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@ -49,15 +49,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else if (addr < 0x9800)
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{
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return CHR_RAM[addr - 0x8000];
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if (ppu.VRAM_access_read) { return CHR_RAM[addr - 0x8000]; }
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else { return 0xFF; }
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}
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else if (addr < 0x9C00)
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{
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return BG_map_1[addr - 0x9800];
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if (ppu.VRAM_access_read) { return BG_map_1[addr - 0x9800]; }
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else { return 0xFF; }
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}
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else if (addr < 0xA000)
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{
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return BG_map_2[addr - 0x9C00];
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if (ppu.VRAM_access_read) { return BG_map_2[addr - 0x9C00]; }
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else { return 0xFF; }
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}
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else if (addr < 0xC000)
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{
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@ -71,9 +74,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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return RAM[addr - 0xE000];
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}
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else if (addr < 0xFEA0 && ppu.OAM_access)
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else if (addr < 0xFEA0)
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{
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return OAM[addr - 0xFE00];
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if (ppu.OAM_access_read) { return OAM[addr - 0xFE00]; }
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else { return 0xFF; }
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}
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else if (addr < 0xFF00)
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{
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@ -117,15 +121,15 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else if (addr < 0x9800)
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{
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CHR_RAM[addr - 0x8000] = value;
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if (ppu.VRAM_access_write) { CHR_RAM[addr - 0x8000] = value; }
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}
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else if (addr < 0x9C00)
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{
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BG_map_1[addr - 0x9800] = value;
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if (ppu.VRAM_access_write) { BG_map_1[addr - 0x9800] = value; }
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}
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else if (addr < 0xA000)
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{
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BG_map_2[addr - 0x9C00] = value;
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if (ppu.VRAM_access_write) { BG_map_2[addr - 0x9C00] = value; }
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}
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else if (addr < 0xC000)
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{
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@ -139,9 +143,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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RAM[addr - 0xE000] = value;
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}
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else if (addr < 0xFEA0 && ppu.OAM_access)
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else if (addr < 0xFEA0)
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{
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OAM[addr - 0xFE00] = value;
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if (ppu.OAM_access_write) { OAM[addr - 0xFE00] = value; }
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}
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else if (addr < 0xFF00)
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{
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@ -39,15 +39,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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public bool LCD_was_off;
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public bool stat_line;
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public bool stat_line_old;
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public bool hbl_set_once;
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public int hbl_countdown;
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// OAM scan
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public bool OAM_access;
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public bool OAM_access_read;
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public bool OAM_access_write;
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public int OAM_scan_index;
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public int SL_sprites_index;
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public int[] SL_sprites = new int[40];
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public int write_sprite;
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public bool no_scan;
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// render
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public bool VRAM_access;
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public bool VRAM_access_read;
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public bool VRAM_access_write;
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public int read_case;
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public int internal_cycle;
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public int y_tile;
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@ -166,7 +169,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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if (DMA_clock >= 4)
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{
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OAM_access = false;
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OAM_access_read = false;
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if ((DMA_clock % 4) == 1)
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{
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// the cpu can't access memory during this time, but we still need the ppu to be able to.
