Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
#ifdef PROCESSOR_HG51B_HPP
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
void HG51B::push() {
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
stack[7] = stack[6];
|
|
|
|
stack[6] = stack[5];
|
|
|
|
stack[5] = stack[4];
|
|
|
|
stack[4] = stack[3];
|
|
|
|
stack[3] = stack[2];
|
|
|
|
stack[2] = stack[1];
|
|
|
|
stack[1] = stack[0];
|
|
|
|
stack[0] = regs.pc;
|
|
|
|
}
|
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
void HG51B::pull() {
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
regs.pc = stack[0];
|
|
|
|
stack[0] = stack[1];
|
|
|
|
stack[1] = stack[2];
|
|
|
|
stack[2] = stack[3];
|
|
|
|
stack[3] = stack[4];
|
|
|
|
stack[4] = stack[5];
|
|
|
|
stack[5] = stack[6];
|
|
|
|
stack[6] = stack[7];
|
|
|
|
stack[7] = 0x0000;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Shift-A: math opcodes can shift A register prior to ALU operation
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
unsigned HG51B::sa() {
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
switch(opcode & 0x0300) { default:
|
|
|
|
case 0x0000: return regs.a << 0;
|
|
|
|
case 0x0100: return regs.a << 1;
|
|
|
|
case 0x0200: return regs.a << 8;
|
|
|
|
case 0x0300: return regs.a << 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Register-or-Immediate: most opcodes can load from a register or immediate
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
unsigned HG51B::ri() {
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
if(opcode & 0x0400) return opcode & 0xff;
|
|
|
|
return reg_read(opcode & 0xff);
|
|
|
|
}
|
|
|
|
|
|
|
|
//New-PC: determine jump target address; opcode.d9 = long jump flag (1 = yes)
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
unsigned HG51B::np() {
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
if(opcode & 0x0200) return (regs.p << 8) | (opcode & 0xff);
|
|
|
|
return (regs.pc & 0xffff00) | (opcode & 0xff);
|
|
|
|
}
|
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
void HG51B::instruction() {
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
if((opcode & 0xffff) == 0x0000) {
|
|
|
|
//0000 0000 0000 0000
|
|
|
|
//nop
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xdd00) == 0x0800) {
|
|
|
|
//00.0 10.0 .... ....
|
|
|
|
//jump i
|
|
|
|
if(opcode & 0x2000) push();
|
|
|
|
regs.pc = np();
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xdd00) == 0x0c00) {
|
|
|
|
//00.0 11.0 .... ....
|
|
|
|
//jumpeq i
|
|
|
|
if(regs.z) {
|
|
|
|
if(opcode & 0x2000) push();
|
|
|
|
regs.pc = np();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xdd00) == 0x1000) {
|
|
|
|
//00.1 00.0 .... ....
|
|
|
|
//jumpge i
|
|
|
|
if(regs.c) {
|
|
|
|
if(opcode & 0x2000) push();
|
|
|
|
regs.pc = np();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xdd00) == 0x1400) {
|
|
|
|
//00.1 01.0 .... ....
|
2011-06-24 10:43:29 +00:00
|
|
|
//jumpmi i
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
if(regs.n) {
|
|
|
|
if(opcode & 0x2000) push();
|
|
|
|
regs.pc = np();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xffff) == 0x1c00) {
|
|
|
|
//0001 1100 0000 0000
|
2011-06-24 10:43:29 +00:00
|
|
|
//loop?
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfffe) == 0x2500) {
|
|
|
|
//0010 0101 0000 000.
|
|
|
|
//skiplt/skipge
|
|
|
|
if(regs.c == (opcode & 1)) regs.pc++;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfffe) == 0x2600) {
|
|
|
|
//0010 0110 0000 000.
|
|
|
|
//skipne/skipeq
|
|
|
|
if(regs.z == (opcode & 1)) regs.pc++;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfffe) == 0x2700) {
|
|
|
|
//0010 0111 0000 000.
