all repos — mgba @ b4a8df053f6cd1924d68e40fc29d328da4bf1b04

mGBA Game Boy Advance Emulator

GBA: Break infinite loop for 0-frame mVLs (fixes #1723)
Vicki Pfau vi@endrift.com
Sun, 07 Jun 2020 18:35:00 -0700
commit

b4a8df053f6cd1924d68e40fc29d328da4bf1b04

parent

ee6bbaf61c0890552b103e2a577eb94f9d453c77

2 files changed, 3 insertions(+), 1 deletions(-)

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M CHANGESCHANGES

@@ -38,6 +38,7 @@ - Core: Fix ELF loading regression (fixes mgba.io/i/1669)

- Core: Fix crash modifying hash table entry (fixes mgba.io/i/1673) - GB Video: Fix some cases where SGB border doesn't draw to mutli-buffers - GBA: Reject incorrectly sized BIOSes + - GBA: Break infinite loop for 0-frame mVLs (fixes mgba.io/i/1723) - Debugger: Don't skip undefined instructions when debugger attached - Qt: Force OpenGL paint engine creation thread (fixes mgba.io/i/1642) - Qt: Fix OpenGL 2.1 support (fixes mgba.io/i/1678)
M src/gba/core.csrc/gba/core.c

@@ -643,7 +643,8 @@

static void _GBACoreRunFrame(struct mCore* core) { struct GBA* gba = core->board; int32_t frameCounter = gba->video.frameCounter; - while (gba->video.frameCounter == frameCounter) { + uint32_t startCycle = mTimingCurrentTime(&gba->timing); + while (gba->video.frameCounter == frameCounter && mTimingCurrentTime(&gba->timing) - startCycle < VIDEO_TOTAL_LENGTH) { ARMRunLoop(core->cpu); } }