NES Timing Update
Update per Visual NES inspection of $2001 writes Correctly fixes Micro Machines while maintaining Battletoads 2p warps sync
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e484a69950
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@ -306,13 +306,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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}
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}
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ppur.status.cycle++;
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is_even_cycle = !is_even_cycle;
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//might not actually run a cpu cycle if there are none to be run right now
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nes.RunCpuOne();
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if (install_2001 > 0)
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{
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install_2001--;
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@ -323,6 +316,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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}
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}
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ppur.status.cycle++;
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is_even_cycle = !is_even_cycle;
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//might not actually run a cpu cycle if there are none to be run right now
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nes.RunCpuOne();
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if (Reg2002_vblank_active_pending)
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{
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//if (Reg2002_vblank_active_pending)
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@ -346,7 +346,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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{
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//printf("%04x:$%02x, %d\n",A,V,scanline);
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reg_2001.Value = value;
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install_2001 = 1;
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install_2001 = 2;
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}
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byte read_2001() {return ppu_open_bus; }
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byte peek_2001() {return ppu_open_bus; }
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@ -754,11 +754,15 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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}
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// this sequence is tuned to pass 10-even_odd_timing.nes
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runppu(1);
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runppu(1);
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runppu(1);
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runppu(1);
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bool evenOddDestiny = PPUON;
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runppu(1);
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runppu(1);
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// After memory access 170, the PPU simply rests for 4 cycles (or the
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// equivelant of half a memory access cycle) before repeating the whole
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