GBhawk: fine tune tilt range some more and fix savestate
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@ -181,7 +181,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// since rotations about X have less of a moment arm compared to by, we take 1/5 of the effect as a baseline
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// since rotations about X have less of a moment arm compared to by, we take 1/5 of the effect as a baseline
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float temp2 = (float)((phi - phi_prev) / 0.5 * 25);
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float temp2 = (float)((phi - phi_prev) / 0.5 * 25);
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return (ushort)(0x8370 - Math.Floor(temp * 220) - temp2);
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return (ushort)(0x8370 - Math.Floor(temp * 216) - temp2);
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}
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}
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// acc y is just the sine of the angle
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// acc y is just the sine of the angle
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@ -195,7 +195,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// further it will be assumed that the resulting acceleration is roughly eqvuivalent to gravity
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// further it will be assumed that the resulting acceleration is roughly eqvuivalent to gravity
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float temp2 = (float)((theta - theta_prev)/0.5 * 125);
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float temp2 = (float)((theta - theta_prev)/0.5 * 125);
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return (ushort)(0x8370 - Math.Floor(temp * 220) + temp2);
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return (ushort)(0x8370 - Math.Floor(temp * 216) + temp2);
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}
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}
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private static readonly string[] BaseDefinition =
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private static readonly string[] BaseDefinition =
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@ -207,6 +207,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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{
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// since we need rate of change of angle, need to savestate them
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// since we need rate of change of angle, need to savestate them
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ser.Sync(nameof(theta), ref theta);
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ser.Sync(nameof(theta), ref theta);
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ser.Sync(nameof(phi), ref phi);
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}
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}
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}
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}
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}
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}
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