2012-04-01 01:41:15 +00:00
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struct PPU : Thread, MMIO {
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2012-03-31 08:14:31 +00:00
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#include "registers.hpp"
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2012-04-03 00:47:28 +00:00
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#include "state.hpp"
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2012-03-29 11:58:10 +00:00
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2015-11-16 08:38:05 +00:00
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PPU();
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~PPU();
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2012-03-19 11:19:53 +00:00
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2015-11-16 08:38:05 +00:00
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static auto Enter() -> void;
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auto main() -> void;
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auto step(uint clocks) -> void;
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2012-03-19 11:19:53 +00:00
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2015-11-16 08:38:05 +00:00
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auto power() -> void;
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auto scanline() -> void;
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auto frame() -> void;
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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
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auto refresh() -> void;
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Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
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2015-11-16 08:38:05 +00:00
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auto read(uint32 addr) -> uint8;
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auto write(uint32 addr, uint8 byte) -> void;
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2012-04-09 06:41:27 +00:00
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2015-11-16 08:38:05 +00:00
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auto vram_read(uint mode, uint32 addr) -> uint32;
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auto vram_write(uint mode, uint32 addr, uint32 word) -> void;
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2012-04-09 06:41:27 +00:00
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2015-11-16 08:38:05 +00:00
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auto pram_read(uint mode, uint32 addr) -> uint32;
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auto pram_write(uint mode, uint32 addr, uint32 word) -> void;
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2012-04-09 06:41:27 +00:00
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2015-11-16 08:38:05 +00:00
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auto oam_read(uint mode, uint32 addr) -> uint32;
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auto oam_write(uint mode, uint32 addr, uint32 word) -> void;
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2012-04-03 23:50:40 +00:00
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2015-11-16 08:38:05 +00:00
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auto render_backgrounds() -> void;
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auto render_background_linear(Registers::Background&) -> void;
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auto render_background_affine(Registers::Background&) -> void;
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auto render_background_bitmap(Registers::Background&) -> void;
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2012-04-03 00:47:28 +00:00
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2015-11-16 08:38:05 +00:00
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auto render_objects() -> void;
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auto render_object(Object&) -> void;
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auto object_vram_read(uint addr) const -> uint8;
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Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
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2015-11-16 08:38:05 +00:00
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auto render_mosaic_background(uint id) -> void;
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auto render_mosaic_object() -> void;
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2012-04-03 00:47:28 +00:00
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2015-11-16 08:38:05 +00:00
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auto render_forceblank() -> void;
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auto render_screen() -> void;
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auto render_window(uint window) -> void;
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auto blend(uint above, uint eva, uint below, uint evb) -> uint;
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auto serialize(serializer&) -> void;
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uint8 vram[96 * 1024];
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uint16 pram[512];
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uint32* output;
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2012-03-19 11:19:53 +00:00
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};
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extern PPU ppu;
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