un-Revert "neshawk - change ppu poweron process (fixes time lord, breaks ? ? ?)""
This reverts commit a31492a57f
.
This commit is contained in:
parent
4b8c7d77ac
commit
a53200d98e
|
@ -376,6 +376,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
|
|||
{
|
||||
Reg2002_objhit = Reg2002_objoverflow = 0;
|
||||
Reg2002_vblank_clear_pending = true;
|
||||
//TODO - unfreeze ppu registers after poweron
|
||||
}
|
||||
|
||||
//OAM ADDRESS (write)
|
||||
|
|
|
@ -102,8 +102,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
|
|||
{
|
||||
BGDataRecord *bgdata = stackalloc BGDataRecord[34]; //one at the end is junk, it can never be rendered
|
||||
|
||||
//262 scanlines
|
||||
if (ppudead != 0)
|
||||
if(ppudead != 0)
|
||||
{
|
||||
FrameAdvance_ppudead();
|
||||
return;
|
||||
|
@ -128,6 +127,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
|
|||
runppu(postNMIlines * kLineTime - delay);
|
||||
|
||||
//this seems to run just before the dummy scanline begins
|
||||
//ACTUALLY. it should run 3 cycles later
|
||||
clear_2002();
|
||||
|
||||
TempOAM* oams = stackalloc TempOAM[128];
|
||||
|
@ -448,17 +448,33 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
|
|||
|
||||
void FrameAdvance_ppudead()
|
||||
{
|
||||
//not quite emulating all the NES power up behavior
|
||||
//since it is known that the NES ignores writes to some
|
||||
//register before around a full frame, but no games
|
||||
//should write to those regs during that time, it needs
|
||||
//to wait for vblank
|
||||
ppur.status.sl = 241;
|
||||
runppu(postNMIlines * kLineTime);
|
||||
ppur.status.sl = 0;
|
||||
runppu(241 * kLineTime);
|
||||
runppu(preNMIlines * kLineTime);
|
||||
--ppudead;
|
||||
if (ppudead == 2)
|
||||
{
|
||||
//"dead frame 0:"
|
||||
|
||||
//run scanlines 0 through 239.
|
||||
runppu(240 * kLineTime);
|
||||
|
||||
//ok, that was a long time. let's call it a frame
|
||||
}
|
||||
|
||||
if (ppudead == 1)
|
||||
{
|
||||
//"dead frame 1:"
|
||||
|
||||
//run pre-nmi idle (normally 1 scanline, sometimes longer)
|
||||
runppu(preNMIlines * kLineTime);
|
||||
|
||||
//we're at the line where NMI is triggered. it happens 1 cycle in, but we're not worrying about that now.
|
||||
|
||||
//well, look at that. its time to begin the next frame in the normal FrameAdvance method
|
||||
|
||||
//this frame wasn't very long compared to the other one. oh well
|
||||
//we need to keep 2 dead frames to keep from ruining old movies..
|
||||
//i hope the basic timing changes doesnt wreck anything's logic.
|
||||
}
|
||||
|
||||
ppudead--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue