mirror of https://github.com/bsnes-emu/bsnes.git
Finally, perfect emulation of the STAT write bug.
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127324d2d6
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ca01ff6f79
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@ -230,7 +230,6 @@ void GB_set_color_correction_mode(GB_gameboy_t *gb, GB_color_correction_mode_t m
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*/
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/* Todo: When the CPU and PPU write to IF at the same T-cycle, the PPU write is ignored. */
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void GB_STAT_update(GB_gameboy_t *gb)
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{
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if (!(gb->io_registers[GB_IO_LCDC] & 0x80)) return;
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@ -643,7 +642,7 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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gb->ly_for_comparison = gb->current_line? -1 : 0;
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/* The OAM STAT interrupt occurs 1 T-cycle before STAT actually changes, except on line 0.
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PPU glitch. */
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PPU glitch? */
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if (gb->current_line != 0) {
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gb->mode_for_interrupt = 2;
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gb->io_registers[GB_IO_STAT] &= ~3;
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@ -118,7 +118,16 @@ static void cycle_write(GB_gameboy_t *gb, uint16_t addr, uint8_t value)
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/* The DMG STAT-write bug is basically the STAT register being read as FF for a single T-cycle */
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case GB_CONFLICT_STAT_DMG:
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GB_advance_cycles(gb, gb->pending_cycles);
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/* State 7 is the edge between HBlank and OAM mode, and it behaves a bit weird.
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The OAM interrupt seems to be blocked by HBlank interrupts in that case, despite
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the timing not making much sense for that.
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This is a hack to simulate this effect */
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if (gb->display_state == 7 && (gb->io_registers[GB_IO_STAT] & 0x28) == 0x08) {
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GB_write_memory(gb, addr, ~0x20);
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}
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else {
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GB_write_memory(gb, addr, 0xFF);
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}
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GB_advance_cycles(gb, 1);
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GB_write_memory(gb, addr, value);
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gb->pending_cycles = 3;
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