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byuu says: Changelog: - nall: `#undef OUT` on Windows platform - GBA: add missing CPU prefetch state to serialization (this was breaking serialization in games using ROM prefetch) - GBA: reset all PPU data in the power() function (some things were missing before, causing issues on reset) - GBA: restored horizontal mosaic emulation to the new pixel-based renderer - GBA: fixed tilemap background horizontal flipping (Legend of Spyro - warning screen) - GBA: fixed d8 bits of scroll registers (ATV - Thunder Ridge Racers - menu screen) - SFC: DRAM refresh ticks the ALU MUL/DIV registers five steps forward [reported by kevtris] - SFC: merged dmaCounter and autoJoypadCounter into new shared clockCounter - left stub for old dmaCounter so that I can do some traces to ensure the new code's 100% identical GBA save states would have been broken since whenever I emulated ROM prefetch. I guess not many people are using the GBA core ...
17 lines
350 B
C++
17 lines
350 B
C++
auto PPU::Window::run(uint x, uint y) -> void {
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auto x1 = io.x1, x2 = io.x2;
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auto y1 = io.y1, y2 = io.y2;
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if(x2 < x1 || x2 > 240) x2 = 240;
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if(y2 < y1 || y2 > 160) y2 = 160;
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output = (x >= x1 && x < x2 && y >= y1 && y < y2);
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}
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auto PPU::Window::power(uint id) -> void {
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this->id = id;
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memory::fill(&io, sizeof(IO));
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output = 0;
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}
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