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@ -2048,15 +2048,15 @@ void CModel3::RunMainBoardFrame(void)
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// Compute display timings
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unsigned ppcCycles = m_config["PowerPCFrequency"].ValueAs<unsigned>() * 1000000;
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unsigned frameCycles = (unsigned)((float)ppcCycles / 57.524160f);
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unsigned lineCycles = frameCycles / 424;
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unsigned dispCycles = lineCycles * (TileGen.ReadRegister(0x08) + 40);
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unsigned offsetCycles = frameCycles - dispCycles;
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unsigned lineCycles = frameCycles / 424;
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unsigned dispCycles = lineCycles * (TileGen.ReadRegister(0x08) + 40);
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unsigned offsetCycles = frameCycles - dispCycles;
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unsigned statusCycles = (unsigned)((float)frameCycles * (0.005f));
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// Games will start writing a new frame after the ping-pong buffers have been flipped, which is indicated by the
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// ping-pong status bit. The timing of ping-pong flip is determined by the value of tilegen register 0x08, which
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// is the number of active video lines to display before ping-pong flip occurs. Most games set it to 238 or 239
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// so that ping-pong flip occurs 66% of the frame time after IRQ2, though a few games set it to a higher value.
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// ping-pong status bit. The timing of ping-pong flip is determined by the value of tilegen register 0x08, which
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// is the number of active video lines to display before ping-pong flip occurs. Most games set it to 238 or 239
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// so that ping-pong flip occurs 66% of the frame time after IRQ2, though a few games set it to a higher value.
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// Scale PPC timer ratio according to speed at which the PowerPC is being emulated so that the observed running frequency of the PPC timer
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// registers is more or less correct. This is needed to get the Virtua Striker 2 series of games running at the right speed (they are
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