bsnes/higan/fc/cartridge/chip/mmc5.cpp

490 lines
12 KiB
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Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
struct MMC5 : Chip {
MMC5(Board& board) : Chip(board) {
revision = Revision::MMC5;
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
auto main() -> void {
//scanline() resets this; if no scanlines detected, enter video blanking period
if(++cpuCycleCounter >= 200) blank(); //113-114 normal; ~2500 across Vblank period
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
cpu.irqLine(irqEnable && irqPending);
tick();
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
auto scanline(uint y) -> void {
//used for testing only, to verify MMC5 scanline detection is accurate:
//if(y != vcounter && y <= 240) print(y, " vs ", vcounter, "\n");
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
auto accessPRG(bool write, uint addr, uint8 data = 0x00) -> uint8 {
uint bank;
if((addr & 0xe000) == 0x6000) {
bank = (ramSelect << 2) | ramBank;
addr &= 0x1fff;
} else if(prgMode == 0) {
bank = prgBank[3] & ~3;
addr &= 0x7fff;
} else if(prgMode == 1) {
if((addr & 0xc000) == 0x8000) bank = (prgBank[1] & ~1);
if((addr & 0xe000) == 0xc000) bank = (prgBank[3] & ~1);
addr &= 0x3fff;
} else if(prgMode == 2) {
if((addr & 0xe000) == 0x8000) bank = (prgBank[1] & ~1) | 0;
if((addr & 0xe000) == 0xa000) bank = (prgBank[1] & ~1) | 1;
if((addr & 0xe000) == 0xc000) bank = (prgBank[2]);
if((addr & 0xe000) == 0xe000) bank = (prgBank[3]);
addr &= 0x1fff;
} else if(prgMode == 3) {
if((addr & 0xe000) == 0x8000) bank = prgBank[0];
if((addr & 0xe000) == 0xa000) bank = prgBank[1];
if((addr & 0xe000) == 0xc000) bank = prgBank[2];
if((addr & 0xe000) == 0xe000) bank = prgBank[3];
addr &= 0x1fff;
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
bool rom = bank & 0x80;
bank &= 0x7f;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
if(write == false) {
if(rom) {
return board.prgrom.read((bank << 13) | addr);
} else {
return board.prgram.read((bank << 13) | addr);
}
} else {
if(rom) {
board.prgrom.write((bank << 13) | addr, data);
} else {
if(prgramWriteProtect[0] == 2 && prgramWriteProtect[1] == 1) {
board.prgram.write((bank << 13) | addr, data);
}
}
return 0x00;
}
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
auto readPRG(uint addr) -> uint8 {
if((addr & 0xfc00) == 0x5c00) {
if(exramMode >= 2) return exram[addr & 0x03ff];
return cpu.mdr();
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
if(addr >= 0x6000) {
return accessPRG(0, addr);
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
switch(addr) {
case 0x5204: {
uint8 result = (irqPending << 7) | (inFrame << 6);
irqPending = false;
return result;
}
case 0x5205: return (multiplier * multiplicand) >> 0;
case 0x5206: return (multiplier * multiplicand) >> 8;
}
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
auto writePRG(uint addr, uint8 data) -> void {
if((addr & 0xfc00) == 0x5c00) {
//writes 0x00 *during* Vblank (not during screen rendering ...)
