commodore64: adjusted BA timing for PAL (it was taking one cycle too many), makes a lot of timing-sensitive games and demos run better
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parent
0aba12b6f8
commit
27217f119d
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@ -180,7 +180,7 @@ namespace BizHawk.Emulation.Computers.Commodore64.MOS
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0x0887, 0x0887,
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0x0887, 0x0887,
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0x0000, 0x0000,
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0x0000, 0x0000,
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0x1000, 0x1000,
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0x0000, 0x0000,
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0x1000, 0x1000,
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0x1000, 0x1000,
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0x1000, 0x1000,
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0x1000, 0x1000,
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0x1000, 0x1000,
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0x1000, 0x1000,
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@ -410,6 +410,7 @@ namespace BizHawk.Emulation.Computers.Commodore64.MOS
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else
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else
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{
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{
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dataC = 0;
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dataC = 0;
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bufferC[vmli] = dataC;
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}
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}
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break;
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break;
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case 0x0300:
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case 0x0300:
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@ -617,7 +618,7 @@ namespace BizHawk.Emulation.Computers.Commodore64.MOS
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// fill shift register
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// fill shift register
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if (xOffset == xScroll)
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if (xOffset == xScroll)
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{
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{
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if (displayIndex < 40)
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if (displayIndex < 40 && !idle)
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{
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{
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displayC = bufferC[displayIndex];
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displayC = bufferC[displayIndex];
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sr |= bufferG[displayIndex];
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sr |= bufferG[displayIndex];
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