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Stretch the time the ping_pong bit flips a bit to bump writes into correct frame. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next.
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@ -553,7 +553,6 @@ UINT8 CModel3::ReadInputs(unsigned reg)
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adc[1] = (UINT8)Inputs->analogGunX[1]->value;
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adc[3] = (UINT8)Inputs->analogGunY[1]->value;
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/*
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// Unclear why this is necessary or how to cleanly fix it, so I'm
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// disabling it but leaving it here for future reference. The proper fix is
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// probably to allow users to define inverted controls for this game only,
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@ -566,7 +565,6 @@ UINT8 CModel3::ReadInputs(unsigned reg)
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adc[2] = (UINT8)Inputs->analogGunX[1]->value;
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adc[3] = 255 - (UINT8)Inputs->analogGunY[1]->value;
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}
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*/
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}
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if ((m_game.inputs & Game::INPUT_SKI))
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@ -2083,7 +2081,7 @@ void CModel3::RunMainBoardFrame(void)
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unsigned gapCycles = (unsigned)((float)frameCycles * 2.5f / 100.0f); // we need a gap between asserting irq2 & irq 0x40
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unsigned offsetCycles = (unsigned)((float)frameCycles * 33.f / 100.0f);
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unsigned dispCycles = frameCycles - gapCycles - offsetCycles;
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unsigned statusCycles = (unsigned)((float)frameCycles * (0.001f));
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unsigned statusCycles = (unsigned)((float)frameCycles * (0.005f));
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// we think a frame looks like this on the model 2
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// 66% of frame
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