bsnes/higan/sfc/coprocessor/superfx/superfx.cpp

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#include <sfc/sfc.hpp>
namespace SuperFamicom {
#include "serialization.cpp"
#include "bus/bus.cpp"
#include "core/core.cpp"
#include "memory/memory.cpp"
#include "mmio/mmio.cpp"
#include "timing/timing.cpp"
#include "disassembler/disassembler.cpp"
SuperFX superfx;
auto SuperFX::Enter() -> void {
while(true) scheduler.synchronize(), superfx.main();
}
auto SuperFX::main() -> void {
if(regs.sfr.g == 0) return step(6);
uint opcode = regs.sfr.alt2 << 9 | regs.sfr.alt1 << 8 | peekpipe();
(this->*opcode_table[opcode])();
if(!r15_modified) regs.r[15]++;
}
auto SuperFX::init() -> void {
initialize_opcode_table();
regs.r[14].modify = {&SuperFX::r14_modify, this};
regs.r[15].modify = {&SuperFX::r15_modify, this};
}
auto SuperFX::load() -> void {
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 SuperFX::unload() -> void {
rom.reset();
ram.reset();
}
auto SuperFX::power() -> void {
GSU::power();
}
auto SuperFX::reset() -> void {
GSU::reset();
create(SuperFX::Enter, system.cpuFrequency());
memory_reset();
timing_reset();
}
}