2012-04-29 06:16:44 +00:00
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#include <sfc/sfc.hpp>
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2010-08-09 13:28:56 +00:00
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2012-04-26 10:51:13 +00:00
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namespace SuperFamicom {
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2010-08-09 13:28:56 +00:00
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2016-06-05 05:03:21 +00:00
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#include "bus.cpp"
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#include "dma.cpp"
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#include "memory.cpp"
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Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
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#include "io.cpp"
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2010-08-09 13:28:56 +00:00
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#include "serialization.cpp"
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2016-06-05 05:03:21 +00:00
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SA1 sa1;
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2010-08-09 13:28:56 +00:00
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2016-02-09 11:51:12 +00:00
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auto SA1::Enter() -> void {
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while(true) scheduler.synchronize(), sa1.main();
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}
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auto SA1::main() -> void {
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Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
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if(r.wai) return instructionWAI();
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if(r.stp) return instructionSTP();
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Update to v102r21 release.
byuu says:
Changelog:
- GBA: fixed WININ2 reads, BG3PB writes [Jonas Quinn]
- R65816: added support for yielding/resuming from WAI/STP¹
- SFC: removed status.dmaCounter functionality (also fixes possible
TAS desync issue)
- tomoko: added support for combinatorial inputs [hex\_usr\]²
- nall: fixed missing return value from Arithmetic::operator--
[Hendricks266]
Now would be the time to start looking for major regressions with the
new GBA PPU renderer, I suppose ...
¹: this doesn't matter for the master thread (SNES CPU), but is
important for slave threads (SNES SA1). If you try to save a state and
the SA1 is inside of a WAI instruction, it will get stuck there forever.
This was causing attempts to create a save state in Super Bomberman
- Panic Bomber W to deadlock the emulator and crash it. This is now
finally fixed.
Note that I still need to implement similar functionality into the Mega
Drive 68K and Z80 cores. They still have the possibility of deadlocking.
The SNES implementation was more a dry-run test for this new
functionality. This possible crashing bug in the Mega Drive core is the
major blocking bug for a new official release.
²: many, many thanks to hex\_usr for coming up with a really nice
design. I mostly implemented it the exact same way, but with a few tiny
differences that don't really matter (display " and ", " or " instead of
" & ", " | " in the input settings windows; append → bind;
assignmentName changed to displayName.)
The actual functionality is identical to the old higan v094 and earlier
builds. Emulated digital inputs let you combine multiple possible keys
to trigger the buttons. This is OR logic, so you can map to eg
keyboard.up OR gamepad.up for instance. Emulated analog inputs always
sum together. Emulated rumble outputs will cause all mapped devices to
rumble, which is probably not at all useful but whatever. Hotkeys use
AND logic, so you have to press every key mapped to trigger them. Useful
for eg Ctrl+F to trigger fullscreen.
Obviously, there are cases where OR logic would be nice for hotkeys,
too. Eg if you want both F11 and your gamepad's guide button to trigger
the fullscreen toggle. Unfortunately, this isn't supported, and likely
won't ever be in tomoko. Something I might consider is a throw switch in
the configuration file to swap between AND or OR logic for hotkeys, but
I'm not going to allow construction of mappings like "(Keyboard.Ctrl and
Keyboard.F) or Gamepad.Guide", as that's just too complicated to code,
and too complicated to make a nice GUI to set up the mappings for.
2017-06-06 13:44:40 +00:00
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2016-02-09 11:51:12 +00:00
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if(mmio.sa1_rdyb || mmio.sa1_resb) {
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//SA-1 co-processor is asleep
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tick();
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Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
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synchronize(cpu);
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2016-02-09 11:51:12 +00:00
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return;
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2010-08-09 13:28:56 +00:00
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}
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2016-02-09 11:51:12 +00:00
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2016-06-05 05:03:21 +00:00
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if(status.interruptPending) {
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status.interruptPending = false;
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2016-03-26 01:56:15 +00:00
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interrupt();
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2016-02-09 11:51:12 +00:00
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return;
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}
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2016-03-26 01:56:15 +00:00
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instruction();
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2010-08-09 13:28:56 +00:00
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}
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2016-07-17 03:24:28 +00:00
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//override R65816::interrupt() to support SA-1 vector location IO registers
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auto SA1::interrupt() -> void {
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Update to v102r25 release.
byuu says:
Changelog:
- processor/arm: corrected MUL instruction timings [Jonas Quinn]
- processor/wdc65816: finished phase two of the rewrite
I'm really pleased with the visual results of the wdc65816 core rewrite.
