commit
a76a868ca8
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@ -49,15 +49,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else if (addr < 0x9800)
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{
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return CHR_RAM[addr - 0x8000];
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if (ppu.VRAM_access_read) { return CHR_RAM[addr - 0x8000]; }
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else { return 0xFF; }
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}
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else if (addr < 0x9C00)
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{
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return BG_map_1[addr - 0x9800];
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if (ppu.VRAM_access_read) { return BG_map_1[addr - 0x9800]; }
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else { return 0xFF; }
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}
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else if (addr < 0xA000)
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{
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return BG_map_2[addr - 0x9C00];
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if (ppu.VRAM_access_read) { return BG_map_2[addr - 0x9C00]; }
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else { return 0xFF; }
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}
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else if (addr < 0xC000)
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{
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@ -71,9 +74,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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return RAM[addr - 0xE000];
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}
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else if (addr < 0xFEA0 && ppu.OAM_access)
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else if (addr < 0xFEA0)
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{
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return OAM[addr - 0xFE00];
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if (ppu.OAM_access_read) { return OAM[addr - 0xFE00]; }
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else { return 0xFF; }
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}
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else if (addr < 0xFF00)
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{
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@ -117,15 +121,15 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else if (addr < 0x9800)
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{
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CHR_RAM[addr - 0x8000] = value;
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if (ppu.VRAM_access_write) { CHR_RAM[addr - 0x8000] = value; }
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}
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else if (addr < 0x9C00)
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{
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BG_map_1[addr - 0x9800] = value;
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if (ppu.VRAM_access_write) { BG_map_1[addr - 0x9800] = value; }
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}
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else if (addr < 0xA000)
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{
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BG_map_2[addr - 0x9C00] = value;
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if (ppu.VRAM_access_write) { BG_map_2[addr - 0x9C00] = value; }
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}
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else if (addr < 0xC000)
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{
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@ -139,9 +143,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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RAM[addr - 0xE000] = value;
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}
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else if (addr < 0xFEA0 && ppu.OAM_access)
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else if (addr < 0xFEA0)
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{
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OAM[addr - 0xFE00] = value;
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if (ppu.OAM_access_write) { OAM[addr - 0xFE00] = value; }
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}
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else if (addr < 0xFF00)
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{
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@ -39,15 +39,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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public bool LCD_was_off;
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public bool stat_line;
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public bool stat_line_old;
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public bool hbl_set_once;
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public int hbl_countdown;
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// OAM scan
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public bool OAM_access;
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public bool OAM_access_read;
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public bool OAM_access_write;
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public int OAM_scan_index;
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public int SL_sprites_index;
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public int[] SL_sprites = new int[40];
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public int write_sprite;
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public bool no_scan;
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// render
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public bool VRAM_access;
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public bool VRAM_access_read;
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public bool VRAM_access_write;
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public int read_case;
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public int internal_cycle;
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public int y_tile;
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@ -78,6 +81,15 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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public int sprite_ordered_index;
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public int bottom_index;
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// windowing state
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public int window_counter;
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public bool window_pre_render;
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public bool window_started;
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public int window_tile_inc;
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public int window_y_tile;
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public int window_x_tile;
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public int window_y_tile_inc;
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public byte ReadReg(int addr)
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{
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byte ret = 0;
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@ -157,7 +169,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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if (DMA_clock >= 4)
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{
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OAM_access = false;
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OAM_access_read = false;
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if ((DMA_clock % 4) == 1)
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{
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// the cpu can't access memory during this time, but we still need the ppu to be able to.
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@ -185,13 +197,51 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (DMA_clock==648)
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{
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DMA_start = false;
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OAM_access = true;
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OAM_access_read = true;
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}
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}
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// the ppu only does anything if it is turned on via bit 7 of LCDC
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if (LCDC.Bit(7))
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{
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// start the next scanline
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if (cycle == 456)
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{
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cycle = 0;
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LY += LY_inc;
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//Console.WriteLine(Core.cpu.TotalExecutedCycles);
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no_scan = false;
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// here is where LY = LYC gets cleared (but only if LY isnt 0 as that's a special case
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if (LY_inc == 1)
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{
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//LYC_INT = false;
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STAT &= 0xFB;
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}
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if (LY == 0 && LY_inc == 0)
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{
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LY_inc = 1;
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Core.in_vblank = false;
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VBL_INT = false;
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// special note here, the y coordiate of the window is kept if the window is deactivated
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// meaning it will pick up where it left off if re-enabled later
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// so we don't reset it in the scanline loop
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window_y_tile = 0;
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window_y_tile_inc = 0;
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window_started = false;
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}
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Core.cpu.LY = LY;
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if (LY == 144)
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{
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Core.in_vblank = true;
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}
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}
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// exit vblank if LCD went from off to on
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if (LCD_was_off)
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{
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@ -202,6 +252,12 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// we exit vblank into mode 0 for 4 cycles
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// but no hblank interrupt, presumably this only happens transitioning from mode 3 to 0
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STAT &= 0xFC;
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// also the LCD doesn't turn on right away
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// also, the LCD does not enter mode 2 on scanline 0 when first turned on
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no_scan = true;
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cycle = 8;
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}
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// the VBL stat is continuously asserted
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@ -247,26 +303,88 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (!Core.in_vblank)
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{
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if (cycle == 4)
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if (no_scan)
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{
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// here mode 2 will be set to true and interrupts fired if enabled
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STAT &= 0xFC;
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STAT |= 0x2;
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if (STAT.Bit(5)) { OAM_INT = true; }
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HBL_INT = false;
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}
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// timings are slightly different if we just turned on the LCD
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// there is no mode 2 (presumably it missed the trigger)
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// mode 3 is very short, probably in some self test mode before turning on?
