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
|
|
|
auto PPU::readIO(uint32 addr) -> uint8 {
|
2012-04-01 01:41:15 +00:00
|
|
|
switch(addr) {
|
2012-03-31 08:14:31 +00:00
|
|
|
|
2012-03-31 08:17:36 +00:00
|
|
|
//DISPCNT
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0000: return (
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
Background::IO::mode << 0
|
|
|
|
| io.gameBoyColorMode << 3
|
|
|
|
| Background::IO::frame << 4
|
|
|
|
| objects.io.hblank << 5
|
|
|
|
| objects.io.mapping << 6
|
|
|
|
| io.forceBlank << 7
|
2016-02-25 10:38:03 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0001: return (
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
bg0.io.enable << 0
|
|
|
|
| bg1.io.enable << 1
|
|
|
|
| bg2.io.enable << 2
|
|
|
|
| bg3.io.enable << 3
|
|
|
|
| objects.io.enable << 4
|
|
|
|
| window0.io.enable << 5
|
|
|
|
| window1.io.enable << 6
|
|
|
|
| window2.io.enable << 7
|
2016-02-25 10:38:03 +00:00
|
|
|
);
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//GRSWP
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0002: return io.greenSwap;
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0003: return 0;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//DISPSTAT
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0004: return (
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
io.vblank << 0
|
|
|
|
| io.hblank << 1
|
|
|
|
| io.vcoincidence << 2
|
|
|
|
| io.irqvblank << 3
|
|
|
|
| io.irqhblank << 4
|
|
|
|
| io.irqvcoincidence << 5
|
2016-02-25 10:38:03 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0005: return (
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
io.vcompare
|
2016-02-25 10:38:03 +00:00
|
|
|
);
|
2012-03-31 08:17:36 +00:00
|
|
|
|
2012-03-31 08:14:31 +00:00
|
|
|
//VCOUNT
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0006: return io.vcounter.byte(0);
|
|
|
|
case 0x0400'0007: return io.vcounter.byte(1);
|
2016-02-25 10:38:03 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BG0CNT
|
|
|
|
case 0x0400'0008: return bg0.io.priority << 0 | bg0.io.characterBase << 2 | bg0.io.unused << 4 | bg0.io.mosaic << 6 | bg0.io.colorMode << 7;
|
|
|
|
case 0x0400'0009: return bg0.io.screenBase << 0 | bg0.io.affineWrap << 5 | bg0.io.screenSize << 6;
|
|
|
|
|
|
|
|
//BG1CNT
|
|
|
|
case 0x0400'000a: return bg1.io.priority << 0 | bg1.io.characterBase << 2 | bg1.io.unused << 4 | bg1.io.mosaic << 6 | bg1.io.colorMode << 7;
|
|
|
|
case 0x0400'000b: return bg1.io.screenBase << 0 | bg1.io.affineWrap << 5 | bg1.io.screenSize << 6;
|
|
|
|
|
|
|
|
//BG2CNT
|
|
|
|
case 0x0400'000c: return bg2.io.priority << 0 | bg2.io.characterBase << 2 | bg2.io.unused << 4 | bg2.io.mosaic << 6 | bg2.io.colorMode << 7;
|
|
|
|
case 0x0400'000d: return bg2.io.screenBase << 0 | bg2.io.affineWrap << 5 | bg2.io.screenSize << 6;
|
|
|
|
|
|
|
|
//BG3CNT
|
|
|
|
case 0x0400'000e: return bg3.io.priority << 0 | bg3.io.characterBase << 2 | bg3.io.unused << 4 | bg3.io.mosaic << 6 | bg3.io.colorMode << 7;
|
|
|
|
case 0x0400'000f: return bg3.io.screenBase << 0 | bg3.io.affineWrap << 5 | bg3.io.screenSize << 6;
|
|
|
|
|
|
|
|
//WININ0
|
|
|
|
case 0x0400'0048: return window0.io.active[BG0] << 0 | window0.io.active[BG1] << 1 | window0.io.active[BG2] << 2 | window0.io.active[BG3] << 3 | window0.io.active[OBJ] << 4 | window0.io.active[SFX] << 5;
|
|
|
|
|
|
|
|
//WININ1
|
|
|
|
case 0x0400'0049: return window1.io.active[BG0] << 0 | window1.io.active[BG1] << 1 | window1.io.active[BG2] << 2 | window1.io.active[BG3] << 3 | window1.io.active[OBJ] << 4 | window1.io.active[SFX] << 5;