I was able to eliminate all of the weird `{Boolean,Natural}BitRange`
templates, as well as the need to use unions/structs. Registers are now
just simple `uint24` or `uint16` types (technically they're `Natural<T>`
types, but then all of higan uses those), flags are now just bool types.
I also eliminated all of the implicit object state inside of the core
(aa, rd, dp, sp) and instead do all computations on the stack frame with
local variables. Through using macros to reference the registers and
individual parts of them, I was able to reduce the visual tensity of all
of the instructions. And by using normal types without implicit states,
I was able to eliminate about 15% of the instructions necessary, instead
reusing existing ones.
The final third phase of the rewrite will be to recode the disassembler.
That code is probably the oldest code in all of higan right now, still
using sprintf to generate the output. So it is very long overdue for a
cleanup.
And now for the bad news ... as with any large code cleanup, regression
errors have seeped in. Currently, no games are running at all. I've left
the old disassembler in for this reason: we can compare trace logs of
v102r23 against trace logs of v102r25. The second there's any
difference, we've spotted a buggy instruction and can correct it.
With any luck, this will be the last time I ever rewrite the wdc65816
core. My style has changed wildly over the ~10 years since I wrote this
core, but it's really solidifed in recent years.
2017-06-14 15:55:55 +00:00
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read(r.pc);
|
2016-07-17 03:24:28 +00:00
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idle();
|
Update to v102r25 release.
byuu says:
Changelog:
- processor/arm: corrected MUL instruction timings [Jonas Quinn]
- processor/wdc65816: finished phase two of the rewrite
I'm really pleased with the visual results of the wdc65816 core rewrite.
I was able to eliminate all of the weird `{Boolean,Natural}BitRange`
templates, as well as the need to use unions/structs. Registers are now
just simple `uint24` or `uint16` types (technically they're `Natural<T>`
types, but then all of higan uses those), flags are now just bool types.
I also eliminated all of the implicit object state inside of the core
(aa, rd, dp, sp) and instead do all computations on the stack frame with
local variables. Through using macros to reference the registers and
individual parts of them, I was able to reduce the visual tensity of all
of the instructions. And by using normal types without implicit states,
I was able to eliminate about 15% of the instructions necessary, instead
reusing existing ones.
The final third phase of the rewrite will be to recode the disassembler.
That code is probably the oldest code in all of higan right now, still
using sprintf to generate the output. So it is very long overdue for a
cleanup.
And now for the bad news ... as with any large code cleanup, regression
errors have seeped in. Currently, no games are running at all. I've left
the old disassembler in for this reason: we can compare trace logs of
v102r23 against trace logs of v102r25. The second there's any
difference, we've spotted a buggy instruction and can correct it.
With any luck, this will be the last time I ever rewrite the wdc65816
core. My style has changed wildly over the ~10 years since I wrote this
core, but it's really solidifed in recent years.
2017-06-14 15:55:55 +00:00
|
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|
if(!r.e) push(r.pc >> 16);
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push(r.pc >> 8);
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push(r.pc >> 0);
|
Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
|
|
|
push(r.e ? r.p & ~0x10 : r.p);
|
2016-07-17 03:24:28 +00:00
|
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|
r.p.i = 1;
|
|
|
|
r.p.d = 0;
|
Update to v102r25 release.
byuu says:
Changelog:
- processor/arm: corrected MUL instruction timings [Jonas Quinn]
- processor/wdc65816: finished phase two of the rewrite
I'm really pleased with the visual results of the wdc65816 core rewrite.
