fix new-PPU misalignment (garbled graphics) after reset while debugging

This commit is contained in:
rainwarrior 2016-08-31 02:46:16 +00:00
parent bb0f6234aa
commit fc71914b23
1 changed files with 15 additions and 0 deletions

View File

@ -275,6 +275,14 @@ struct PPUREGS {
v &= 1;
fv &= 7;
}
void debug_log()
{
FCEU_printf("ppur: fv(%d), v(%d), h(%d), vt(%d), ht(%d)\n",fv,v,h,vt,ht);
FCEU_printf(" _fv(%d), _v(%d), _h(%d), _vt(%d), _ht(%d)\n",_fv,_v,_h,_vt,_ht);
FCEU_printf(" fh(%d), s(%d), par(%d)\n",fh,s,par);
FCEU_printf(" .status cycle(%d), end_cycle(%d), sl(%d)\n",status.cycle,status.end_cycle,status.sl);
}
} ppur;
int newppu_get_scanline() { return ppur.status.sl; }
@ -2022,6 +2030,13 @@ int framectr = 0;
int FCEUX_PPU_Loop(int skip) {
//262 scanlines
if (ppudead) {
// problem: reset triggered by debugger may be mid-frame,
// causing erroneous extra PPU execution after the reset to permanently misalign ppur.status.cycle and ppur.par
// manually realigning them here, but a more "ideal" solution might be to check ppudead after every runppu,
// and goto finish so there's no time to misalign?
ppur.status.cycle = 0;
ppur.par = 0;
// not quite emulating all the NES power up behavior
// since it is known that the NES ignores writes to some
// register before around a full frame, but no games