gpulib: trust game's centering based on a database
[pcsx_rearmed.git] / libpcsxcore / psxhw.c
index 8be775b..b8ca199 100644 (file)
@@ -41,8 +41,8 @@ void psxHwReset() {
        mdecInit(); // initialize mdec decoder
        cdrReset();
        psxRcntInit();
-       HW_GPU_STATUS = SWAP32(0x14802000);
-       psxHwReadGpuSRptr = Config.hacks.gpu_busy_hack
+       HW_GPU_STATUS = SWAP32(0x10802000);
+       psxHwReadGpuSRptr = Config.hacks.gpu_busy
                ? psxHwReadGpuSRbusyHack : psxHwReadGpuSR;
 }
 
@@ -85,22 +85,28 @@ void psxHwWriteDmaIcr32(u32 value)
 
 void psxHwWriteGpuSR(u32 value)
 {
+       u32 old_sr = HW_GPU_STATUS, new_sr;
        GPU_writeStatus(value);
        gpuSyncPluginSR();
+       new_sr = HW_GPU_STATUS;
+       // "The Next Tetris" seems to rely on the field order after enable
+       if ((old_sr ^ new_sr) & new_sr & SWAP32(PSXGPU_ILACE))
+               frame_counter |= 1;
 }
 
 u32 psxHwReadGpuSR(void)
 {
-       u32 v;
+       u32 v, c = psxRegs.cycle;
 
        // meh2, syncing for img bit, might want to avoid it..
        gpuSyncPluginSR();
        v = SWAP32(HW_GPU_STATUS);
+       v |= ((s32)(psxRegs.gpuIdleAfter - c) >> 31) & PSXGPU_nBUSY;
 
        // XXX: because of large timeslices can't use hSyncCount, using rough
        // approximization instead. Perhaps better use hcounter code here or something.
        if (hSyncCount < 240 && (v & PSXGPU_ILACE_BITS) != PSXGPU_ILACE_BITS)
-               v |= PSXGPU_LCF & (psxRegs.cycle << 20);
+               v |= PSXGPU_LCF & (c << 20);
        return v;
 }