I was able to eliminate all of the weird `{Boolean,Natural}BitRange`
templates, as well as the need to use unions/structs. Registers are now
just simple `uint24` or `uint16` types (technically they're `Natural<T>`
types, but then all of higan uses those), flags are now just bool types.
I also eliminated all of the implicit object state inside of the core
(aa, rd, dp, sp) and instead do all computations on the stack frame with
local variables. Through using macros to reference the registers and
individual parts of them, I was able to reduce the visual tensity of all
of the instructions. And by using normal types without implicit states,
I was able to eliminate about 15% of the instructions necessary, instead
reusing existing ones.
The final third phase of the rewrite will be to recode the disassembler.
That code is probably the oldest code in all of higan right now, still
using sprintf to generate the output. So it is very long overdue for a
cleanup.
And now for the bad news ... as with any large code cleanup, regression
errors have seeped in. Currently, no games are running at all. I've left
the old disassembler in for this reason: we can compare trace logs of
v102r23 against trace logs of v102r25. The second there's any
difference, we've spotted a buggy instruction and can correct it.
With any luck, this will be the last time I ever rewrite the wdc65816
core. My style has changed wildly over the ~10 years since I wrote this
core, but it's really solidifed in recent years.
2017-06-14 15:55:55 +00:00
|
|
|
r.pc = r.vector; //PC bank set to 0x00
|
2016-07-17 03:24:28 +00:00
|
|
|
}
|
|
|
|
|
2016-03-26 01:56:15 +00:00
|
|
|
auto SA1::lastCycle() -> void {
|
2010-08-09 13:28:56 +00:00
|
|
|
if(mmio.sa1_nmi && !mmio.sa1_nmicl) {
|
2016-06-05 05:03:21 +00:00
|
|
|
status.interruptPending = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.vector = mmio.cnv;
|
2010-08-09 13:28:56 +00:00
|
|
|
mmio.sa1_nmifl = true;
|
|
|
|
mmio.sa1_nmicl = 1;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.wai = false;
|
|
|
|
} else if(!r.p.i) {
|
2010-08-09 13:28:56 +00:00
|
|
|
if(mmio.timer_irqen && !mmio.timer_irqcl) {
|
2016-06-05 05:03:21 +00:00
|
|
|
status.interruptPending = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.vector = mmio.civ;
|
2010-08-09 13:28:56 +00:00
|
|
|
mmio.timer_irqfl = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.wai = false;
|
2010-08-09 13:28:56 +00:00
|
|
|
} else if(mmio.dma_irqen && !mmio.dma_irqcl) {
|
2016-06-05 05:03:21 +00:00
|
|
|
status.interruptPending = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.vector = mmio.civ;
|
2010-08-09 13:28:56 +00:00
|
|
|
mmio.dma_irqfl = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.wai = false;
|
2010-08-09 13:28:56 +00:00
|
|
|
} else if(mmio.sa1_irq && !mmio.sa1_irqcl) {
|
2016-06-05 05:03:21 +00:00
|
|
|
status.interruptPending = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.vector = mmio.civ;
|
2010-08-09 13:28:56 +00:00
|
|
|
mmio.sa1_irqfl = true;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
r.wai = false;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-03-26 01:56:15 +00:00
|
|
|
auto SA1::interruptPending() const -> bool {
|
2016-06-05 05:03:21 +00:00
|
|
|
return status.interruptPending;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v102r21 release.
byuu says:
Changelog:
- GBA: fixed WININ2 reads, BG3PB writes [Jonas Quinn]
- R65816: added support for yielding/resuming from WAI/STP¹
- SFC: removed status.dmaCounter functionality (also fixes possible
TAS desync issue)
- tomoko: added support for combinatorial inputs [hex\_usr\]²
- nall: fixed missing return value from Arithmetic::operator--
[Hendricks266]
Now would be the time to start looking for major regressions with the
new GBA PPU renderer, I suppose ...
