bsnes/higan/sfc/coprocessor/icd2/icd2.cpp

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#include <sfc/sfc.hpp>
namespace SuperFamicom {
#include "interface/interface.cpp"
#include "mmio/mmio.cpp"
#include "serialization.cpp"
ICD2 icd2;
auto ICD2::Enter() -> void {
while(true) {
if(scheduler.synchronizing()) GameBoy::system.runToSave();
scheduler.synchronize();
icd2.main();
}
}
auto ICD2::main() -> void {
if(r6003 & 0x80) {
GameBoy::system.run();
step(GameBoy::system._clocksExecuted);
GameBoy::system._clocksExecuted = 0;
} else { //DMG halted
audio.coprocessorSample(0, 0);
step(1);
}
synchronizeCPU();
}
auto ICD2::init() -> void {
}
auto ICD2::load() -> void {
bind = GameBoy::interface->bind;
hook = GameBoy::interface->hook;
Update to v088r15 release. byuu says: Changelog: - default placement of presentation window optimized for 1024x768 displays or larger (sorry if yours is smaller, move the window yourself.) - Direct3D waits until a previous Vblank ends before waiting for the next Vblank to begin (fixes video timing analysis, and ---really--- fast computers.) - Window::setVisible(false) clears modality, but also fixed in Browser code as well (fixes loading images on Windows hanging) - Browser won't consume full CPU resources (but timing analysis will, I don't want stalls to affect the results.) - closing settings window while analyzing stops analysis - you can load the SGB BIOS without a game (why the hell you would want to ...) - escape closes the Browser window (it won't close other dialogs, it has to be hooked up per-window) - just for fun, joypad hat up/down moves in Browser file list, any joypad button loads selected game [not very useful, lacks repeat, and there aren't GUI load file open buttons] - Super Scope and Justifier crosshairs render correctly (probably doesn't belong in the core, but it's not something I suspect people want to do themselves ...) - you can load GB, SGB, GB, SGB ... without problems (not happy with how I did this, but I don't want to add an Interface::setInterface() function yet) - PAL timing works as I want now (if you want 50fps on a 60hz monitor, you must not use sync video) [needed to update the DSP frequency when toggling video/audio sync] - not going to save input port selection for now (lot of work), but it will properly keep your port setting across cartridge loads at least [just goes to controller on emulator restart] - SFC overscan on and off both work as expected now (off centers image, on shows entire image) - laevateinn compiles properly now - ethos goes to ~/.config/bsnes now that target-ui is dead [honestly, I recommend deleting the old folder and starting over] - Emulator::Interface callbacks converted to virtual binding structure that GUI inherits from (simplifies binding callbacks) - this breaks Super Game Boy for a bit, I need to rethink system-specific bindings without direct inheritance Timing analysis works spectacularly well on Windows, too. You won't get your 100% perfect rate (unless maybe you leave the analysis running overnight?), but it'll get really freaking close this way.
2012-05-07 23:29:03 +00:00
GameBoy::interface->bind = this;
GameBoy::interface->hook = this;
Update to v097r12 release. byuu says: Nothing WS-related this time. First, I fixed expansion port device mapping. On first load, it was mapping the expansion port device too late, so it ended up not taking effect. I had to spin out the logic for that into Program::connectDevices(). This was proving to be quite annoying while testing eBoot (SNES-Hook simulation.) Second, I fixed the audio->set(Frequency, Latency) functions to take (uint) parameters from the configuration file, so the weird behavior around changing settings in the audio panel should hopefully be gone now. Third, I rewrote the interface->load,unload functions to call into the (Emulator)::System::load,unload functions. And I have those call out to Cartridge::load,unload. Before, this was inverted, and Cartridge::load() was invoking System::load(), which I felt was kind of backward. The Super Game Boy really didn't like this change, however. And it took me a few hours to power through it. Before, I had the Game Boy core dummying out all the interface->(load,save)Request calls, and having the SNES core make them for it. This is because the folder paths and IDs will be different between the two cores. I've redesigned things so that ICD2's Emulator::Interface overloads loadRequest and saveRequest, and translates the requests into new requests for the SuperFamicom core. This allows the Game Boy code to do its own loading for everything without a bunch of Super Game Boy special casing, and without any awkwardness around powering on with no cartridge inserted. This also lets the SNES side of things simply call into higher-level GameBoy::interface->load,save(id, stream) functions instead of stabbing at the raw underlying state inside of various Game Boy core emulation classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
interface->loadRequest(ID::GameBoy, "Game Boy", "gb", false);
GameBoy::interface->load(GameBoy::ID::SuperGameBoy);
cartridge.loadGameBoy();
}
auto ICD2::unload() -> void {
Update to v097r12 release. byuu says: Nothing WS-related this time. First, I fixed expansion port device mapping. On first load, it was mapping the expansion port device too late, so it ended up not taking effect. I had to spin out the logic for that into Program::connectDevices(). This was proving to be quite annoying while testing eBoot (SNES-Hook simulation.) Second, I fixed the audio->set(Frequency, Latency) functions to take (uint) parameters from the configuration file, so the weird behavior around changing settings in the audio panel should hopefully be gone now. Third, I rewrote the interface->load,unload functions to call into the (Emulator)::System::load,unload functions. And I have those call out to Cartridge::load,unload. Before, this was inverted, and Cartridge::load() was invoking System::load(), which I felt was kind of backward. The Super Game Boy really didn't like this change, however. And it took me a few hours to power through it. Before, I had the Game Boy core dummying out all the interface->(load,save)Request calls, and having the SNES core make them for it. This is because the folder paths and IDs will be different between the two cores. I've redesigned things so that ICD2's Emulator::Interface overloads loadRequest and saveRequest, and translates the requests into new requests for the SuperFamicom core. This allows the Game Boy code to do its own loading for everything without a bunch of Super Game Boy special casing, and without any awkwardness around powering on with no cartridge inserted. This also lets the SNES side of things simply call into higher-level GameBoy::interface->load,save(id, stream) functions instead of stabbing at the raw underlying state inside of various Game Boy core emulation classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
GameBoy::interface->unload();
GameBoy::interface->bind = bind;
GameBoy::interface->hook = hook;
Update to v075 release. byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
}
auto ICD2::power() -> void {
audio.coprocessorEnable(true);
audio.coprocessorFrequency(2 * 1024 * 1024);
}
auto ICD2::reset() -> void {
create(ICD2::Enter, cpu.frequency / 5);
r6003 = 0x00;
r6004 = 0xff;
r6005 = 0xff;
r6006 = 0xff;
r6007 = 0xff;
for(auto& r : r7000) r = 0x00;
mlt_req = 0;
for(auto& n : output) n = 0xff;
read_bank = 0;
read_addr = 0;
write_bank = 0;
write_addr = 0;
packetsize = 0;
joyp_id = 3;
joyp15lock = 0;
joyp14lock = 0;
pulselock = true;
GameBoy::system.init();
GameBoy::system.power();
}
}