mirror of https://github.com/bsnes-emu/bsnes.git
Emulate missing Vreset signal (SGB only for now) and ICD2 desyncing
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@ -393,7 +393,9 @@ static void render_pixel_if_possible(GB_gameboy_t *gb)
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pixel = ((gb->io_registers[GB_IO_BGP] >> (pixel << 1)) & 3);
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}
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if (gb->sgb) {
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gb->sgb->screen_buffer[gb->position_in_line + gb->current_line * WIDTH] = pixel;
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if (gb->current_lcd_line < LINES) {
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gb->sgb->screen_buffer[gb->position_in_line + gb->current_lcd_line * WIDTH] = pixel;
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}
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}
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else {
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gb->screen[gb->position_in_line + gb->current_line * WIDTH] = gb->background_palettes_rgb[fifo_item->palette * 4 + pixel];
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@ -407,7 +409,9 @@ static void render_pixel_if_possible(GB_gameboy_t *gb)
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pixel = ((gb->io_registers[oam_fifo_item->palette? GB_IO_OBP1 : GB_IO_OBP0] >> (pixel << 1)) & 3);
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}
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if (gb->sgb) {
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gb->sgb->screen_buffer[gb->position_in_line + gb->current_line * WIDTH] =pixel;
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if (gb->current_lcd_line < LINES) {
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gb->sgb->screen_buffer[gb->position_in_line + gb->current_lcd_line * WIDTH] = pixel;
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}
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}
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else {
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gb->screen[gb->position_in_line + gb->current_line * WIDTH] = gb->sprite_palettes_rgb[oam_fifo_item->palette * 4 + pixel];
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@ -609,6 +613,7 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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}
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/* Todo: Merge this with the normal line routine */
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/* Todo: Needs actual rendering, affects SGB emulation */
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/* Handle the very first line 0 */
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gb->current_line = 0;
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gb->ly_for_comparison = 0;
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@ -642,7 +647,10 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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gb->vram_read_blocked = true;
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gb->vram_write_blocked = true;
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gb->cgb_palettes_blocked = true;
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gb->current_lcd_line++; // TODO: Verify timing
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if (gb->current_lcd_line == LINES) {
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display_vblank(gb);
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}
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/* TODO: How does the window affect this line? */
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gb->cycles_for_line += MODE3_LENGTH + (gb->io_registers[GB_IO_SCX] & 7) - 2;
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GB_SLEEP(gb, display, 3, MODE3_LENGTH + (gb->io_registers[GB_IO_SCX] & 7) - 2);
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@ -747,6 +755,10 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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fifo_push_bg_row(&gb->bg_fifo, 0, 0, 0, false, false);
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/* Todo: find out actual access time of SCX */
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gb->position_in_line = - (gb->io_registers[GB_IO_SCX] & 7) - 8;
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gb->current_lcd_line++; // Todo: unverified timing
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if (gb->current_lcd_line == LINES) {
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display_vblank(gb);
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}
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gb->fetcher_x = ((gb->io_registers[GB_IO_SCX]) / 8) & 0x1f;
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gb->extra_penalty_for_sprite_at_0 = (gb->io_registers[GB_IO_SCX] & 7);
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@ -961,6 +973,7 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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gb->wy_diff = 0;
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gb->window_disabled_while_active = false;
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gb->current_line = 0;
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gb->current_lcd_line = -1; // TODO: not the correct timing
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}
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}
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@ -432,6 +432,7 @@ struct GB_gameboy_internal_s {
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/* The LCDC will skip the first frame it renders after turning it on.
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On the CGB, a frame is not skipped if the previous frame was skipped as well.
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See https://www.reddit.com/r/EmuDev/comments/6exyxu/ */
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/* TODO: Drop this and properly emulate the dropped vreset signal*/
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enum {
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GB_FRAMESKIP_LCD_TURNED_ON, // On a DMG, the LCD renders a blank screen during this state,
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// on a CGB, the previous frame is repeated (which might be
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@ -466,6 +467,7 @@ struct GB_gameboy_internal_s {
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uint8_t mode_for_interrupt;
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bool lyc_interrupt_line;
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bool cgb_palettes_blocked;
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uint8_t current_lcd_line; // The LCD can go out of sync since the vsync signal is skipped in some cases.
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);
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/* Unsaved data. This includes all pointers, as well as everything that shouldn't be on a save state */
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@ -702,7 +702,10 @@ static void write_high_memory(GB_gameboy_t *gb, uint16_t addr, uint8_t value)
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if ((value & 0x80) && !(gb->io_registers[GB_IO_LCDC] & 0x80)) {
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gb->display_cycles = 0;
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gb->display_state = 0;
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if (gb->frame_skip_state == GB_FRAMESKIP_SECOND_FRAME_RENDERED) {
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if (GB_is_sgb(gb)) {
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gb->frame_skip_state = GB_FRAMESKIP_SECOND_FRAME_RENDERED;
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}
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else if (gb->frame_skip_state == GB_FRAMESKIP_SECOND_FRAME_RENDERED) {
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gb->frame_skip_state = GB_FRAMESKIP_LCD_TURNED_ON;
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}
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}
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