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

View File

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

View File

@ -163,9 +163,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
scroll_x = value; scroll_x = value;
break; break;
case 0xFF44: // LY case 0xFF44: // LY
// writing to LY has no effect on GBC (zen intergalactic ninja does this on initialization) // writing to LY has no effect, confirmed by gambatte test roms
//LY = 0; /*reset*/
//LY_read = 0;
break; break;
case 0xFF45: // LYC case 0xFF45: // LYC
// tests indicate that latching writes to LYC should take place 4 cycles after the write // 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) 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 the screen and handle hblank
render(cycle - 85); render(cycle - 85);
} }
@ -658,12 +647,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
OAM_access_write = false; OAM_access_write = false;
VRAM_access_read = false; VRAM_access_read = false;
VRAM_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 // render the screen and handle hblank
@ -1120,6 +1103,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// here we set up rendering // here we set up rendering
pre_render = false; pre_render = false;
// x scroll is latched here
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
render_counter = 0; render_counter = 0;
latch_counter = 0; latch_counter = 0;
read_case = 0; read_case = 0;

View File

@ -159,9 +159,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
scroll_x = value; scroll_x = value;
break; break;
case 0xFF44: // LY case 0xFF44: // LY
// writing to LY has no effect on GBC (zen intergalactic ninja does this on initialization) // writing to LY has no effect, confirmed by gambatte test roms
//LY = 0; /*reset*/
//LY_read = 0;
break; break;
case 0xFF45: // LYC case 0xFF45: // LYC
// tests indicate that latching writes to LYC should take place 4 cycles after the write // 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) 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 the screen and handle hblank
render(cycle - 85); render(cycle - 85);
} }
@ -649,12 +638,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
OAM_access_write = false; OAM_access_write = false;
VRAM_access_write = false; VRAM_access_write = false;
VRAM_access_read = 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 // render the screen and handle hblank
@ -1075,6 +1058,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// here we set up rendering // here we set up rendering
pre_render = false; 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; render_counter = 0;
latch_counter = 0; latch_counter = 0;
read_case = 0; read_case = 0;
@ -1239,8 +1226,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
VRAM_access_write = true; VRAM_access_write = true;
read_case = 18; read_case = 18;
} if (Core.double_speed)
else
{ {
STAT &= 0xFC; STAT &= 0xFC;
STAT |= 0x00; STAT |= 0x00;
@ -1248,6 +1234,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// the CPU has to be able to see the transition from mode 3 to mode 0 to start HDMA // the CPU has to be able to see the transition from mode 3 to mode 0 to start HDMA
} }
} }
else
{
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; break;
case 9: case 9:

View File

@ -8,6 +8,8 @@ using BizHawk.Emulation.Cores.Consoles.Nintendo.Gameboy;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
// TODO: mode1_disableint_gbc.gbc behaves differently between GBC and GBA, why? // 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 namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{ {

View File

@ -54,6 +54,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
case 0xFF41: // STAT case 0xFF41: // STAT
// writing to STAT during mode 0 or 1 causes a STAT IRQ // writing to STAT during mode 0 or 1 causes a STAT IRQ
// this appears to be a glitchy LYC compare // this appears to be a glitchy LYC compare
if (!value.Bit(6)) { LYC_INT = false; }
if (LCDC.Bit(7)) if (LCDC.Bit(7))
{ {
if (((STAT & 3) == 0) || ((STAT & 3) == 1)) if (((STAT & 3) == 0) || ((STAT & 3) == 1))
@ -73,7 +75,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
} }
STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80); STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80);
//if (!STAT.Bit(6)) { LYC_INT = false; }
if (!STAT.Bit(4)) { VBL_INT = false; } if (!STAT.Bit(4)) { VBL_INT = false; }
break; break;
case 0xFF42: // SCY case 0xFF42: // SCY
@ -83,8 +84,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
scroll_x = value; scroll_x = value;
break; break;
case 0xFF44: // LY case 0xFF44: // LY
// writing to LY has no effect on GBC, not sure about GB (zen intergalactic ninja does this on initialization) // writing to LY has no effect, confirmed by gambatte test roms
LY = 0; /*reset*/
break; break;
case 0xFF45: // LYC case 0xFF45: // LYC
LYC = value; LYC = value;
@ -298,15 +298,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
} }
else if (!rendering_complete) 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 the screen and handle hblank
render(cycle - 85); render(cycle - 85);
} }
@ -361,12 +352,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
OAM_INT = false; OAM_INT = false;
OAM_access_write = false; OAM_access_write = false;
VRAM_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 // render the screen and handle hblank
@ -734,6 +719,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
// here we set up rendering // here we set up rendering
pre_render = false; pre_render = false;
// x scroll is latched here
x_tile = scroll_x >> 3;
render_offset = scroll_offset = scroll_x % 8;
render_counter = 0; render_counter = 0;
latch_counter = 0; latch_counter = 0;
read_case = 0; read_case = 0;

View File

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