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if (cycle >= 4 && cycle < 84)
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{
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// here OAM scanning is performed
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OAM_scan(cycle - 4);
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if (cycle == 12)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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if (LY == LYC)
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{
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// set STAT coincidence FLAG and interrupt flag if it is enabled
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STAT |= 0x04;
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if (STAT.Bit(6)) { LYC_INT = true; }
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}
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}
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if (cycle == 84)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_read = false;
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OAM_access_write = false;
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VRAM_access_read = false;
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VRAM_access_write = false;
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}
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if (cycle == 256)
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{
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STAT &= 0xFC;
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OAM_INT = false;
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if (STAT.Bit(3)) { HBL_INT = true; }
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OAM_access_read = true;
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OAM_access_write = true;
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VRAM_access_read = true;
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VRAM_access_write = true;
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}
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}
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else if (cycle >= 84 && LY < 144)
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else
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{
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// render the screen and handle hblank
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render(cycle - 84);
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if (cycle < 80)
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{
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if (cycle == 4)
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{
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// apparently, writes can make it to OAm one cycle longer then reads
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OAM_access_write = false;
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// here mode 2 will be set to true and interrupts fired if enabled
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STAT &= 0xFC;
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STAT |= 0x2;
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if (STAT.Bit(5)) { OAM_INT = true; }
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HBL_INT = false;
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}
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// here OAM scanning is performed
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OAM_scan(cycle);
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}
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else if (cycle >= 80 && LY < 144)
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{
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if (cycle == 84)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_write = false;
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VRAM_access_write = false;
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}
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// render the screen and handle hblank
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render(cycle - 80);
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}
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}
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}
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@ -307,26 +425,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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cycle++;
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if (cycle==456)
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{
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cycle = 0;
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LY+=LY_inc;
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if (LY==0 && LY_inc == 0)
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{
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LY_inc = 1;
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Core.in_vblank = false;
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VBL_INT = false;
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}
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Core.cpu.LY = LY;
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if (LY==144)
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{
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Core.in_vblank = true;
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}
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}
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}
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else
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{
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@ -374,7 +472,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// TODO: maybe stat mode 2 flags are set at cycle 0 on visible scanlines?
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if (OAM_cycle == 0)
