bsnes/higan/sfc/smp/smp.cpp

107 lines
1.8 KiB
C++
Raw Normal View History

#include <sfc/sfc.hpp>
namespace SuperFamicom {
SMP smp;
#include "memory.cpp"
#include "timing.cpp"
#include "serialization.cpp"
Update to v102r27 release. byuu says: Changelog: - processor/gsu: minor code cleanup - processor/hg51b: renamed reg(Read,Write) to register(Read,Write) - processor/lr35902: minor code cleanup - processor/spc700: completed code cleanup (sans disassembler) - no longer uses internal global state inside instructions - processor/spc700: will no longer hang the emulator if stuck in a WAI (SLEEP) or STP (STOP) instruction - processor/spc700: fixed bug in handling of OR1 and AND1 instructions - processor/z80: minor code cleanup - sfc/dsp: revert to initializing registers to 0x00; save for ENDX=random(), FLG=0xe0 [Jonas Quinn] Major testing of the SNES game library would be appreciated, now that its CPU cores have all been revised. We know the DSP registers read back as randomized data ... mostly, but there are apparently internal latches, which we can't emulate with the current DSP design. So until we know which registers have separate internal state that actually *is* initialized, I'm going to play it safe and not break more games. Thanks again to Jonas Quinn for the continued research into this issue. EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance that the game will work. That seems pretty unlikely that the odds of it working are that low, given hardware testing by others in the past :/ I thought if worked if `PITCH != 0` before, which would have been way more likely. The two remaining CPU cores that need major cleanup efforts are the LR35902 and ARM cores. Both are very large, complicated, annoying cores that will probably be better off as full rewrites from scratch. I don't think I want to delay v103 in trying to accomplish that, however. So I think it'll be best to focus on allowing the Mega Drive core to not lock when processors are frozen waiting on a response from other processors during a save state operation. Then we should be good for a new release.
2017-06-19 02:07:54 +00:00
auto SMP::synchronizing() const -> bool {
return scheduler.synchronizing();
}
auto SMP::Enter() -> void {
while(true) scheduler.synchronize(), smp.main();
}
auto SMP::main() -> void {
Update to v103r03 release. byuu says: Changelog: - md/psg: fixed output frequency rate regression from v103r02 - processor/m68k: fixed calculations for ABCD, NBCD, SBCD [hex\_usr, SuperMikeMan] - processor/spc700: renamed abbreviated instructions to functional descriptions (eg `XCN` → `ExchangeNibble`) - processor/spc700: removed memory.cpp shorthand functions (fetch, load, store, pull, push) - processor/spc700: updated all instructions to follow cycle behavior as documented by Overload with a logic analyzer Once again, the changes to the SPC700 core are really quite massive. And this time it's not just cosmetic: the idle cycles have been updated to pull from various memory addresses. This is why I removed the shorthand functions -- so that I could handle the at-times very bizarre addresses the SPC700 has on its address bus during its idle cycles. There is one behavior Overload mentioned that I don't emulate ... one of the cycles of the (X) transfer functions seems to not actually access the $f0-ff internal SMP registers? I don't fully understand what Overload is getting at, so I haven't tried to support it just yet. Also, there are limits to logic analyzers. In many cases the same address is read from twice consecutively. It is unclear which of the two reads the SPC700 actually utilizes. I tried to choose the most logical values (usually the first one), but ... I don't know that we'll be able to figure this one out. It's going to be virtually impossible to test this through software, because the PC can't really execute out of registers that have side effects on reads.
