Beispiel #1
0
        public void FrameAdvance(bool render, bool renderSound)
        {
            Frame++;
            isLag = true;
            PSG.BeginFrame(Cpu.TotalExecutedCycles);
            VDP.ExecuteFrame();
            PSG.EndFrame(Cpu.TotalExecutedCycles);

            if (isLag)
            {
                LagCount++;
            }
        }
Beispiel #2
0
        public void FrameAdvance(bool render, bool renderSound)
        {
            Cpu.Debug = Tracer.Enabled;
            Frame++;
            _isLag = true;
            PSG.BeginFrame(Cpu.TotalExecutedCycles);

            if (Cpu.Debug && Cpu.Logger == null)             // TODO, lets not do this on each frame. But lets refactor CoreComm/CoreComm first
            {
                Cpu.Logger = (s) => Tracer.Put(s);
            }

            VDP.ExecuteFrame();
            PSG.EndFrame(Cpu.TotalExecutedCycles);

            if (_isLag)
            {
                _lagCount++;
            }
        }
Beispiel #3
0
        public void FrameAdvance(bool render, bool rendersound)
        {
            lagged = true;
            Frame++;
            PSG.BeginFrame(SoundCPU.TotalExecutedCycles);
            YM2612.BeginFrame(SoundCPU.TotalExecutedCycles);

            // Do start-of-frame events
            VDP.HIntLineCounter = VDP.Registers[10];
            //VDP.VdpStatusWord &=
            unchecked { VDP.VdpStatusWord &= (ushort)~GenVDP.StatusVerticalBlanking; }

            for (VDP.ScanLine = 0; VDP.ScanLine < 262; VDP.ScanLine++)
            {
                //Log.Error("VDP","FRAME {0}, SCANLINE {1}", Frame, VDP.ScanLine);

                if (VDP.ScanLine < VDP.FrameHeight)
                {
                    VDP.RenderLine();
                }

                Exec68k(365);
                RunZ80(171);

                // H-Int now?

                VDP.HIntLineCounter--;
                if (VDP.HIntLineCounter < 0 && VDP.ScanLine < 224)                 // FIXME
                {
                    VDP.HIntLineCounter = VDP.Registers[10];
                    VDP.VdpStatusWord  |= GenVDP.StatusHorizBlanking;

                    if (VDP.HInterruptsEnabled)
                    {
                        Set68kIrq(4);
                        //Console.WriteLine("Fire hint!");
                    }
                }

                Exec68k(488 - 365);
                RunZ80(228 - 171);

                if (VDP.ScanLine == 224)
                {
                    VDP.VdpStatusWord |= GenVDP.StatusVerticalInterruptPending;
                    VDP.VdpStatusWord |= GenVDP.StatusVerticalBlanking;
                    Exec68k(16);                     // this is stupidly wrong.
                    // End-frame stuff
                    if (VDP.VInterruptEnabled)
                    {
                        Set68kIrq(6);
                    }

                    SoundCPU.Interrupt = true;
                    //The INT output is asserted every frame for exactly one scanline, and it can't be disabled. A very short Z80 interrupt routine would be triggered multiple times if it finishes within 228 Z80 clock cycles. I think (but cannot recall the specifics) that some games have delay loops in the interrupt handler for this very reason.
                }
            }
            PSG.EndFrame(SoundCPU.TotalExecutedCycles);
            YM2612.EndFrame(SoundCPU.TotalExecutedCycles);



            if (lagged)
            {
                _lagcount++;
                islag = true;
            }
            else
            {
                islag = false;
            }
        }