GBHawk: Restructure to pass all other tests (as before)
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@ -497,7 +497,6 @@ namespace BizHawk.Emulation.Common.Components.LR35902
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if (Halt_bug_2 && I_use)
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{
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RegPC--;
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if (!interrupts_enabled) { Halt_bug_3 = true; }
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}
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@ -111,7 +111,7 @@ namespace BizHawk.Emulation.Common.Components.LR35902
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IDLE,
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HALT_CHK,
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IDLE,
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HALT, 1 };
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HALT, 0 };
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skip_once = true;
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// If the interrupt flag is not currently set, but it does get set in the first check
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// then a bug is triggered
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@ -71,7 +71,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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x_tile = (int)Math.Floor((float)(scroll_x) / 8);
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break;
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case 0xFF44: // LY
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LY = 0; /*reset*/
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LY = LY_actual = 0; /*reset*/
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break;
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case 0xFF45: // LYC
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LYC = value;
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@ -110,7 +110,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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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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{
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// start the next scanline
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if (cycle == 456)
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{
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@ -125,24 +125,14 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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cycle = 0;
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LY += LY_inc;
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no_scan = false;
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LY_actual = LY;
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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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no_scan = false;
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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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if (STAT.Bit(3)) { HBL_INT = true; }
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STAT &= 0xFC;
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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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@ -153,8 +143,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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window_is_reset = true;
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}
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Core.cpu.LY = LY;
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// Automatically restore access to VRAM at this time (force end drawing)
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// Who Framed Roger Rabbit seems to run into this.
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VRAM_access_write = true;
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@ -166,6 +154,34 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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}
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if (cycle == 452)
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{
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LY += LY_inc;
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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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else
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{
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VBL_INT = false;
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if (STAT.Bit(3)) { HBL_INT = true; }
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STAT &= 0xFC;
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}
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Core.cpu.LY = LY;
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}
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if ((LY == 153) && (cycle == 0))
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{
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LY = 0;
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LY_inc = 0;
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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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@ -185,21 +201,21 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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// the VBL stat is continuously asserted
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if ((LY >= 144))
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if ((LY_actual >= 144))
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{
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if (STAT.Bit(4))
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{
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if ((cycle >= 4) && (LY == 144))
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if ((cycle >= 0) && (LY_actual == 144))
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{
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VBL_INT = true;
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}
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else if (LY > 144)
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else if (LY_actual > 144)
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{
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VBL_INT = true;
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}
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}
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if ((cycle == 0) && (LY == 144)) {
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if ((cycle == 0) && (LY_actual == 144)) {
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HBL_INT = false;
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@ -209,19 +225,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (Core.REG_FFFF.Bit(0)) { Core.cpu.FlagI = true; }
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Core.REG_FF0F |= 0x01;
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//Console.WriteLine(Core.cpu.TotalExecutedCycles);
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}
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if ((LY >= 144) && (cycle == 4))
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if ((LY_actual >= 144) && (cycle == 0))
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{
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// a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1
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if (STAT.Bit(5)) { OAM_INT = true; }
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}
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if ((LY == 153) && (cycle == 8))
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if ((LY_actual == 153) && (cycle == 4))
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{
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LY = 0;
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LY_inc = 0;
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LY_actual = 0;
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Core.cpu.LY = LY;
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}
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}
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@ -234,7 +248,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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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 == 8)
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if (cycle == 4)
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{
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if (LY != LYC)
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{
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@ -250,7 +264,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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}
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if (cycle == 84)
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if (cycle == 80)
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{
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STAT &= 0xFC;
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@ -263,7 +277,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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VRAM_access_write = false;
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}
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if (cycle == 256)
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if (cycle == 252)
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{
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STAT &= 0xFC;
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OAM_INT = false;
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@ -278,9 +292,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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}
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else
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{
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if (cycle < 80)
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if (cycle < 76)
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{
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if (cycle == 4)
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if (cycle == 0)
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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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@ -288,18 +302,28 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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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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if (STAT.Bit(5))
