Lines Matching refs:CPU
1368 //CPU Registers and Flags:
1381 //Some CPU Emulation State Variables:
1382 this.CPUCyclesTotal = 0; //Relative CPU clocking to speed set, rounded appropriately.
1383 this.CPUCyclesTotalBase = 0; //Relative CPU clocking to speed set base.
1384 this.CPUCyclesTotalCurrent = 0; //Relative CPU clocking to speed set, the directly used value.
1386 this.baseCPUCyclesPerIteration = 0; //CPU clocks per iteration at 1x speed.
1391 this.halt = false; //Has the CPU been suspended until the next interrupt?
1395 this.IRQLineMatched = 0; //CPU IRQ assertion.
1402 this.CPUStopped = false; //CPU STOP status.
1517 this.audioTicks = 0; //Used to sample the audio system every x CPU instructions.
2415 //HALT bug in the DMG CPU model (Program Counter fails to increment for one instruction after HALT):
2424 //CPU is stalled until the next IRQ match:
3156 //Get how many CPU cycles the current 0xCBXX op code counts for:
6224 this.setupRAM(); //CPU/(V)RAM initialization.
6230 this.setupRAM(); //CPU/(V)RAM initialization.
6613 //Below are the audio generation functions timed against the CPU:
7087 //Get how many CPU cycles the current instruction counts for:
7096 timedTicks = this.CPUTicks >> this.doubleSpeedShifter; //CPU clocking can be updated from the LCD handling.
7099 //CPU Timers:
7154 this.CPUStopped = true; //Stop CPU until joypad input changes.
7271 var timedTicks = this.CPUTicks >> this.doubleSpeedShifter; //CPU clocking can be updated from the LCD handling.
7274 //CPU Timers:
8750 //CPU timer IRQ prediction:
9200 //CPU Side Reading The VRAM (Optimized for GameBoy Color)
9204 //CPU Side Reading The VRAM (Optimized for classic GameBoy)
9208 //CPU Side Reading the Character Data Map:
9212 //CPU Side Reading the Character Data Map:
9615 //Clock the CPU for the DMA transfer (CPU is halted during the transfer):