diff --git a/Source/Core/Core/PowerPC/Interpreter/Interpreter_LoadStore.cpp b/Source/Core/Core/PowerPC/Interpreter/Interpreter_LoadStore.cpp index ee28c5f540..86d42e3239 100644 --- a/Source/Core/Core/PowerPC/Interpreter/Interpreter_LoadStore.cpp +++ b/Source/Core/Core/PowerPC/Interpreter/Interpreter_LoadStore.cpp @@ -339,7 +339,7 @@ void Interpreter::dcbi(UGeckoInstruction _inst) // The following detects a situation where the game is writing to the dcache at the address being DMA'd. As we do not // have dcache emulation, invalid data is being DMA'd causing audio glitches. The following code detects this and - // enables the DMA to complete instantly before the invalid data is written. + // enables the DMA to complete instantly before the invalid data is written. Resident Evil 2 & 3 trigger this. u64 dma_in_progress = DSP::DMAInProgress(); if (dma_in_progress != 0) { diff --git a/Source/Core/Core/State.cpp b/Source/Core/Core/State.cpp index 737a3eb50f..8d05d01fbc 100644 --- a/Source/Core/Core/State.cpp +++ b/Source/Core/Core/State.cpp @@ -63,7 +63,7 @@ static Common::Event g_compressAndDumpStateSyncEvent; static std::thread g_save_thread; // Don't forget to increase this after doing changes on the savestate system -static const u32 STATE_VERSION = 34; +static const u32 STATE_VERSION = 35; enum {