bsnes/higan/sfc/smp/smp.hpp

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struct SMP : Processor::SPC700, Thread {
Update to v087r28 release. byuu says: Be sure to run make install, and move required images to their appropriate system profile folders. I still have no warnings in place if those images aren't present. Changelog: - OBJ mosaic should hopefully be emulated correctly now (thanks to krom and Cydrak for testing the hardware behavior) - emulated dummy serial registers, fixes Sonic Advance (you may still need to specify 512KB FlashROM with an appropriate ID, I used Panaonic's) - GBA core exits scheduler (PPU thread) and calls interface->videoRefresh() from main thread (not required, just nice) - SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not exist (probably not needed, but FlashROM likes to reset to 0xFF anyway) - GBA manifest.xml for file-mode will now use "gamename.xml" instead of "gamename.gba.xml" - started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in the GUI (may or may not change source code in the long-term) - removed target-libsnes/ - added profile/ Profiles are the major new feature. So far we have: Famicom.sys/{nothing (yet?)} Super Famicom.sys/{ipl.rom} Game Boy.sys/{boot.rom} Game Boy Color.sys/{boot.rom} Game Boy Advance.sys/{bios.rom[not included]} Super Game Boy.sfc/{boot.rom,program.rom[not included]} BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram} Sufami Turbo.sfc/{program.rom} The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges directly now. No slot loader for them. So the obvious downsides: you can't quickly pick between different SGB BIOSes, but why would you want to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little complexity for a rare case to make it a lot easier for the more common case. ST cartridges currently won't let you load the secondary slot. BS-X Town cart is the only useful game to load with nothing in the slot, but only barely, since games are all seeded on flash and not on PSRAM images. We can revisit a way to boot the BIOS directly if and when we get the satellite uplink emulated and data can be downloaded onto the PSRAM :P BS-X slotted cartridges still require the secondary slot. My plan for BS-X slotted cartridges is to require a manifest.xml to specify that it has the BS-X slot present. Otherwise, we have to load the ROM into the SNES cartridge class, and parse its header before we can find out if it has one. Screw that. If it's in the XML, I can tell before loading the ROM if I need to present you with an optional slot loading dialog. I will probably do something similar for Sufami Turbo. Not all games even work with a secondary slot, so why ask you to load a second slot for them? Let the XML request a second slot. A complete Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do the sub dialog yet. We want basic file loading, but we don't want it to look like the dialog 'didn't do anything' if it pops back open immediately again. Maybe change the background color of the dialog to a darker gray? Tacky, but it'd give you the visual cue without the need for some subtle text changes.
2012-04-18 13:58:04 +00:00
uint8 iplrom[64];
uint8 apuram[64 * 1024];
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
enum : bool { Threaded = true };
alwaysinline void step(unsigned clocks);
alwaysinline void synchronize_cpu();
alwaysinline void synchronize_dsp();
Updated to v067r23 release. byuu says: Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU core, so slower PCs can get their brotherly love on. Added range-based controller IOBit latching to the fast CPU core, which enables Super Scope and Justifier support. Uses the priority queue as well, so there is zero speed-hit. Given the way range-testing works, the trigger point may vary by 1-2 pixels when firing at the same spot. Not really a big deal when it avoids a massive speed penalty. Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core. Added the dot-renderer's sprite list update-on-OAM-write functionality to the scanline-based PPU renderer. Unfortunately it looks like all the speed gain was already taken from the global dirty flag I was using before, but this certainly won't hurt speed any, so whatever. Added #ifdef to stop CoInitialize(0) on non-Windows ports. Added #ifdefs to stop gradient fade on Windows port. Not going to fuck over the Linux port aesthetic because of Qt bug #47,326,927. If there's a way to tell what Qt theme is being used, I can leave it enabled for XP/Vista themes. Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from 24 to 16, to better simulate one-cycle DMA->CPU sync. Code clarity: I've re-added my varint.hpp classes, and am actively using them in the accuracy cores. So far, I haven't done anything that would detriment speed, but it is certainly cool. The APU ports exposed by the CPU and SMP now take uint2 address arguments, the CPU WRAM address register is a uint17, and the IRQ H/VTIME values are uint10. This basically allows the source to clearly convey the data sizes, and eliminates the need to manually mask values when writing to registers or reading from memory. I'm going to be doing this everywhere, and it will have a speed impact eventually, because the automation means we can't skip masks when we know the data is already masked off. Source: archive contains the launcher code, so that I can look into why it's crashing on XP tomorrow. It doesn't look like Circuit USA's flags are going to work too well with this new CPU core. Still not sure what the hell Robocop vs The Terminator is doing, I'll read through the mega SNES thread for clues tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was breaking things with my current core. Probably because the new CPU core doesn't wait for a cycle edge to trigger. I was thinking that perhaps we could keep some form of cheat codes list to work as game-specific hacks for the performance core. Keeps the hacks out of the emulator, but could allow the remaining bugs to be worked around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
uint8 port_read(uint2 port) const;
void port_write(uint2 port, uint8 data);
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
void enter();
void power();
void reset();
void serialize(serializer&);
SMP();
~SMP();
privileged:
struct {
//timing
unsigned clock_counter;
unsigned dsp_counter;
unsigned timer_step;
//$00f0
uint8 clock_speed;
uint8 timer_speed;
bool timers_enable;
bool ram_disable;
bool ram_writable;
bool timers_disable;
//$00f1
bool iplrom_enable;
//$00f2
uint8 dsp_addr;
//$00f8,$00f9
uint8 ram00f8;
uint8 ram00f9;
} status;
static void Enter();
friend class SMPcore;
struct Debugger {
hook<void (uint16)> op_exec;
hook<void (uint16)> op_read;
hook<void (uint16, uint8)> op_write;
} debugger;
//memory.cpp
uint8 ram_read(uint16 addr);
void ram_write(uint16 addr, uint8 data);
uint8 op_busread(uint16 addr);
void op_buswrite(uint16 addr, uint8 data);
void op_io();
uint8 op_read(uint16 addr);
void op_write(uint16 addr, uint8 data);
uint8 disassembler_read(uint16 addr);
//timing.cpp
template<unsigned frequency>
struct Timer {
uint8 stage0_ticks;
uint8 stage1_ticks;
uint8 stage2_ticks;
uint4 stage3_ticks;
bool current_line;
bool enable;
uint8 target;
void tick();
void synchronize_stage1();
};
Timer<192> timer0;
Timer<192> timer1;
Timer< 24> timer2;
alwaysinline void add_clocks(unsigned clocks);
alwaysinline void cycle_edge();
};
extern SMP smp;