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Increased the savestate internal version.
Added a small note for instant dma.
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@ -339,7 +339,7 @@ void Interpreter::dcbi(UGeckoInstruction _inst)
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// The following detects a situation where the game is writing to the dcache at the address being DMA'd. As we do not
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// have dcache emulation, invalid data is being DMA'd causing audio glitches. The following code detects this and
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// enables the DMA to complete instantly before the invalid data is written.
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// enables the DMA to complete instantly before the invalid data is written. Resident Evil 2 & 3 trigger this.
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u64 dma_in_progress = DSP::DMAInProgress();
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if (dma_in_progress != 0)
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{
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@ -63,7 +63,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
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static std::thread g_save_thread;
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// Don't forget to increase this after doing changes on the savestate system
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static const u32 STATE_VERSION = 34;
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static const u32 STATE_VERSION = 35;
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enum
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{
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