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https://github.com/holub/mame
synced 2025-06-02 02:49:44 +03:00
Fixed a long standing bug in tempest by specifying quantum perfect emulation. All save states should be removed since they may contain a corrupted game state. [Couriersud]
Additional notes: Actually, the routine at AE1C is called after high score entry resp. after the high score screen was displayed. It has something like lda 60ca ldy 60ca and expects the high nibble of "A" to match the low level of "Y", i.e. that 4 shifts occur.
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@ -864,13 +864,11 @@ UINT8 pokey_device::read(offs_t offset)
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if( m_AUDCTL & POLY9 )
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{
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data = m_poly9[m_p9] & 0xff;
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synchronize(SYNC_NOOP); /* force resync */
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LOG_RAND(("POKEY '%s' rand9[$%05x]: $%02x\n", tag(), m_p9, data));
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}
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else
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{
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data = (m_poly17[m_p17] >> 8) & 0xff;
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synchronize(SYNC_NOOP); /* force resync */
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LOG_RAND(("POKEY '%s' rand17[$%05x]: $%02x\n", tag(), m_p17, data));
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}
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break;
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@ -595,6 +595,10 @@ static MACHINE_CONFIG_START( tempest, tempest_state )
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/* basic machine hardware */
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MCFG_CPU_ADD("maincpu", M6502, MASTER_CLOCK / 8)
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MCFG_CPU_PROGRAM_MAP(main_map)
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/* needed to ensure routine at ae1c passes checks and does not corrupt data */
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MCFG_QUANTUM_PERFECT_CPU("maincpu")
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MCFG_CPU_PERIODIC_INT_DRIVER(tempest_state, irq0_line_assert, (double)MASTER_CLOCK / 4096 / 12)
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MCFG_WATCHDOG_TIME_INIT(attotime::from_hz(CLOCK_3KHZ / 256))
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