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Refined the behavior of the last fix on a DMG.
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@ -203,7 +203,7 @@ static void display_vblank(GB_gameboy_t *gb)
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}
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}
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if (!gb->disable_rendering && (!(gb->io_registers[GB_IO_LCDC] & 0x80) || gb->stopped)) {
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if (!gb->disable_rendering && ((!(gb->io_registers[GB_IO_LCDC] & 0x80) || gb->stopped) || gb->frame_skip_state == GB_FRAMESKIP_LCD_TURNED_ON)) {
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/* LCD is off, set screen to white */
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uint32_t white = gb->rgb_encode_callback(gb, 0xFF, 0xFF, 0xFF);
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for (unsigned i = 0; i < WIDTH * LINES; i++) {
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@ -319,7 +319,13 @@ static void update_display_state(GB_gameboy_t *gb, uint8_t cycles)
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gb->stat_interrupt_line = true;
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}
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if (gb->frame_skip_state == GB_FRAMESKIP_LCD_TURNED_ON) {
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gb->frame_skip_state = GB_FRAMESKIP_FIRST_FRAME_SKIPPED;
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if (!gb->is_cgb) {
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display_vblank(gb);
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gb->frame_skip_state = GB_FRAMESKIP_SECOND_FRAME_RENDERED;
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}
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else {
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gb->frame_skip_state = GB_FRAMESKIP_FIRST_FRAME_SKIPPED;
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}
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}
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else {
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gb->frame_skip_state = GB_FRAMESKIP_SECOND_FRAME_RENDERED;
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10
Core/gb.h
10
Core/gb.h
@ -365,12 +365,14 @@ struct GB_gameboy_internal_s {
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bool stat_interrupt_line;
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uint8_t effective_scx;
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uint8_t current_window_line;
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/* The LCDC will skip the first frame it renders after turning it on, unless the previous
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frame was skipped as well.
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/* The LCDC will skip the first frame it renders after turning it on.
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On the CGB, a frame is not skipped if the previous frame was skipped as well.
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See https://www.reddit.com/r/EmuDev/comments/6exyxu/ */
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enum {
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GB_FRAMESKIP_LCD_TURNED_ON,
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GB_FRAMESKIP_FIRST_FRAME_SKIPPED,
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GB_FRAMESKIP_LCD_TURNED_ON, // On a DMG, the LCD renders a blank screen during this state,
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// on a CGB, the previous frame is repeated (which might be
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// blank if the LCD was off for more than a few cycles)
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GB_FRAMESKIP_FIRST_FRAME_SKIPPED, // This state is 'skipped' when emulating a DMG
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GB_FRAMESKIP_SECOND_FRAME_RENDERED,
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} frame_skip_state;
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);
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