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{
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OAM_access = false;
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OAM_access_read = false;
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OAM_scan_index = 0;
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SL_sprites_index = 0;
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write_sprite = 0;
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@ -441,12 +540,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// i.e. just keeping track of the lowest x-value sprite
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if (render_cycle == 0)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_read = false;
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OAM_access_write = true;
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VRAM_access_read = false;
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OAM_access = false;
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VRAM_access = false;
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OAM_scan_index = 0;
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read_case = 0;
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internal_cycle = 0;
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@ -460,6 +557,19 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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fetch_sprite = false;
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no_sprites = false;
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window_pre_render = false;
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if (window_started && LCDC.Bit(5))
|
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{
|
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window_y_tile_inc++;
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if (window_y_tile_inc==8)
|
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{
|
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window_y_tile_inc = 0;
|
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window_y_tile++;
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window_y_tile %= 32;
|
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}
|
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}
|
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window_started = false;
|
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|
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// calculate the row number of the tiles to be fetched
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y_tile = ((int)Math.Floor((float)(scroll_y + LY) / 8)) % 32;
|
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|
@ -468,8 +578,40 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
no_sprites = true;
|
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}
|
||||
}
|
||||
|
||||
// before anything else, we have to check if windowing is in effect
|
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if (LCDC.Bit(5) && !window_started && LY >= window_y && pixel_counter >= window_x - 7)
|
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{
|
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/*
|
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Console.Write(LY);
|
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Console.Write(" ");
|
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Console.Write(window_y);
|
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Console.Write(" ");
|
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Console.Write(window_y_tile_inc);
|
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Console.Write(" ");
|
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Console.WriteLine(scroll_y);
|
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*/
|
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if (pixel_counter == 0 && window_x <= 7)
|
||||
{
|
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// if the window starts at zero, we still do the first access to the BG
|
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// but then restart all over again at the window
|
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window_pre_render = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// otherwise, just restart the whole process as if starting BG again
|
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window_pre_render = true;
|
||||
read_case = 4;
|
||||
}
|
||||
window_counter = 0;
|
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|
||||
if (!pre_render && !fetch_sprite)
|
||||
window_x_tile = (int)Math.Floor((float)(pixel_counter - (window_x - 7)) / 8);
|
||||
|
||||
window_tile_inc = 0;
|
||||
window_started = true;
|
||||
}
|
||||
|
||||
if (!pre_render && !fetch_sprite && !window_pre_render)
|
||||
{
|
||||
// start by fetching all the sprites that need to be fetched
|
||||
if (!no_sprites)
|
||||
|
@ -515,7 +657,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
int t_index = pixel_counter - (SL_sprites_ordered[i * 4] - 8);
|
||||
|
||||
t_index = 7 - t_index;
|
||||
|
||||
|
||||
sprite_data[0] = (byte)((SL_sprites_ordered[i * 4 + 1] >> t_index) & 1);
|
||||
sprite_data[1] = (byte)(((SL_sprites_ordered[i * 4 + 2] >> t_index) & 1) << 1);
|
||||
|
||||
|
@ -572,7 +714,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
if (pixel_counter == 160)
|
||||
{
|
||||
read_case = 8;
|
||||
hbl_set_once = true;
|
||||
hbl_countdown = 4;
|
||||
}
|
||||
}
|
||||
render_counter++;
|
||||
|
@ -600,11 +742,15 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
}
|
||||
else
|
||||
{
|
||||
read_case = 1;
|
||||
if (!pre_render)
|
||||
{
|
||||
tile_inc++;
|
||||
}
|
||||
read_case = 1;
|
||||
if (window_pre_render)
|
||||
{
|
||||
read_case = 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -693,31 +839,133 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
break;
|
||||
|
||||
case 4: // read from window data
|
||||
if ((window_counter % 2) == 0)
|
||||
