[PCE] cap active display to 242 lines, fixes Puzzle Boy (requests 512)
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@ -23,12 +23,9 @@ Tiger Road - On second level, sprites should be getting masked from the t
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Bouken Danshaku Don - The Lost Sunheart (J) - Uses LFO in intro sound strongly!
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Eagan's Rendered Sprite Demo by Eagan Rackley (PD) - demonstrates sprites that shouldnt be displayed
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Games Express CD Card 1993 - dont forget to treat as a turbocd system card
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Puzzle Boy(J) - screen vert height is fucked up...needs to be masked or just clipped?
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Yo, Bro - game screen black, can hear game playing though
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Youkai Douchuuki(J) - part of bg missing? wtf.
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Note, check overdump roms From A - Final Lap Twin
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===================================
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Games that need TV Emulation (to varying degrees)
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===================================
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@ -69,4 +66,5 @@ Stuff I Fixed That's Not In Other Docs:
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4 color modes. It appears to be the only game that requires this, and it's a shitty game. :(
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+ The ROM of Paranoia (J) that is commonly labeled as the authoritative dump - I assume its a bad
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dump, because it dies during the 3rd stage on ALL EMULATORS. Alternative versions of the rom
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work fine.
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work fine.
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+ Puzzle Boy - requests frame height of 512... cap active display to 242 lines
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@ -100,6 +100,9 @@ namespace BizHawk.Emulation.Consoles.TurboGrafx
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public void RenderScanLine()
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{
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if (ActiveLine >= FrameHeight)
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return;
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RenderBackgroundScanline();
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RenderSpritesScanline();
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}
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@ -147,16 +147,14 @@ namespace BizHawk.Emulation.Consoles.TurboGrafx
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case HDR: // Horizontal Display Register - update framebuffer size
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FrameWidth = RequestedFrameWidth;
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if (FrameBuffer.Length != FrameWidth * FrameHeight)
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{
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FrameBuffer = new int[FrameWidth*FrameHeight];
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}
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break;
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case VDW: // Vertical Display Word? - update framebuffer size
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FrameHeight = RequestedFrameHeight;
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if (FrameHeight > 242)
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FrameHeight = 242;
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if (FrameBuffer.Length != FrameWidth * FrameHeight)
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{
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FrameBuffer = new int[FrameWidth * FrameHeight];
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}
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break;
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case LENR: // Initiate DMA transfer
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DmaRequested = true;
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