Quote:
Originally Posted by NHervé
I found an interesting thing with Rayman DS : this game uses DMAs in Repeat mode, and DeSmuME doesn't seem to support this feature. I'll try to implement it, maybe it's the cause of the vertices with zero-coords, data overwriting and a lot of other strange memory operations.
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Afaik, it's supported.
Source code reference (line 2838-2839):
Code:
if(!(MMU.DMACrt[proc][num]&(1<<25)))
MMU.DMAStartTime[proc][num] = 0;