Commit Graph

689 Commits

Author SHA1 Message Date
beirich d24d3ae932 fix a dumb PAL bug. possibly for the second time. 2012-07-15 07:15:31 +00:00
zeromus a47c70d0ef nes-fix #12 "Strange "White noise" sound during 1943 (USA) intro" as well as a boatload of aesthetic improvements to make the sound output not so embarassing. no speedups whatsoever though. 2012-07-15 00:09:34 +00:00
zeromus 1f588c451f nes-add broken bisq apu. it probably wont be fixed. but its a lot of work, so there it is. also remove spam in SXROM 2012-07-14 18:43:37 +00:00
andres.delikat 0834c63a43 NES - sound config dialog for toggling sound channels 2012-07-12 23:13:22 +00:00
goyuken fd7a0b2fe7 change CoreOutputComm to use exact integers to specify VsyncRate. Helps for AV dumping with formats that require exact integer rates (AVI), and for emulators that aren't exactly 50hz/60hz (none yet). 2012-07-11 21:37:35 +00:00
brandman211 32baa013af -Made the memory map use ushort arrays because the Intellivision is 16-bit.
-Fixed JMP disassembly; I need to return on an invalid opcode because I was breaking out of the inner switch statement, not both that and the outer one.
2012-07-09 23:19:57 +00:00
brandman211 f3ce111c48 Checked in memory map...I need to stop programming and start sleeping. 2012-07-09 19:41:49 +00:00
brandman211 104511c5b7 -Intellivision.cs' constructor initializes the PC to 0x1000.
-Set up the "official" memory map - see http://wiki.intellivision.us/index.php?title=Memory_Map
--Things I didn't do:
---Accessibility.
---Additional Occupied Memory Ranges.
---Addresses Available to Cartridges
---Initialize any of the byte arrays.
--Not sure which of these I need to do, but clearly the byte arrays have to be initialized somewhere to something and there's a lot of gaps in this memory map.
2012-07-09 05:29:45 +00:00
brandman211 9b8a9d93f1 Opcodes up to 0x07F. 2012-07-09 03:27:27 +00:00
brandman211 bb532aa2d9 Opcodes up to 0x5F. 2012-07-08 21:49:09 +00:00
brandman211 61cada6190 -Made HLT throw an exception.
-Made all instructions in the executor, even implemented ones, throw exceptions. I will get rid of the exceptions as I test the instructions.
-Added instructions up to and including 0x57 to disassembly and executor.
2012-07-08 19:52:12 +00:00
brandman211 a4912e66c0 -Wasn't supposed to actually increment the PC in the disassembler.
-Cleaned up the 0x004 (Jump) disassembler.
-Implemented 0x004 in the executor.
2012-07-08 08:42:32 +00:00
brandman211 778274a12d -Set up the disassembly decoder just like the executor.
-Disassembled opcodes up to and including 0x7.
2012-07-08 08:17:07 +00:00
beirich 36ba018ae0 basic wire-up of Intellivision core 2012-07-08 04:20:53 +00:00
brandman211 8d254113c2 Finished the opcode decoder. Over a thousand lines in one day...now just to make them do stuff! 2012-07-08 03:53:12 +00:00
brandman211 1c480c98b4 -Created functions for calculating the flags.
-Implemented ADCR.
-Decoded all opcodes up to 0x23F.

