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

This commit is contained in:
Angelo Salese 2013-04-02 17:44:25 +00:00
parent d1854d6930
commit 9316068d24
2 changed files with 4 additions and 3 deletions

View File

@ -6149,7 +6149,7 @@ void saturn_state::stv_vdp2_dynamic_res_change( void )
{
int vblank_period,hblank_period;
attoseconds_t refresh;;
attoseconds_t refresh;
rectangle visarea(0, horz_res-1, 0, vert_res-1);
vblank_period = get_vblank_duration();
@ -6157,7 +6157,7 @@ void saturn_state::stv_vdp2_dynamic_res_change( void )
refresh = HZ_TO_ATTOSECONDS(get_pixel_clock()) * (hblank_period) * vblank_period;
//printf("%d %d %d %d\n",horz_res,vert_res,horz_res+hblank_period,vblank_period);
machine().primary_screen->configure((hblank_period), (vblank_period), visarea, refresh );
machine().primary_screen->configure(hblank_period, vblank_period, visarea, refresh );
}
// machine().primary_screen->set_visible_area(0*8, horz_res-1,0*8, vert_res-1);
}

View File

@ -2777,7 +2777,8 @@ static MACHINE_CONFIG_DERIVED( stmblade, ssv )
MCFG_CPU_PROGRAM_MAP(dsp_prg_map)
MCFG_CPU_DATA_MAP(dsp_data_map)
MCFG_QUANTUM_PERFECT_CPU("maincpu")
/* don't need this, game just does a simple check at boot then the DSP stalls into a tight loop. */
// MCFG_QUANTUM_PERFECT_CPU("maincpu")
MCFG_NVRAM_ADD_0FILL("nvram")
/* video hardware */