diff --git a/Src/Model3/Model3.cpp b/Src/Model3/Model3.cpp index 8769f14..6143f97 100644 --- a/Src/Model3/Model3.cpp +++ b/Src/Model3/Model3.cpp @@ -2048,15 +2048,15 @@ void CModel3::RunMainBoardFrame(void) // Compute display timings unsigned ppcCycles = m_config["PowerPCFrequency"].ValueAs() * 1000000; unsigned frameCycles = (unsigned)((float)ppcCycles / 57.524160f); - unsigned lineCycles = frameCycles / 424; - unsigned dispCycles = lineCycles * (TileGen.ReadRegister(0x08) + 40); - unsigned offsetCycles = frameCycles - dispCycles; + unsigned lineCycles = frameCycles / 424; + unsigned dispCycles = lineCycles * (TileGen.ReadRegister(0x08) + 40); + unsigned offsetCycles = frameCycles - dispCycles; unsigned statusCycles = (unsigned)((float)frameCycles * (0.005f)); // Games will start writing a new frame after the ping-pong buffers have been flipped, which is indicated by the - // ping-pong status bit. The timing of ping-pong flip is determined by the value of tilegen register 0x08, which - // is the number of active video lines to display before ping-pong flip occurs. Most games set it to 238 or 239 - // so that ping-pong flip occurs 66% of the frame time after IRQ2, though a few games set it to a higher value. + // ping-pong status bit. The timing of ping-pong flip is determined by the value of tilegen register 0x08, which + // is the number of active video lines to display before ping-pong flip occurs. Most games set it to 238 or 239 + // so that ping-pong flip occurs 66% of the frame time after IRQ2, though a few games set it to a higher value. // Scale PPC timer ratio according to speed at which the PowerPC is being emulated so that the observed running frequency of the PPC timer // 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