Enough of this

This commit is contained in:
Angelo Salese 2013-02-13 15:46:50 +00:00
parent 798b2611c9
commit a8af9bbe25
3 changed files with 8 additions and 35 deletions

View File

@ -71,7 +71,7 @@ Changelog:
0A D208000D JMP NZ,$D 0A D208000D JMP NZ,$D
0B 00000000 NOP 0B 00000000 NOP
0C F8000000 ENDI 0C F8000000 ENDI
...
40 00863502 MOV M0,A MOV M2,PL 40 00863502 MOV M0,A MOV M2,PL
41 10003009 ADD MOV ALL,MC0 41 10003009 ADD MOV ALL,MC0
42 D3400042 JMP T0,$42 42 D3400042 JMP T0,$42
@ -917,6 +917,12 @@ void dsp_execute_program(address_space &dmaspace)
cycles_run++; cycles_run++;
/* If we run this many cycles guess that the SCU DSP stalled, throw a fatalerror */
if(cycles_run > 1000000)
{
fatalerror("SCU DSP stalled");
}
} while( cont ); } while( cont );
#if DEBUG_DSP #if DEBUG_DSP
dsp_dump_mem( log_file ); dsp_dump_mem( log_file );

View File

@ -202,7 +202,7 @@ void saturn_state::cd_exec_command( void )
/* Guess: X-Men COTA sequence is 0x48->0x48->0x04(01)->0x04(00)->0x30 then 0x10, without this game throws a FAD reject error */ /* Guess: X-Men COTA sequence is 0x48->0x48->0x04(01)->0x04(00)->0x30 then 0x10, without this game throws a FAD reject error */
/* X-Men vs. SF is even fussier, sequence is 0x04 (1) 0x04 (0) 0x03 (0) 0x03 (1) 0x30 */ /* X-Men vs. SF is even fussier, sequence is 0x04 (1) 0x04 (0) 0x03 (0) 0x03 (1) 0x30 */
#if 0 #if 0
for(i=0;i<MAX_FILTERS;i++) for(int i=0;i<MAX_FILTERS;i++)
{ {
filters[i].fad = 0; filters[i].fad = 0;
filters[i].range = 0xffffffff; filters[i].range = 0xffffffff;

View File

@ -6467,39 +6467,6 @@ void saturn_state::stv_vdp2_fade_effects( void )
//popmessage("%04x %04x %04x %04x %04x %04x",STV_VDP2_COAR,STV_VDP2_COAG,STV_VDP2_COAB,STV_VDP2_COBR,STV_VDP2_COBG,STV_VDP2_COBB); //popmessage("%04x %04x %04x %04x %04x %04x",STV_VDP2_COAR,STV_VDP2_COAG,STV_VDP2_COAB,STV_VDP2_COBR,STV_VDP2_COBG,STV_VDP2_COBB);
} }
/******************************************************************************************
ST-V VDP2 window effect function version 0.04
How it works: returns 0 if the requested pixel is drawnable,1 if it isn't.
For tilemap and sprite layer, clipping rectangle is changed.
Done:
-Basic support(w0 or w1),bitmaps only.
-W0 (outside) for tilemaps and sprite layer.
-Window logic.
Not Done:
-Complete Windows on cells.A split between cells and bitmaps is in progress...
-w0 & w1 at the same time.
-Line window.
-Color Calculation.
-Rotation parameter Window (already done?).
Window Registers are hooked up like this ATM:
x--- ---- UNUSED
-x-- ---- Sprite Window Area
--x- ---- Window 1 Area
---x ---- Window 0 Area
(0 = Inside,1 = Outside)
---- x--- Sprite Window Enable
---- -x-- Window 1 Enable
---- --x- Window 0 Enable
(0 = Disabled,1 = Enabled)
---- ---x Window Logic
(0 = OR,1 = AND)
******************************************************************************************/
void saturn_state::stv_vdp2_get_window0_coordinates(int *s_x, int *e_x, int *s_y, int *e_y) void saturn_state::stv_vdp2_get_window0_coordinates(int *s_x, int *e_x, int *s_y, int *e_y)
{ {
/*W0*/ /*W0*/