bsnes/higan/ms/cpu/bus.cpp

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auto CPU::read(uint16 addr) -> uint8 {
uint8 data;
if(auto result = cartridge.read(addr)) {
data = result();
} else if(addr >= 0xc000) {
data = ram[addr & 0x1fff];
}
if(auto result = cheat.find(addr, data)) {
data = result();
}
Update to v102r10 release. byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect.
2017-02-22 21:25:01 +00:00
return data;
}
auto CPU::write(uint16 addr, uint8 data) -> void {
if(cartridge.write(addr, data)) {
} else if(addr >= 0xc000) {
ram[addr & 0x1fff] = data;
}
}
auto CPU::in(uint8 addr) -> uint8 {
switch(addr >> 6) {
case 0: {
if(Model::GameGear()) {
bool start = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 6);
return start << 7 | 0x7f;
}
return 0xff; //SMS1 = MDR, SMS2 = 0xff
}
case 1: {
return !addr.bit(0) ? vdp.vcounter() : vdp.hcounter();
}
case 2: {
return !addr.bit(0) ? vdp.data() : vdp.status();
}
case 3: {
if(Model::MasterSystem()) {
bool reset = !platform->inputPoll(ID::Port::Hardware, ID::Device::MasterSystemControls, 0);
auto port1 = controllerPort1.device->readData();
auto port2 = controllerPort2.device->readData();
if(addr.bit(0) == 0) {
return port1.bits(0,5) << 0 | port2.bits(0,1) << 6;
} else {
return port2.bits(2,5) << 0 | reset << 4 | 1 << 5 | port1.bit(6) << 6 | port2.bit(6) << 7;
}
}
if(Model::GameGear()) {
bool up = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 0);
bool down = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 1);
bool left = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 2);
bool right = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 3);
bool one = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 4);
bool two = !platform->inputPoll(ID::Port::Hardware, ID::Device::GameGearControls, 5);
if(!up && !down) up = 1, down = 1;
if(!left && !right) left = 1, right = 1;
if(addr.bit(0) == 0) {
return up << 0 | down << 1 | left << 2 | right << 3 | one << 4 | two << 5 | 1 << 6 | 1 << 7;
} else {
return 0xff;
}
}
return 0xff;
}
}
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
return 0xff;
}
auto CPU::out(uint8 addr, uint8 data) -> void {
if(addr == 0x06) {
if(Model::GameGear()) return psg.balance(data);
}
switch(addr >> 6) {
case 1: {
return psg.write(data);
}
case 2: {
return !addr.bit(0) ? vdp.data(data) : vdp.control(data);
}
case 3: {
return; //unmapped
}
}
}