Fixes https://bugs.dolphin-emu.org/issues/12066.
I must've only tested the frame counter with an earlier version
of the PR that broke this, not the final version...
It used to be the case that frame advance skipped duplicate frames
(i.e. it would take 30 frame advances to get through one second
of emulated time in a 30 fps game), but this broke in 9c5c3c0.
Skipping duplicate frames making TASing less annoying.
This wasn't changed when halfline counts were changed to 0-based. Also
included is a diagram showing an understanding of how the values in the VI
timing registers maps to the video signal.
Datel's Wii Freeloaders set m_PictureConfiguration.WPL to 0 for
a while. Not sure if the fix in this commit is a proper fix or
just a hack, since I'm not very familiar with this code.
With this change, it's possible to run a Wii Freeloader if you
are running an old enough version of the Wii Menu, but the
"coloured bars" that Datel reference in their documentation
never show up. The screen just freezes for a few seconds instead.
- Re-organize VideoInterface::Update() to count half-lines starting at 0 instead of 1
- Use horizontal position when checking if we should assert some display interrupt
- Add some more descriptive comments
With the SI poll line count fixed, pretty much all games are polling
twice per frame anyways, making this option superfluous. Since it's a
bit of a gross hack and makes DTMs incompatible with console, let's
just bin it.
Nowadays that Dolphin detects regions of discs properly and doesn't
force programs with unknown regions (such as homebrew) into running
under a certain region, the "Force Console as NTSC-J" option is
practically useless for making anything run correctly. Enabling it
is however an easy way to totally break many non-Japanese games.
Settings that come from the SYSCONF are now included in Dolphin's
config system as part of the base layer. They are handled in a
special way compared to other settings to make sure they are only
loaded from and saved to the SYSCONF (to avoid different, possibly
contradicting sources of truth).
VideoInterface::Preset was not initializing all registers, this is a problem
because it leaks register settings across games. Xenoblade Chronicles does
not like m_DisplayControlRegister having random bit patterns in it.
The NES games on the Zelda Collecters Edition disk use a XFB which is
only 256 pixels wide, but has a stide of 640 pixels.
This fits our definition of a interlaced xfb, as a second line of data
could fit in the extra space. The solution is to check that we are
actually in a interlaced video mode before activating the force
progressive hack.
They are now based on signal timings rather than pixels, as it
didn't make a lot of sense to do things with pixels.
Now handles all 240i/240p/480i/480p modes without any special
casing.
Despite the diffrent equaions, this should result in the exact same aspect
ratio as the previous code.
The "Force NTSC-J" option was broken by 480dbb22f2
(i.e. field-timing). A side effect of this was that it exposed a bug
where the JP region bit of VI's DTV reg was not automatically set for wads
from the JP region.
Gets rid of magic numbers in cases where the array size is known at compile time.
This is also useful for future entries that are stack allocated arrays as these
functions prevent incorrect sizes being provided.