Procrastinating this semi-fix from too much time, 1/2 frames in Samurai Showdown 64 games are now visible, nw

This commit is contained in:
Angelo Salese 2014-01-29 00:17:22 +00:00
parent ef3421e19b
commit 80a33e7a1c
2 changed files with 19 additions and 18 deletions

View File

@ -914,16 +914,17 @@ WRITE32_MEMBER(hng64_state::dl_upload_w)
machine().scheduler().timer_set(m_maincpu->cycles_to_attotime(0x200*8), timer_expired_delegate(FUNC(hng64_state::hng64_3dfifo_processed),this)); machine().scheduler().timer_set(m_maincpu->cycles_to_attotime(0x200*8), timer_expired_delegate(FUNC(hng64_state::hng64_3dfifo_processed),this));
} }
/* 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 */
WRITE32_MEMBER(hng64_state::dl_control_w) // This handles framebuffers WRITE32_MEMBER(hng64_state::dl_control_w) // This handles framebuffers
{ {
if(data & 2) // clear current buffer //if(data & 2) // swap buffers
{ //{
clear3d(); // clear3d();
} //}
// printf("%02x\n",data); // printf("%02x\n",data);
// if(data & 1) // swap buffers? // if(data & 1) // process DMA from 3d FIFO to framebuffer
// if(data & 4) // reset buffer count // if(data & 4) // reset buffer count
} }

View File

@ -1636,8 +1636,8 @@ UINT32 hng64_state::screen_update_hng64(screen_device &screen, bitmap_rgb32 &bit
void hng64_state::screen_eof_hng64(screen_device &screen, bool state) void hng64_state::screen_eof_hng64(screen_device &screen, bool state)
{ {
// rising edge // rising edge
//if (state) if (state)
// clear3d(); clear3d();
} }
void hng64_state::video_start() void hng64_state::video_start()