bsnes/higan/sfc/ppu/ppu.cpp

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#include <sfc/sfc.hpp>
namespace SuperFamicom {
PPU ppu;
Update to v099r13 release. byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
#include "io.cpp"
#include "background/background.cpp"
#include "object/object.cpp"
#include "window/window.cpp"
#include "screen/screen.cpp"
#include "serialization.cpp"
PPU::PPU() :
bg1(Background::ID::BG1),
bg2(Background::ID::BG2),
bg3(Background::ID::BG3),
bg4(Background::ID::BG4) {
ppu1.version = 1; //allowed values: 1
ppu2.version = 3; //allowed values: 1, 2, 3
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
output = new uint32[512 * 512];
Update to v098r04 release. byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there.
2016-04-11 21:29:56 +00:00
output += 16 * 512; //overscan offset
}
PPU::~PPU() {
Update to v098r04 release. byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there.
2016-04-11 21:29:56 +00:00
output -= 16 * 512;
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
delete[] output;
}
auto PPU::step(uint clocks) -> void {
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
clocks >>= 1;
while(clocks--) {
tick(2);
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
Thread::step(2);
synchronize(cpu);
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
}
}
auto PPU::Enter() -> void {
while(true) scheduler.synchronize(), ppu.main();
}
auto PPU::main() -> void {
scanline();
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
step(28);
bg1.begin();
bg2.begin();
bg3.begin();
bg4.begin();
if(vcounter() <= 239) {
for(int pixel = -7; pixel <= 255; pixel++) {
bg1.run(1);
bg2.run(1);
bg3.run(1);
bg4.run(1);
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
step(2);
bg1.run(0);
bg2.run(0);
bg3.run(0);
bg4.run(0);
if(pixel >= 0) {
obj.run();
window.run();
screen.run();
}
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
step(2);
}
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
step(14);
obj.tilefetch();
} else {
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
step(1052 + 14 + 136);
}
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
step(lineclocks() - 28 - 1052 - 14 - 136);
}
auto PPU::load(Markup::Node node) -> bool {
ppu1.version = max(1, min(1, node["ppu1/version"].natural()));
ppu2.version = max(1, min(3, node["ppu2/version"].natural()));
ppu.vram.mask = node["ppu1/ram/size"].natural() - 1;
if(ppu.vram.mask != 0xffff) ppu.vram.mask = 0x7fff;
return true;
}
auto PPU::power() -> void {
create(Enter, system.cpuFrequency());
PPUcounter::reset();
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
memory::fill(output, 512 * 480 * sizeof(uint32));
function<auto (uint24, uint8) -> uint8> reader{&PPU::readIO, this};
function<auto (uint24, uint8) -> void> writer{&PPU::writeIO, this};
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
bus.map(reader, writer, "00-3f,80-bf:2100-213f");
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
for(auto& n : vram.data) n = random(0x0000);
ppu1.mdr = random(0xff);
ppu2.mdr = random(0xff);
latch.vram = random(0x0000);
latch.oam = random(0x00);
latch.cgram = random(0x00);
Update to v103r13 release. byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 08:24:27 +00:00
latch.bgofsPPU1 = random(0x00);
latch.bgofsPPU2 = random(0x00);
latch.mode7 = random(0x00);
latch.counters = false;
latch.hcounter = 0;
latch.vcounter = 0;
latch.oamAddress = 0x0000;
latch.cgramAddress = 0x00;
//$2100 INIDISP
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.displayDisable = true;
io.displayBrightness = 0;
//$2102 OAMADDL
//$2103 OAMADDH
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.oamBaseAddress = random(0x0000);
io.oamAddress = random(0x0000);
io.oamPriority = random(false);
//$2105 BGMODE
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.bgPriority = false;
io.bgMode = 0;
//$210d BG1HOFS
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.hoffsetMode7 = random(0x0000);
//$210e BG1VOFS
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.voffsetMode7 = random(0x0000);
//$2115 VMAIN
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.vramIncrementMode = random(1);
io.vramMapping = random(0);
io.vramIncrementSize = 1;
//$2116 VMADDL
//$2117 VMADDH
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.vramAddress = random(0x0000);
//$211a M7SEL
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.repeatMode7 = random(0);
io.vflipMode7 = random(false);
io.hflipMode7 = random(false);
//$211b M7A
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.m7a = random(0x0000);
//$211c M7B
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.m7b = random(0x0000);
//$211d M7C
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.m7c = random(0x0000);
//$211e M7D
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.m7d = random(0x0000);
//$211f M7X
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.m7x = random(0x0000);
//$2120 M7Y
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.m7y = random(0x0000);
