bsnes/higan/sfc/sfc.hpp

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#pragma once
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
//license: GPLv3
//started: 2004-10-14
#include <emulator/emulator.hpp>
#include <processor/arm/arm.hpp>
#include <processor/gsu/gsu.hpp>
#include <processor/hg51b/hg51b.hpp>
#include <processor/r65816/r65816.hpp>
#include <processor/spc700/spc700.hpp>
#include <processor/upd96050/upd96050.hpp>
#if defined(SFC_SUPERGAMEBOY)
#include <gb/gb.hpp>
#endif
namespace SuperFamicom {
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
using File = Emulator::File;
Update to v099r06 release. byuu says: Changelog: - Super Famicom core converted to use nall/vfs - excludes Super Game Boy; since that's invoked from inside the GB core This was definitely the major obstacle to test nall/vfs' applicability. Things worked out pretty great in the end. We went from 22.0KiB (cartridge) + 18.6KiB (interface) to 24.5KiB (cartridge) + 11.4KiB (interface). Or 40.7KiB to 36.0KiB. This removes a very large source of indirection. Before it was: "coprocessor <=> cartridge <=> interface" for loading and saving data, and now it's just "coprocessor <=> cartridge". And it may make sense to eventually turn this into just "cartridge -> coprocessor" by making each coprocessor class handle its own markup parsing. It's nice to have all the manifest parsing in one location (well, sans MSU1); but it's also nice for loading/unloading to be handled by each coprocessor itself. So I'll have to think longer about that one. I've also started handling Interface::save() differently. Instead of keeping track of memory IDs and filenames, and iterating through that vector of objects ... instead I now have a system that mirrors the markup parsing on loading, but handles saving instead. This was actually the reason the code size savings weren't more significant, but I like this style more. As before, it removes an extra level of indirection. So ... next up, I need to port over the GB, then GBA, then WS cores. These shouldn't take too long since they're all very simple with just ROM+RAM(+RTC) right now. Then get the SGB callbacks using vfs. Then after that, gut all the old stream stuff from nall and higan. Kill the (load,save)Request stuff, rename the load(Gamepak)Request to something simpler, and then we should be good. Anyway ... these are some huge changes.
2016-06-21 05:22:52 +00:00
struct Thread {
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
virtual ~Thread() {
if(thread) co_delete(thread);
}
auto create(auto (*entrypoint)() -> void, uint frequency) -> void {
if(thread) co_delete(thread);
Update to v098r06 release. byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad.
2016-04-22 13:35:51 +00:00
thread = co_create(65'536 * sizeof(void*), entrypoint);
this->frequency = frequency;
clock = 0;
}
auto serialize(serializer& s) -> void {
s.integer(frequency);
s.integer(clock);
}
cothread_t thread = nullptr;
uint frequency = 0;
int64 clock = 0;
};
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
//dynamic thread bound to CPU (coprocessors and peripherals)
struct Cothread : Thread {
auto step(uint clocks) -> void;
auto synchronizeCPU() -> void;
};
#include <sfc/memory/memory.hpp>
#include <sfc/ppu/counter/counter.hpp>
Updated to 20100813 release. byuu says: Since we're now talking about three splits, that's getting a bit out of hand. This WIP combines everything back into one project again. Added the src/fast folder that has all the speed-oriented cores. A slight slowdown to csnes from what it was before, I'm using blargg's accurate DSP. I just don't like the idea of releasing a less accurate DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize yet. I moved back to snes_spc 0.9.0 because I care more about Tales and Star Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes, expect it to sound like it does on Snes9X. In other words, don't wear headphones if you value your hearing. The middle-of-the-road bsnes core uses blargg's accurate DSP, because it's about 3% faster than mine which removes all of blargg's optimizations. There is absolutely no accuracy loss here. bsnes v067.20 that is included should be equal to v067 official. Performance: Code: asnes = 58fps bsnes = 172fps +2.97x csnes = 274fps +1.59x +4.72x The binaries are not profiled, so that's an additional 15% slower from the previous builds. Save states only work on asnes, as I don't know how to serialize blargg's cores yet. The copy_func thing is very confusing to me for some reason. The debugger won't work anywhere. Outside of that, please go ahead and bug test. Once I get the debugger and save states working, I'll build some profiled v1.0 releases for all three, and we can test that for a bit and then release.
2010-10-20 11:20:39 +00:00
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
#include <sfc/cpu/cpu.hpp>
#include <sfc/smp/smp.hpp>
#include <sfc/dsp/dsp.hpp>
#include <sfc/ppu/ppu.hpp>
Updated to 20100813 release. byuu says: Since we're now talking about three splits, that's getting a bit out of hand. This WIP combines everything back into one project again. Added the src/fast folder that has all the speed-oriented cores. A slight slowdown to csnes from what it was before, I'm using blargg's accurate DSP. I just don't like the idea of releasing a less accurate DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize yet. I moved back to snes_spc 0.9.0 because I care more about Tales and Star Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes, expect it to sound like it does on Snes9X. In other words, don't wear headphones if you value your hearing. The middle-of-the-road bsnes core uses blargg's accurate DSP, because it's about 3% faster than mine which removes all of blargg's optimizations. There is absolutely no accuracy loss here. bsnes v067.20 that is included should be equal to v067 official. Performance: Code: asnes = 58fps bsnes = 172fps +2.97x csnes = 274fps +1.59x +4.72x The binaries are not profiled, so that's an additional 15% slower from the previous builds. Save states only work on asnes, as I don't know how to serialize blargg's cores yet. The copy_func thing is very confusing to me for some reason. The debugger won't work anywhere. Outside of that, please go ahead and bug test. Once I get the debugger and save states working, I'll build some profiled v1.0 releases for all three, and we can test that for a bit and then release.
2010-10-20 11:20:39 +00:00
#include <sfc/controller/controller.hpp>
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
#include <sfc/expansion/expansion.hpp>
#include <sfc/system/system.hpp>
#include <sfc/scheduler/scheduler.hpp>
#include <sfc/coprocessor/coprocessor.hpp>
#include <sfc/slot/slot.hpp>
#include <sfc/cartridge/cartridge.hpp>
#include <sfc/cheat/cheat.hpp>
#include <sfc/memory/memory-inline.hpp>
#include <sfc/ppu/counter/counter-inline.hpp>
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
inline auto Cothread::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
synchronizeCPU();
}
inline auto Cothread::synchronizeCPU() -> void {
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
}
#include <sfc/interface/interface.hpp>