¹: this doesn't matter for the master thread (SNES CPU), but is
important for slave threads (SNES SA1). If you try to save a state and
the SA1 is inside of a WAI instruction, it will get stuck there forever.
This was causing attempts to create a save state in Super Bomberman
- Panic Bomber W to deadlock the emulator and crash it. This is now
finally fixed.
Note that I still need to implement similar functionality into the Mega
Drive 68K and Z80 cores. They still have the possibility of deadlocking.
The SNES implementation was more a dry-run test for this new
functionality. This possible crashing bug in the Mega Drive core is the
major blocking bug for a new official release.
²: many, many thanks to hex\_usr for coming up with a really nice
design. I mostly implemented it the exact same way, but with a few tiny
differences that don't really matter (display " and ", " or " instead of
" & ", " | " in the input settings windows; append → bind;
assignmentName changed to displayName.)
The actual functionality is identical to the old higan v094 and earlier
builds. Emulated digital inputs let you combine multiple possible keys
to trigger the buttons. This is OR logic, so you can map to eg
keyboard.up OR gamepad.up for instance. Emulated analog inputs always
sum together. Emulated rumble outputs will cause all mapped devices to
rumble, which is probably not at all useful but whatever. Hotkeys use
AND logic, so you have to press every key mapped to trigger them. Useful
for eg Ctrl+F to trigger fullscreen.
Obviously, there are cases where OR logic would be nice for hotkeys,
too. Eg if you want both F11 and your gamepad's guide button to trigger
the fullscreen toggle. Unfortunately, this isn't supported, and likely
won't ever be in tomoko. Something I might consider is a throw switch in
the configuration file to swap between AND or OR logic for hotkeys, but
I'm not going to allow construction of mappings like "(Keyboard.Ctrl and
Keyboard.F) or Gamepad.Guide", as that's just too complicated to code,
and too complicated to make a nice GUI to set up the mappings for.
2017-06-06 13:44:40 +00:00
|
|
|
auto SA1::synchronizing() const -> bool {
|
|
|
|
return scheduler.synchronizing();
|
|
|
|
}
|
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto SA1::tick() -> void {
|
2010-08-09 13:28:56 +00:00
|
|
|
step(2);
|
Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
|
|
|
if(++status.counter == 0) synchronize(cpu);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//adjust counters:
|
|
|
|
//note that internally, status counters are in clocks;
|
|
|
|
//whereas MMIO register counters are in dots (4 clocks = 1 dot)
|
|
|
|
if(mmio.hvselb == 0) {
|
|
|
|
//HV timer
|
|
|
|
status.hcounter += 2;
|
|
|
|
if(status.hcounter >= 1364) {
|
|
|
|
status.hcounter = 0;
|
|
|
|
if(++status.vcounter >= status.scanlines) status.vcounter = 0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
//linear timer
|
|
|
|
status.hcounter += 2;
|
|
|
|
status.vcounter += (status.hcounter >> 11);
|
|
|
|
status.hcounter &= 0x07ff;
|
|
|
|
status.vcounter &= 0x01ff;
|
|
|
|
}
|
|
|
|
|
|
|
|
//test counters for timer IRQ
|
|
|
|
switch((mmio.ven << 1) + (mmio.hen << 0)) {
|
2013-05-05 09:21:30 +00:00
|
|
|
case 0: break;
|
2016-06-05 05:03:21 +00:00
|
|
|
case 1: if(status.hcounter == (mmio.hcnt << 2)) triggerIRQ(); break;
|
|
|
|
case 2: if(status.vcounter == mmio.vcnt && status.hcounter == 0) triggerIRQ(); break;
|
|
|
|
case 3: if(status.vcounter == mmio.vcnt && status.hcounter == (mmio.hcnt << 2)) triggerIRQ(); break;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-06-05 05:03:21 +00:00
|
|
|
auto SA1::triggerIRQ() -> void {
|
2010-08-09 13:28:56 +00:00
|
|
|
mmio.timer_irqfl = true;
|
|
|
|
if(mmio.timer_irqen) mmio.timer_irqcl = 0;
|
|
|
|
}
|
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto SA1::init() -> void {
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto SA1::load() -> void {
|
Update to v075 release.
byuu says:
This release brings improved Super Game Boy emulation, the final SHA256
hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user
interface improvements, and major internal code restructuring.