|
|
|
|
//skipmi/skippl
|
|
|
|
if(regs.n == (opcode & 1)) regs.pc++;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xffff) == 0x3c00) {
|
|
|
|
//0011 1100 0000 0000
|
2011-06-24 10:43:29 +00:00
|
|
|
//ret
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
pull();
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xffff) == 0x4000) {
|
|
|
|
//0100 0000 0000 0000
|
|
|
|
//rdbus
|
|
|
|
regs.busdata = bus_read(regs.busaddr++);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0x4800) {
|
|
|
|
//0100 1... .... ....
|
2011-06-24 10:43:29 +00:00
|
|
|
//cmpr a<<n,ri
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
int result = ri() - sa();
|
|
|
|
regs.n = result & 0x800000;
|
|
|
|
regs.z = (uint24)result == 0;
|
|
|
|
regs.c = result >= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0x5000) {
|
|
|
|
//0101 0... .... ....
|
|
|
|
//cmp a<<n,ri
|
|
|
|
int result = sa() - ri();
|
|
|
|
regs.n = result & 0x800000;
|
|
|
|
regs.z = (uint24)result == 0;
|
|
|
|
regs.c = result >= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x5900) {
|
|
|
|
//0101 1.01 .... ....
|
|
|
|
//sxb
|
|
|
|
regs.a = (int8)ri();
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x5a00) {
|
|
|
|
//0101 1.10 .... ....
|
|
|
|
//sxw
|
|
|
|
regs.a = (int16)ri();
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x6000) {
|
|
|
|
//0110 0.00 .... ....
|
|
|
|
//ld a,ri
|
|
|
|
regs.a = ri();
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x6100) {
|
|
|
|
//0110 0.01 .... ....
|
|
|
|
//ld ?,ri
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x6300) {
|
|
|
|
//0110 0.11 .... ....
|
|
|
|
//ld p,ri
|
|
|
|
regs.p = ri();
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x6800) {
|
|
|
|
//0110 1.00 .... ....
|
|
|
|
//rdraml
|
|
|
|
uint24 target = ri() + (opcode & 0x0400 ? regs.ramaddr : (uint24)0);
|
|
|
|
if(target < 0xc00) regs.ramdata = (regs.ramdata & 0xffff00) | (dataRAM[target] << 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x6900) {
|
|
|
|
//0110 1.01 .... ....
|
|
|
|
//rdramh
|
|
|
|
uint24 target = ri() + (opcode & 0x0400 ? regs.ramaddr : (uint24)0);
|
|
|
|
if(target < 0xc00) regs.ramdata = (regs.ramdata & 0xff00ff) | (dataRAM[target] << 8);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x6a00) {
|
|
|
|
//0110 1.10 .... ....
|
|
|
|
//rdramb
|
|
|
|
uint24 target = ri() + (opcode & 0x0400 ? regs.ramaddr : (uint24)0);
|
|
|
|
if(target < 0xc00) regs.ramdata = (regs.ramdata & 0x00ffff) | (dataRAM[target] << 16);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xffff) == 0x7000) {
|
|
|
|
//0111 0000 0000 0000
|
|
|
|
//rdrom
|
|
|
|
regs.romdata = dataROM[regs.a & 0x3ff];
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xff00) == 0x7c00) {
|
|
|
|
//0111 1100 .... ....
|
2011-06-24 10:43:29 +00:00
|
|
|
//ld pl,i
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
regs.p = (regs.p & 0xff00) | ((opcode & 0xff) << 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xff00) == 0x7d00) {
|
|
|
|
//0111 1101 .... ....
|
2011-06-24 10:43:29 +00:00
|
|
|
//ld ph,i
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
regs.p = (regs.p & 0x00ff) | ((opcode & 0xff) << 8);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0x8000) {
|
|
|
|
//1000 0... .... ....
|
|
|
|
//add a<<n,ri
|
|
|
|
int result = sa() + ri();
|
|
|
|
regs.a = result;
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
regs.c = result > 0xffffff;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0x8800) {
|
|
|
|
//1000 1... .... ....
|
2011-06-24 10:43:29 +00:00
|
|
|
//subr a<<n,ri
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
int result = ri() - sa();
|
|
|
|
regs.a = result;
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
regs.c = result >= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0x9000) {
|
|
|
|
//1001 0... .... ....