//$2121 CGADD
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.cgramAddress = random(0x00);
io.cgramAddressLatch = random(0);
//$2133 SETINI
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.extbg = random(false);
io.pseudoHires = random(false);
io.overscan = false;
io.interlace = false;
//$213c OPHCT
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.hcounter = 0;
//$213d OPVCT
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.vcounter = 0;
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
bg1.power();
bg2.power();
bg3.power();
bg4.power();
obj.power();
window.power();
screen.power();
frame();
}
auto PPU::scanline() -> void {
if(vcounter() == 0) {
frame();
bg1.frame();
bg2.frame();
bg3.frame();
bg4.frame();
}
bg1.scanline();
bg2.scanline();
bg3.scanline();
bg4.scanline();
obj.scanline();
window.scanline();
screen.scanline();
if(vcounter() == 241) {
scheduler.exit(Scheduler::Event::Frame);
}
}
auto PPU::frame() -> void {
obj.frame();
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
display.interlace = io.interlace;
display.overscan = io.overscan;
}
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
auto PPU::refresh() -> void {
auto output = this->output;
if(!overscan()) output -= 14 * 512;
Update to v098r12 release. byuu says: Changelog: - higan/video: added support for Emulator::Sprite - higan/resource: a new system for accessing embedded binary files inside the emulation cores; holds the sprites - higan/sfc/superscope,justifier: re-enabled display of crosshairs - higan/sfc/superscope: fixed turbo toggle (also shows different crosshair color when in turbo mode) - higan/sfc/ppu: always outputs at 512x480 resolution now - causes a slight speed-hit from ~127fps to ~125fps; - but allows high-resolution 32x32 cursors that look way better; - also avoids the need to implement sprite scaling logic Right now, the PPU code to always output at 480-height is a really gross hack. Don't worry, I'll make that nicer before release. Also, superscope.cpp and justifier.cpp are built around a 256x240 screen. But since we now have 512x480, we can make the cursor's movement much smoother by doubling the resolution on both axes. The actual games won't see any accuracy improvements when firing the light guns, but the cursors will animate nicer so I think it's still worth it. I'll work on that before the next release as well. The current 32x32 cursors are nicer, but we can do better now with full 24-bit color. So feel free to submit alternatives. I'll probably reject them, but you can always try :D The sprites don't support alpha blending, just color keying (0x00000000 = transparent; anything else is 0xff......). We can revisit that later if necessary. The way I have it designed, the only files that do anything with Emulator::Sprite at all are the superscope and justifier folders. I didn't have to add any hooks anywhere else. Rendering the sprite is a lot cleaner than the old code, too.
2016-05-26 11:20:15 +00:00
auto pitch = 512;
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
auto width = 512;
Update to v098r12 release. byuu says: Changelog: - higan/video: added support for Emulator::Sprite - higan/resource: a new system for accessing embedded binary files inside the emulation cores; holds the sprites - higan/sfc/superscope,justifier: re-enabled display of crosshairs - higan/sfc/superscope: fixed turbo toggle (also shows different crosshair color when in turbo mode) - higan/sfc/ppu: always outputs at 512x480 resolution now - causes a slight speed-hit from ~127fps to ~125fps; - but allows high-resolution 32x32 cursors that look way better; - also avoids the need to implement sprite scaling logic Right now, the PPU code to always output at 480-height is a really gross hack. Don't worry, I'll make that nicer before release. Also, superscope.cpp and justifier.cpp are built around a 256x240 screen. But since we now have 512x480, we can make the cursor's movement much smoother by doubling the resolution on both axes. The actual games won't see any accuracy improvements when firing the light guns, but the cursors will animate nicer so I think it's still worth it. I'll work on that before the next release as well. The current 32x32 cursors are nicer, but we can do better now with full 24-bit color. So feel free to submit alternatives. I'll probably reject them, but you can always try :D The sprites don't support alpha blending, just color keying (0x00000000 = transparent; anything else is 0xff......). We can revisit that later if necessary. The way I have it designed, the only files that do anything with Emulator::Sprite at all are the superscope and justifier folders. I didn't have to add any hooks anywhere else. Rendering the sprite is a lot cleaner than the old code, too.
2016-05-26 11:20:15 +00:00
auto height = 480;
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
Emulator::video.refresh(output, pitch * sizeof(uint32), width, height);
}
}