bsnes/higan/gba/cartridge/cartridge.hpp

39 lines
687 B
C++
Raw Normal View History

struct Cartridge {
#include "memory.hpp"
auto sha256() const -> string;
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
auto manifest() const -> string;
auto title() const -> string;
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
struct Information {
string markup;
string sha256;
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
string title;
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
} information;
struct Media {
uint id;
string name;
};
vector<Media> memory;
Cartridge();
~Cartridge();
auto load() -> void;
auto unload() -> void;
auto power() -> void;
auto read(uint mode, uint32 addr) -> uint32;
auto write(uint mode, uint32 addr, uint32 word) -> void;
auto serialize(serializer&) -> void;
private:
bool hasSRAM = false;
bool hasEEPROM = false;
bool hasFLASH = false;
};
extern Cartridge cartridge;