bsnes/higan/sfc/cpu/mmio.cpp

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auto CPU::readAPU(uint24 addr, uint8 data) -> uint8 {
synchronizeSMP();
return smp.portRead(addr.bits(0,1));
}
auto CPU::readCPU(uint24 addr, uint8 data) -> uint8 {
switch((uint16)addr) {
//WMDATA
case 0x2180: {
return bus.read(0x7e0000 | status.wramAddress++, r.mdr);
}
//JOYSER0
//7-2 = MDR
//1-0 = Joypad serial data
case 0x4016: {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint8 v = r.mdr & 0xfc;
v |= SuperFamicom::peripherals.controllerPort1->data();
return v;
}
//JOYSER1
case 0x4017: {
//7-5 = MDR
//4-2 = Always 1 (pins are connected to GND)
//1-0 = Joypad serial data
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint8 v = (r.mdr & 0xe0) | 0x1c;
v |= SuperFamicom::peripherals.controllerPort2->data();
return v;
}
//RDNMI
case 0x4210: {
//7 = NMI acknowledge
//6-4 = MDR
//3-0 = CPU (5a22) version
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint8 v = (r.mdr & 0x70);
v |= (uint8)(rdnmi()) << 7;
v |= (version & 0x0f);
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
return v;
}
//TIMEUP
case 0x4211: {
//7 = IRQ acknowledge
//6-0 = MDR
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint8 v = (r.mdr & 0x7f);
v |= (uint8)(timeup()) << 7;
return v;
}
//HVBJOY
case 0x4212: {
//7 = VBLANK acknowledge
//6 = HBLANK acknowledge
//5-1 = MDR
//0 = JOYPAD acknowledge
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint8 v = (r.mdr & 0x3e);
if(status.autoJoypadActive) v |= 0x01;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
if(hcounter() <= 2 || hcounter() >= 1096) v |= 0x40; //hblank
if(vcounter() >= ppu.vdisp()) v |= 0x80; //vblank
return v;
}
//RDIO
case 0x4213: {
return status.pio;
}
//RDDIVL
case 0x4214: {
return status.rddiv.byte(0);
}
//RDDIVH
case 0x4215: {
return status.rddiv.byte(1);
}
//RDMPYL
case 0x4216: {
return status.rdmpy.byte(0);
}
//RDMPYH
case 0x4217: {
return status.rdmpy.byte(1);
}
case 0x4218: return status.joy1.byte(0); //JOY1L
case 0x4219: return status.joy1.byte(1); //JOY1H
case 0x421a: return status.joy2.byte(0); //JOY2L
case 0x421b: return status.joy2.byte(1); //JOY2H
case 0x421c: return status.joy3.byte(0); //JOY3L
case 0x421d: return status.joy3.byte(1); //JOY3H
case 0x421e: return status.joy4.byte(0); //JOY4L
case 0x421f: return status.joy4.byte(1); //JOY4H
}
return data;
}
auto CPU::readDMA(uint24 addr, uint8 data) -> uint8 {
auto& channel = this->channel[addr.bits(4,6)];
switch(addr & 0xff0f) {
//DMAPx
case 0x4300: return (
channel.transferMode << 0
| channel.fixedTransfer << 3
| channel.reverseTransfer << 4
| channel.unused << 5
| channel.indirect << 6
| channel.direction << 7
);
//BBADx
case 0x4301: return channel.targetAddress;
//A1TxL
case 0x4302: return channel.sourceAddress >> 0;
//A1TxH
case 0x4303: return channel.sourceAddress >> 8;
//A1Bx
case 0x4304: return channel.sourceBank;
//DASxL -- union { uint16 transferSize; uint16 indirectAddress; };
case 0x4305: return channel.transferSize.byte(0);
//DASxH -- union { uint16 transferSize; uint16 indirectAddress; };
case 0x4306: return channel.transferSize.byte(1);
//DASBx
case 0x4307: return channel.indirectBank;
//A2AxL
case 0x4308: return channel.hdmaAddress.byte(0);
//A2AxH
case 0x4309: return channel.hdmaAddress.byte(1);
//NTRLx
case 0x430a: return channel.lineCounter;
//???
case 0x430b:
case 0x430f: return channel.unknown;
}
return data;
}
auto CPU::writeAPU(uint24 addr, uint8 data) -> void {
synchronizeSMP();
return portWrite(addr.bits(0,1), data);
}
auto CPU::writeCPU(uint24 addr, uint8 data) -> void {
switch((uint16)addr) {
//WMDATA
case 0x2180: {
return bus.write(0x7e0000 | status.wramAddress++, data);
}
case 0x2181: status.wramAddress.bits( 0, 7) = data; return; //WMADDL
case 0x2182: status.wramAddress.bits( 8,15) = data; return; //WMADDM
case 0x2183: status.wramAddress.bit (16 ) = data.bit(0); return; //WMADDH
//JOYSER0
case 0x4016: {
//bit 0 is shared between JOYSER0 and JOYSER1, therefore
//strobing $4016.d0 affects both controller port latches.
//$4017 bit 0 writes are ignored.