|
|
|
|
//sub a<<n,ri
|
|
|
|
int result = sa() - ri();
|
|
|
|
regs.a = result;
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
regs.c = result >= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0x9800) {
|
|
|
|
//1001 1.00 .... ....
|
|
|
|
//mul a,ri
|
|
|
|
int64 x = (int24)regs.a;
|
|
|
|
int64 y = (int24)ri();
|
|
|
|
x *= y;
|
|
|
|
regs.accl = x >> 0ull;
|
|
|
|
regs.acch = x >> 24ull;
|
|
|
|
regs.n = regs.acch & 0x800000;
|
|
|
|
regs.z = x == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0xa800) {
|
|
|
|
//1010 1... .... ....
|
2011-06-24 10:43:29 +00:00
|
|
|
//xor a<<n,ri
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
regs.a = sa() ^ ri();
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0xb000) {
|
|
|
|
//1011 0... .... ....
|
|
|
|
//and a<<n,ri
|
|
|
|
regs.a = sa() & ri();
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xf800) == 0xb800) {
|
|
|
|
//1011 1... .... ....
|
|
|
|
//or a<<n,ri
|
|
|
|
regs.a = sa() | ri();
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xc000) {
|
|
|
|
//1100 0.00 .... ....
|
|
|
|
//shr a,ri
|
|
|
|
regs.a = regs.a >> ri();
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xc800) {
|
|
|
|
//1100 1.00 .... ....
|
|
|
|
//asr a,ri
|
|
|
|
regs.a = (int24)regs.a >> ri();
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xd000) {
|
|
|
|
//1101 0.00 .... ....
|
|
|
|
//ror a,ri
|
|
|
|
uint24 length = ri();
|
|
|
|
regs.a = (regs.a >> length) | (regs.a << (24 - length));
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xd800) {
|
|
|
|
//1101 1.00 .... ....
|
|
|
|
//shl a,ri
|
|
|
|
regs.a = regs.a << ri();
|
|
|
|
regs.n = regs.a & 0x800000;
|
|
|
|
regs.z = regs.a == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xff00) == 0xe000) {
|
|
|
|
//1110 0000 .... ....
|
|
|
|
//st r,a
|
|
|
|
reg_write(opcode & 0xff, regs.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xe800) {
|
|
|
|
//1110 1.00 .... ....
|
|
|
|
//wrraml
|
|
|
|
uint24 target = ri() + (opcode & 0x0400 ? regs.ramaddr : (uint24)0);
|
|
|
|
if(target < 0xc00) dataRAM[target] = regs.ramdata >> 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xe900) {
|
|
|
|
//1110 1.01 .... ....
|
|
|
|
//wrramh
|
|
|
|
uint24 target = ri() + (opcode & 0x0400 ? regs.ramaddr : (uint24)0);
|
|
|
|
if(target < 0xc00) dataRAM[target] = regs.ramdata >> 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xfb00) == 0xea00) {
|
|
|
|
//1110 1.10 .... ....
|
|
|
|
//wrramb
|
|
|
|
uint24 target = ri() + (opcode & 0x0400 ? regs.ramaddr : (uint24)0);
|
|
|
|
if(target < 0xc00) dataRAM[target] = regs.ramdata >> 16;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xff00) == 0xf000) {
|
|
|
|
//1111 0000 .... ....
|
|
|
|
//swap a,r
|
|
|
|
uint24 source = reg_read(opcode & 0xff);
|
|
|
|
uint24 target = regs.a;
|
|
|
|
regs.a = source;
|
|
|
|
reg_write(opcode & 0xff, target);
|
|
|
|
}
|
|
|
|
|
|
|
|
else if((opcode & 0xffff) == 0xfc00) {
|
|
|
|
//1111 1100 0000 0000
|
|
|
|
//halt
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
regs.halt = true;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
else {
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
print("Hitachi DSP: unknown opcode @ ", hex<4>(regs.pc - 1), " = ", hex<4>(opcode), "\n");
|
|
|
|
regs.halt = true;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|