|
|
|
|
|
|
|
|
//WINOUT
|
|
|
|
case 0x0400'004a: return window3.io.active[BG0] << 0 | window3.io.active[BG1] << 1 | window3.io.active[BG2] << 2 | window3.io.active[BG3] << 3 | window3.io.active[OBJ] << 4 | window3.io.active[SFX] << 5;
|
|
|
|
|
|
|
|
//WININ2
|
|
|
|
case 0x0400'004b: return window2.io.active[BG0] << 0 | window2.io.active[BG1] << 1 | window2.io.active[BG2] << 3 | window2.io.active[BG3] << 3 | window2.io.active[OBJ] << 4 | window2.io.active[SFX] << 5;
|
|
|
|
|
|
|
|
//MOSAIC (write-only)
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//BLTCNT
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0050: return (
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
screen.io.blendAbove[BG0] << 0
|
|
|
|
| screen.io.blendAbove[BG1] << 1
|
|
|
|
| screen.io.blendAbove[BG2] << 2
|
|
|
|
| screen.io.blendAbove[BG3] << 3
|
|
|
|
| screen.io.blendAbove[OBJ] << 4
|
|
|
|
| screen.io.blendAbove[SFX] << 5
|
|
|
|
| screen.io.blendMode << 6
|
2016-02-25 10:38:03 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0051: return (
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
screen.io.blendBelow[BG0] << 0
|
|
|
|
| screen.io.blendBelow[BG1] << 1
|
|
|
|
| screen.io.blendBelow[BG2] << 2
|
|
|
|
| screen.io.blendBelow[BG3] << 3
|
|
|
|
| screen.io.blendBelow[OBJ] << 4
|
|
|
|
| screen.io.blendBelow[SFX] << 5
|
2016-02-25 10:38:03 +00:00
|
|
|
);
|
2012-03-31 08:14:31 +00:00
|
|
|
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
//BLDALPHA
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0052: return screen.io.blendEVA;
|
|
|
|
case 0x0400'0053: return screen.io.blendEVB;
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BLDY (write-only)
|
2015-11-14 00:52:51 +00:00
|
|
|
|
2012-03-31 08:14:31 +00:00
|
|
|
}
|
|
|
|
|
2016-02-25 10:38:03 +00:00
|
|
|
return 0;
|
2012-03-31 08:14:31 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
auto PPU::writeIO(uint32 addr, uint8 data) -> void {
|
2012-04-01 01:41:15 +00:00
|
|
|
switch(addr) {
|
2012-03-31 08:14:31 +00:00
|
|
|
|
|
|
|
//DISPCNT
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0000:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
Background::IO::mode = data.bits(0,2);
|
|
|
|
io.gameBoyColorMode = data.bit (3);
|
|
|
|
Background::IO::frame = data.bit (4);
|
|
|
|
objects.io.hblank = data.bit (5);
|
|
|
|
objects.io.mapping = data.bit (6);
|
|
|
|
io.forceBlank = data.bit (7);
|
2016-02-25 10:38:03 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0001:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
bg0.io.enable = data.bit(0);
|
|
|
|
bg1.io.enable = data.bit(1);
|
|
|
|
bg2.io.enable = data.bit(2);
|
|
|
|
bg3.io.enable = data.bit(3);
|
|
|
|
objects.io.enable = data.bit(4);
|
|
|
|
window0.io.enable = data.bit(5);
|
|
|
|
window1.io.enable = data.bit(6);
|
|
|
|
window2.io.enable = data.bit(7);
|
|
|
|
//outside window is enabled whenever any inside window is enabled
|
|
|
|
window3.io.enable = (bool)data.bits(5,7);
|
2016-02-25 10:38:03 +00:00
|
|
|
return;
|
2012-03-31 08:14:31 +00:00
|
|
|
|
2012-03-31 08:17:36 +00:00
|
|
|
//GRSWP
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0002:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
io.greenSwap = data.bit(0);
|
|
|
|
return;
|
|
|
|
case 0x0400'0003:
|
2016-02-25 10:38:03 +00:00
|
|
|
return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//DISPSTAT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0004:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
io.irqvblank = data.bit(3);
|
|
|
|
