diff --git a/ProjectPSX/Core/ProjectPSX.cs b/ProjectPSX/Core/ProjectPSX.cs index 688014a..0c6f8d6 100644 --- a/ProjectPSX/Core/ProjectPSX.cs +++ b/ProjectPSX/Core/ProjectPSX.cs @@ -7,6 +7,8 @@ namespace ProjectPSX { const int PSX_MHZ = 33868800; const int SYNC_CYCLES = 100; const int MIPS_UNDERCLOCK = 3; //Testing: This compensates the ausence of HALT instruction on MIPS Architecture, may broke some games. + const int CYCLES_PER_FRAME = PSX_MHZ / 60; + const int SYNC_LOOPS = (CYCLES_PER_FRAME / (SYNC_CYCLES * MIPS_UNDERCLOCK)) + 1; private CPU cpu; private BUS bus; @@ -42,10 +44,7 @@ namespace ProjectPSX { public void RunFrame() { //A lame mainloop with a workaround to be able to underclock. - int cyclesPerFrame = PSX_MHZ / 60; - int syncLoops = (cyclesPerFrame / (SYNC_CYCLES * MIPS_UNDERCLOCK)) + 1; - - for (int i = 0; i < syncLoops; i++) { + for (int i = 0; i < SYNC_LOOPS; i++) { for (int j = 0; j < SYNC_CYCLES; j++) { cpu.Run(); //cpu.handleInterrupts(); @@ -55,22 +54,13 @@ namespace ProjectPSX { } } - public void JoyPadUp(GamepadInputsEnum button) { - controller.handleJoyPadUp(button); - } + public void JoyPadUp(GamepadInputsEnum button) => controller.handleJoyPadUp(button); - public void JoyPadDown(GamepadInputsEnum button) { - controller.handleJoyPadDown(button); - } + public void JoyPadDown(GamepadInputsEnum button) => controller.handleJoyPadDown(button); public void toggleDebug() { - if (!cpu.debug) { - cpu.debug = true; - gpu.debug = true; - } else { - cpu.debug = false; - gpu.debug = false; - } + cpu.debug = !cpu.debug; + gpu.debug = !gpu.debug; } }