if(exramMode == 0 || exramMode == 1) exram[addr & 0x03ff] = inFrame ? data : (uint8)0x00;
if(exramMode == 2) exram[addr & 0x03ff] = data;
return;
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
if(addr >= 0x6000) {
accessPRG(1, addr, data);
return;
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
switch(addr) {
case 0x2000:
sprite8x16 = data & 0x20;
break;
case 0x2001:
//if BG+sprites are disabled; enter video blanking period
if((data & 0x18) == 0) blank();
break;
case 0x5100: prgMode = data & 3; break;
case 0x5101: chrMode = data & 3; break;
case 0x5102: prgramWriteProtect[0] = data & 3; break;
case 0x5103: prgramWriteProtect[1] = data & 3; break;
case 0x5104:
exramMode = data & 3;
break;
case 0x5105:
nametableMode[0] = (data & 0x03) >> 0;
nametableMode[1] = (data & 0x0c) >> 2;
nametableMode[2] = (data & 0x30) >> 4;
nametableMode[3] = (data & 0xc0) >> 6;
break;
case 0x5106:
fillmodeTile = data;
break;
case 0x5107:
fillmodeColor = data & 3;
fillmodeColor |= fillmodeColor << 2;
fillmodeColor |= fillmodeColor << 4;
break;
case 0x5113:
ramSelect = data & 0x04;
ramBank = data & 0x03;
break;
case 0x5114: prgBank[0] = data; break;
case 0x5115: prgBank[1] = data; break;
case 0x5116: prgBank[2] = data; break;
case 0x5117: prgBank[3] = data | 0x80; break;
case 0x5120: chrSpriteBank[0] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5121: chrSpriteBank[1] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5122: chrSpriteBank[2] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5123: chrSpriteBank[3] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5124: chrSpriteBank[4] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5125: chrSpriteBank[5] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5126: chrSpriteBank[6] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5127: chrSpriteBank[7] = (chrBankHi << 8) | data; chrActive = 0; break;
case 0x5128: chrBGBank[0] = (chrBankHi << 8) | data; chrActive = 1; break;
case 0x5129: chrBGBank[1] = (chrBankHi << 8) | data; chrActive = 1; break;
case 0x512a: chrBGBank[2] = (chrBankHi << 8) | data; chrActive = 1; break;
case 0x512b: chrBGBank[3] = (chrBankHi << 8) | data; chrActive = 1; break;
case 0x5130:
chrBankHi = data & 3;
break;
case 0x5200:
vsEnable = data & 0x80;
vsSide = data & 0x40;
vsTile = data & 0x1f;
break;
case 0x5201:
vsScroll = data;
break;
case 0x5202:
vsBank = data;
break;
case 0x5203:
irqLine = data;
break;
case 0x5204:
irqEnable = data & 0x80;
break;
case 0x5205:
multiplicand = data;
break;
case 0x5206:
multiplier = data;
break;
}
}
auto chrSpriteAddr(uint addr) -> uint {
if(chrMode == 0) {
auto bank = chrSpriteBank[7];
return (bank * 0x2000) + (addr & 0x1fff);
}
if(chrMode == 1) {
auto bank = chrSpriteBank[(addr / 0x1000) * 4 + 3];
return (bank * 0x1000) + (addr & 0x0fff);
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
if(chrMode == 2) {
auto bank = chrSpriteBank[(addr / 0x0800) * 2 + 1];
return (bank * 0x0800) + (addr & 0x07ff);
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
if(chrMode == 3) {
auto bank = chrSpriteBank[(addr / 0x0400)];
return (bank * 0x0400) + (addr & 0x03ff);
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto chrBGAddr(uint addr) -> uint {
addr &= 0x0fff;
if(chrMode == 0) {
auto bank = chrBGBank[3];
return (bank * 0x2000) + (addr & 0x0fff);
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
if(chrMode == 1) {
auto bank = chrBGBank[3];
return (bank * 0x1000) + (addr & 0x0fff);
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
if(chrMode == 2) {
auto bank = chrBGBank[(addr / 0x0800) * 2 + 1];
return (bank * 0x0800) + (addr & 0x07ff);
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
if(chrMode == 3) {
auto bank = chrBGBank[(addr / 0x0400)];
return (bank * 0x0400) + (addr & 0x03ff);
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto chrVSAddr(uint addr) -> uint {
return (vsBank * 0x1000) + (addr & 0x0ff8) + (vsVpos & 7);
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto blank() -> void {
inFrame = false;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto scanline() -> void {
hcounter = 0;
if(inFrame == false) {
inFrame = true;
irqPending = false;
vcounter = 0;
} else {
if(vcounter == irqLine) irqPending = true;
vcounter++;
}
cpuCycleCounter = 0;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto readCIRAM(uint addr) -> uint8 {
if(vsFetch && (hcounter & 2) == 0) return exram[vsVpos / 8 * 32 + vsHpos / 8];
if(vsFetch && (hcounter & 2) != 0) return exram[vsVpos / 32 * 8 + vsHpos / 32 + 0x03c0];
switch(nametableMode[(addr >> 10) & 3]) {
Update to v099r10 release. byuu says: Changelog: - higan/profile/ => higan/systems/ [temporary; unless we can't think of a better base folder name] - god-damn-better-have fixed the input polling bug - re-added command-line and drag-and-drop loading - command-line loading can now load multiple folders at once (SGB+GB game; Sufami Turbo+Slot A+Slot B; etc) - if you load just the base cart, it'll present you with a dialog to optionally load slotted cart(s) - MSU1 now goes through nall/vfs instead of directly accessing the filesystem - Famicom Cartridge, PPU cores updated to newer programming style - there's countless opportunity for BitField and .bits() in the PPU ... but I'm worried about breaking things If anyone has a working MSU1 game and can test the changes out, that'd be appreciated. I still don't have a test ROM on my dev box. I wouldn't worry too much about extensively testing the Famicom PPU changes just yet ... I'm still struggling with what to name the structs inside the classes between all of my emulators, and the BitField/.bits() changes will be much more important to test at a later date. The only use case left for Emulator::Interface::path(uint id) is for 21fx emulation. This peripheral loads a DLL/SO via LoadLibrary/dlopen, which do not have any official ways to open a file in RAM. I'm very hesitant to use the portable trick of writing the memory to a temporary file, loading it, and deleting the temporary file once done ... it's a real waste of disk activity. I might make something like vfs::file::isVirtual->bool,path()->string to get around this. But even once I do, the underlying LoadLibrary/dlopen call is still going to be direct disk access.
