GBHawk: Fix window timing
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148f6d4332
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@ -825,17 +825,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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read_case = 8;
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hbl_countdown = 5;
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if (window_started)
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{
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hbl_countdown -= 2;
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}
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}
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if (pixel_counter == 158 && window_started)
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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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}
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}
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else if ((render_counter >= render_offset) && (pixel_counter < 0))
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@ -1009,10 +998,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else
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{
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if (!window_pre_render)
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{
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window_tile_inc++;
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}
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window_tile_inc++;
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read_case = 5;
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}
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window_counter++;
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@ -1089,10 +1075,14 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (window_pre_render)
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{
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// here we set up rendering
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window_pre_render = false;
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// unlike for the normal background case, there is no pre-render period for the window
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// so start shifting in data to the screen right away
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render_offset = 0;
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render_counter = 0;
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render_counter = 8;
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latch_counter = 0;
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latch_new_data = true;
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window_pre_render = false;
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read_case = 4;
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}
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else
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@ -701,10 +701,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else
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{
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if (!window_pre_render)
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{
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window_tile_inc++;
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}
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window_tile_inc++;
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read_case = 5;
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}
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window_counter++;
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@ -770,10 +767,14 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (window_pre_render)
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{
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// here we set up rendering
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window_pre_render = false;
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// unlike for the normal background case, there is no pre-render period for the window
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// so start shifting in data to the screen right away
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render_offset = 0;
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render_counter = 0;
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render_counter = 8;
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latch_counter = 0;
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latch_new_data = true;
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window_pre_render = false;
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read_case = 4;
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}
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else
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