@ -2144,7 +2144,7 @@ printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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}
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}
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//printf("\t-- END --\n");
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printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
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// End frame
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GPU.EndFrame();
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