2016-06-26 08:54:12 +00:00
case 0: return ppu.readCIRAM(0x0000 | (addr & 0x03ff));
case 1: return ppu.readCIRAM(0x0400 | (addr & 0x03ff));
case 2: return exramMode < 2 ? exram[addr & 0x03ff] : (uint8)0x00;
case 3: return (hcounter & 2) == 0 ? fillmodeTile : fillmodeColor;
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto readCHR(uint addr) -> uint8 {
chrAccess[0] = chrAccess[1];
chrAccess[1] = chrAccess[2];
chrAccess[2] = chrAccess[3];
chrAccess[3] = addr;
//detect two unused nametable fetches at end of each scanline
if((chrAccess[0] & 0x2000) == 0
&& (chrAccess[1] & 0x2000)
&& (chrAccess[2] & 0x2000)
&& (chrAccess[3] & 0x2000)) scanline();
if(inFrame == false) {
vsFetch = false;
if(addr & 0x2000) return readCIRAM(addr);
return board.chrrom.read(chrActive ? chrBGAddr(addr) : chrSpriteAddr(addr));
}
bool bgFetch = (hcounter < 256 || hcounter >= 320);
uint8 result = 0x00;
if((hcounter & 7) == 0) {
vsHpos = hcounter >= 320 ? hcounter - 320 : hcounter + 16;
vsVpos = vcounter + vsScroll;
vsFetch = vsEnable && bgFetch && exramMode < 2
&& (vsSide ? vsHpos / 8 >= vsTile : vsHpos / 8 < vsTile);
if(vsVpos >= 240) vsVpos -= 240;
result = readCIRAM(addr);
exbank = (chrBankHi << 6) | (exram[addr & 0x03ff] & 0x3f);
exattr = exram[addr & 0x03ff] >> 6;
exattr |= exattr << 2;
exattr |= exattr << 4;
} else if((hcounter & 7) == 2) {
result = readCIRAM(addr);
if(bgFetch && exramMode == 1) result = exattr;
} else {
if(vsFetch) result = board.chrrom.read(chrVSAddr(addr));
else if(sprite8x16 ? bgFetch : chrActive) result = board.chrrom.read(chrBGAddr(addr));
else result = board.chrrom.read(chrSpriteAddr(addr));
if(bgFetch && exramMode == 1) result = board.chrrom.read(exbank * 0x1000 + (addr & 0x0fff));
}
hcounter += 2;
return result;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto writeCHR(uint addr, uint8 data) -> void {
if(addr & 0x2000) {
switch(nametableMode[(addr >> 10) & 3]) {
Update to v099r10 release. byuu says: Changelog: - higan/profile/ => higan/systems/ [temporary; unless we can't think of a better base folder name] - god-damn-better-have fixed the input polling bug - re-added command-line and drag-and-drop loading - command-line loading can now load multiple folders at once (SGB+GB game; Sufami Turbo+Slot A+Slot B; etc) - if you load just the base cart, it'll present you with a dialog to optionally load slotted cart(s) - MSU1 now goes through nall/vfs instead of directly accessing the filesystem - Famicom Cartridge, PPU cores updated to newer programming style - there's countless opportunity for BitField and .bits() in the PPU ... but I'm worried about breaking things If anyone has a working MSU1 game and can test the changes out, that'd be appreciated. I still don't have a test ROM on my dev box. I wouldn't worry too much about extensively testing the Famicom PPU changes just yet ... I'm still struggling with what to name the structs inside the classes between all of my emulators, and the BitField/.bits() changes will be much more important to test at a later date. The only use case left for Emulator::Interface::path(uint id) is for 21fx emulation. This peripheral loads a DLL/SO via LoadLibrary/dlopen, which do not have any official ways to open a file in RAM. I'm very hesitant to use the portable trick of writing the memory to a temporary file, loading it, and deleting the temporary file once done ... it's a real waste of disk activity. I might make something like vfs::file::isVirtual->bool,path()->string to get around this. But even once I do, the underlying LoadLibrary/dlopen call is still going to be direct disk access.
