beirich
0a60a37705
gen: fix Flavio's DMA test rom. and hopefully something else too.
2012-09-03 22:26:33 +00:00
beirich
c9b3f7bedf
gen fixes: HINTs shouldnt fire during vblank, some DMA fixes, fix a render priority issue (albeit not the ideal fix), substantial rom compatibility testing
2012-09-03 16:01:56 +00:00
beirich
d745b3112b
whoops, commit .csproj also for previous change
2012-09-03 00:46:28 +00:00
beirich
dd25cc924a
Move ICart.cs from directory/namespace for generic interfaces to Intellivision folder/namespace, as it is entirely Intellivision specific.
2012-09-03 00:45:30 +00:00
adelikat
1f128aeda4
Ram Search - small speedup on UpdateValues
2012-09-02 01:52:16 +00:00
adelikat
8c5d8741cb
Genesis - add Rom data memory domain
2012-09-02 01:33:12 +00:00
beirich
c91c001093
gen: Fix bug with word-reading Z80 bus status; fixes music in Monster World IV, Thunder Force 3 still boots
2012-09-01 21:04:40 +00:00
adelikat
2af24ba9fd
Genesis - add system bus memory domain
2012-09-01 19:49:40 +00:00
beirich
d586876f40
gen: implement H-ints
...
gen: implement Vram/Vram DMA copy (badly)
gen: fix dumb sprite rendering bug
gen: fix crash bug with certain WINDOW settings
2012-09-01 18:40:52 +00:00
adelikat
35ec42073f
NES - implement address poking on the system bus domain. Anything in the EXP, WRAM, PRG regions is done via the built in cheat system due to being handled by the mappers. This may not be the ideal way to do this but it seems to work well, and I don't know of a more logical way to handle this.
2012-09-01 18:34:31 +00:00
adelikat
9b7404b059
NES - Round 1 of Hook up NES cheats for system bus (i.e. game genie codes now work)
2012-09-01 14:13:36 +00:00
beirich
f21429b996
gen: implement WINDOW rendering
...
gen: initialize VDP registers to power-on values
2012-09-01 05:02:27 +00:00
beirich
e24f0962fc
gen: fix dumb tile priority bug (primarily affects Ghouls n Ghosts, which use the layers backwards from normal)
2012-08-30 04:29:33 +00:00
beirich
c4afd9f393
gen: allow word-reads to query Z80 bus status. now thunder force 3 boots.
2012-08-27 02:59:26 +00:00
beirich
8ad3e72ffa
Allow easy swapping of active 68000 core the C# core, or Musashi... As we are likely to be swapping between versions rapidly for some period of time.
2012-08-26 14:39:06 +00:00
beirich
2f73408029
gen: improved memory map and VDP I/O
2012-08-26 03:43:35 +00:00
beirich
58780191de
gen: implement raster effects
2012-08-24 04:45:09 +00:00
beirich
9545475455
gen: render priority improved somewhat... still some issues
2012-08-24 02:30:20 +00:00
beirich
575ceb3966
gen: Fix tile VFLIP bug, correcting the most obnoxious of the graphical glitches
2012-08-24 00:37:54 +00:00
pjgat09
78de49c923
Atari: Added an audio object to the TIA, including functions to run the 4 and 5 bit LFSRs. Also added some code for the first 4 audio modes, enough to generate samples for one of the audio channels.
...
Added a logic simulation of some parts of the TIA, including the audio portion. This requires logisim to run.
2012-08-23 02:04:24 +00:00
adelikat
67822be97c
NES - PPU - very minor cleanup
2012-08-23 01:28:33 +00:00
beirich
40a427e68f
md: correct hscroll offset calculation. genesis core 10% less embarassing.
2012-08-22 04:54:36 +00:00
adelikat
959e56b71a
NES - small (probably unnoticeable) speedup to WriteMemory()
2012-08-19 21:09:48 +00:00
adelikat
6473321100
NES - some optimizations to ReadMemory(), ~1fps speed up
2012-08-19 20:38:20 +00:00
adelikat
70929679d5
NES - don't recalculated the framebuffer constantly, instead only do it once per frame. ~1fps speed up
2012-08-19 20:01:17 +00:00
adelikat
493cff72c4
NES - tiny speedup
2012-08-19 19:21:35 +00:00
goyuken
2a2caa492c
add linear resampler (not activated in code). sounds about the same as the other two (ie, no major bugs) on the opening to Golden Axe
2012-08-19 17:46:13 +00:00
beirich
4ba8fcf227
ym2612: Implement detune. Implement a somewhat better resampler, still not a Good One.
2012-08-19 04:41:34 +00:00
brandman211
26b1d06b7a
-Simplified the CPU / STIC connection.
...
-Made FrameAdvance handle the pending cycle loop. During each iteration, it runs one instruction and ticks the STIC accordingly.
2012-08-14 03:58:11 +00:00
brandman211
9100232547
-Made connections between the signal pins on the CP1610 and the STIC.
...
--Not sure why the STIC has any connection to the SST, but the docs on the SST are virtually non-existent from what I could find.