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@ -194,13 +197,51 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (DMA_clock==648)
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{
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DMA_start = false;
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OAM_access = true;
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OAM_access_read = true;
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}
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}
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// the ppu only does anything if it is turned on via bit 7 of LCDC
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if (LCDC.Bit(7))
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{
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// start the next scanline
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if (cycle == 456)
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{
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cycle = 0;
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LY += LY_inc;
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no_scan = false;
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// here is where LY = LYC gets cleared (but only if LY isnt 0 as that's a special case
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if (LY_inc == 1)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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}
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if (LY == 0 && LY_inc == 0)
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{
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LY_inc = 1;
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Core.in_vblank = false;
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VBL_INT = false;
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// special note here, the y coordiate of the window is kept if the window is deactivated
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// meaning it will pick up where it left off if re-enabled later
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// so we don't reset it in the scanline loop
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window_y_tile = 0;
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window_y_tile_inc = 0;
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window_started = false;
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}
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Core.cpu.LY = LY;
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if (LY == 144)
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{
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Core.in_vblank = true;
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}
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}
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// exit vblank if LCD went from off to on
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if (LCD_was_off)
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{
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@ -211,6 +252,12 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// we exit vblank into mode 0 for 4 cycles
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// but no hblank interrupt, presumably this only happens transitioning from mode 3 to 0
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STAT &= 0xFC;
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// also the LCD doesn't turn on right away
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// also, the LCD does not enter mode 2 on scanline 0 when first turned on
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no_scan = true;
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cycle = 8;
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}
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// the VBL stat is continuously asserted
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@ -256,26 +303,88 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (!Core.in_vblank)
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{
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if (cycle == 4)
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if (no_scan)
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{
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// here mode 2 will be set to true and interrupts fired if enabled
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STAT &= 0xFC;
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STAT |= 0x2;
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if (STAT.Bit(5)) { OAM_INT = true; }
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HBL_INT = false;
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}
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// timings are slightly different if we just turned on the LCD
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// there is no mode 2 (presumably it missed the trigger)
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// mode 3 is very short, probably in some self test mode before turning on?
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if (cycle >= 4 && cycle < 84)
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{
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// here OAM scanning is performed
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OAM_scan(cycle - 4);
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if (cycle == 12)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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if (LY == LYC)
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{
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// set STAT coincidence FLAG and interrupt flag if it is enabled
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STAT |= 0x04;
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if (STAT.Bit(6)) { LYC_INT = true; }
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}
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}
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if (cycle == 84)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_read = false;
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OAM_access_write = false;
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VRAM_access_read = false;
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VRAM_access_write = false;
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}
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if (cycle == 256)
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{
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STAT &= 0xFC;
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OAM_INT = false;
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if (STAT.Bit(3)) { HBL_INT = true; }
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OAM_access_read = true;
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OAM_access_write = true;
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VRAM_access_read = true;
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VRAM_access_write = true;
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}
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}
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else if (cycle >= 84 && LY < 144)
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else
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{
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// render the screen and handle hblank
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render(cycle - 84);
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if (cycle < 80)
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{
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if (cycle == 4)
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{
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// apparently, writes can make it to OAm one cycle longer then reads
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OAM_access_write = false;
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// here mode 2 will be set to true and interrupts fired if enabled
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STAT &= 0xFC;
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STAT |= 0x2;
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if (STAT.Bit(5)) { OAM_INT = true; }
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HBL_INT = false;
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}
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// here OAM scanning is performed
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OAM_scan(cycle);
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}
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else if (cycle >= 80 && LY < 144)
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{
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if (cycle == 84)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_write = false;
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VRAM_access_write = false;
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}
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// render the screen and handle hblank
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render(cycle - 80);
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}
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}
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}
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@ -316,34 +425,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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cycle++;
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if (cycle==456)
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{
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cycle = 0;
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LY+=LY_inc;
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if (LY==0 && LY_inc == 0)
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{
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LY_inc = 1;
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Core.in_vblank = false;
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VBL_INT = false;
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// special note here, the y coordiate of the window is kept if the window is deactivated
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// meaning it will pick up where it left off if re-enabled later
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// so we don't reset it in the scanline loop
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window_y_tile = 0;
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window_y_tile_inc = 0;
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window_started = false;
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}
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Core.cpu.LY = LY;
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if (LY==144)
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{
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Core.in_vblank = true;
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}
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}
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}
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else
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{
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@ -391,7 +472,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// TODO: maybe stat mode 2 flags are set at cycle 0 on visible scanlines?