Update to v098r03 release. byuu says: It took several hours, but I've rebuilt much of the SNES' bus memory mapping architecture. The new design unifies the cartridge string-based mapping ("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function now has an accompanying unmap() function, and instead of a fixed 256 callbacks, it'll scan to find the first available slot. unmap() will free slots up when zero addresses reference a given slot. The controllers and expansion port are now both entirely dynamic. Instead of load/unload/power/reset, they only have the constructor (power/reset/load) and destructor (unload). What this means is you can now dynamically change even expansion port devices after the system is loaded. Note that this is incredibly dangerous and stupid, but ... oh well. The whole point of this was for 21fx. There's no way to change the expansion port device prior to loading a game, but if the 21fx isn't active, then the reset vector hijack won't work. Now you can load a 21fx game, change the expansion port device, and simply reset the system to active the device. The unification of design between controller port devices and expansion port devices is nice, and overall this results in a reduction of code (all of the Mapping stuff in Cartridge is gone, replaced with direct bus mapping.) And there's always the potential to expand this system more in the future now. The big missing feature right now is the ability to push/pop mappings. So if you look at how the 21fx does the reset vector, you might vomit a little bit. But ... it works. Also changed exit(0) to _exit(0) in the POSIX version of nall::execute. [The _exit(0) thing is an attempt to make higan not crash when it tries to launch icarus and it's not on $PATH. The theory is that higan forks, then the child tries to exec icarus and fails, so it exits, all the unique_ptrs clean up their resources and tell the X server to free things the parent process is still using. Calling _exit() prevents destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
SuperFamicom::peripherals.controllerPort1->latch(data.bit(0));
SuperFamicom::peripherals.controllerPort2->latch(data.bit(0));
return;
}
//NMITIMEN
case 0x4200: {
status.autoJoypadPoll = data.bit(0);
nmitimenUpdate(data);
return;
}
//WRIO
case 0x4201: {
if(status.pio.bit(7) && !data.bit(7)) ppu.latchCounters();
status.pio = data;
return;
}
//WRMPYA
case 0x4202: status.wrmpya = data; return;
//WRMPYB
case 0x4203: {
status.rdmpy = 0;
if(alu.mpyctr || alu.divctr) return;
status.wrmpyb = data;
status.rddiv = (status.wrmpyb << 8) | status.wrmpya;
alu.mpyctr = 8; //perform multiplication over the next eight cycles
alu.shift = status.wrmpyb;
return;
}
case 0x4204: { status.wrdiva.byte(0) = data; return; } //WRDIVL
case 0x4205: { status.wrdiva.byte(1) = data; return; } //WRDIVH
//WRDIVB
case 0x4206: {
status.rdmpy = status.wrdiva;
if(alu.mpyctr || alu.divctr) return;
status.wrdivb = data;
alu.divctr = 16; //perform division over the next sixteen cycles
alu.shift = status.wrdivb << 16;
return;
}
case 0x4207: status.hirqPos.bits(0,7) = data; return; //HTIMEL
case 0x4208: status.hirqPos.bit (8 ) = data.bit(0); return; //HTIMEH
case 0x4209: status.virqPos.bits(0,7) = data; return; //VTIMEL
case 0x420a: status.virqPos.bit (8 ) = data.bit(0); return; //VTIMEH
//DMAEN
case 0x420b: {
for(auto n : range(8)) channel[n].dmaEnabled = data.bit(n);
if(data) status.dmaPending = true;
return;
}
//HDMAEN
case 0x420c: {
for(auto n : range(8)) channel[n].hdmaEnabled = data.bit(n);
return;
}
//MEMSEL
case 0x420d: {
status.romSpeed = data.bit(0) ? 6 : 8;
return;
}
}
}
auto CPU::writeDMA(uint24 addr, uint8 data) -> void {
auto& channel = this->channel[addr.bits(4,6)];
switch(addr & 0xff0f) {
//DMAPx
case 0x4300: {
channel.transferMode = data.bits(0,2);
channel.fixedTransfer = data.bit (3);
channel.reverseTransfer = data.bit (4);
channel.unused = data.bit (5);
channel.indirect = data.bit (6);
channel.direction = data.bit (7);
return;
}
//DDBADx
case 0x4301: channel.targetAddress = data; return;
//A1TxL
case 0x4302: channel.sourceAddress.byte(0) = data; return;
//A1TxH
case 0x4303: channel.sourceAddress.byte(1) = data; return;
//A1Bx
case 0x4304: channel.sourceBank = data; return;
//DASxL -- union { uint16 transferSize; uint16 indirectAddress; };
case 0x4305: channel.transferSize.byte(0) = data; return;
//DASxH -- union { uint16 transferSize; uint16 indirectAddress; };
case 0x4306: channel.transferSize.byte(1) = data; return;
//DASBx
case 0x4307: channel.indirectBank = data; return;
//A2AxL
case 0x4308: channel.hdmaAddress.byte(0) = data; return;
//A2AxH
case 0x4309: channel.hdmaAddress.byte(1) = data; return;
//NTRLx
case 0x430a: channel.lineCounter = data; return;
//???
case 0x430b:
case 0x430f: channel.unknown = data; return;
}
}