Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
auto CPU::serialize(serializer& s) -> void {
|
2012-04-29 06:16:44 +00:00
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|
R65816::serialize(s);
|
2012-03-23 10:43:39 +00:00
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Thread::serialize(s);
|
2010-08-09 13:33:44 +00:00
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|
|
PPUcounter::serialize(s);
|
Update to v074r11 release.
byuu says:
Changelog:
- debugger compiles on all three profiles
- libsnes compiles on all three platforms (no API changes to libsnes)
- memory.cpp : namespace memory removed (wram -> cpu, apuram -> smp,
vram, oam, cgram -> ppu)
- sa1.cpp : namespace memory removed (SA-1 specific functions merged
inline to SA1::bus_read,write)
- GameBoy: added serial link support with interrupts and proper 8192hz
timing, but obviously it acts as if no other GB is connected to it
- GameBoy: added STAT OAM interrupt, and better STAT d1,d0 mode values
- UI: since Qt is dead, I've renamed the config files back to bsnes.cfg
and bsnes-geometry.cfg
- SA1: IRAM was not syncing to CPU on SA-1 side
- PPU/Accuracy and PPU/Performance needed Sprite oam renamed to Sprite
sprite; so that I could add uint8 oam[544]
- makes more sense anyway, OAM = object attribute memory, obj or
sprite are better names for Sprite rendering class
- more cleanup
2011-01-24 09:03:17 +00:00
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s.array(wram);
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|
|
|
2010-08-09 13:28:56 +00:00
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|
|
s.integer(cpu_version);
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|
|
|
|
|
s.integer(status.interrupt_pending);
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|
|
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|
s.integer(status.clock_count);
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|
|
|
s.integer(status.line_clocks);
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|
s.integer(status.irq_lock);
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|
s.integer(status.dram_refresh_position);
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|
s.integer(status.dram_refreshed);
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|
s.integer(status.hdma_init_position);
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|
s.integer(status.hdma_init_triggered);
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|
s.integer(status.hdma_position);
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|
s.integer(status.hdma_triggered);
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|
|
s.integer(status.nmi_valid);
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|
|
s.integer(status.nmi_line);
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|
|
s.integer(status.nmi_transition);
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|
s.integer(status.nmi_pending);
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|
s.integer(status.nmi_hold);
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|
s.integer(status.irq_valid);
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|
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|
s.integer(status.irq_line);
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|
|
|
s.integer(status.irq_transition);
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|
|
|
s.integer(status.irq_pending);
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|
|
|
s.integer(status.irq_hold);
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|
|
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|
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|
|
s.integer(status.reset_pending);
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|
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|
|
s.integer(status.dma_active);
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|
s.integer(status.dma_counter);
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|
|
|
s.integer(status.dma_clocks);
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|
|
|
s.integer(status.dma_pending);
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|
|
s.integer(status.hdma_pending);
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|
s.integer(status.hdma_mode);
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|
|
Update to v073r01 release.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
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|
|
s.integer(status.auto_joypad_active);
|
2011-12-12 10:59:53 +00:00
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|
|
s.integer(status.auto_joypad_latch);
|
Update to v073r01 release.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
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|
|
s.integer(status.auto_joypad_counter);
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s.integer(status.auto_joypad_clock);
|
|
|
|
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
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|
|
s.array(status.port);
|
|
|
|
|
2010-08-09 13:28:56 +00:00
|
|
|
s.integer(status.wram_addr);
|
|
|
|
|
|
|
|
s.integer(status.joypad_strobe_latch);
|
|
|
|
s.integer(status.joypad1_bits);
|
|
|
|
s.integer(status.joypad2_bits);
|
|
|
|
|
|
|
|
s.integer(status.nmi_enabled);
|
|
|
|
s.integer(status.hirq_enabled);
|
|
|
|
s.integer(status.virq_enabled);
|
|
|
|
s.integer(status.auto_joypad_poll);
|
|
|
|
|
|
|
|
s.integer(status.pio);
|
|
|
|
|
|
|
|
s.integer(status.wrmpya);
|
|
|
|
s.integer(status.wrmpyb);
|
|
|
|
|
|
|
|
s.integer(status.wrdiva);
|
|
|
|
s.integer(status.wrdivb);
|
|
|
|
|
|
|
|
s.integer(status.hirq_pos);
|
|
|
|
s.integer(status.virq_pos);
|
|
|
|
|
|
|
|
s.integer(status.rom_speed);
|
|
|
|
|
|
|
|
s.integer(status.rddiv);
|
|
|
|
s.integer(status.rdmpy);
|
|
|
|
|
Update to v073r01 release.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
|
|
|
s.integer(status.joy1);
|
|
|
|
s.integer(status.joy2);
|
|
|
|
s.integer(status.joy3);
|
|
|
|
s.integer(status.joy4);
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
s.integer(alu.mpyctr);
|
|
|
|
s.integer(alu.divctr);
|
|
|
|
s.integer(alu.shift);
|
|
|
|
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
for(uint i = 0; i < 8; i++) {
|
2010-08-09 13:28:56 +00:00
|
|
|
s.integer(channel[i].dma_enabled);
|
|
|
|
s.integer(channel[i].hdma_enabled);
|
|
|
|
s.integer(channel[i].direction);
|
2010-08-11 00:40:59 +00:00
|
|
|
s.integer(channel[i].indirect);
|
|
|
|
s.integer(channel[i].unused);
|
|
|
|
s.integer(channel[i].reverse_transfer);
|
|
|
|
s.integer(channel[i].fixed_transfer);
|
|
|
|
s.integer(channel[i].transfer_mode);
|
|
|
|
s.integer(channel[i].dest_addr);
|
|
|
|
s.integer(channel[i].source_addr);
|
|
|
|
s.integer(channel[i].source_bank);
|
|
|
|
s.integer(channel[i].transfer_size);
|
|
|
|
s.integer(channel[i].indirect_bank);
|
2010-08-09 13:28:56 +00:00
|
|
|
s.integer(channel[i].hdma_addr);
|
2010-08-11 00:40:59 +00:00
|
|
|
s.integer(channel[i].line_counter);
|
2010-08-09 13:28:56 +00:00
|
|
|
s.integer(channel[i].unknown);
|
|
|
|
s.integer(channel[i].hdma_completed);
|
|
|
|
s.integer(channel[i].hdma_do_transfer);
|
|
|
|
}
|
|
|
|
|
|
|
|
s.integer(pipe.valid);
|
|
|
|
s.integer(pipe.addr);
|
|
|
|
s.integer(pipe.data);
|
|
|
|
}
|