bsnes/higan/sfc/coprocessor/necdsp/necdsp.cpp

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#include <sfc/sfc.hpp>
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
namespace SuperFamicom {
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
#include "serialization.cpp"
NECDSP necdsp;
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
auto NECDSP::Enter() -> void {
while(true) scheduler.synchronize(), necdsp.main();
}
auto NECDSP::main() -> void {
exec();
step(1);
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
synchronize(cpu);
}
auto NECDSP::read(uint24 addr, uint8) -> uint8 {
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
cpu.synchronize(*this);
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr & 1) {
return uPD96050::readSR();
} else {
return uPD96050::readDR();
}
}
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
auto NECDSP::write(uint24 addr, uint8 data) -> void {
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
cpu.synchronize(*this);
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr & 1) {
return uPD96050::writeSR(data);
} else {
return uPD96050::writeDR(data);
}
}
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
auto NECDSP::readRAM(uint24 addr, uint8) -> uint8 {
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
cpu.synchronize(*this);
return uPD96050::readDP(addr);
}
auto NECDSP::writeRAM(uint24 addr, uint8 data) -> void {
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
cpu.synchronize(*this);
return uPD96050::writeDP(addr, data);
}
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
auto NECDSP::init() -> void {
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
}
auto NECDSP::load() -> void {
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
}
auto NECDSP::unload() -> void {
Update to v075 release. byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
}
auto NECDSP::power() -> void {
uPD96050::power();
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
create(NECDSP::Enter, Frequency);
Update to v072r09 release. Unfortunately, I missed the v072r08 release; it was taken down before I saw the announcement. byuu says (about v072r08): This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip. I'm absolutely going to need help to complete this. [...] For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together. From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop. [Note: the DSP-1B program and data ROMs are not included in this commit. The PCB XML file mentioned above looks like this: <?xml version='1.0' encoding='UTF-8'?> <cartridge region='NTSC'> <rom> <map mode='shadow' address='00-3f:8000-ffff'/> <map mode='linear' address='40-7f:0000-ffff'/> <map mode='shadow' address='80-bf:8000-ffff'/> <map mode='linear' address='c0-ff:0000-ffff'/> </rom> <ram size='800'> <map mode='linear' address='20-3f:6000-7fff'/> <map mode='linear' address='a0-bf:6000-7fff'/> <map mode='linear' address='70-7f:0000-ffff'/> </ram> <upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin"> <dr> <map address='00-1f:6000-6fff'/> <map address='80-9f:6000-6fff'/> </dr> <sr> <map address='00-1f:7000-7fff'/> <map address='80-9f:7000-7fff'/> </sr> </upd77c25> </cartridge> Save it as 'mariokart.xml'] byuu says (about v072r09): Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the track is completely corrupted. Reorders order of operations for OP, in an attempt to mimic parallelism. Added support for OP KLM DST. Added S1 flag setting, probably not correct.
2010-12-17 10:54:28 +00:00
}
}