Implemented LCD first-frame-skip behavior, fixes a visual glitch in Pokémon Pinball
This commit is contained in:
parent
48acc09e91
commit
d72807dd67
@ -318,7 +318,13 @@ static void update_display_state(GB_gameboy_t *gb, uint8_t cycles)
|
||||
if (gb->io_registers[GB_IO_STAT] & 0x20) {
|
||||
gb->stat_interrupt_line = true;
|
||||
}
|
||||
display_vblank(gb);
|
||||
if (gb->frame_skip_state == GB_FRAMESKIP_LCD_TURNED_ON) {
|
||||
gb->frame_skip_state = GB_FRAMESKIP_FIRST_FRAME_SKIPPED;
|
||||
}
|
||||
else {
|
||||
gb->frame_skip_state = GB_FRAMESKIP_SECOND_FRAME_RENDERED;
|
||||
display_vblank(gb);
|
||||
}
|
||||
}
|
||||
|
||||
/* Handle STAT changes for lines 0-143 */
|
||||
|
@ -365,6 +365,14 @@ struct GB_gameboy_internal_s {
|
||||
bool stat_interrupt_line;
|
||||
uint8_t effective_scx;
|
||||
uint8_t current_window_line;
|
||||
/* The LCDC will skip the first frame it renders after turning it on, unless the previous
|
||||
frame was skipped as well.
|
||||
See https://www.reddit.com/r/EmuDev/comments/6exyxu/ */
|
||||
enum {
|
||||
GB_FRAMESKIP_LCD_TURNED_ON,
|
||||
GB_FRAMESKIP_FIRST_FRAME_SKIPPED,
|
||||
GB_FRAMESKIP_SECOND_FRAME_RENDERED,
|
||||
} frame_skip_state;
|
||||
);
|
||||
|
||||
/* Unsaved data. This includes all pointers, as well as everything that shouldn't be on a save state */
|
||||
|
@ -439,6 +439,9 @@ static void write_high_memory(GB_gameboy_t *gb, uint16_t addr, uint8_t value)
|
||||
/* It appears that there's a slight delay after enabling the screen? */
|
||||
/* Todo: verify this. */
|
||||
gb->display_cycles = gb->cgb_double_speed? -2 : -4;
|
||||
if (gb->frame_skip_state == GB_FRAMESKIP_SECOND_FRAME_RENDERED) {
|
||||
gb->frame_skip_state = GB_FRAMESKIP_LCD_TURNED_ON;
|
||||
}
|
||||
}
|
||||
else if (!(value & 0x80) && (gb->io_registers[GB_IO_LCDC] & 0x80)) {
|
||||
/* Sync after turning off LCD */
|
||||
|
Loading…
Reference in New Issue
Block a user