TODO: Try vecna's idea of testing the instructions by running a game and implementing instructions as I need them...but first I'll need to implement loading of an Intellivision game.
2012-07-08 01:58:06 +00:00
brandman211 2457c68ed7 Starting IntelliHawk with the CP1610, using the other processors in BizHawk, BlissJ, and this (http://wiki.intellivision.us/index.php?title=CP1610) page as references.
-Definitions.
--Registers, Flags, TotalExecutedCycles, PendingCycles, ReadMemory, and WriteMemory.
-Execute.
--Implemented opcodes 0x001-0x027 with the exception of 0x004 and 0x005.
2012-07-08 00:36:16 +00:00
adelikat 60640acece NES - Implement Mapper 246 2012-07-06 03:44:34 +00:00
zeromus 1eda5f6d63 nes-express m193 differently, maybe more clearly 2012-07-06 03:12:20 +00:00
zeromus 157c145a46 nes-fix m193 2012-07-06 02:29:42 +00:00
adelikat 7a9d037fed NES - Progress on Mapper 193 2012-07-06 01:36:19 +00:00
zeromus 1d254c3705 nes-fiddle around with board irq signal tracking system. break every NES savestate. fix a desync bug in a bunch of mappers 2012-06-25 06:32:54 +00:00
beirich b599c69c18 Add VirtualWidth to IVideoProvider and the (numerous) implementations. This is just phase 1, client needs to be updated to utilize this information, and some cores (especially PCE) should be updated in a more involved way to provide better TV emulation. 2012-06-25 02:50:34 +00:00
zeromus 7e8752a5b9 nes-sort out some bus conflict flags for CNROM games to fix colorful dragon (unl) (sachen) 2012-06-24 17:39:12 +00:00
zeromus 5b356c5157 nes-support mapper 178 and fix a regression from yesterday that made most roms not loadable 2012-06-23 18:30:27 +00:00
adelikat dcdd98fc03 Fix mapper 116 code so that project compiles 2012-06-23 15:45:58 +00:00
zeromus 50d4564e0e nes-support mapper 116 2012-06-23 08:52:12 +00:00
zeromus 8bf9b92949 nes-support mapper 241 2012-06-20 22:24:56 +00:00
zeromus 6156188676 nes-support m015 2012-06-19 21:23:24 +00:00
adelikat a2a9bfde3c NES - implement mapper 92 2012-06-16 23:34:42 +00:00
zeromus ace86fa321 nes-clarificatoin to mapper 19 and 210 (theyre actually identical) 2012-06-16 16:59:02 +00:00
zeromus 540be07cf2 nes-support mapper 076 2012-06-15 19:55:29 +00:00
zeromus e1152799b4 nes-last commit was broken, fix tlsrom compile issue 2012-06-15 19:28:40 +00:00
zeromus 916066c3f0 nes-mmc3/namcot108 differences have become more clear in the past few months. refactor those mappers (split them apart, theyre not as similar as once thought) to reflect new understandings. no functional improvement from this other than maybe some new bugs, but it will help on some other mappers later 2012-06-15 19:24:06 +00:00
zeromus 931c9c9b23 get rid of some warnings 2012-06-15 19:21:46 +00:00
zeromus b240c675ce nes-mapper 72 fixed and misc bookkeeping 2012-06-11 07:59:30 +00:00
zeromus 6462d84ac9 nes-add some docs and clarification and cleanups of the sunsoft mappers 2012-06-11 06:55:34 +00:00
zeromus 3a336b9ef4 nes-mapper 67 2012-06-11 06:32:44 +00:00
zeromus cff7ba6d24 nes-fix lagrange point, including sound 2012-06-07 20:52:49 +00:00
beirich fe369e0455 pce: alter handling of reading $1FF402 irq status port, fixes Aldynes intro freeze 2012-06-03 20:09:09 +00:00
beirich 2dd91c4079 pce-cd: fix CD Set Audio End Position command Mode 2 bug - not ending audio playback! 2012-06-03 02:03:31 +00:00
brandman211 c3a4b12ca9 -Copied over the functions I need to implement for GB, leaving FrameAdvance and GetVideoBuffer unimplemented until I fully understand them. 2012-05-28 08:37:52 +00:00
zeromus 65060e47a7 nes-note that in compat list 2012-05-27 20:21:10 +00:00
zeromus 45cfc7b036 nes-add mapper 176 and fix savestate of mapper 164 2012-05-27 20:20:27 +00:00
zeromus 82e57988c6 nes-remove newly redundant wram masking from derived board classes (mmc3 and mmc1 affected); separate checkin done for this in case i goofed up 2012-05-27 07:44:29 +00:00
zeromus c5a2d0f8f0 nes-fix bug in base board class wram functionality (forgot to add masking to wram size configured in the Cart struct by the derived board Configure method) 2012-05-27 07:42:13 +00:00
brandman211 2553ac50bb -As I'm not going to know what I'm doing if I keep hacking away at zeromus' old core blindly, I'm writing a new one.
--It's going to be based heavily based on Imran Nazar's "GameBoy Emulation in Javascript" series. I figure it's better that I learn by emulation (Har har) instead of spending more time reading references than programming.
--Finished the memory management (Part 2).
--adelikat:
---Do I implement the required functions for IEmulator and IVideoProvider now, do it later, or is this something you or zeromus would do (Like for the API)?
---At what point should we have the emulator actually use this core instead of zeromus'? As terrible as he says his is, this one doesn't do anything yet. Still, I need some mechanism of testing it.
2012-05-27 04:06:48 +00:00
beirich df59686cbb Fix crash in PCE Coryoon when attempting to access disabled TurboCD ports 2012-05-26 20:21:00 +00:00
brandman211 aad9f05310 -Made it so that the log file only opens when you're actually logging. As a result, now can now at least switch games when you're not logging without getting errors. 2012-05-24 17:27:45 +00:00
brandman211 b29c9835ff -Separated the logging from the save state function.
-Made it so that the log only opens when logging is true and that the file closes upon destruction.
--Still, BizHawk says that it can't open the file again when I load a game again. This is because the emulator class gets recreated without deleting the original one every time you load a game.
---adelikat convinced me not to care about this.
-Fixed the initial state of the GB CPU:
--It was setting AF to 0x01, not A. This is effectively setting F to 0x01, which gets overwritten later anyway.
--Two BIOS flags were used in different places; merging them gets the PC to start in the right place.
-By fixing the initial state, most of the log now matches up.
--The only differences are the VBA has some repeated records (Where all of the registers, including PC, are the same as the previous record) whereas BizHawk doesn't.
--This very well might be an issue with how I'm logging it
--Alternatively, it could be some kind of lagging mechanism.
--I'm not sure which version is even correct...VBA is far from accruate.
--All in all, considering that the vast majority of the diff comes out as the same, I think I fixed the biggest CPU related bug. Will investigate more later.
2012-05-24 17:19:33 +00:00