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https://github.com/holub/mame
synced 2025-07-02 08:39:21 +03:00
Procrastinating this semi-fix from too much time, 1/2 frames in Samurai Showdown 64 games are now visible, nw
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@ -914,16 +914,17 @@ WRITE32_MEMBER(hng64_state::dl_upload_w)
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machine().scheduler().timer_set(m_maincpu->cycles_to_attotime(0x200*8), timer_expired_delegate(FUNC(hng64_state::hng64_3dfifo_processed),this));
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machine().scheduler().timer_set(m_maincpu->cycles_to_attotime(0x200*8), timer_expired_delegate(FUNC(hng64_state::hng64_3dfifo_processed),this));
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}
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}
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/* Note: Samurai Shodown games never calls bit 1, so it can't be framebuffer clear. It also calls bit 3 at start-up, meaning unknown */
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WRITE32_MEMBER(hng64_state::dl_control_w) // This handles framebuffers
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WRITE32_MEMBER(hng64_state::dl_control_w) // This handles framebuffers
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{
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{
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if(data & 2) // clear current buffer
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//if(data & 2) // swap buffers
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{
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//{
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clear3d();
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// clear3d();
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}
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//}
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// printf("%02x\n",data);
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// printf("%02x\n",data);
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// if(data & 1) // swap buffers?
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// if(data & 1) // process DMA from 3d FIFO to framebuffer
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// if(data & 4) // reset buffer count
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// if(data & 4) // reset buffer count
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}
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}
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@ -1636,8 +1636,8 @@ UINT32 hng64_state::screen_update_hng64(screen_device &screen, bitmap_rgb32 &bit
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void hng64_state::screen_eof_hng64(screen_device &screen, bool state)
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void hng64_state::screen_eof_hng64(screen_device &screen, bool state)
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{
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{
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// rising edge
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// rising edge
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//if (state)
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if (state)
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// clear3d();
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clear3d();
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}
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}
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void hng64_state::video_start()
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void hng64_state::video_start()
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