nes-fix an old crusty wart of a scroll timing bug that grew while ppu was getting ported from fceux

This commit is contained in:
zeromus 2012-03-08 07:50:16 +00:00
parent e973533b48
commit 137522691c
2 changed files with 6 additions and 8 deletions

View File

@ -1,4 +1,7 @@
//blargg: Reading from $2007 when the VRAM address is $3fxx will fill the internal read buffer with the contents at VRAM address $3fxx, in addition to reading the palette RAM.
//TODO - better sprite hit handling (be sure to test world runner)
//http://nesdev.parodius.com/bbs/viewtopic.php?t=626
//blargg: Reading from $2007 when the VRAM address is $3fxx will fill the internal read buffer with the contents at VRAM address $3fxx, in addition to reading the palette RAM.
//static const byte powerUpPalette[] =
//{

View File

@ -370,7 +370,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo
if (sl == 0 && ppur.status.cycle == 304)
{
runppu(1);
ppur.install_latches();
if (reg_2001.PPUON) ppur.install_latches();
runppu(1);
garbage_todo = 0;
}
@ -378,7 +378,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo
{
runppu(1);
//at 257: 3d world runner is ugly if we do this at 256
ppur.install_h_latches();
if (reg_2001.PPUON) ppur.install_h_latches();
runppu(1);
garbage_todo = 0;
}
@ -422,11 +422,6 @@ namespace BizHawk.Emulation.Consoles.Nintendo
ppuphase = PPUPHASE.BG;
//so.. this is the end of hblank. latch horizontal scroll values
//do it cycle at 251
if (reg_2001.PPUON && sl != 0)
ppur.install_h_latches();
//I'm unclear of the reason why this particular access to memory is made.
//The nametable address that is accessed 2 times in a row here, is also the
//same nametable address that points to the 3rd tile to be rendered on the