diff --git a/Source/Core/DSPCore/Src/DSPAccelerator.cpp b/Source/Core/DSPCore/Src/DSPAccelerator.cpp index 525505b105..933fdb8f31 100644 --- a/Source/Core/DSPCore/Src/DSPAccelerator.cpp +++ b/Source/Core/DSPCore/Src/DSPAccelerator.cpp @@ -156,9 +156,10 @@ u16 dsp_read_accelerator() // Set address back to start address. Address = (gdsp_ifx_regs[DSP_ACSAH] << 16) | gdsp_ifx_regs[DSP_ACSAL]; - // Do we really need both? - DSPHost_InterruptRequest(); - DSPCore_SetException(EXP_2); + // Do we really need both? (nakee: seems to cause problems with some + // AX games) + // DSPHost_InterruptRequest(); + // DSPCore_SetException(EXP_2); DSPCore_SetException(EXP_ACCOV); // Somehow, YN1 and YN2 must be initialized with their "loop" values, diff --git a/Source/Core/DSPCore/Src/DSPHWInterface.cpp b/Source/Core/DSPCore/Src/DSPHWInterface.cpp index 096ab9a226..d83c93814a 100644 --- a/Source/Core/DSPCore/Src/DSPHWInterface.cpp +++ b/Source/Core/DSPCore/Src/DSPHWInterface.cpp @@ -161,7 +161,7 @@ void gdsp_ifx_write(u16 addr, u16 val) break; case 0xd3: // ZeldaUnk (accelerator WRITE) - NOTICE_LOG(DSPLLE, "Write To ZeldaUnk pc=%04x (%04x)", g_dsp.pc, val); + // NOTICE_LOG(DSPLLE, "Write To ZeldaUnk pc=%04x (%04x)", g_dsp.pc, val); dsp_write_aram_d3(val); break; @@ -215,7 +215,7 @@ u16 gdsp_ifx_read(u16 addr) return dsp_read_accelerator(); case 0xd3: - NOTICE_LOG(DSPLLE, "Read from ZeldaUnk pc=%04x", g_dsp.pc); + //NOTICE_LOG(DSPLLE, "Read from ZeldaUnk pc=%04x", g_dsp.pc); return dsp_read_aram_d3(); default: