GBA Timers: Cascading timers don't tick when disabled (fixes #2812)

This commit is contained in:
Vicki Pfau 2023-02-03 01:43:34 -08:00
parent e95bd06321
commit e470795258
2 changed files with 2 additions and 1 deletions

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@ -7,6 +7,7 @@ Emulation fixes:
- GBA Audio: Fix improperly deserializing GB audio registers (fixes mgba.io/i/2793) - GBA Audio: Fix improperly deserializing GB audio registers (fixes mgba.io/i/2793)
- GBA Memory: Make VRAM access stalls only apply to BG RAM - GBA Memory: Make VRAM access stalls only apply to BG RAM
- GBA SIO: Fix SIOCNT SI pin value after attaching player 2 (fixes mgba.io/i/2805) - GBA SIO: Fix SIOCNT SI pin value after attaching player 2 (fixes mgba.io/i/2805)
- GBA Timers: Cascading timers don't tick when disabled (fixes mgba.io/i/2812)
- GBA Video: Disable BG target 1 blending when OBJ blending (fixes mgba.io/i/2722) - GBA Video: Disable BG target 1 blending when OBJ blending (fixes mgba.io/i/2722)
Other fixes: Other fixes:
- Core: Allow sending thread requests to a crashed core (fixes mgba.io/i/2784) - Core: Allow sending thread requests to a crashed core (fixes mgba.io/i/2784)

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@ -34,7 +34,7 @@ static void GBATimerUpdate(struct GBA* gba, int timerId, uint32_t cyclesLate) {
if (timerId < 3) { if (timerId < 3) {
struct GBATimer* nextTimer = &gba->timers[timerId + 1]; struct GBATimer* nextTimer = &gba->timers[timerId + 1];
if (GBATimerFlagsIsCountUp(nextTimer->flags)) { // TODO: Does this increment while disabled? if (GBATimerFlagsIsCountUp(nextTimer->flags) && GBATimerFlagsIsEnable(nextTimer->flags)) {
++gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1]; ++gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1];
if (!gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1] && GBATimerFlagsIsEnable(nextTimer->flags)) { if (!gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1] && GBATimerFlagsIsEnable(nextTimer->flags)) {
GBATimerUpdate(gba, timerId + 1, cyclesLate); GBATimerUpdate(gba, timerId + 1, cyclesLate);