mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-26 10:19:47 -04:00
b486c13c3a
VBlank firing in psx_check_interrupts was gated on dispatch_count (block-dispatch count, ~5-6 cycles each), not on guest cycles. 50000 dispatches ≈ 289k cycles per VBlank, vs real PSX 564480 cycles per VBlank. Effect: game-internal time ran at ~51% of real PSX rate, breaking every cycle-paced game flow including FMV. This was the root cause of TombaRecomp ISSUES.md #4 — FMV played at 6.7 fps because Tomba's FMV state machine is driven by DMA Ch1 (MDEC-out done) IRQ, which in turn fires once per full FMV-frame pipeline iteration, which is bounded by cycle-paced steps (CDROM sector ready, MDEC decode "complete", DMA transfer). At 51% guest-time rate, a Tomba-designed 15-fps FMV becomes 7-8 fps. Fix: - New VBLANK_CYCLES = 564480 (33.8688 MHz / 60 Hz NTSC). - Add interrupts_advance_cycles(cycles) called from psx_advance_cycles() so the cycle counter for VBlank gating tracks emitted guest cycles. - Change the trigger from `dispatch_count >= VBLANK_INTERVAL` to `cycles_since_vblank >= VBLANK_CYCLES`. - On VBlank fire, subtract one period (not reset to 0) so cycle overshoot from long blocks carries forward. - dispatch_count is kept for the SIO card-protocol stale check — that uses total_checks, which is the real load-bearing field there, dispatch_count itself is now incidental. Verified: - Cycles/VBlank: 289k -> 564k (exactly VBLANK_CYCLES). - Cycles/sec: 20.6 M -> 41 M (121% of real PSX; slight wall-clock overshoot to investigate, but game-internal pacing now correct). - FMV decode rate: 0.111 -> 0.250 decodes/VBlank = 15.0 fps exactly, matching Tomba's designed FMV rate. - Measured via tools/_mdec_pace.py. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>