diff --git a/Source/Core/Core/Src/PowerPC/Interpreter/Interpreter_SystemRegisters.cpp b/Source/Core/Core/Src/PowerPC/Interpreter/Interpreter_SystemRegisters.cpp index bc7e37b533..5a199b56c8 100644 --- a/Source/Core/Core/Src/PowerPC/Interpreter/Interpreter_SystemRegisters.cpp +++ b/Source/Core/Core/Src/PowerPC/Interpreter/Interpreter_SystemRegisters.cpp @@ -293,7 +293,8 @@ void Interpreter::mfspr(UGeckoInstruction _inst) case SPR_WPAR: { - // If wpar_empty ever is false, Paper Mario hangs. Strange. + // TODO: If wpar_empty ever is false, Paper Mario hangs. Strange. + // Maybe WPAR is automatically flushed after a certain amount of time? bool wpar_empty = true; //GPFifo::IsEmpty(); if (!wpar_empty) rSPR(iIndex) |= 1; // BNE = buffer not empty diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp index 19692e25d3..f750313642 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp @@ -1201,6 +1201,7 @@ void Renderer::ApplyState(bool bUseDstAlpha) { if (bUseDstAlpha) { + // TODO: WTF is this crap? We're enabling color writing regardless of the actual GPU state here... D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA); D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false); if(bpmem.zmode.testenable && bpmem.zmode.updateenable)