commodore64: adjusted BA timing for PAL (it was taking one cycle too many), makes a lot of timing-sensitive games and demos run better

This commit is contained in:
saxxonpike 2012-11-28 21:09:45 +00:00
parent 0aba12b6f8
commit 27217f119d
2 changed files with 3 additions and 2 deletions

View File

@ -180,7 +180,7 @@ namespace BizHawk.Emulation.Computers.Commodore64.MOS
0x0887, 0x0887, 0x0887, 0x0887,
0x0000, 0x0000, 0x0000, 0x0000,
0x1000, 0x1000, 0x0000, 0x0000,
0x1000, 0x1000, 0x1000, 0x1000,
0x1000, 0x1000, 0x1000, 0x1000,
0x1000, 0x1000, 0x1000, 0x1000,

View File

@ -410,6 +410,7 @@ namespace BizHawk.Emulation.Computers.Commodore64.MOS
else else
{ {
dataC = 0; dataC = 0;
bufferC[vmli] = dataC;
} }
break; break;
case 0x0300: case 0x0300:
@ -617,7 +618,7 @@ namespace BizHawk.Emulation.Computers.Commodore64.MOS
// fill shift register // fill shift register
if (xOffset == xScroll) if (xOffset == xScroll)
{ {
if (displayIndex < 40) if (displayIndex < 40 && !idle)
{ {
displayC = bufferC[displayIndex]; displayC = bufferC[displayIndex];
sr |= bufferG[displayIndex]; sr |= bufferG[displayIndex];