io.irqhblank = data.bit(4);
|
|
|
|
io.irqvcoincidence = data.bit(5);
|
2012-03-31 08:17:36 +00:00
|
|
|
return;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0005:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
io.vcompare = data;
|
2012-03-31 08:17:36 +00:00
|
|
|
return;
|
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BG0CNT
|
|
|
|
case 0x0400'0008:
|
|
|
|
bg0.io.priority = data.bits(0,1);
|
|
|
|
bg0.io.characterBase = data.bits(2,3);
|
|
|
|
bg0.io.unused = data.bits(4,5);
|
|
|
|
bg0.io.mosaic = data.bit (6);
|
|
|
|
bg0.io.colorMode = data.bit (7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0009:
|
|
|
|
bg0.io.screenBase = data.bits(0,4);
|
|
|
|
bg0.io.affineWrap = false;
|
|
|
|
bg0.io.screenSize = data.bits(6,7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BG1CNT
|
|
|
|
case 0x0400'000a:
|
|
|
|
bg1.io.priority = data.bits(0,1);
|
|
|
|
bg1.io.characterBase = data.bits(2,3);
|
|
|
|
bg1.io.unused = data.bits(4,5);
|
|
|
|
bg1.io.mosaic = data.bit (6);
|
|
|
|
bg1.io.colorMode = data.bit (7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'000b:
|
|
|
|
bg1.io.screenBase = data.bits(0,4);
|
|
|
|
bg1.io.affineWrap = false;
|
|
|
|
bg1.io.screenSize = data.bits(6,7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BG2CNT
|
|
|
|
case 0x0400'000c:
|
|
|
|
bg2.io.priority = data.bits(0,1);
|
|
|
|
bg2.io.characterBase = data.bits(2,3);
|
|
|
|
bg2.io.unused = data.bits(4,5);
|
|
|
|
bg2.io.mosaic = data.bit (6);
|
|
|
|
bg2.io.colorMode = data.bit (7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'000d:
|
|
|
|
bg2.io.screenBase = data.bits(0,4);
|
|
|
|
bg2.io.affineWrap = data.bit (5);
|
|
|
|
bg2.io.screenSize = data.bits(6,7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BG3CNT
|
|
|
|
case 0x0400'000e:
|
|
|
|
bg3.io.priority = data.bits(0,1);
|
|
|
|
bg3.io.characterBase = data.bits(2,3);
|
|
|
|
bg3.io.unused = data.bits(4,5);
|
|
|
|
bg3.io.mosaic = data.bit (6);
|
|
|
|
bg3.io.colorMode = data.bit (7);
|
|
|
|
return;
|
|
|
|
case 0x0400'000f:
|
|
|
|
bg3.io.screenBase = data.bits(0,4);
|
|
|
|
bg3.io.affineWrap = data.bit (5);
|
|
|
|
bg3.io.screenSize = data.bits(6,7);
|
|
|
|
return;
|
2016-02-25 10:38:03 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
//BG0HOFS
|
|
|
|
case 0x0400'0010: bg0.io.hoffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'0011: bg0.io.hoffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG0VOFS
|
|
|
|
case 0x0400'0012: bg0.io.voffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'0013: bg0.io.voffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG1HOFS
|
|
|
|
case 0x0400'0014: bg1.io.hoffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'0015: bg1.io.hoffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG1VOFS
|
|
|
|
case 0x0400'0016: bg1.io.voffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'0017: bg1.io.voffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG2HOFS
|
|
|
|
case 0x0400'0018: bg2.io.hoffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'0019: bg2.io.hoffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG2VOFS
|
|
|
|
case 0x0400'001a: bg2.io.voffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'001b: bg2.io.voffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG3HOFS
|
|
|
|
case 0x0400'001c: bg3.io.hoffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'001d: bg3.io.hoffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG3VOFS
|
|
|
|
case 0x0400'001e: bg3.io.voffset.bits(0,7) = data.bits(0,7); return;
|
|
|
|
case 0x0400'001f: bg3.io.voffset.bit (8) = data.bit (8); return;
