GBHawk: fix x-scroll latch and add some notes

This commit is contained in:
alyosha-tas 2020-09-28 21:41:56 -04:00
parent 8449f9fcb8
commit 7a4c5afce4
6 changed files with 39 additions and 63 deletions
src/BizHawk.Emulation.Cores

View File

@ -5,7 +5,7 @@ namespace BizHawk.Emulation.Cores.Components.LR35902
public ulong TotalExecutedCycles;
private int EI_pending;
private bool interrupts_enabled;
public bool interrupts_enabled;
// variables for executing instructions
public int instr_pntr = 0;

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@ -163,9 +163,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
scroll_x = value;
break;
case 0xFF44: // LY
// writing to LY has no effect on GBC (zen intergalactic ninja does this on initialization)
//LY = 0; /*reset*/
//LY_read = 0;
// writing to LY has no effect, confirmed by gambatte test roms
break;
case 0xFF45: // LYC
// tests indicate that latching writes to LYC should take place 4 cycles after the write
@ -597,15 +595,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
else if (!rendering_complete)
{
if (cycle == 85)
{
// x-scroll is expected to be latched one cycle later
// this is fine since nothing has started in the rendering until the second cycle
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
}
// render the screen and handle hblank
render(cycle - 85);
}
@ -658,12 +647,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
OAM_access_write = false;
VRAM_access_read = false;
VRAM_access_write = false;
// x-scroll is expected to be latched one cycle later
// this is fine since nothing has started in the rendering until the second cycle
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
}
// render the screen and handle hblank
@ -1119,7 +1102,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{
// here we set up rendering
pre_render = false;
// x scroll is latched here
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
render_counter = 0;
latch_counter = 0;
read_case = 0;

View File

@ -159,9 +159,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
scroll_x = value;
break;
case 0xFF44: // LY
// writing to LY has no effect on GBC (zen intergalactic ninja does this on initialization)
//LY = 0; /*reset*/
//LY_read = 0;
// writing to LY has no effect, confirmed by gambatte test roms
break;
case 0xFF45: // LYC
// tests indicate that latching writes to LYC should take place 4 cycles after the write
@ -587,15 +585,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
else if (!rendering_complete)
{
if (cycle == 85)
{
// x-scroll is expected to be latched one cycle later
// this is fine since nothing has started in the rendering until the second cycle
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
}
// render the screen and handle hblank
render(cycle - 85);
}
@ -649,12 +638,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
OAM_access_write = false;
VRAM_access_write = false;
VRAM_access_read = false;
// x-scroll is expected to be latched one cycle later
// this is fine since nothing has started in the rendering until the second cycle
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
}
// render the screen and handle hblank
@ -1074,7 +1057,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{
// here we set up rendering
pre_render = false;
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
render_counter = 0;
latch_counter = 0;
read_case = 0;
@ -1238,14 +1225,24 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
VRAM_access_read = true;
VRAM_access_write = true;
read_case = 18;
if (Core.double_speed)
{
STAT &= 0xFC;
STAT |= 0x00;
if (STAT.Bit(3)) { HBL_INT = true; }
// the CPU has to be able to see the transition from mode 3 to mode 0 to start HDMA
}
}
else
{
STAT &= 0xFC;
STAT |= 0x00;
if (STAT.Bit(3)) { HBL_INT = true; }
// the CPU has to be able to see the transition from mode 3 to mode 0 to start HDMA
if (!Core.double_speed)
{
STAT &= 0xFC;
STAT |= 0x00;
if (STAT.Bit(3)) { HBL_INT = true; }
// the CPU has to be able to see the transition from mode 3 to mode 0 to start HDMA
}
}
}
break;

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@ -8,6 +8,8 @@ using BizHawk.Emulation.Cores.Consoles.Nintendo.Gameboy;
using System.Runtime.InteropServices;
// TODO: mode1_disableint_gbc.gbc behaves differently between GBC and GBA, why?
// TODO: oam_dma_start.gb does not behave as expected but test still passes through lucky coincidences / test deficiency
// TODO: LYC interrupt behaves differently in GBC and GB compat mode
namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{

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@ -54,6 +54,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
case 0xFF41: // STAT
// writing to STAT during mode 0 or 1 causes a STAT IRQ
// this appears to be a glitchy LYC compare
if (!value.Bit(6)) { LYC_INT = false; }
if (LCDC.Bit(7))
{
if (((STAT & 3) == 0) || ((STAT & 3) == 1))
@ -73,7 +75,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80);
//if (!STAT.Bit(6)) { LYC_INT = false; }
if (!STAT.Bit(4)) { VBL_INT = false; }
break;
case 0xFF42: // SCY
@ -83,8 +84,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
scroll_x = value;
break;
case 0xFF44: // LY
// writing to LY has no effect on GBC, not sure about GB (zen intergalactic ninja does this on initialization)
LY = 0; /*reset*/
// writing to LY has no effect, confirmed by gambatte test roms
break;
case 0xFF45: // LYC
LYC = value;
@ -298,15 +298,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
}
else if (!rendering_complete)
{
if (cycle == 85)
{
// x-scroll is expected to be latched one cycle later
// this is fine since nothing has started in the rendering until the second cycle
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
}
// render the screen and handle hblank
render(cycle - 85);
}
@ -361,12 +352,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
OAM_INT = false;
OAM_access_write = false;
VRAM_access_write = false;
// x-scroll is expected to be latched one cycle later
// this is fine since nothing has started in the rendering until the second cycle
// calculate the column number of the tile to start with
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
}
// render the screen and handle hblank
@ -733,7 +718,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{
// here we set up rendering
pre_render = false;
// x scroll is latched here
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
render_counter = 0;
latch_counter = 0;
read_case = 0;

View File

@ -37,6 +37,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// Interrupt flags
case 0xFF0F:
// TODO: Maybe some PPU bits are immediately visible, see 10spritesPrLine_10xposA7_m0irq_2_dmg08_cgb04c_out2.gbc
ret = REG_FF0F_OLD;
break;