Changelog (since v074):
- completely rewrote memory sub-system to support 1-byte granularity in
XML mapping
- removed Memory inheritance and MMIO class completely, any address can
be mapped to any function now
- SuperFX: removed SuperFXBus : Bus, now implemented manually
- SA-1: removed SA1Bus : Bus, now implemented manually
- entire bus mapping is now static, happens once on cartridge load
- as a result, read/write handlers now handle MMC mapping; slower
average case, far faster worst case
- namespace memory is no more, RAM arrays are stored inside the chips
they are owned by now
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening
scrolling
- GameBoy: added serial emulation (cannot connect to another GB yet),
fixes Shin Megami Tensei - Devichil
- GameBoy: improved LCD STAT emulation, fixes Sagaia
- ui: added fullscreen support (F11 key), video settings allows for
three scale settings
- ui: fixed brightness, contrast, gamma, audio volume, input frequency
values on program startup
- ui: since Qt is dead, config file becomes bsnes.cfg once again
- Super Game Boy: you can now load the BIOS without a game inserted to
see a pretty white box
- ui-gameboy: can be built without SNES components now
- libsnes: now a UI target, compile with 'make ui=ui-libsnes'
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search,
etc)
- source: removed launcher/, as the Qt port is now gone
- source: Makefile restructuring to better support new ui targets
- source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
|
|
|
}
|
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto SA1::unload() -> void {
|
2012-07-08 02:57:34 +00:00
|
|
|
rom.reset();
|
|
|
|
iram.reset();
|
|
|
|
bwram.reset();
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto SA1::power() -> void {
|
Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
|
|
|
WDC65816::power();
|
2017-06-30 04:17:23 +00:00
|
|
|
create(SA1::Enter, system.cpuFrequency());
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Update to v074r11 release.
byuu says:
Changelog:
- debugger compiles on all three profiles
- libsnes compiles on all three platforms (no API changes to libsnes)
- memory.cpp : namespace memory removed (wram -> cpu, apuram -> smp,
vram, oam, cgram -> ppu)
- sa1.cpp : namespace memory removed (SA-1 specific functions merged
inline to SA1::bus_read,write)
- GameBoy: added serial link support with interrupts and proper 8192hz
timing, but obviously it acts as if no other GB is connected to it
- GameBoy: added STAT OAM interrupt, and better STAT d1,d0 mode values
- UI: since Qt is dead, I've renamed the config files back to bsnes.cfg
and bsnes-geometry.cfg
- SA1: IRAM was not syncing to CPU on SA-1 side
- PPU/Accuracy and PPU/Performance needed Sprite oam renamed to Sprite
sprite; so that I could add uint8 oam[544]
- makes more sense anyway, OAM = object attribute memory, obj or
sprite are better names for Sprite rendering class
- more cleanup
2011-01-24 09:03:17 +00:00
|
|
|
cpubwram.dma = false;
|
2015-11-14 00:52:51 +00:00
|
|
|
for(auto addr : range(iram.size())) {
|
Update to v074r11 release.