2017-06-28 07:24:46 +00:00
if(r.wait) return instructionWait();
if(r.stop) return instructionStop();
instruction();
}
auto SMP::load(Markup::Node node) -> bool {
if(auto name = node["smp/rom/name"].text()) {
if(auto fp = platform->open(ID::System, name, File::Read, File::Required)) {
fp->read(iplrom, 64);
return true;
}
}
return false;
}
auto SMP::power() -> void {
SPC700::power();
create(Enter, system.apuFrequency());
r.pc.byte.l = iplrom[62];
r.pc.byte.h = iplrom[63];
//timing
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
io.clockCounter = 0;
io.dspCounter = 0;
io.timerStep = (1 << 0) + (2 << 0);
//external
io.apu0 = 0x00;
io.apu1 = 0x00;
io.apu2 = 0x00;
io.apu3 = 0x00;
//$00f0
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
io.timersDisable = false;
io.ramWritable = true;
io.ramDisable = false;
io.timersEnable = true;
io.ramSpeed = 0;
io.romIOSpeed = 0;
//$00f1
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
io.iplromEnable = true;
//$00f2
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
io.dspAddr = 0x00;
//$00f4-00f7
io.cpu0 = 0x00;
io.cpu1 = 0x00;
io.cpu2 = 0x00;
io.cpu3 = 0x00;
//$00f8-$00f9
io.aux4 = 0x00;
io.aux5 = 0x00;
timer0.stage0 = 0;
timer1.stage0 = 0;
timer2.stage0 = 0;
timer0.stage1 = 0;
timer1.stage1 = 0;
timer2.stage1 = 0;
timer0.stage2 = 0;
timer1.stage2 = 0;
timer2.stage2 = 0;
timer0.stage3 = 0;
timer1.stage3 = 0;
timer2.stage3 = 0;
timer0.line = 0;
timer1.line = 0;
timer2.line = 0;
timer0.enable = false;
timer1.enable = false;
timer2.enable = false;
Update to v102r02 release. byuu says: Changelog: - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it - if it's really invalid C++, then GCC needs to stop accepting it in strict `-std=c++14` mode - Emulator::Interface::Information::resettable is gone - Emulator::Interface::reset() is gone - FC, SFC, MD cores updated to remove soft reset behavior - split GameBoy::Interface into GameBoyInterface, GameBoyColorInterface - split WonderSwan::Interface into WonderSwanInterface, WonderSwanColorInterface - PCE: fixed off-by-one scanline error [hex_usr] - PCE: temporary hack to prevent crashing when VDS is set to < 2 - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#) types to (u)int_(#)t types - icarus: replaced usage of unique with strip instead (so we don't mess up frameworks on macOS) - libco: added macOS-specific section marker [Ryphecha] So ... the major news this time is the removal of the soft reset behavior. This is a major!! change that results in a 100KiB diff file, and it's very prone to accidental mistakes!! If anyone is up for testing, or even better -- looking over the code changes between v102r01 and v102r02 and looking for any issues, please do so. Ideally we'll want to test every NES mapper type and every SNES coprocessor type by loading said games and power cycling to make sure the games are all cleanly resetting. It's too big of a change for me to cover there not being any issues on my own, but this is truly critical code, so yeah ... please help if you can. We technically lose a bit of hardware documentation here. The soft reset events do all kinds of interesting things in all kinds of different chips -- or at least they do on the SNES. This is obviously not ideal. But in the process of removing these portions of code, I found a few mistakes I had made previously. It simplifies resetting the system state a lot when not trying to have all the power() functions call the reset() functions to share partial functionality. In the future, the goal will be to come up with a way to add back in the soft reset behavior via keyboard binding as with the Master System core. What's going to have to happen is that the key binding will have to send a "reset pulse" to every emulated chip, and those chips are going to have to act independently to power() instead of reusing functionality. We'll get there eventually, but there's many things of vastly greater importance to work on right now, so it'll be a while. The information isn't lost ... we'll just have to pull it out of v102 when we are ready. Note that I left the SNES reset vector simulation code in, even though it's not possible to trigger, for the time being. Also ... the Super Game Boy core is still disconnected. To be honest, it totally slipped my mind when I released v102 that it wasn't connected again yet. This one's going to be pretty tricky to be honest. I'm thinking about making a third GameBoy::Interface class just for SGB, and coming up with some way of bypassing platform-> calls when in this mode.
2017-01-22 21:04:26 +00:00
timer0.target = 0;
timer1.target = 0;
timer2.target = 0;
}
}