diff --git a/Core/HLE/sceGe.cpp b/Core/HLE/sceGe.cpp index 1ac6ea307d..697f6d3390 100644 --- a/Core/HLE/sceGe.cpp +++ b/Core/HLE/sceGe.cpp @@ -408,6 +408,7 @@ int sceGeListSync(u32 displayListID, u32 mode) { static u32 sceGeDrawSync(u32 mode) { //wait/check entire drawing state + hleEatCycles(500000); //HACK(?) : Potential fix for Crash Tag Team Racing and a few Gundam games DEBUG_LOG(SCEGE, "sceGeDrawSync(mode=%d) (0=wait for completion, 1=peek)", mode); return gpu->DrawSync(mode); } diff --git a/Core/HLE/scePower.cpp b/Core/HLE/scePower.cpp index 1eab69d49d..9e85693f67 100644 --- a/Core/HLE/scePower.cpp +++ b/Core/HLE/scePower.cpp @@ -332,11 +332,8 @@ static int sceKernelVolatileMemLock(int type, u32 paddr, u32 psize) { switch (error) { case 0: - // HACK: This fixes Crash Tag Team Racing. // Should only wait 1200 cycles though according to Unknown's testing, - // and with that it's still broken. So it's not this, unfortunately. - // Leaving it in for the 0.9.8 release anyway. - hleEatCycles(500000); + hleEatCycles(1200); DEBUG_LOG(HLE, "sceKernelVolatileMemLock(%i, %08x, %08x) - success", type, paddr, psize); break;