bsnes/sfc/coprocessor/armdsp/serialization.cpp

26 lines
730 B
C++
Raw Normal View History

auto ArmDSP::firmware() const -> nall::vector<uint8> {
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
nall::vector<uint8> buffer;
if(!cartridge.hasARMDSP()) return buffer;
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
buffer.reserve(128 * 1024 + 32 * 1024);
for(auto n : range(128 * 1024)) buffer.append(programROM[n]);
for(auto n : range( 32 * 1024)) buffer.append(dataROM[n]);
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
return buffer;
}
auto ArmDSP::serialize(serializer& s) -> void {
ARM::serialize(s);
Thread::serialize(s);
Update to v087 release. byuu says: This release adds ST018 emulation. As this was the final unsupported SNES coprocessor, this means that bsnes v087 is the first SNES emulator to be able to claim 100% known compatibility with all officially released games. And it does this with absolutely no hacks. Again, I really have to stress the word known. No emulator is perfect. No emulator ever really can be perfect for a system of this complexity. The concept doesn't even really exist, since every SNES behaves subtly different. What I mean by this, is that every single game ever officially sold has been tested, and zero bugs (of any severity level) are currently known. It is of course extremely likely that bugs will be found in this release, as well as in future releases. But this will always be a problem for every emulator ever made: there is no way to test every possible codepath of every single game to guarantee perfection. I will, of course, continue to do my best to fix newfound bugs so long as I'm around. I'd really like to thank Cydrak and LostTemplar for their assistance in emulating the ST018. I could not have done it without their help. The ST018 ROM, like the other coprocessor ROMs, is copyrighted. This means I am unable to distribute the image. Changelog (since v086): - emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2 - fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2 - fixed saving and loading of Super Game Boy save RAM - NEC uPD7725,96050 ROMs now stored in little-endian format for consistency - cartridge folder concept has been reworked to use fixed file names - added emulation of serial USART interface (replaces asynchronous UART support previously)
2012-03-07 13:29:38 +00:00
s.array(programRAM, 16 * 1024);
s.integer(bridge.cputoarm.ready);
s.integer(bridge.cputoarm.data);
s.integer(bridge.armtocpu.ready);
s.integer(bridge.armtocpu.data);
s.integer(bridge.timer);
s.integer(bridge.timerlatch);
s.integer(bridge.reset);
s.integer(bridge.ready);
s.integer(bridge.signal);
}