Game Boy: re-enable wave corruption bug emulation
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@ -1180,11 +1180,11 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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if ((value & 0x80)) {
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/* DMG bug: wave RAM gets corrupted if the channel is retriggerred 1 cycle before the APU
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reads from it. */
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/*if (!CGB &&
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if (!CGB &&
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gb->apu.is_active[GB_WAVE] &&
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gb->apu.wave_channel.sample_countdown == 0 &&
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gb->apu.wave_channel.enable) {
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unsigned offset = ((gb->apu.wave_channel.current_sample_index + 1) >> 1) & 0xF;*/
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unsigned offset = ((gb->apu.wave_channel.current_sample_index + 1) >> 1) & 0xF;
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/* This glitch varies between models and even specific instances:
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DMG-B: Most of them behave as emulated. A few behave differently.
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@ -1193,7 +1193,7 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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Additionally, I believe DMGs, including those we behave differently than emulated,
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are all deterministic. */
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/*if (offset < 4) {
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if (offset < 4) {
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gb->io_registers[GB_IO_WAV_START] = gb->io_registers[GB_IO_WAV_START + offset];
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gb->apu.wave_channel.wave_form[0] = gb->apu.wave_channel.wave_form[offset / 2];
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gb->apu.wave_channel.wave_form[1] = gb->apu.wave_channel.wave_form[offset / 2 + 1];
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@ -1206,7 +1206,7 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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gb->apu.wave_channel.wave_form + (offset & ~3) * 2,
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8);
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}
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}*/
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}
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if (!gb->apu.is_active[GB_WAVE]) {
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gb->apu.is_active[GB_WAVE] = true;
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update_sample(gb, GB_WAVE,
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@ -16,7 +16,7 @@ extern "C" {
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#define GB_STRUCT_VERSION 13
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#define CGB 0
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#define CGB (gb->model&GB_MODEL_CGB_FAMILY)
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#define GB_MODEL_FAMILY_MASK 0xF00
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#define GB_MODEL_DMG_FAMILY 0x000
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