diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.regs.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.regs.cs index cf7b5efac5..53bc2abd6a 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.regs.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.regs.cs @@ -340,11 +340,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES if (!reg_2000.vblank_nmi_gen & ((value & 0x80) != 0) && (Reg2002_vblank_active) && !Reg2002_vblank_clear_pending) { //if we just unleashed the vblank interrupt then activate it now - if (ppudead<=1) - NMI_PendingInstructions = 2; + NMI_PendingInstructions = 2; } - if (ppudead<=1) - reg_2000.Value = value; + reg_2000.Value = value; } diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs index 5ba98ab505..74a1986046 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.run.cs @@ -638,18 +638,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES //register before around a full frame, but no games //should write to those regs during that time, it needs //to wait for vblank - if (ppudead < 2) - { - ppur.status.sl = 241; - runppu(3); - //Reg2002_vblank_active = true; - runppu(3); - runppu(postNMIlines * kLineTime - 6); - ppur.status.sl = 0; - //clear_2002(); - } - runppu(241 * kLineTime); - runppu(preNMIlines * kLineTime); + + runppu(241 * kLineTime-7*3); + //runppu(preNMIlines * kLineTime); --ppudead; } }