|
|
|
|
|
|
|
|
//BG2PA
|
|
|
|
case 0x0400'0020: bg2.io.pa.byte(0) = data; return;
|
|
|
|
case 0x0400'0021: bg2.io.pa.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG2PB
|
|
|
|
case 0x0400'0022: bg2.io.pb.byte(0) = data; return;
|
|
|
|
case 0x0400'0023: bg2.io.pb.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG2PC
|
|
|
|
case 0x0400'0024: bg2.io.pc.byte(0) = data; return;
|
|
|
|
case 0x0400'0025: bg2.io.pc.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG2PD
|
|
|
|
case 0x0400'0026: bg2.io.pd.byte(0) = data; return;
|
|
|
|
case 0x0400'0027: bg2.io.pd.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG2X
|
|
|
|
case 0x0400'0028: bg2.io.x.bits( 0, 7) = data.bits(0,7); bg2.io.lx = bg2.io.x; return;
|
|
|
|
case 0x0400'0029: bg2.io.x.bits( 8,15) = data.bits(0,7); bg2.io.lx = bg2.io.x; return;
|
|
|
|
case 0x0400'002a: bg2.io.x.bits(16,23) = data.bits(0,7); bg2.io.lx = bg2.io.x; return;
|
|
|
|
case 0x0400'002b: bg2.io.x.bits(24,27) = data.bits(0,3); bg2.io.lx = bg2.io.x; return;
|
|
|
|
|
|
|
|
//BG2Y
|
|
|
|
case 0x0400'002c: bg2.io.y.bits( 0, 7) = data.bits(0,7); bg2.io.ly = bg2.io.y; return;
|
|
|
|
case 0x0400'002d: bg2.io.y.bits( 8,15) = data.bits(0,7); bg2.io.ly = bg2.io.y; return;
|
|
|
|
case 0x0400'002e: bg2.io.y.bits(16,23) = data.bits(0,7); bg2.io.ly = bg2.io.y; return;
|
|
|
|
case 0x0400'002f: bg2.io.y.bits(24,27) = data.bits(0,3); bg2.io.ly = bg2.io.y; return;
|
|
|
|
|
|
|
|
//BG3PA
|
|
|
|
case 0x0400'0030: bg3.io.pa.byte(0) = data; return;
|
|
|
|
case 0x0400'0031: bg3.io.pa.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG3PB
|
|
|
|
case 0x0400'0032: bg3.io.pb.byte(0) = data; return;
|
|
|
|
case 0x0400'0033: bg3.io.pb.byte(0) = data; return;
|
|
|
|
|
|
|
|
//BG3PC
|
|
|
|
case 0x0400'0034: bg3.io.pc.byte(0) = data; return;
|
|
|
|
case 0x0400'0035: bg3.io.pc.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG3PD
|
|
|
|
case 0x0400'0036: bg3.io.pd.byte(0) = data; return;
|
|
|
|
case 0x0400'0037: bg3.io.pd.byte(1) = data; return;
|
|
|
|
|
|
|
|
//BG3X
|
|
|
|
case 0x0400'0038: bg3.io.x.bits( 0, 7) = data.bits(0,7); bg3.io.lx = bg3.io.x; return;
|
|
|
|
case 0x0400'0039: bg3.io.x.bits( 8,15) = data.bits(0,7); bg3.io.lx = bg3.io.x; return;
|
|
|
|
case 0x0400'003a: bg3.io.x.bits(16,23) = data.bits(0,7); bg3.io.lx = bg3.io.x; return;
|
|
|
|
case 0x0400'003b: bg3.io.x.bits(24,27) = data.bits(0,3); bg3.io.lx = bg3.io.x; return;
|
|
|
|
|
|
|
|
//BG3Y
|
|
|
|
case 0x0400'003c: bg3.io.y.bits( 0, 7) = data.bits(0,7); bg3.io.ly = bg3.io.y; return;
|
|
|
|
case 0x0400'003d: bg3.io.y.bits( 8,15) = data.bits(0,7); bg3.io.ly = bg3.io.y; return;
|
|
|
|
case 0x0400'003e: bg3.io.y.bits(16,23) = data.bits(0,7); bg3.io.ly = bg3.io.y; return;
|
|
|
|
case 0x0400'003f: bg3.io.y.bits(24,27) = data.bits(0,3); bg3.io.ly = bg3.io.y; return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//WIN0H
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0040: window0.io.x2 = data; return;
|
|
|
|
case 0x0400'0041: window0.io.x1 = data; return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//WIN1H
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0042: window1.io.x2 = data; return;
|
|
|
|
case 0x0400'0043: window1.io.x1 = data; return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//WIN0V
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0044: window0.io.y2 = data; return;
|
|
|
|
case 0x0400'0045: window0.io.y1 = data; return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//WIN1V
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0046: window1.io.y2 = data; return;
