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*Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:37, 12 February 2023 (CET)
*Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:37, 12 February 2023 (CET)
== Games with suspected DMA issues ==
List of games with DMA issues that are currently unfixed:
* '''Reveal Fantasia (SLPS-25094)'''
** DMA timing issue due to GIF transfers of (mostly) text data, arising from GRBAT_set functions which set data to transfer(?).
** Recently fixed in PCSX2 with Instant DMA.
** Currently fixed with added loop on EE so GIF DMA is not overwritten too fast.
* '''Street Fighter EX3 (SLPS-20003, SLUS-20130, SLES-50072)'''
** DMA timing issue due to GIF transfer of 2D HUD data. Freezes at the start or close to the start of the HUD showing. SLPS-20003 freezes a lot less consistently, most likely timing differences due to unoptimized assembly code.
** Current fix skips 2D HUD rendering and in turn fixes freezing issues.
* '''Melty Blood games, Arcana Heart games'''
** PCSX2 has similar issue with possible freeze during Actress Again logo intro, but netemu behaves a bit differently. It is most likely fixed with Instant DMA on PCSX2 (needs confirmation).
** Actress Again intro freezes later than PCSX2. Actress Again intro freezes at random points, and some stages/character select/character intros also freeze.
** Currently fixed with delay loop to sceDmaSend (the "kozarovv" hook).
* '''Scandal (SCPS-15001)'''
** Glitched textures.
** Recently fixed in PCSX2 with Instant DMA, also fixed with EE Timing Hack.
** Confirmed to be GIF DMA issue, caused by lack of EE data cache emulation.
** Currently fixed with delay loop to sceDmaSend (the "kozarovv" hook).
All games have been tested with command 0x01 GIF/VIF1 hooks to no avail.
* '''Discussion'''
I decided to port RF config to Street Fighter 3 EX (SLUS), this way we should be able to check if that's really timing issue. Config work same way as before 00 20 19 24 is loop count (cur. 0x2000, max 0x7FFF) --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 18:25, 2 January 2023 (UTC)
0a 00 00 00 07 00 00 00 50 44 16 00 20 ff bd 27
f0 ff 03 08 54 44 16 00 80 00 b5 ff 20 ff bd 27
c0 ff 0f 00 00 00 00 00 00 20 19 24 c4 ff 0f 00
00 00 00 00 ff ff 19 14 c8 ff 0f 00 00 00 00 00
ff ff 39 27 cc ff 0f 00 00 00 00 00 16 91 05 08
d0 ff 0f 00 00 00 00 00 80 00 b5 ff
* I will have to test more, but 0x2000 slows down the gameplay a bit but seems to fix the freezes. Around 0x1800 or lower seems to still freeze, albeit less quicker. I was at least able to play through the first two stages at 0x2000 with some slowdown and did not get any freezes. The original "fix" was 0x10 command on the mul.s in that function, which slowed down the gameplay and completely fixed the freeze, so this may also be doing something similar to that, or this could be the best fix we can get as it can be dynamic changed to faster/slower for testing. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:16, 4 January 2023 (UTC)


== Games with EE threading/interrupt issues ==
== Games with EE threading/interrupt issues ==
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