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{
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OAM_INT = true;
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}
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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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// here OAM scanning is performed
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OAM_scan(cycle + 4);
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}
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else if ((cycle >= 76) && (LY_actual < 144))
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{
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if (cycle == 76)
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{
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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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}
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if (cycle == 80)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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@ -309,14 +333,20 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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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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render(cycle - 76);
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}
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}
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}
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if (cycle >= 452)
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{
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OAM_access_read = false;
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OAM_scan(cycle - 452);
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}
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}
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if ((LY_inc == 0))
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{
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if (cycle == 12)
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if (cycle == 8)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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@ -333,11 +363,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (STAT.Bit(5)) { OAM_INT = true; }
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}
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if (cycle == 92) { OAM_INT = false; }
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if (cycle == 88) { OAM_INT = false; }
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}
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// here LY=LYC will be asserted
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if ((cycle == 4) && (LY != 0))
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if ((cycle == 0) && (LY_actual != 0))
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{
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if ((LY == LYC) && !STAT.Bit(2))
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{
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@ -360,6 +390,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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LCD_was_off = true;
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LY = 0;
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LY_actual = 0;
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Core.cpu.LY = LY;
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cycle = 0;
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@ -367,7 +398,19 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// assert the STAT IRQ line if the line went from zero to 1
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stat_line = VBL_INT | LYC_INT | HBL_INT | OAM_INT;
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/*
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if (stat_line) {
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Console.Write("OAM: ");
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Console.Write(OAM_INT);
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Console.Write(" LYC: ");
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Console.Write(LYC_INT);
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Console.Write(" VBL: ");
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Console.Write(VBL_INT);
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Console.Write(" HBL: ");
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Console.Write(HBL_INT);
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Console.WriteLine(Core.cpu.TotalExecutedCycles);
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}
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*/
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if (stat_line && !stat_line_old)
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{
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if (Core.REG_FFFF.Bit(1)) { Core.cpu.FlagI = true; }
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@ -393,10 +436,6 @@ 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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OAM_access_read = false;
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OAM_access_write = true;
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VRAM_access_read = false;
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// window X is latched for the scanline, mid-line changes have no effect
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window_x_latch = window_x;
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@ -411,6 +450,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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fetch_sprite_01 = false;
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fetch_sprite_4 = false;
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going_to_fetch = false;
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first_fetch = true;
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no_sprites = false;
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evaled_sprites = 0;
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@ -543,7 +583,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (pixel_counter == 160)
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{
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read_case = 8;
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hbl_countdown = 7;
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hbl_countdown = 5;
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}
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}
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else if ((render_counter >= render_offset) && (pixel_counter < 0))
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@ -840,7 +880,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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if (going_to_fetch)
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{
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going_to_fetch = false;
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sprite_fetch_counter = 0;
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sprite_fetch_counter = first_fetch ? 2 : 0;
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first_fetch = false;
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if (fetch_sprite_01)
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{
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@ -1060,8 +1101,6 @@ 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_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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@ -21,6 +21,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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public byte scroll_y;
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public byte scroll_x;
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public byte LY;
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public byte LY_actual;
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public byte LY_inc;
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public byte LYC;
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public byte DMA_addr;
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@ -68,6 +69,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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public bool fetch_sprite_01;
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public bool fetch_sprite_4;
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public bool going_to_fetch;
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public bool first_fetch;
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public int sprite_fetch_counter;
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public byte[] sprite_attr_list = new byte[160];
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public byte[] sprite_pixel_list = new byte[160];
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@ -171,6 +173,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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ser.Sync("scroll_y", ref scroll_y);
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ser.Sync("scroll_x", ref scroll_x);
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ser.Sync("LY", ref LY);
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ser.Sync("LY_actual", ref LY_actual);
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ser.Sync("LYinc", ref LY_inc);
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ser.Sync("LYC", ref LYC);
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ser.Sync("DMA_addr", ref DMA_addr);
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@ -217,6 +220,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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ser.Sync("fetch_sprite_01", ref fetch_sprite_01);
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ser.Sync("fetch_sprite_4", ref fetch_sprite_4);
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ser.Sync("going_to_fetch", ref going_to_fetch);
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ser.Sync("first_fetch", ref first_fetch);
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ser.Sync("sprite_fetch_counter", ref sprite_fetch_counter);
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ser.Sync("sprite_attr_list", ref sprite_attr_list, false);
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ser.Sync("sprite_pixel_list", ref sprite_pixel_list, false);
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