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Storm Blade: Using perfect CPU with the half assed framework we have is especially bad when the other CPU just does a simple string check then goes into a tight loop, nw
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@ -6149,7 +6149,7 @@ void saturn_state::stv_vdp2_dynamic_res_change( void )
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{
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int vblank_period,hblank_period;
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attoseconds_t refresh;;
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attoseconds_t refresh;
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rectangle visarea(0, horz_res-1, 0, vert_res-1);
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vblank_period = get_vblank_duration();
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@ -6157,7 +6157,7 @@ void saturn_state::stv_vdp2_dynamic_res_change( void )
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refresh = HZ_TO_ATTOSECONDS(get_pixel_clock()) * (hblank_period) * vblank_period;
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//printf("%d %d %d %d\n",horz_res,vert_res,horz_res+hblank_period,vblank_period);
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machine().primary_screen->configure((hblank_period), (vblank_period), visarea, refresh );
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machine().primary_screen->configure(hblank_period, vblank_period, visarea, refresh );
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}
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// machine().primary_screen->set_visible_area(0*8, horz_res-1,0*8, vert_res-1);
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}
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@ -2777,7 +2777,8 @@ static MACHINE_CONFIG_DERIVED( stmblade, ssv )
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MCFG_CPU_PROGRAM_MAP(dsp_prg_map)
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MCFG_CPU_DATA_MAP(dsp_data_map)
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MCFG_QUANTUM_PERFECT_CPU("maincpu")
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/* don't need this, game just does a simple check at boot then the DSP stalls into a tight loop. */
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// MCFG_QUANTUM_PERFECT_CPU("maincpu")
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MCFG_NVRAM_ADD_0FILL("nvram")
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/* video hardware */
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