bsnes/higan/processor/v30mz/v30mz.cpp

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#include <processor/processor.hpp>
#include "v30mz.hpp"
namespace Processor {
#include "registers.cpp"
#include "modrm.cpp"
#include "memory.cpp"
#include "algorithms.cpp"
#include "instructions-adjust.cpp"
#include "instructions-alu.cpp"
#include "instructions-exec.cpp"
#include "instructions-flag.cpp"
#include "instructions-group.cpp"
#include "instructions-misc.cpp"
#include "instructions-move.cpp"
#include "instructions-string.cpp"
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
#include "serialization.cpp"
#include "disassembler.cpp"
auto V30MZ::debug(string text) -> void {
//print(text, "\n");
}
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
auto V30MZ::power() -> void {
state.halt = false;
state.poll = true;
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
state.prefix = false;
prefixes.reset();
r.ax = 0x0000;
r.cx = 0x0000;
r.dx = 0x0000;
r.bx = 0x0000;
r.sp = 0x2000;
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
r.bp = 0x0000;
r.si = 0x0000;
r.di = 0x0000;
r.es = 0x0000;
r.cs = 0xffff;
r.ss = 0x0000;
r.ds = 0x0000;
r.ip = 0x0000;
r.f = 0x8000;
}
auto V30MZ::exec() -> void {
state.poll = true;
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
state.prefix = false;
if(state.halt) return wait(1);
instruction();
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
if(!state.prefix) prefixes.reset();
}
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
auto V30MZ::interrupt(uint8 vector) -> void {
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
wait(32);
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
state.halt = false;
state.poll = true;
state.prefix = false;
//if an IRQ fires during a rep string instruction;
//flush prefix queue and seek back to first prefix.
//this allows the transfer to resume after the IRQ.
if(prefixes) {
r.ip -= prefixes.size();
prefixes.reset();
}
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
auto ip = read(Word, 0x0000, vector * 4 + 0);
auto cs = read(Word, 0x0000, vector * 4 + 2);
push(r.f);
push(r.cs);
push(r.ip);
r.f.m = true;
r.f.i = false;
r.f.b = false;
r.ip = ip;
r.cs = cs;
}
auto V30MZ::instruction() -> void {
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
switch(opcode = fetch()) {
case 0x00: return opAddMemReg(Byte);
case 0x01: return opAddMemReg(Word);
case 0x02: return opAddRegMem(Byte);
case 0x03: return opAddRegMem(Word);
case 0x04: return opAddAccImm(Byte);
case 0x05: return opAddAccImm(Word);
case 0x06: return opPushReg(r.es);
case 0x07: return opPopReg(r.es);
case 0x08: return opOrMemReg(Byte);
case 0x09: return opOrMemReg(Word);
case 0x0a: return opOrRegMem(Byte);
case 0x0b: return opOrRegMem(Word);
case 0x0c: return opOrAccImm(Byte);
case 0x0d: return opOrAccImm(Word);
case 0x0e: return opPushReg(r.cs);
case 0x0f: return; //pop cs
case 0x10: return opAdcMemReg(Byte);
case 0x11: return opAdcMemReg(Word);
case 0x12: return opAdcRegMem(Byte);
case 0x13: return opAdcRegMem(Word);
case 0x14: return opAdcAccImm(Byte);
case 0x15: return opAdcAccImm(Word);
case 0x16: return opPushReg(r.ss);
case 0x17: return opPopReg(r.ss);
case 0x18: return opSbbMemReg(Byte);
case 0x19: return opSbbMemReg(Word);
case 0x1a: return opSbbRegMem(Byte);
case 0x1b: return opSbbRegMem(Word);