{
|
||||
temp_fetch = window_y_tile * 32 + (window_x_tile + window_tile_inc) % 32;
|
||||
tile_byte = LCDC.Bit(6) ? Core.BG_map_2[temp_fetch] : Core.BG_map_1[temp_fetch];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!window_pre_render)
|
||||
{
|
||||
window_tile_inc++;
|
||||
}
|
||||
read_case = 5;
|
||||
}
|
||||
window_counter++;
|
||||
break;
|
||||
|
||||
case 5: // read from tile graphics (for the window)
|
||||
if ((window_counter % 2) == 0)
|
||||
{
|
||||
y_scroll_offset = (window_y_tile_inc) % 8;
|
||||
|
||||
if (LCDC.Bit(4))
|
||||
{
|
||||
|
||||
tile_data[0] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2];
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// same as before except now tile byte represents a signed byte
|
||||
if (tile_byte.Bit(7))
|
||||
{
|
||||
tile_byte -= 256;
|
||||
}
|
||||
|
||||
tile_data[0] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
read_case = 6;
|
||||
}
|
||||
window_counter++;
|
||||
break;
|
||||
|
||||
case 6: // read from tile graphics (for the window)
|
||||
if ((window_counter % 2) == 0)
|
||||
{
|
||||
y_scroll_offset = (window_y_tile_inc) % 8;
|
||||
if (LCDC.Bit(4))
|
||||
{
|
||||
// if LCDC somehow changed between the two reads, make sure we have a positive number
|
||||
if (tile_byte < 0)
|
||||
{
|
||||
tile_byte += 256;
|
||||
}
|
||||
|
||||
tile_data[1] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2 + 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
// same as before except now tile byte represents a signed byte
|
||||
if (tile_byte.Bit(7) && tile_byte > 0)
|
||||
{
|
||||
tile_byte -= 256;
|
||||
}
|
||||
|
||||
tile_data[1] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1];
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (window_pre_render)
|
||||
{
|
||||
// here we set up rendering
|
||||
window_pre_render = false;
|
||||
render_offset = 0;
|
||||
render_counter = -1;
|
||||
latch_counter = 0;
|
||||
read_case = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
read_case = 7;
|
||||
}
|
||||
}
|
||||
window_counter++;
|
||||
break;
|
||||
|
||||
case 7: // read from tile graphics (for the window)
|
||||
case 7: // read from sprite data
|
||||
if ((window_counter % 2) == 0)
|
||||
{
|
||||
// nothing to do if not fetching
|
||||
}
|
||||
else
|
||||
{
|
||||
read_case = 4;
|
||||
latch_new_data = true;
|
||||
}
|
||||
window_counter++;
|
||||
break;
|
||||
|
||||
case 8: // done reading, we are now in phase 0
|
||||
|
||||
OAM_access = true;
|
||||
VRAM_access = true;
|
||||
|
||||
STAT &= 0xFC;
|
||||
STAT |= 0x00;
|
||||
pre_render = true;
|
||||
if (hbl_set_once)
|
||||
|
||||
// the other interrupts appear to be delayed by 1 CPU cycle, so do the same here
|
||||
if (hbl_countdown > 0)
|
||||
{
|
||||
if (STAT.Bit(3)) { HBL_INT = true; }
|
||||
hbl_set_once = false;
|
||||
hbl_countdown--;
|
||||
if (hbl_countdown == 0)
|
||||
{
|
||||
STAT &= 0xFC;
|
||||
STAT |= 0x00;
|
||||
|
||||
if (STAT.Bit(3)) { HBL_INT = true; }
|
||||
|
||||
OAM_access_read = true;
|
||||
OAM_access_write = true;
|
||||
VRAM_access_read = true;
|
||||
VRAM_access_write = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
internal_cycle++;
|
||||
}
|
||||
|
||||
|
@ -785,6 +1033,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
window_y = 0;
|
||||
window_x = 0;
|
||||
LY_inc = 1;
|
||||
no_scan = false;
|
||||
OAM_access_read = true;
|
||||
VRAM_access_read = true;
|
||||
OAM_access_write = true;
|
||||
VRAM_access_write = true;
|
||||
|
||||
cycle = 0;
|
||||
LYC_INT = false;
|
||||
|
@ -794,7 +1047,15 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
|
||||
stat_line = false;
|
||||
stat_line_old = false;
|
||||
}
|
||||
|
||||
window_counter = 0;
|
||||
window_pre_render = false;
|
||||
window_started = false;
|
||||
window_tile_inc = 0;
|
||||
window_y_tile = 0;
|
||||
window_x_tile = 0;
|
||||
window_y_tile_inc = 0;
|
||||
}
|
||||
|
||||
public void process_sprite()
|
||||
{
|
||||
|
@ -872,21 +1133,26 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
ser.Sync("DMA_inc", ref DMA_inc);
|
||||
ser.Sync("DMA_byte", ref DMA_byte);
|
||||
|
||||
ser.Sync("cycle", ref cycle);
|
||||
ser.Sync("LYC_INT", ref LYC_INT);
|
||||
ser.Sync("HBL_INT", ref HBL_INT);
|
||||
ser.Sync("VBL_INT", ref VBL_INT);
|
||||
ser.Sync("OAM_INT", ref OAM_INT);
|
||||
ser.Sync("stat_line", ref stat_line);
|
||||
ser.Sync("stat_line_old", ref stat_line_old);
|
||||
ser.Sync("hbl_set_once", ref hbl_set_once);
|
||||
ser.Sync("LCD_was_off", ref LCD_was_off);
|
||||
ser.Sync("OAM_access", ref OAM_access);
|
||||
ser.Sync("hbl_countdown", ref hbl_countdown);
|
||||
ser.Sync("LCD_was_off", ref LCD_was_off);
|
||||
ser.Sync("OAM_scan_index", ref OAM_scan_index);
|
||||
ser.Sync("SL_sprites_index", ref SL_sprites_index);
|
||||
ser.Sync("SL_sprites", ref SL_sprites, false);
|
||||
ser.Sync("write_sprite", ref write_sprite);
|
||||
ser.Sync("no_scan", ref no_scan);
|
||||
|
||||
ser.Sync("OAM_access_read", ref OAM_access_read);
|
||||
ser.Sync("OAM_access_write", ref OAM_access_write);
|
||||
ser.Sync("VRAM_access_read", ref VRAM_access_read);
|
||||
ser.Sync("VRAM_access_write", ref VRAM_access_write);
|
||||
|
||||
ser.Sync("VRAM_access", ref VRAM_access);
|
||||
ser.Sync("read_case", ref read_case);
|
||||
ser.Sync("internal_cycle", ref internal_cycle);
|
||||
ser.Sync("y_tile", ref y_tile);
|
||||
|
@ -917,6 +1183,13 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
|
|||
ser.Sync("sprite_ordered_index", ref sprite_ordered_index);
|
||||
ser.Sync("bottom_index", ref bottom_index);
|
||||
|
||||
ser.Sync("window_counter", ref window_counter);
|
||||
ser.Sync("window_pre_render", ref window_pre_render);
|
||||
ser.Sync("window_started", ref window_started);
|
||||
ser.Sync("window_tile_inc", ref window_tile_inc);
|
||||
ser.Sync("window_y_tile", ref window_y_tile);
|
||||
ser.Sync("window_x_tile", ref window_x_tile);
|
||||
ser.Sync("window_y_tile_inc", ref window_y_tile_inc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue