bsnes/fc/cartridge/board/board.cpp

213 lines
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#include "bandai-fcg.cpp"
#include "konami-vrc1.cpp"
#include "konami-vrc2.cpp"
#include "konami-vrc3.cpp"
#include "konami-vrc4.cpp"
#include "konami-vrc6.cpp"
#include "konami-vrc7.cpp"
#include "nes-axrom.cpp"
#include "nes-bnrom.cpp"
#include "nes-cnrom.cpp"
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
#include "nes-exrom.cpp"
#include "nes-fxrom.cpp"
#include "nes-gxrom.cpp"
#include "nes-hkrom.cpp"
#include "nes-nrom.cpp"
#include "nes-pxrom.cpp"
#include "nes-sxrom.cpp"
#include "nes-txrom.cpp"
#include "nes-uxrom.cpp"
#include "sunsoft-5b.cpp"
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint8 Board::Memory::read(unsigned addr) const {
return data[mirror(addr, size)];
}
void Board::Memory::write(unsigned addr, uint8 byte) {
if(writable) data[mirror(addr, size)] = byte;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
unsigned Board::mirror(unsigned addr, unsigned size) {
unsigned base = 0;
if(size) {
unsigned mask = 1 << 23;
while(addr >= size) {
while(!(addr & mask)) mask >>= 1;
addr -= mask;
if(size > mask) {
size -= mask;
base += mask;
}
mask >>= 1;
}
base += addr;
}
return base;
}
void Board::main() {
while(true) {
if(scheduler.sync == Scheduler::SynchronizeMode::All) {
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
}
cartridge.clock += 12 * 4095;
tick();
}
}
void Board::tick() {
cartridge.clock += 12;
if(cartridge.clock >= 0 && scheduler.sync != Scheduler::SynchronizeMode::All) co_switch(cpu.thread);
}
uint8 Board::chr_read(unsigned addr) {
if(chrram.size) return chrram.data[mirror(addr, chrram.size)];
if(chrrom.size) return chrrom.data[mirror(addr, chrrom.size)];
return 0u;
}
void Board::chr_write(unsigned addr, uint8 data) {
if(chrram.size) chrram.data[mirror(addr, chrram.size)] = data;
}
void Board::power() {
}
void Board::reset() {
}
void Board::serialize(serializer& s) {
if(prgram.size) s.array(prgram.data, prgram.size);
if(chrram.size) s.array(chrram.data, chrram.size);
}
Board::Board(Markup::Node& document) {
cartridge.board = this;
auto cartridge = document["cartridge"];
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
information.type = cartridge["board/type"].data;
2013-01-14 12:10:20 +00:00
information.battery = cartridge["prg/ram/name"].exists();
2013-01-14 12:10:20 +00:00
auto prom = cartridge["prg/rom"];
auto pram = cartridge["prg/ram"];
auto crom = cartridge["chr/rom"];
auto cram = cartridge["chr/ram"];
prgrom.size = numeral(prom["size"].data);
prgram.size = numeral(pram["size"].data);
chrrom.size = numeral(crom["size"].data);
chrram.size = numeral(cram["size"].data);
if(prgrom.size) prgrom.data = new uint8[prgrom.size]();
if(prgram.size) prgram.data = new uint8[prgram.size]();
if(chrrom.size) chrrom.data = new uint8[chrrom.size]();
if(chrram.size) chrram.data = new uint8[chrram.size]();
if(prom["name"].data) interface->loadRequest(ID::ProgramROM, prom["name"].data);
if(pram["name"].data) interface->loadRequest(ID::ProgramRAM, pram["name"].data);
if(crom["name"].data) interface->loadRequest(ID::CharacterROM, crom["name"].data);
if(cram["name"].data) interface->loadRequest(ID::CharacterRAM, cram["name"].data);
if(pram["name"].data) Famicom::cartridge.memory.append({ID::ProgramRAM, pram["name"].data});
if(cram["name"].data) Famicom::cartridge.memory.append({ID::CharacterRAM, cram["name"].data});
prgram.writable = true;
chrram.writable = true;
}
Board::~Board() {
}
Board* Board::load(string manifest) {
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
auto document = Markup::Document(manifest);
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
cartridge.information.title = document["information/title"].text();
2013-01-14 12:10:20 +00:00
Update to higan v091r14 and ananke v00r03 releases. byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ]
2012-12-25 05:31:55 +00:00
string type = document["cartridge/board/type"].text();
if(type == "BANDAI-FCG" ) return new BandaiFCG(document);
if(type == "KONAMI-VRC-1") return new KonamiVRC1(document);
