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Adjust cycle counts so they are accurate to the jit block level
Previously GlobalTimer was only updated at the end of each slice when CoreTiming::Advance() was called, so it could be upto 20,000 cycles off. This was causing huge problems with games which made heavy use of the time base register, such as OoT (virtual console) and Pokemon puzzle. I've also made it so event scheduling will be accurate to the jit block level, instead of accurate to the slice.
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@ -34,6 +34,7 @@ void Shutdown();
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typedef void (*TimedCallback)(u64 userdata, int cyclesLate);
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// This should only be called from the CPU thread, if you are calling it any other thread, you are doing something evil
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u64 GetTicks();
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u64 GetIdleTicks();
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@ -79,5 +80,6 @@ void SetFakeTBStartTicks(u64 val);
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void ForceExceptionCheck(int cycles);
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extern int slicelength;
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extern float lastOCFactor;
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} // end of namespace
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