byuu says:
Changelog:
- debugger compiles on all three profiles
- libsnes compiles on all three platforms (no API changes to libsnes)
- memory.cpp : namespace memory removed (wram -> cpu, apuram -> smp,
vram, oam, cgram -> ppu)
- sa1.cpp : namespace memory removed (SA-1 specific functions merged
inline to SA1::bus_read,write)
- GameBoy: added serial link support with interrupts and proper 8192hz
timing, but obviously it acts as if no other GB is connected to it
- GameBoy: added STAT OAM interrupt, and better STAT d1,d0 mode values
- UI: since Qt is dead, I've renamed the config files back to bsnes.cfg
and bsnes-geometry.cfg
- SA1: IRAM was not syncing to CPU on SA-1 side
- PPU/Accuracy and PPU/Performance needed Sprite oam renamed to Sprite
sprite; so that I could add uint8 oam[544]
- makes more sense anyway, OAM = object attribute memory, obj or
sprite are better names for Sprite rendering class
- more cleanup
2011-01-24 09:03:17 +00:00
|
|
|
iram.write(addr, 0x00);
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2016-06-05 05:03:21 +00:00
|
|
|
status.counter = 0;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2016-06-05 05:03:21 +00:00
|
|
|
status.interruptPending = false;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2017-06-30 04:17:23 +00:00
|
|
|
status.scanlines = Region::PAL() ? 312 : 262;
|
2010-08-09 13:28:56 +00:00
|
|
|
status.vcounter = 0;
|
|
|
|
status.hcounter = 0;
|
|
|
|
|
|
|
|
dma.line = 0;
|
|
|
|
|
|
|
|
//$2200 CCNT
|
|
|
|
mmio.sa1_irq = false;
|
|
|
|
mmio.sa1_rdyb = false;
|
|
|
|
mmio.sa1_resb = true;
|
|
|
|
mmio.sa1_nmi = false;
|
|
|
|
mmio.smeg = 0;
|
|
|
|
|
|
|
|
//$2201 SIE
|
|
|
|
mmio.cpu_irqen = false;
|
|
|
|
mmio.chdma_irqen = false;
|
|
|
|
|
|
|
|
//$2202 SIC
|
|
|
|
mmio.cpu_irqcl = false;
|
|
|
|
mmio.chdma_irqcl = false;
|
|
|
|
|
|
|
|
//$2203,$2204 CRV
|
|
|
|
mmio.crv = 0x0000;
|
|
|
|
|
|
|
|
//$2205,$2206 CNV
|
|
|
|
mmio.cnv = 0x0000;
|
|
|
|
|
|
|
|
//$2207,$2208 CIV
|
|
|
|
mmio.civ = 0x0000;
|
|
|
|
|
|
|
|
//$2209 SCNT
|
|
|
|
mmio.cpu_irq = false;
|
|
|
|
mmio.cpu_ivsw = false;
|
|
|
|
mmio.cpu_nvsw = false;
|
|
|
|
mmio.cmeg = 0;
|
|
|
|
|
|
|
|
//$220a CIE
|
|
|
|
mmio.sa1_irqen = false;
|
|
|
|
mmio.timer_irqen = false;
|
|
|
|
mmio.dma_irqen = false;
|
|
|
|
mmio.sa1_nmien = false;
|
|
|
|
|
|
|
|
//$220b CIC
|
|
|
|
mmio.sa1_irqcl = false;
|
|
|
|
mmio.timer_irqcl = false;
|
|
|
|
mmio.dma_irqcl = false;
|
|
|
|
mmio.sa1_nmicl = false;
|
|
|
|
|
|
|
|
//$220c,$220d SNV
|
|
|
|
mmio.snv = 0x0000;
|
|
|
|
|
|
|
|
//$220e,$220f SIV
|
|
|
|
mmio.siv = 0x0000;
