Update to v074 release.
byuu says (since v073):
This release adds full low-level emulation of the NEC uPD96050
coprocessor, used by the ST-0010 (F1 Race of Champions II) and the
ST-0011 (Hayazashi Nidan Morita Shougi). The former was already playable
with HLE, but lacked timing emulation. The latter has never been
playable through emulation before now. But as with SD Gundam GX before,
you really weren't missing much.
[...]
Also new in this release is my own Game Boy emulator. It is being used
to provide native Super Game Boy support, built directly into bsnes.
This core is released under the GPLv2, but I am willing to grant a more
permissive license for other SNES emulators, if anyone is interested.
Of course I cannot compete with the quality of gambatte, and certainly
not from only a weeks' worth of work. Currently, there is no Game
Boy-side sound output and there are quite a few bugs remaining in its
emulation core. I would appreciate any help on this, the Game Boy is not
my forte. So yes, we are taking a step back today, so that we may take
two steps forward in the future.
[...]
Lastly, the debugger is still Linux-only, but it is now stable enough to
be considered usable. Check it out if you like, compile with -DDEBUGGER
to enable it.
2011-01-11 10:30:47 +00:00
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#ifdef NECDSP_CPP
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Update to v072r11 release.
A number of changes in this release were contributed by Cydrak in the
WIP thread, who described his changes from r09/r10 thusly:
- Call cpu.synchronize_coprocessor() on external R/W to avoid missing data
- Sign-extend K, L before multiplying
- Load IDB before ALU. Supports the MOV A, d; XOR A, A idiom which is
all over the place
- Use 16-bit types in flag checks (notably Z)
- Flags mostly unified; hopefully at least OV0 and SGN work
- Carry-in comes from the *other* accumulator's flags, this is used for
long arithmetic
- CMP is ~q (see the many CMP A; INC A where values get negated)
- SHR1 is arithmetic shift and retains the sign bit (Mario Kart sprites
and physics are broken without it)
- SHL1 has carry-in per the datasheet, it doesn't seem to be used though
- XCHG probably byteswaps, but it's not used either
- Reversed DR external R/W order again, big-endian seems to break it
byuu described the remaining changes:
You do not need the XML files anymore, bsnes will automatically choose
the new uPD module, and look for dsp1b.bin.
If you make your own XML file, you can force the old HLE mode, or use
a differently-named PROM.
If and when we get the DSP-2,3,4 modules, bsnes v072.11 and above should
already be able to run them, assuming no more emulation core bugs.
2010-12-22 14:07:36 +00:00
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Update to v091r11 release.
byuu says:
This release refines HSU1 support as a bidirectional protocol, nests SFC
manifests as "release/cartridge" and "release/information" (but release/
is not guaranteed to be finalized just yet), removes the database
integration, and adds support for ananke.
ananke represents inevitability. It's a library that, when installed,
higan can use to load files from the command-line, and also from a new
File -> Load Game menu option.
I need to change the build rules a bit for it to work on Windows (need
to make phoenix a DLL, basically), but it works now on Linux.
Right now, it only takes *.sfc file names, looks them up in the included
database, converts them to game folders, and returns the game folder
path for higan to load.
The idea is to continue expanding it to support everything we can that
I don't want in the higan core:
- load *.sfc, *.smc, *.swc, *.fig files
- remove SNES copier headers
- split apart merged firmware files
- pull in external firmware files (eg dsp1b.rom - these are staying
merged, just as SPC7110 prg+dat are merged)
- load *.zip and *.7z archives
- prompt for selection on multi-file archives
- generate manifest files based on heuristics
- apply BPS patches
The "Load" menu option has been renamed to "Library", to represent games
in your library. I'm going to add some sort of suffix to indicate
unverified games, and use a different folder icon for those (eg
manifests built on heuristics rather than from the database.)
So basically, to future end users:
File -> Load Game will be how they play games.
Library -> (specific system) can be thought of as an infinitely-sized
recent games list.
purify will likely become a simple stub that invokes ananke's functions.
No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
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vector<uint8> NECDSP::firmware() {
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vector<uint8> buffer;
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if(cartridge.has_necdsp() == false) return buffer;
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unsigned plength = 2048, dlength = 1024;
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if(revision == Revision::uPD96050) plength = 16384, dlength = 2048;
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buffer.reserve(plength * 3 + dlength * 2);
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for(unsigned n = 0; n < plength; n++) {
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buffer.append(programROM[n] >> 0);
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buffer.append(programROM[n] >> 8);
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buffer.append(programROM[n] >> 16);
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}
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for(unsigned n = 0; n < dlength; n++) {
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buffer.append(dataROM[n] >> 0);
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buffer.append(dataROM[n] >> 8);
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}
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return buffer;
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}
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2013-05-05 09:21:30 +00:00
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void NECDSP::serialize(serializer& s) {
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2012-03-26 10:13:02 +00:00
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uPD96050::serialize(s);
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2012-03-23 10:43:39 +00:00
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Thread::serialize(s);
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Update to v072r11 release.
A number of changes in this release were contributed by Cydrak in the
WIP thread, who described his changes from r09/r10 thusly:
- Call cpu.synchronize_coprocessor() on external R/W to avoid missing data
- Sign-extend K, L before multiplying
- Load IDB before ALU. Supports the MOV A, d; XOR A, A idiom which is
all over the place
- Use 16-bit types in flag checks (notably Z)
- Flags mostly unified; hopefully at least OV0 and SGN work
- Carry-in comes from the *other* accumulator's flags, this is used for
long arithmetic
- CMP is ~q (see the many CMP A; INC A where values get negated)
- SHR1 is arithmetic shift and retains the sign bit (Mario Kart sprites
and physics are broken without it)
- SHL1 has carry-in per the datasheet, it doesn't seem to be used though
- XCHG probably byteswaps, but it's not used either
- Reversed DR external R/W order again, big-endian seems to break it
byuu described the remaining changes:
You do not need the XML files anymore, bsnes will automatically choose
the new uPD module, and look for dsp1b.bin.
If you make your own XML file, you can force the old HLE mode, or use
a differently-named PROM.
If and when we get the DSP-2,3,4 modules, bsnes v072.11 and above should
already be able to run them, assuming no more emulation core bugs.
2010-12-22 14:07:36 +00:00
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}
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#endif
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