2016-01-11 10:31:30 +00:00
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#pragma once
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2012-03-19 11:19:53 +00:00
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2016-04-09 05:20:41 +00:00
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//license: GPLv3
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//started: 2012-03-19
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Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
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#include <emulator/emulator.hpp>
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2016-07-10 05:28:26 +00:00
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#include <emulator/thread.hpp>
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#include <emulator/scheduler.hpp>
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2012-03-23 10:43:39 +00:00
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#include <processor/arm/arm.hpp>
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2012-03-19 11:19:53 +00:00
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2012-04-26 10:51:13 +00:00
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namespace GameBoyAdvance {
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Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
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using File = Emulator::File;
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2016-07-10 05:28:26 +00:00
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using Thread = Emulator::Thread;
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using Scheduler = Emulator::Scheduler;
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extern Scheduler scheduler;
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Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
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2015-11-10 11:02:29 +00:00
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enum : uint { //mode flags for bus read, write:
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2015-07-01 10:58:42 +00:00
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Nonsequential = 1, //N cycle
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Sequential = 2, //S cycle
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Prefetch = 4, //instruction fetch (eligible for prefetch)
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Byte = 8, //8-bit access
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Half = 16, //16-bit access
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Word = 32, //32-bit access
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Load = 64, //load operation
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Store = 128, //store operation
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2015-11-10 11:02:29 +00:00
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Signed = 256, //sign extended
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2015-07-01 10:58:42 +00:00
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};
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2012-03-19 11:19:53 +00:00
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#include <gba/memory/memory.hpp>
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#include <gba/system/system.hpp>
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#include <gba/cartridge/cartridge.hpp>
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2013-12-20 11:40:39 +00:00
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#include <gba/player/player.hpp>
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2012-03-19 11:19:53 +00:00
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#include <gba/cpu/cpu.hpp>
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#include <gba/ppu/ppu.hpp>
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#include <gba/apu/apu.hpp>
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}
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2016-01-11 10:31:30 +00:00
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#include <gba/interface/interface.hpp>
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