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Fixed cycle counting overflow that was causing DSB2 to halt execution.
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6cf9974102
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@ -31,8 +31,6 @@
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* ---------
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* ---------
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* - Should MPEG_SetLoop() check for loopEnd==0? This causes crashes. Usually
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* - Should MPEG_SetLoop() check for loopEnd==0? This causes crashes. Usually
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* only occurs when loopStart is also 0, and that can only be checked here.
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* only occurs when loopStart is also 0, and that can only be checked here.
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* - Volume fade out in Daytona 2 is much too slow. Probably caused by 68K
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* timing or interrupts.
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* - Check actual MPEG sample rate. So far, all games seem to use 32 KHz, which
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* - Check actual MPEG sample rate. So far, all games seem to use 32 KHz, which
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* may be a hardware requirement, but if other sampling rates are allowable,
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* may be a hardware requirement, but if other sampling rates are allowable,
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* the code here will fail (it is hard coded for 32 KHz).
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* the code here will fail (it is hard coded for 32 KHz).
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@ -1017,27 +1015,28 @@ void CDSB2::RunFrame(INT16 *audioL, INT16 *audioR)
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M68KSetIRQ(1); // indicate pending command
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M68KSetIRQ(1); // indicate pending command
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//printf("68K INT fired\n");
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//printf("68K INT fired\n");
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m_totalCyclesElapsed += M68KRun(500);
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m_cyclesElapsedThisFrame += M68KRun(500);
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}
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}
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// gm_matthew made the interesting discovery that IRQ2 may in fact be a timer interrupt
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// Matthew Daniels made the interesting discovery that IRQ2 may in fact be a timer interrupt
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// rather than a per-frame interrupt.For Daytona 2 and Sega Rally 2, assuming a value
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// rather than a per-frame interrupt.For Daytona 2 and Sega Rally 2, assuming a value
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// of 1KHz fixes music fade outs and some timing issues. It is very likely this is a
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// of 1KHz fixes music fade outs and some timing issues. It is very likely this is a
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// configurable timer and we should be on the look-out for games which appear to use
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// configurable timer and we should be on the look-out for games which appear to use
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// different values. It is equally likely that all games share a similar code base and
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// different values. It is equally likely that all games share a similar code base and
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// use 1KHz as the timer rate.
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// use 1KHz as the timer rate.
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while (m_totalCyclesElapsed < m_nextFrameEndCycles)
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while (m_cyclesElapsedThisFrame < k_framePeriod)
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{
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{
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if (m_totalCyclesElapsed >= m_nextTimerInterruptCycles)
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if (m_cyclesElapsedThisFrame >= m_nextTimerInterruptCycles)
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{
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{
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// Fire timer interrupt and schedule next one
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// Fire timer interrupt and schedule next one
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M68KSetIRQ(2);
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M68KSetIRQ(2);
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m_nextTimerInterruptCycles = (m_totalCyclesElapsed + k_timerPeriod) - (m_totalCyclesElapsed + k_timerPeriod) % k_timerPeriod;
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m_nextTimerInterruptCycles += k_timerPeriod;
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}
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}
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int cyclesToRun = (std::min)(m_nextTimerInterruptCycles, m_nextFrameEndCycles) - m_totalCyclesElapsed;
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int cyclesToRun = (std::min)(m_nextTimerInterruptCycles, k_framePeriod) - m_cyclesElapsedThisFrame;
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m_totalCyclesElapsed += M68KRun(cyclesToRun);
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m_cyclesElapsedThisFrame += M68KRun(cyclesToRun);
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}
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}
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m_nextFrameEndCycles = (m_totalCyclesElapsed + k_framePeriod) - (m_totalCyclesElapsed + k_framePeriod) % k_framePeriod;
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m_cyclesElapsedThisFrame -= k_framePeriod;
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m_nextTimerInterruptCycles -= k_framePeriod;
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M68KGetContext(&M68K);
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M68KGetContext(&M68K);
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@ -1097,8 +1096,7 @@ void CDSB2::Reset(void)
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//printf("DSB2 PC=%06X\n", M68KGetPC());
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//printf("DSB2 PC=%06X\n", M68KGetPC());
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M68KGetContext(&M68K);
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M68KGetContext(&M68K);
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m_totalCyclesElapsed = 0;
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m_cyclesElapsedThisFrame = 0;
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m_nextFrameEndCycles = k_framePeriod;
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m_nextTimerInterruptCycles = k_timerPeriod;
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m_nextTimerInterruptCycles = k_timerPeriod;
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DebugLog("DSB2 Reset\n");
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DebugLog("DSB2 Reset\n");
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@ -1185,8 +1183,7 @@ void CDSB2::LoadState(CBlockFile *StateFile)
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// Technically these should be saved/restored rather than being reset but that would mean
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// Technically these should be saved/restored rather than being reset but that would mean
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// the save state format has to be modified and the difference would be imperceptible anyway
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// the save state format has to be modified and the difference would be imperceptible anyway
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m_totalCyclesElapsed = 0;
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m_cyclesElapsedThisFrame = 0;
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m_nextFrameEndCycles = k_framePeriod;
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m_nextTimerInterruptCycles = k_timerPeriod;
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m_nextTimerInterruptCycles = k_timerPeriod;
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// Restart MPEG audio at the appropriate position
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// Restart MPEG audio at the appropriate position
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@ -320,8 +320,7 @@ private:
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M68KCtx M68K;
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M68KCtx M68K;
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static const int k_framePeriod = 4000000/60;
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static const int k_framePeriod = 4000000/60;
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static const int k_timerPeriod = 4000000/1000; // 1KHz timer
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static const int k_timerPeriod = 4000000/1000; // 1KHz timer
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int m_totalCyclesElapsed;
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int m_cyclesElapsedThisFrame;
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int m_nextFrameEndCycles;
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int m_nextTimerInterruptCycles;
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int m_nextTimerInterruptCycles;
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};
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};
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