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/* Eolith Speedup Handling */
/*
This uses triggers and a scanline counter to speed up the eolith games a bit
in some cases this results in a 100% speedup
e.g hidden catch 25% -> 50% speed ingame
this could probably be done a bit better using timers
*/
#include "emu.h"
#include "includes/eolith.h"
void eolith_state::speedup_read()
{
/* for debug */
//if ((space.device().safe_pc()!=m_speedup_address) && (m_speedup_vblank!=1) )
// printf("%s:eolith speedup_read data %02x\n",space.machine().describe_context(), m_speedup_vblank);
if (m_speedup_vblank==0 && m_speedup_scanline < m_speedup_resume_scanline)
{
int pc = m_maincpu->pc();
if ((pc==m_speedup_address) || (pc==m_speedup_address2))
{
m_maincpu->spin_until_trigger(1000);
}
}
}
static const struct
{
const char *s_name;
int speedup_address;
int speedup_address2;
int speedup_resume_scanline;
} eolith_speedup_table[] =
{
/* eolith.c */
{ "linkypip", 0x4000825c, -1,/*0x4000ABAE,*/ 240 }, // 2nd address is used on the planet cutscene between but idle skipping between levels, but seems too aggressive
{ "ironfort", 0x40020854, -1, 240 },
{ "ironfortj",0x40020234, -1, 240 },
{ "hidnctch", 0x4000bba0, -1, 240 },
{ "raccoon", 0x40008204, -1, 240 },
{ "puzzlekg", 0x40029458, -1, 240 },
{ "hidctch2", 0x40009524, -1, 240 },
{ "hidctch2a",0x40029B58, -1, 240 },
{ "landbrk", 0x40023574, -1, 240 },
{ "landbrka", 0x4002446c, -1, 240 },
{ "nhidctch", 0x40012778, -1, 240 },
{ "hidctch3", 0x4001f6a0, -1, 240 },
{ "fort2b", 0x000081e0, -1, 240 },
{ "fort2ba", 0x000081e0, -1, 240 },
{ "penfan", 0x4001FA66, -1, 240 },
{ "penfana", 0x4001FAb6, -1, 240 },
{ "candy", 0x4001990C, -1, 240 },
{ "hidnc2k", 0x40016824, -1, 240 },
/* eolith16.c */
{ "klondkp", 0x0001a046, -1, 240 },
/* vegaeo.c */
{ "crazywar", 0x00008cf8, -1, 240 },
{ NULL, 0, 0 }
};
void eolith_state::init_speedup()
{
int n_game = 0;
m_speedup_address = 0;
m_speedup_address2 = 0;
m_speedup_resume_scanline = 0;
m_speedup_vblank = 0;
m_speedup_scanline = 0;
while( eolith_speedup_table[ n_game ].s_name != NULL )
{
if( strcmp( machine().system().name, eolith_speedup_table[ n_game ].s_name ) == 0 )
{
m_speedup_address = eolith_speedup_table[ n_game ].speedup_address;
m_speedup_address2 = eolith_speedup_table[ n_game ].speedup_address2;
m_speedup_resume_scanline = eolith_speedup_table[ n_game ].speedup_resume_scanline;
}
n_game++;
}
save_item(NAME(m_speedup_vblank));
save_item(NAME(m_speedup_scanline));
}
/* todo, use timers instead! */
TIMER_DEVICE_CALLBACK_MEMBER(eolith_state::eolith_speedup)
{
if (param==0)
{
m_speedup_vblank = 0;
}
if (param==m_speedup_resume_scanline)
{
machine().scheduler().trigger(1000);
}
if (param==240)
{
m_speedup_vblank = 1;
}
}
CUSTOM_INPUT_MEMBER(eolith_state::eolith_speedup_getvblank)
{
// printf("%s:eolith speedup_read data %02x\n",machine().describe_context(), m_speedup_vblank);
return (m_screen->vpos() >= 240);
}
// StealSee doesn't use interrupts, just the vblank
CUSTOM_INPUT_MEMBER(eolith_state::stealsee_speedup_getvblank)
{
int pc = m_maincpu->pc();
if (pc==0x400081ec)
if(!m_speedup_vblank)
m_maincpu->eat_cycles(500);
return (m_screen->vpos() >= 240);
}
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