Rcnt rcnts[ CounterQuantity ];
-static u32 hSyncCount = 0;
+u32 hSyncCount = 0;
+u32 frame_counter = 0;
static u32 spuSyncCount = 0;
static u32 hsync_steps = 0;
-static u32 gpu_wants_hcnt = 0;
static u32 base_cycle = 0;
-static u32 frame_counter = 0;
u32 psxNextCounter = 0, psxNextsCounter = 0;
// VSync irq.
if( hSyncCount == VBlankStart[Config.PsxType] )
{
- GPU_vBlank( 1, &hSyncCount, &gpu_wants_hcnt );
- //if( !(HW_GPU_STATUS & PSXGPU_ILACE) ) // hmh
+ if( !(HW_GPU_STATUS & PSXGPU_ILACE) )
HW_GPU_STATUS |= PSXGPU_LCF;
- // For the best times. :D
- //setIrq( 0x01 );
+ setIrq( 0x01 );
+
+ EmuUpdate();
+ GPU_updateLace();
}
// Update lace. (with InuYasha fix)
hSyncCount = 0;
frame_counter++;
- GPU_vBlank( 0, &hSyncCount, &gpu_wants_hcnt );
- setIrq( 0x01 );
-
- EmuUpdate();
- GPU_updateLace();
-
HW_GPU_STATUS &= ~PSXGPU_LCF;
if( HW_GPU_STATUS & PSXGPU_ILACE )
HW_GPU_STATUS |= frame_counter << 31;
hsync_steps = next_vsync;
if( next_lace && next_lace < hsync_steps )
hsync_steps = next_lace;
- if( gpu_wants_hcnt )
- hsync_steps = 1;
rcnts[3].cycleStart = cycle - leftover_cycles;
if (Config.PsxType)