if(type == "KONAMI-VRC-2") return new KonamiVRC2(document);
if(type == "KONAMI-VRC-3") return new KonamiVRC3(document);
if(type == "KONAMI-VRC-4") return new KonamiVRC4(document);
if(type == "KONAMI-VRC-6") return new KonamiVRC6(document);
if(type == "KONAMI-VRC-7") return new KonamiVRC7(document);
if(type == "NES-AMROM" ) return new NES_AxROM(document);
if(type == "NES-ANROM" ) return new NES_AxROM(document);
if(type == "NES-AN1ROM" ) return new NES_AxROM(document);
if(type == "NES-AOROM" ) return new NES_AxROM(document);
if(type == "NES-BNROM" ) return new NES_BNROM(document);
if(type == "NES-CNROM" ) return new NES_CNROM(document);
if(type == "NES-EKROM" ) return new NES_ExROM(document);
if(type == "NES-ELROM" ) return new NES_ExROM(document);
if(type == "NES-ETROM" ) return new NES_ExROM(document);
if(type == "NES-EWROM" ) return new NES_ExROM(document);
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
if(type == "NES-FJROM" ) return new NES_FxROM(document);
if(type == "NES-FKROM" ) return new NES_FxROM(document);
if(type == "NES-GNROM" ) return new NES_GxROM(document);
if(type == "NES-MHROM" ) return new NES_GxROM(document);
if(type == "NES-HKROM" ) return new NES_HKROM(document);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
if(type == "NES-NROM" ) return new NES_NROM(document);
if(type == "NES-NROM-128") return new NES_NROM(document);
if(type == "NES-NROM-256") return new NES_NROM(document);
if(type == "NES-PEEOROM" ) return new NES_PxROM(document);
if(type == "NES-PNROM" ) return new NES_PxROM(document);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
if(type == "NES-SAROM" ) return new NES_SxROM(document);
if(type == "NES-SBROM" ) return new NES_SxROM(document);
if(type == "NES-SCROM" ) return new NES_SxROM(document);
if(type == "NES-SC1ROM" ) return new NES_SxROM(document);
if(type == "NES-SEROM" ) return new NES_SxROM(document);
if(type == "NES-SFROM" ) return new NES_SxROM(document);
if(type == "NES-SFEXPROM") return new NES_SxROM(document);
if(type == "NES-SGROM" ) return new NES_SxROM(document);
if(type == "NES-SHROM" ) return new NES_SxROM(document);
if(type == "NES-SH1ROM" ) return new NES_SxROM(document);
if(type == "NES-SIROM" ) return new NES_SxROM(document);
if(type == "NES-SJROM" ) return new NES_SxROM(document);
if(type == "NES-SKROM" ) return new NES_SxROM(document);
if(type == "NES-SLROM" ) return new NES_SxROM(document);
if(type == "NES-SL1ROM" ) return new NES_SxROM(document);
if(type == "NES-SL2ROM" ) return new NES_SxROM(document);
if(type == "NES-SL3ROM" ) return new NES_SxROM(document);
if(type == "NES-SLRROM" ) return new NES_SxROM(document);
if(type == "NES-SMROM" ) return new NES_SxROM(document);
if(type == "NES-SNROM" ) return new NES_SxROM(document);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
if(type == "NES-SOROM" ) return new NES_SxROM(document);
if(type == "NES-SUROM" ) return new NES_SxROM(document);
if(type == "NES-SXROM" ) return new NES_SxROM(document);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
if(type == "NES-TBROM" ) return new NES_TxROM(document);
if(type == "NES-TEROM" ) return new NES_TxROM(document);
if(type == "NES-TFROM" ) return new NES_TxROM(document);
if(type == "NES-TGROM" ) return new NES_TxROM(document);
if(type == "NES-TKROM" ) return new NES_TxROM(document);
if(type == "NES-TKSROM" ) return new NES_TxROM(document);
if(type == "NES-TLROM" ) return new NES_TxROM(document);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
if(type == "NES-TL1ROM" ) return new NES_TxROM(document);
if(type == "NES-TL2ROM" ) return new NES_TxROM(document);
if(type == "NES-TLSROM" ) return new NES_TxROM(document);
if(type == "NES-TNROM" ) return new NES_TxROM(document);
if(type == "NES-TQROM" ) return new NES_TxROM(document);
if(type == "NES-TR1ROM" ) return new NES_TxROM(document);
if(type == "NES-TSROM" ) return new NES_TxROM(document);
if(type == "NES-TVROM" ) return new NES_TxROM(document);
if(type == "NES-UNROM" ) return new NES_UxROM(document);
if(type == "NES-UOROM" ) return new NES_UxROM(document);
if(type == "SUNSOFT-5B" ) return new Sunsoft5B(document);
return nullptr;
}