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if (OAM_cycle == 0)
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{
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OAM_access = false;
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OAM_access_read = false;
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OAM_scan_index = 0;
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SL_sprites_index = 0;
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write_sprite = 0;
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@ -458,12 +540,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// i.e. just keeping track of the lowest x-value sprite
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if (render_cycle == 0)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_read = false;
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OAM_access_write = true;
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VRAM_access_read = false;
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OAM_access = false;
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VRAM_access = false;
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OAM_scan_index = 0;
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read_case = 0;
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internal_cycle = 0;
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@ -526,6 +606,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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window_x_tile = (int)Math.Floor((float)(pixel_counter - (window_x - 7)) / 8);
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window_tile_inc = 0;
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window_started = true;
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}
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@ -576,7 +657,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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int t_index = pixel_counter - (SL_sprites_ordered[i * 4] - 8);
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t_index = 7 - t_index;
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sprite_data[0] = (byte)((SL_sprites_ordered[i * 4 + 1] >> t_index) & 1);
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sprite_data[1] = (byte)(((SL_sprites_ordered[i * 4 + 2] >> t_index) & 1) << 1);
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@ -633,7 +714,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (pixel_counter == 160)
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{
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read_case = 8;
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hbl_set_once = true;
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hbl_countdown = 4;
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}
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}
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render_counter++;
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@ -772,7 +853,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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temp_fetch = window_y_tile * 32 + (window_x_tile + window_tile_inc) % 32;
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tile_byte = LCDC.Bit(6) ? Core.BG_map_2[temp_fetch] : Core.BG_map_1[temp_fetch];
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}
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else
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{
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@ -859,19 +942,28 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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break;
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case 8: // done reading, we are now in phase 0
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OAM_access = true;
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VRAM_access = true;
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STAT &= 0xFC;
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STAT |= 0x00;
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pre_render = true;
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if (hbl_set_once)
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// the other interrupts appear to be delayed by 1 CPU cycle, so do the same here
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if (hbl_countdown > 0)
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{
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if (STAT.Bit(3)) { HBL_INT = true; }
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hbl_set_once = false;
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hbl_countdown--;
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if (hbl_countdown == 0)
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{
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STAT &= 0xFC;
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STAT |= 0x00;
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if (STAT.Bit(3)) { HBL_INT = true; }
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OAM_access_read = true;
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OAM_access_write = true;
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VRAM_access_read = true;
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VRAM_access_write = true;
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}
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}
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break;
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}
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@ -942,6 +1034,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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window_y = 0;
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window_x = 0;
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LY_inc = 1;
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no_scan = false;
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OAM_access_read = true;
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VRAM_access_read = true;
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OAM_access_write = true;
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VRAM_access_write = true;
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cycle = 0;
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LYC_INT = false;
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@ -1043,15 +1140,19 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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ser.Sync("OAM_INT", ref OAM_INT);
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ser.Sync("stat_line", ref stat_line);
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ser.Sync("stat_line_old", ref stat_line_old);
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ser.Sync("hbl_set_once", ref hbl_set_once);
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ser.Sync("LCD_was_off", ref LCD_was_off);
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ser.Sync("OAM_access", ref OAM_access);
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ser.Sync("hbl_countdown", ref hbl_countdown);
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ser.Sync("LCD_was_off", ref LCD_was_off);
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ser.Sync("OAM_scan_index", ref OAM_scan_index);
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ser.Sync("SL_sprites_index", ref SL_sprites_index);
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ser.Sync("SL_sprites", ref SL_sprites, false);
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ser.Sync("write_sprite", ref write_sprite);
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ser.Sync("no_scan", ref no_scan);
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ser.Sync("OAM_access_read", ref OAM_access_read);
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ser.Sync("OAM_access_write", ref OAM_access_write);
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ser.Sync("VRAM_access_read", ref VRAM_access_read);
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ser.Sync("VRAM_access_write", ref VRAM_access_write);
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ser.Sync("VRAM_access", ref VRAM_access);
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ser.Sync("read_case", ref read_case);
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ser.Sync("internal_cycle", ref internal_cycle);
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ser.Sync("y_tile", ref y_tile);
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