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Add a resched delay to sceUtilitySavedataUpdate().
Looks like this really happens. Most games don't seem to care.
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@@ -74,13 +74,15 @@ int sceUtilitySavedataShutdownStart()
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int sceUtilitySavedataGetStatus()
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{
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return saveDialog.GetStatus();
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int status = saveDialog.GetStatus();
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DEBUG_LOG(HLE,"%08x=sceUtilitySavedataGetStatus()", status);
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return status;
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}
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int sceUtilitySavedataUpdate(int animSpeed)
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{
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DEBUG_LOG(HLE,"sceUtilitySavedataUpdate(%d)", animSpeed);
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return saveDialog.Update();
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return hleDelayResult(saveDialog.Update(), "savedata update", 300);
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}
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#define PSP_AV_MODULE_AVCODEC 0
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