|
|
|
|
case 0x0400'0047: window1.io.y1 = data; return;
|
|
|
|
|
|
|
|
//WININ0
|
|
|
|
case 0x0400'0048:
|
|
|
|
window0.io.active[BG0] = data.bit(0);
|
|
|
|
window0.io.active[BG1] = data.bit(1);
|
|
|
|
window0.io.active[BG2] = data.bit(2);
|
|
|
|
window0.io.active[BG3] = data.bit(3);
|
|
|
|
window0.io.active[OBJ] = data.bit(4);
|
|
|
|
window0.io.active[SFX] = data.bit(5);
|
|
|
|
return;
|
|
|
|
|
|
|
|
//WININ1
|
|
|
|
case 0x0400'0049:
|
|
|
|
window1.io.active[BG0] = data.bit(0);
|
|
|
|
window1.io.active[BG1] = data.bit(1);
|
|
|
|
window1.io.active[BG2] = data.bit(2);
|
|
|
|
window1.io.active[BG3] = data.bit(3);
|
|
|
|
window1.io.active[OBJ] = data.bit(4);
|
|
|
|
window1.io.active[SFX] = data.bit(5);
|
|
|
|
return;
|
|
|
|
|
|
|
|
//WINOUT
|
|
|
|
case 0x0400'004a:
|
|
|
|
window3.io.active[BG0] = data.bit(0);
|
|
|
|
window3.io.active[BG1] = data.bit(1);
|
|
|
|
window3.io.active[BG2] = data.bit(2);
|
|
|
|
window3.io.active[BG3] = data.bit(3);
|
|
|
|
window3.io.active[OBJ] = data.bit(4);
|
|
|
|
window3.io.active[SFX] = data.bit(5);
|
|
|
|
return;
|
|
|
|
|
|
|
|
//WININ2
|
|
|
|
case 0x0400'004b:
|
|
|
|
window2.io.active[BG0] = data.bit(0);
|
|
|
|
window2.io.active[BG1] = data.bit(1);
|
|
|
|
window2.io.active[BG2] = data.bit(2);
|
|
|
|
window2.io.active[BG3] = data.bit(3);
|
|
|
|
window2.io.active[OBJ] = data.bit(4);
|
|
|
|
window2.io.active[SFX] = data.bit(5);
|
2016-02-25 10:38:03 +00:00
|
|
|
return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//MOSAIC
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'004c:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
Background::IO::mosaicWidth = data.bits(0,3);
|
|
|
|
Background::IO::mosaicHeight = data.bits(4,7);
|
2012-03-31 08:17:36 +00:00
|
|
|
return;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'004d:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
objects.io.mosaicWidth = data.bits(0,3);
|
|
|
|
objects.io.mosaicHeight = data.bits(4,7);
|
2012-03-31 08:17:36 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
//BLDCNT
|
2016-02-25 10:38:03 +00:00
|
|
|
case 0x0400'0050:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
screen.io.blendAbove[BG0] = data.bit (0);
|
|
|
|
screen.io.blendAbove[BG1] = data.bit (1);
|
|
|
|
screen.io.blendAbove[BG2] = data.bit (2);
|
|
|
|
screen.io.blendAbove[BG3] = data.bit (3);
|
|
|
|
screen.io.blendAbove[OBJ] = data.bit (4);
|
|
|
|
screen.io.blendAbove[SFX] = data.bit (5);
|
|
|
|
screen.io.blendMode = data.bits(6,7);
|
2016-02-25 10:38:03 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0051:
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
screen.io.blendBelow[BG0] = data.bit(0);
|
|
|
|
screen.io.blendBelow[BG1] = data.bit(1);
|
|
|
|
screen.io.blendBelow[BG2] = data.bit(2);
|
|
|
|
screen.io.blendBelow[BG3] = data.bit(3);
|
|
|
|
screen.io.blendBelow[OBJ] = data.bit(4);
|
|
|
|
screen.io.blendBelow[SFX] = data.bit(5);
|
2016-02-25 10:38:03 +00:00
|
|
|
return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//BLDALPHA
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0052: screen.io.blendEVA = data.bits(0,4); return;
|
|
|
|
case 0x0400'0053: screen.io.blendEVB = data.bits(0,4); return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
|
|
|
//BLDY
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
case 0x0400'0054: screen.io.blendEVY = data.bits(0,4); return;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0055: return;
|
2012-03-31 08:17:36 +00:00
|
|
|
|
2012-03-31 08:14:31 +00:00
|
|
|
}
|
|
|
|
}
|