Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
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#ifndef NALL_PROPERTY_HPP
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#define NALL_PROPERTY_HPP
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//nall::property implements ownership semantics into container classes
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//example: property<owner>::readonly<type> implies that only owner has full
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//access to type; and all other code has readonly access.
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//
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//this code relies on extended friend semantics from C++0x to work, as it
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//declares a friend class via a template paramter. it also exploits a bug in
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//G++ 4.x to work even in C++98 mode.
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//
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//if compiling elsewhere, simply remove the friend class and private semantics
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//property can be used either of two ways:
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//struct foo {
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// property<foo>::readonly<bool> x;
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// property<foo>::readwrite<int> y;
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//};
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//-or-
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//struct foo : property<foo> {
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// readonly<bool> x;
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// readwrite<int> y;
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//};
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2012-04-24 13:13:42 +00:00
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//return types are const T& (byref) instead of T (byval) to avoid major speed
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Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
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//penalties for objects with expensive copy constructors
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//operator-> provides access to underlying object type:
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//readonly<Object> foo;
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//foo->bar();
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//... will call Object::bar();
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//operator='s reference is constant so as to avoid leaking a reference handle
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//that could bypass access restrictions
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//both constant and non-constant operators are provided, though it may be
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//necessary to cast first, for instance:
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//struct foo : property<foo> { readonly<int> bar; } object;
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//int main() { int value = const_cast<const foo&>(object); }
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//writeonly is useful for objects that have non-const reads, but const writes.
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//however, to avoid leaking handles, the interface is very restricted. the only
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//way to write is via operator=, which requires conversion via eg copy
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//constructor. example:
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//struct foo {
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// foo(bool value) { ... }
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//};
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//writeonly<foo> bar;
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//bar = true;
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namespace nall {
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template<typename C> struct property {
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template<typename T> struct traits { typedef T type; };
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template<typename T> struct readonly {
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const T* operator->() const { return &value; }
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const T& operator()() const { return value; }
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operator const T&() const { return value; }
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private:
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T* operator->() { return &value; }
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operator T&() { return value; }
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const T& operator=(const T& value_) { return value = value_; }
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T value;
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friend class traits<C>::type;
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};
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template<typename T> struct writeonly {
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void operator=(const T& value_) { value = value_; }
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private:
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const T* operator->() const { return &value; }
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const T& operator()() const { return value; }
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operator const T&() const { return value; }
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T* operator->() { return &value; }
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operator T&() { return value; }
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T value;
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friend class traits<C>::type;
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};
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template<typename T> struct readwrite {
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const T* operator->() const { return &value; }
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const T& operator()() const { return value; }
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operator const T&() const { return value; }
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T* operator->() { return &value; }
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operator T&() { return value; }
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const T& operator=(const T& value_) { return value = value_; }
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T value;
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};
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};
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}
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#endif
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