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
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struct Flags {
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2016-06-08 22:26:35 +00:00
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union {
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uint8_t b = 0;
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BitField<uint8_t, 7> n;
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BitField<uint8_t, 6> v;
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|
BitField<uint8_t, 5> m;
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BitField<uint8_t, 4> x;
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BitField<uint8_t, 3> d;
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BitField<uint8_t, 2> i;
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BitField<uint8_t, 1> z;
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BitField<uint8_t, 0> c;
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};
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2010-08-09 13:28:56 +00:00
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2016-06-08 22:26:35 +00:00
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inline operator uint() const { return b; }
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inline auto operator =(uint value) -> uint { return b = value; }
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inline auto operator&=(uint value) -> uint { return b &= value; }
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inline auto operator|=(uint value) -> uint { return b |= value; }
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2010-08-09 13:28:56 +00:00
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};
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2016-06-08 22:26:35 +00:00
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struct Reg16 {
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2010-08-09 13:28:56 +00:00
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union {
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2016-02-16 09:27:55 +00:00
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uint16_t w = 0;
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2016-06-08 22:26:35 +00:00
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BitField<uint16_t, 0, 7> l;
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BitField<uint16_t, 8, 15> h;
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2010-08-09 13:28:56 +00:00
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};
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|
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
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|
|
inline operator uint() const { return w; }
|
2016-06-08 22:26:35 +00:00
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inline auto operator =(uint value) -> uint { return w = value; }
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inline auto operator |=(uint value) -> uint { return w |= value; }
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inline auto operator ^=(uint value) -> uint { return w ^= value; }
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inline auto operator &=(uint value) -> uint { return w &= value; }
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inline auto operator<<=(uint value) -> uint { return w <<= value; }
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inline auto operator>>=(uint value) -> uint { return w >>= value; }
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inline auto operator +=(uint value) -> uint { return w += value; }
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inline auto operator -=(uint value) -> uint { return w -= value; }
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inline auto operator *=(uint value) -> uint { return w *= value; }
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inline auto operator /=(uint value) -> uint { return w /= value; }
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inline auto operator %=(uint value) -> uint { return w %= value; }
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2010-08-09 13:28:56 +00:00
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};
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2016-06-08 22:26:35 +00:00
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struct Reg24 {
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2010-08-09 13:28:56 +00:00
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union {
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2016-02-16 09:27:55 +00:00
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uint32_t d = 0;
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2016-06-08 22:26:35 +00:00
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BitField<uint32_t, 0, 7> l;
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BitField<uint32_t, 8, 15> h;
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BitField<uint32_t, 16, 23> b;
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BitField<uint32_t, 0, 15> w;
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2010-08-09 13:28:56 +00:00
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};
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|
|
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
|
|
|
inline operator uint() const { return d; }
|
2016-06-08 22:26:35 +00:00
|
|
|
inline auto operator =(uint value) -> uint { return d = uint24( value); }
|
|
|
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inline auto operator |=(uint value) -> uint { return d = uint24(d | value); }
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inline auto operator ^=(uint value) -> uint { return d = uint24(d ^ value); }
|
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inline auto operator &=(uint value) -> uint { return d = uint24(d & value); }
|
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inline auto operator<<=(uint value) -> uint { return d = uint24(d << value); }
|
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inline auto operator>>=(uint value) -> uint { return d = uint24(d >> value); }
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inline auto operator +=(uint value) -> uint { return d = uint24(d + value); }
|
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inline auto operator -=(uint value) -> uint { return d = uint24(d - value); }
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inline auto operator *=(uint value) -> uint { return d = uint24(d * value); }
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inline auto operator /=(uint value) -> uint { return d = uint24(d / value); }
|
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inline auto operator %=(uint value) -> uint { return d = uint24(d % value); }
|
2010-08-09 13:28:56 +00:00
|
|
|
};
|
|
|
|
|
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
|
|
|
struct Registers {
|
2016-06-08 22:26:35 +00:00
|
|
|
Reg24 pc;
|
|
|
|
Reg16 a;
|
|
|
|
Reg16 x;
|
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|
|
Reg16 y;
|
|
|
|
Reg16 z; //pseudo-register (zero register)
|
|
|
|
Reg16 s;
|
|
|
|
Reg16 d;
|
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
|
|
|
Flags p;
|
2016-06-08 22:26:35 +00:00
|
|
|
uint8 db = 0;
|
|
|
|
bool e = false;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2016-06-08 22:26:35 +00:00
|
|
|
bool irq = false; //IRQ pin (0 = low, 1 = trigger)
|
|
|
|
bool wai = false; //raised during wai, cleared after interrupt triggered
|
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|
|
uint8 mdr = 0; //memory data register
|
|
|
|
uint16 vector = 0; //interrupt vector address
|
2010-08-09 13:28:56 +00:00
|
|
|
};
|