case 0x1c: return opSbbAccImm(Byte);
case 0x1d: return opSbbAccImm(Word);
case 0x1e: return opPushReg(r.ds);
case 0x1f: return opPopReg(r.ds);
case 0x20: return opAndMemReg(Byte);
case 0x21: return opAndMemReg(Word);
case 0x22: return opAndRegMem(Byte);
case 0x23: return opAndRegMem(Word);
case 0x24: return opAndAccImm(Byte);
case 0x25: return opAndAccImm(Word);
case 0x26: return opSegment(r.es);
case 0x27: return opDecimalAdjust(0); //daa
case 0x28: return opSubMemReg(Byte);
case 0x29: return opSubMemReg(Word);
case 0x2a: return opSubRegMem(Byte);
case 0x2b: return opSubRegMem(Word);
case 0x2c: return opSubAccImm(Byte);
case 0x2d: return opSubAccImm(Word);
case 0x2e: return opSegment(r.cs);
case 0x2f: return opDecimalAdjust(1); //das
case 0x30: return opXorMemReg(Byte);
case 0x31: return opXorMemReg(Word);
case 0x32: return opXorRegMem(Byte);
case 0x33: return opXorRegMem(Word);
case 0x34: return opXorAccImm(Byte);
case 0x35: return opXorAccImm(Word);
case 0x36: return opSegment(r.ss);
case 0x37: return opAsciiAdjust(0); //aaa
case 0x38: return opCmpMemReg(Byte);
case 0x39: return opCmpMemReg(Word);
case 0x3a: return opCmpRegMem(Byte);
case 0x3b: return opCmpRegMem(Word);
case 0x3c: return opCmpAccImm(Byte);
case 0x3d: return opCmpAccImm(Word);
case 0x3e: return opSegment(r.ds);
case 0x3f: return opAsciiAdjust(1); //aas
case 0x40: return opIncReg(r.ax);
case 0x41: return opIncReg(r.cx);
case 0x42: return opIncReg(r.dx);
case 0x43: return opIncReg(r.bx);
case 0x44: return opIncReg(r.sp);
case 0x45: return opIncReg(r.bp);
case 0x46: return opIncReg(r.si);
case 0x47: return opIncReg(r.di);
case 0x48: return opDecReg(r.ax);
case 0x49: return opDecReg(r.cx);
case 0x4a: return opDecReg(r.dx);
case 0x4b: return opDecReg(r.bx);
case 0x4c: return opDecReg(r.sp);
case 0x4d: return opDecReg(r.bp);
case 0x4e: return opDecReg(r.si);
case 0x4f: return opDecReg(r.di);
case 0x50: return opPushReg(r.ax);
case 0x51: return opPushReg(r.cx);
case 0x52: return opPushReg(r.dx);
case 0x53: return opPushReg(r.bx);
case 0x54: return opPushReg(r.sp);
case 0x55: return opPushReg(r.bp);
case 0x56: return opPushReg(r.si);
case 0x57: return opPushReg(r.di);
case 0x58: return opPopReg(r.ax);
case 0x59: return opPopReg(r.cx);
case 0x5a: return opPopReg(r.dx);
case 0x5b: return opPopReg(r.bx);
case 0x5c: return opPopReg(r.sp);
case 0x5d: return opPopReg(r.bp);
case 0x5e: return opPopReg(r.si);
case 0x5f: return opPopReg(r.di);
case 0x60: return opPushAll();
case 0x61: return opPopAll();
case 0x62: return opBound();
case 0x63: return;
case 0x64: return;
case 0x65: return;
case 0x66: return;
case 0x67: return;
case 0x68: return opPushImm(Word);
case 0x69: return opMultiplySignedRegMemImm(Word);
case 0x6a: return opPushImm(Byte);
case 0x6b: return opMultiplySignedRegMemImm(Byte);
case 0x6c: return opInString(Byte);
case 0x6d: return opInString(Word);
case 0x6e: return opOutString(Byte);
case 0x6f: return opOutString(Word);
case 0x70: return opJumpIf(r.f.v == 1);
case 0x71: return opJumpIf(r.f.v == 0);
case 0x72: return opJumpIf(r.f.c == 1);
case 0x73: return opJumpIf(r.f.c == 0);
case 0x74: return opJumpIf(r.f.z == 1);
case 0x75: return opJumpIf(r.f.z == 0);
case 0x76: return opJumpIf(r.f.z == 1 || r.f.c == 1);
case 0x77: return opJumpIf(r.f.z != 1 && r.f.c != 1);
