GBHawk: Some timing fixes for Oh! and GBvideoplayer

This commit is contained in:
alyosha-tas 2018-10-13 14:21:06 -05:00
parent 0c2c2dcb7c
commit 595c88960d
2 changed files with 53 additions and 30 deletions

View File

@ -109,8 +109,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
LCDC = value;
Console.WriteLine(value);
break;
case 0xFF41: // STAT
// writing to STAT during mode 0 or 2 causes a STAT IRQ
@ -131,8 +129,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
break;
case 0xFF43: // SCX
scroll_x = value;
// calculate the column number of the tile to start with
x_tile = (int)Math.Floor((float)(scroll_x) / 8);
break;
case 0xFF44: // LY
LY = 0; /*reset*/
@ -530,17 +527,26 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
else if ((cycle >= 80) && (LY < 144))
{
if (cycle == 84)
if (cycle >= 84)
{
STAT &= 0xFC;
STAT |= 0x03;
OAM_INT = false;
OAM_access_write = false;
VRAM_access_write = false;
}
if (cycle == 84)
{
STAT &= 0xFC;
STAT |= 0x03;
OAM_INT = false;
OAM_access_write = false;
VRAM_access_write = false;
}
// render the screen and handle hblank
render(cycle - 80);
// render the screen and handle hblank
render(cycle - 84);
}
else if (cycle == 80)
{
OAM_access_read = false;
OAM_access_write = true;
VRAM_access_read = false;
}
}
}
}
@ -627,13 +633,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// i.e. just keeping track of the lowest x-value sprite
if (render_cycle == 0)
{
/*
OAM_access_read = false;
OAM_access_write = true;
VRAM_access_read = false;
*/
// window X is latched for the scanline, mid-line changes have no effect
window_x_latch = window_x;
// calculate the column number of the tile to start with
x_tile = (int)Math.Floor((float)(scroll_x) / 8);
render_offset = scroll_x % 8;
OAM_scan_index = 0;
read_case = 0;
internal_cycle = 0;
@ -831,7 +842,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
if (pixel_counter == 160)
{
read_case = 8;
hbl_countdown = 5;
hbl_countdown = 1;
}
}
else if (pixel_counter < 0)
@ -963,7 +974,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{
// here we set up rendering
pre_render = false;
render_offset = scroll_x % 8;
render_counter = 0;
latch_counter = 0;
read_case = 0;

View File

@ -70,8 +70,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
break;
case 0xFF43: // SCX
scroll_x = value;
// calculate the column number of the tile to start with
x_tile = (int)Math.Floor((float)(scroll_x) / 8);
break;
case 0xFF44: // LY
LY = 0; /*reset*/
@ -303,17 +301,26 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
else if ((cycle >= 80) && (LY < 144))
{
if (cycle == 84)
if (cycle >= 84)
{
STAT &= 0xFC;
STAT |= 0x03;
OAM_INT = false;
OAM_access_write = false;
VRAM_access_write = false;
}
if (cycle == 84)
{
STAT &= 0xFC;
STAT |= 0x03;
OAM_INT = false;
OAM_access_write = false;
VRAM_access_write = false;
}
// render the screen and handle hblank
render(cycle - 80);
// render the screen and handle hblank
render(cycle - 84);
}
else if (cycle == 80)
{
OAM_access_read = false;
OAM_access_write = true;
VRAM_access_read = false;
}
}
}
}
@ -400,13 +407,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// i.e. just keeping track of the lowest x-value sprite
if (render_cycle == 0)
{
/*
OAM_access_read = false;
OAM_access_write = true;
VRAM_access_read = false;
*/
// window X is latched for the scanline, mid-line changes have no effect
window_x_latch = window_x;
// calculate the column number of the tile to start with
x_tile = (int)Math.Floor((float)(scroll_x) / 8);
render_offset = scroll_x % 8;
OAM_scan_index = 0;
read_case = 0;
internal_cycle = 0;
@ -553,7 +565,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
if (pixel_counter == 160)
{
read_case = 8;
hbl_countdown = 5;
hbl_countdown = 1;
}
}
else if (pixel_counter < 0)
@ -675,7 +687,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{
// here we set up rendering
pre_render = false;
render_offset = scroll_x % 8;
render_counter = 0;
latch_counter = 0;
read_case = 0;