--I took advantage of Func and Action instead of passing bool references to both devices. I think this makes sense.
-Added reset functions for both devices.
My comparison log for INTRM is still weird because it says it is true initially (Expected) and remains as such after the first instruction (A bit odd). I think this happens because the STIC is supposed to "tick" and shift SR1 to false immediately, but the STIC tick happens after the CPU tick, and the CPU tick is where the logging happens. I need to find a better place to put this logging, and I need to implement the STIC ticking for IntelliHawk. I'm not positive how to approach the latter issue as I assume a tick means one instruction execution, and my executions happen in a loop on the CPU, which has no reference to the STIC, so I'm not sure where this fits into the equation.
2012-08-13 08:10:15 +00:00
brandman211
fd6201c703
Implemented what to do on an interrupt. This seems to be logical as it tries to execute a GSWD instruction, but it takes the interrupt too early because I haven't figured out when to turn INTRM on / off.
2012-08-13 03:47:08 +00:00
adelikat
f84a3709c9
Misc code cleanup
2012-08-12 01:09:30 +00:00
brandman211
c6cf18061f
Scratchpad RAM, Graphics ROM, and Graphics RAM are apparently all 8-bit.
2012-08-10 20:40:34 +00:00
beirich
f42b96ba7d
ym2612: fix EG Rate calculation. Fix Attack Rate exponential formulation.
2012-08-10 04:46:29 +00:00
brandman211
5239b4f55b
-Separated the STIC and PSG memory map logic into new objects.
...
-Foreground / Background | Color Stack Mode
--Actually made a boolean for it (FGBG).
--Reading from a write-only STIC alias of $21 does change the STIC into Color Stack mode, but it doesn't actually read.
--Color stack mode is enabled when $21 or its alias is read and it is disabled (FGBG) when written its written, both having to occur during VBlank Period 1.
---This is what I gathered from the wiki, but I'm confused as to why it says that "The STIC stays in this mode until the program accesses location $21 again." I'm assuming this doesn't mean the mode changes on every access because then I don't understand why a read would change to a different mode than a write.
--FGBG is disabled by default. I don't think it matters.
2012-08-08 23:05:55 +00:00
beirich
b07008c7e7
Genesis vdp: small loadstate fix
2012-08-08 00:44:08 +00:00
beirich
32bc79be06
ym2612 mothaaaaafukkkkaaaaaaa
2012-08-07 05:48:30 +00:00
brandman211
0d20c133a5
-Moved the reset address to the CP1610 and made RegisterSP/PC private.
...
-Created helper functions for indirect ops; Indirect_Set will be needed for interrupts.
2012-08-06 15:51:35 +00:00
adelikat
1bce6a724d
oops, add Mapper197.cs
2012-08-05 22:28:03 +00:00
adelikat
975d449722
AxROM (Mapper 7) - make all AOROM games not emulate bus conflicts, fixes various Wheel of Fortune games, Double Dare, and Jeopardy
2012-08-05 22:02:58 +00:00
adelikat
ea8d47bcc0
Start Mapper 197 (based on MMC3) and sort out the use of this vs Mapper 91.
2012-08-05 21:34:00 +00:00
zeromus
6a63f2f197
nes-work on mapper091 a bit, but its still not right
2012-08-05 20:19:07 +00:00
adelikat
77da639dc6
NES - Fix Mapper 50
2012-08-05 19:20:54 +00:00
brandman211
a19b76e6cc
Added Interruptible and assigned it for every op.
2012-08-05 07:04:03 +00:00
brandman211
e9a8980f0c
-Throw exceptions for TCI, SIN, and BEXT.
...
-Added and logged INTRM, BUSRQ, BUSAK, and MSYNC.
2012-08-05 06:47:00 +00:00
brandman211
b83bb1901d
-When neither the cartridge nor hardware responds to a read, it now returns 0xFFFF instead of throwing an exception.
...
-I will now assume that 0x7000 is not mapped for the sake of continuing on. I will need to implement a mapper system shortly though.
--Did the same thing for 0x4800.
-AND@, MOVR, CMP enabled.
-Made the logging separator generate before an instruction instead of after the register states. This is quite petty, but I don't like the separator at the end of the file.
I hit an infinite loop, and I'm very very certain it's happening because I don't have an interrupt system yet. Time to stop avoiding that!
2012-08-05 05:59:55 +00:00
adelikat
e8e64bca62
NES - VRC6 sound!
2012-08-05 00:11:32 +00:00
adelikat
33954ddef7
NES - map MAPPER219 to NROM (fixes a version of 3D Block)
2012-08-04 19:22:49 +00:00
adelikat
c0706ed0ac
NES - add Mapper 120 (not documented by Disch docs), used by Tobidase Daisakusen (FDS Conversion). Mapper implementation based on FCEUX but game freezes before gameplay starts (plays fine in FCEUX)
2012-08-04 19:02:51 +00:00
adelikat
a7b847dbe2
NES - some small easy optimizations to the APU (very small)
2012-08-04 02:41:15 +00:00