case 0x78: return opJumpIf(r.f.s == 1);
case 0x79: return opJumpIf(r.f.s == 0);
case 0x7a: return opJumpIf(r.f.p == 1);
case 0x7b: return opJumpIf(r.f.p == 0);
case 0x7c: return opJumpIf(r.f.s != r.f.v && r.f.z == 0);
case 0x7d: return opJumpIf(r.f.s == r.f.v || r.f.z == 1);
case 0x7e: return opJumpIf(r.f.s != r.f.v || r.f.z == 1);
case 0x7f: return opJumpIf(r.f.s == r.f.v && r.f.z == 0);
case 0x80: return opGroup1MemImm(Byte, 0);
case 0x81: return opGroup1MemImm(Word, 0);
case 0x82: return opGroup1MemImm(Byte, 1);
case 0x83: return opGroup1MemImm(Word, 1);
case 0x84: return opTestMemReg(Byte);
case 0x85: return opTestMemReg(Word);
case 0x86: return opExchangeMemReg(Byte);
case 0x87: return opExchangeMemReg(Word);
case 0x88: return opMoveMemReg(Byte);
case 0x89: return opMoveMemReg(Word);
case 0x8a: return opMoveRegMem(Byte);
case 0x8b: return opMoveRegMem(Word);
case 0x8c: return opMoveMemSeg();
case 0x8d: return opLoadEffectiveAddressRegMem();
case 0x8e: return opMoveSegMem();
case 0x8f: return opPopMem();
case 0x90: return opNop();
case 0x91: return opExchange(r.ax, r.cx);
case 0x92: return opExchange(r.ax, r.dx);
case 0x93: return opExchange(r.ax, r.bx);
case 0x94: return opExchange(r.ax, r.sp);
case 0x95: return opExchange(r.ax, r.bp);
case 0x96: return opExchange(r.ax, r.si);
case 0x97: return opExchange(r.ax, r.di);
case 0x98: return opSignExtendByte();
case 0x99: return opSignExtendWord();
case 0x9a: return opCallFar();
case 0x9b: return opWait();
case 0x9c: return opPushFlags();
case 0x9d: return opPopFlags();
case 0x9e: return opStoreFlagsAcc();
case 0x9f: return opLoadAccFlags();
case 0xa0: return opMoveAccMem(Byte);
case 0xa1: return opMoveAccMem(Word);
case 0xa2: return opMoveMemAcc(Byte);
case 0xa3: return opMoveMemAcc(Word);
case 0xa4: return opMoveString(Byte);
case 0xa5: return opMoveString(Word);
case 0xa6: return opCompareString(Byte);
case 0xa7: return opCompareString(Word);
case 0xa8: return opTestAcc(Byte);
case 0xa9: return opTestAcc(Word);
case 0xaa: return opStoreString(Byte);
case 0xab: return opStoreString(Word);
case 0xac: return opLoadString(Byte);
case 0xad: return opLoadString(Word);
case 0xae: return opScanString(Byte);
case 0xaf: return opScanString(Word);
case 0xb0: return opMoveRegImm(r.al);
case 0xb1: return opMoveRegImm(r.cl);
case 0xb2: return opMoveRegImm(r.dl);
case 0xb3: return opMoveRegImm(r.bl);
case 0xb4: return opMoveRegImm(r.ah);
case 0xb5: return opMoveRegImm(r.ch);
case 0xb6: return opMoveRegImm(r.dh);
case 0xb7: return opMoveRegImm(r.bh);
case 0xb8: return opMoveRegImm(r.ax);
case 0xb9: return opMoveRegImm(r.cx);
case 0xba: return opMoveRegImm(r.dx);
case 0xbb: return opMoveRegImm(r.bx);
case 0xbc: return opMoveRegImm(r.sp);
case 0xbd: return opMoveRegImm(r.bp);
case 0xbe: return opMoveRegImm(r.si);
case 0xbf: return opMoveRegImm(r.di);
case 0xc0: return opGroup2MemImm(Byte);
case 0xc1: return opGroup2MemImm(Word);
case 0xc2: return opReturnImm();
case 0xc3: return opReturn();
case 0xc4: return opLoadSegmentMem(r.es);
case 0xc5: return opLoadSegmentMem(r.ds);
case 0xc6: return opMoveMemImm(Byte);
case 0xc7: return opMoveMemImm(Word);
case 0xc8: return opEnter();
case 0xc9: return opLeave();
case 0xca: return opReturnFarImm();
case 0xcb: return opReturnFar();
case 0xcc: return opInt3();
case 0xcd: return opIntImm();
