nes-fix an old crusty wart of a scroll timing bug that grew while ppu was getting ported from fceux
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@ -1,4 +1,7 @@
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//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.
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//TODO - better sprite hit handling (be sure to test world runner)
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//http://nesdev.parodius.com/bbs/viewtopic.php?t=626
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//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.
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//static const byte powerUpPalette[] =
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//{
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@ -370,7 +370,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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if (sl == 0 && ppur.status.cycle == 304)
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{
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runppu(1);
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ppur.install_latches();
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if (reg_2001.PPUON) ppur.install_latches();
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runppu(1);
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garbage_todo = 0;
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}
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@ -378,7 +378,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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{
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runppu(1);
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//at 257: 3d world runner is ugly if we do this at 256
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ppur.install_h_latches();
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if (reg_2001.PPUON) ppur.install_h_latches();
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runppu(1);
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garbage_todo = 0;
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}
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@ -422,11 +422,6 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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ppuphase = PPUPHASE.BG;
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//so.. this is the end of hblank. latch horizontal scroll values
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//do it cycle at 251
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if (reg_2001.PPUON && sl != 0)
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ppur.install_h_latches();
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//I'm unclear of the reason why this particular access to memory is made.
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//The nametable address that is accessed 2 times in a row here, is also the
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//same nametable address that points to the 3rd tile to be rendered on the
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