|
|
|
|
|
|
|
|
//$2210
|
|
|
|
mmio.hvselb = false;
|
|
|
|
mmio.ven = false;
|
|
|
|
mmio.hen = false;
|
|
|
|
|
|
|
|
//$2212,$2213 HCNT
|
|
|
|
mmio.hcnt = 0x0000;
|
|
|
|
|
|
|
|
//$2214,$2215 VCNT
|
|
|
|
mmio.vcnt = 0x0000;
|
|
|
|
|
|
|
|
//$2220-2223 CXB, DXB, EXB, FXB
|
2012-05-12 02:34:35 +00:00
|
|
|
mmio.cbmode = 0;
|
|
|
|
mmio.dbmode = 0;
|
|
|
|
mmio.ebmode = 0;
|
|
|
|
mmio.fbmode = 0;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
mmio.cb = 0x00;
|
|
|
|
mmio.db = 0x01;
|
2012-05-12 02:34:35 +00:00
|
|
|
mmio.eb = 0x02;
|
|
|
|
mmio.fb = 0x03;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//$2224 BMAPS
|
|
|
|
mmio.sbm = 0x00;
|
|
|
|
|
|
|
|
//$2225 BMAP
|
|
|
|
mmio.sw46 = false;
|
|
|
|
mmio.cbm = 0x00;
|
|
|
|
|
|
|
|
//$2226 SWBE
|
|
|
|
mmio.swen = false;
|
|
|
|
|
|
|
|
//$2227 CWBE
|
|
|
|
mmio.cwen = false;
|
|
|
|
|
|
|
|
//$2228 BWPA
|
|
|
|
mmio.bwp = 0x0f;
|
|
|
|
|
|
|
|
//$2229 SIWP
|
|
|
|
mmio.siwp = 0x00;
|
|
|
|
|
|
|
|
//$222a CIWP
|
|
|
|
mmio.ciwp = 0x00;
|
|
|
|
|
|
|
|
//$2230 DCNT
|
|
|
|
mmio.dmaen = false;
|
|
|
|
mmio.dprio = false;
|
|
|
|
mmio.cden = false;
|
|
|
|
mmio.cdsel = false;
|
|
|
|
mmio.dd = 0;
|
|
|
|
mmio.sd = 0;
|
|
|
|
|
|
|
|
//$2231 CDMA
|
|
|
|
mmio.chdend = false;
|
|
|
|
mmio.dmasize = 0;
|
|
|
|
mmio.dmacb = 0;
|
|
|
|
|
|
|
|
//$2232-$2234 SDA
|
|
|
|
mmio.dsa = 0x000000;
|
|
|
|
|
|
|
|
//$2235-$2237 DDA
|
|
|
|
mmio.dda = 0x000000;
|
|
|
|
|
|
|
|
//$2238,$2239 DTC
|
|
|
|
mmio.dtc = 0x0000;
|
|
|
|
|
|
|
|
//$223f BBF
|
|
|
|
mmio.bbf = 0;
|
|
|
|
|
|
|
|
//$2240-$224f BRF
|
2016-06-05 05:03:21 +00:00
|
|
|
for(auto& n : mmio.brf) n = 0x00;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//$2250 MCNT
|
|
|
|
mmio.acm = 0;
|
|
|
|
mmio.md = 0;
|
|
|
|
|
|
|
|
//$2251,$2252 MA
|
|
|
|
mmio.ma = 0x0000;
|
|
|
|
|
|
|
|
//$2253,$2254 MB
|
|
|
|
mmio.mb = 0x0000;
|
|
|
|
|
|
|
|
//$2258 VBD
|
|
|
|
mmio.hl = false;
|
|
|
|
mmio.vb = 16;
|
|
|
|
|
|
|
|
//$2259-$225b
|
|
|
|
mmio.va = 0x000000;
|
|
|
|
mmio.vbit = 0;
|
|
|
|
|
|
|
|
//$2300 SFR
|
|
|
|
mmio.cpu_irqfl = false;
|
|
|
|
mmio.chdma_irqfl = false;
|
|
|
|
|
|
|
|
//$2301 CFR
|
|
|
|
mmio.sa1_irqfl = false;
|
|
|
|
mmio.timer_irqfl = false;
|
|
|
|
mmio.dma_irqfl = false;
|
|
|
|
mmio.sa1_nmifl = false;
|
|
|
|
|
|
|
|
//$2302,$2303 HCR
|
|
|
|
mmio.hcr = 0x0000;
|
|
|
|
|
|
|
|
//$2304,$2305 VCR
|
|
|
|
mmio.vcr = 0x0000;
|
|
|
|
|
|
|
|
//$2306-$230a MR
|
|
|
|
mmio.mr = 0;
|
|
|
|
|
|
|
|
//$230b
|
|
|
|
mmio.overflow = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|