case 0xce: return opInto();
case 0xcf: return opReturnInt();
case 0xd0: return opGroup2MemImm(Byte, (uint8)1);
case 0xd1: return opGroup2MemImm(Word, (uint8)1);
case 0xd2: return opGroup2MemImm(Byte, (uint8)r.cl);
case 0xd3: return opGroup2MemImm(Word, (uint8)r.cl);
case 0xd4: return opAdjustAfterMultiply();
case 0xd5: return opAdjustAfterDivide();
case 0xd6: return;
case 0xd7: return opTranslate();
case 0xd8: return; //fpo1
case 0xd9: return; //fpo1
case 0xda: return; //fpo1
case 0xdb: return; //fpo1
case 0xdc: return; //fpo1
case 0xdd: return; //fpo1
case 0xde: return; //fpo1
case 0xdf: return; //fpo1
case 0xe0: return opLoopWhile(0); //loopnz
case 0xe1: return opLoopWhile(1); //loopz
case 0xe2: return opLoop();
case 0xe3: return opJumpIf(r.cx == 0);
case 0xe4: return opIn(Byte);
case 0xe5: return opIn(Word);
case 0xe6: return opOut(Byte);
case 0xe7: return opOut(Word);
case 0xe8: return opCallNear();
case 0xe9: return opJumpNear();
case 0xea: return opJumpFar();
case 0xeb: return opJumpShort();
case 0xec: return opInDX(Byte);
case 0xed: return opInDX(Word);
case 0xee: return opOutDX(Byte);
case 0xef: return opOutDX(Word);
case 0xf0: return opLock();
case 0xf1: return;
case 0xf2: return opRepeat(0); //repnz
case 0xf3: return opRepeat(1); //repz
case 0xf4: return opHalt();
case 0xf5: return opComplementCarry();
case 0xf6: return opGroup3MemImm(Byte);
case 0xf7: return opGroup3MemImm(Word);
Update to v098r19 release. byuu says: Changelog: - added nall/bit-field.hpp - updated all CPU cores (sans LR35902 due to some complexities) to use BitFields instead of bools - updated as many CPU cores as I could to use BitFields instead of union { struct { uint8_t ... }; }; pairs The speed changes are mostly a wash for this. In some instances, I noticed a ~2-3% speedup (eg SNES emulation), and in others a 2-3% slowdown (eg Famicom emulation.) It's within the margin of error, so it's safe to say it has no impact. This does give us a lot of new useful things, however: - no more manual reconstruction of flag values from lots of left shifts and ORs - no more manual deconstruction of flag values from lots of ANDs - ability to get completely free aliases to flag groups (eg GSU can provide alt2, alt1 and also alt (which is alt2,alt1 combined) - removes the need for the nasty order_lsbN macro hack (eventually will make higan 100% endian independent) - saves us from insane compilers that try and do nasty things with alignment on union-structs - saves us from insane compilers that try to store bit-field bits in reverse order - will allow some really novel new use cases (I'm planning an instant-decode ARM opcode function, for instance.) - reduces code size (we can serialize flag registers in one line instead of one for each flag) However, I probably won't use it for super critical code that's constantly reading out register values (eg PPU MMIO registers.) I think there we would end up with a performance penalty.
2016-06-08 22:26:35 +00:00
case 0xf8: return opClearFlag(r.f.c.bit);
case 0xf9: return opSetFlag(r.f.c.bit);
case 0xfa: return opClearFlag(r.f.i.bit);
case 0xfb: return opSetFlag(r.f.i.bit);
case 0xfc: return opClearFlag(r.f.d.bit);
case 0xfd: return opSetFlag(r.f.d.bit);
case 0xfe: return opGroup4MemImm(Byte);
case 0xff: return opGroup4MemImm(Word);
}
}
}