2016-06-26 08:54:12 +00:00
case 0: return ppu.writeCIRAM(0x0000 | (addr & 0x03ff), data);
case 1: return ppu.writeCIRAM(0x0400 | (addr & 0x03ff), data);
case 2: exram[addr & 0x03ff] = data; break;
}
}
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto power() -> void {
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto reset() -> void {
for(auto& n : exram) n = 0xff;
prgMode = 3;
chrMode = 0;
for(auto& n : prgramWriteProtect) n = 0;
exramMode = 0;
for(auto& n : nametableMode) n = 0;
fillmodeTile = 0;
fillmodeColor = 0;
ramSelect = 0;
ramBank = 0;
prgBank[0] = 0x00;
prgBank[1] = 0x00;
prgBank[2] = 0x00;
prgBank[3] = 0xff;
for(auto& n : chrSpriteBank) n = 0;
for(auto& n : chrBGBank) n = 0;
chrBankHi = 0;
vsEnable = 0;
vsSide = 0;
vsTile = 0;
vsScroll = 0;
vsBank = 0;
irqLine = 0;
irqEnable = 0;
multiplicand = 0;
multiplier = 0;
cpuCycleCounter = 0;
irqCounter = 0;
irqPending = 0;
inFrame = 0;
vcounter = 0;
hcounter = 0;
for(auto& n : chrAccess) n = 0;
chrActive = 0;
sprite8x16 = 0;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
exbank = 0;
exattr = 0;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
vsFetch = 0;
vsVpos = 0;
vsHpos = 0;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
auto serialize(serializer& s) -> void {
s.array(exram);
s.integer(prgMode);
s.integer(chrMode);
for(auto& n : prgramWriteProtect) s.integer(n);
s.integer(exramMode);
for(auto& n : nametableMode) s.integer(n);
s.integer(fillmodeTile);
s.integer(fillmodeColor);
s.integer(ramSelect);
s.integer(ramBank);
for(auto& n : prgBank) s.integer(n);
for(auto& n : chrSpriteBank) s.integer(n);
for(auto& n : chrBGBank) s.integer(n);
s.integer(chrBankHi);
s.integer(vsEnable);
s.integer(vsSide);
s.integer(vsTile);
s.integer(vsScroll);
s.integer(vsBank);
s.integer(irqLine);
s.integer(irqEnable);
s.integer(multiplicand);
s.integer(multiplier);
s.integer(cpuCycleCounter);
s.integer(irqCounter);
s.integer(irqPending);
s.integer(inFrame);
s.integer(vcounter);
s.integer(hcounter);
for(auto& n : chrAccess) s.integer(n);
s.integer(chrActive);
s.integer(sprite8x16);
s.integer(exbank);
s.integer(exattr);
s.integer(vsFetch);
s.integer(vsVpos);
s.integer(vsHpos);
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
}
enum class Revision : uint {
MMC5,
MMC5B,
} revision;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint8 exram[1024];
//programmable registers
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint2 prgMode; //$5100
uint2 chrMode; //$5101
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint2 prgramWriteProtect[2]; //$5102,$5103
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint2 exramMode; //$5104
uint2 nametableMode[4]; //$5105
uint8 fillmodeTile; //$5106
uint8 fillmodeColor; //$5107
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
bool ramSelect; //$5113
uint2 ramBank; //$5113
uint8 prgBank[4]; //$5114-5117
uint10 chrSpriteBank[8]; //$5120-5127
uint10 chrBGBank[4]; //$5128-512b
uint2 chrBankHi; //$5130
bool vsEnable; //$5200
bool vsSide; //$5200
uint5 vsTile; //$5200
uint8 vsScroll; //$5201
uint8 vsBank; //$5202
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint8 irqLine; //$5203
bool irqEnable; //$5204
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
uint8 multiplicand; //$5205
uint8 multiplier; //$5206
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
//status registers
uint cpuCycleCounter;
uint irqCounter;
bool irqPending;
bool inFrame;
uint vcounter;
uint hcounter;
uint16 chrAccess[4];
bool chrActive;
bool sprite8x16;
uint8 exbank;
uint8 exattr;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
bool vsFetch;
uint8 vsVpos;
uint8 vsHpos;
Update to v082r31 release. byuu says: Enable Overscan->Mask Overscan [best I'm doing] Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each side) [only works on NES+SNES] BPS patching works for NES+SNES+GB; note that long-term I want BPS to only patch headerless PRG+CHR files, but we'll need a database / completed board mapping system first. MMC1 splits the board/chip markups a bit better. My attempts to emulate the extra CHR bits per hardware fail repeatedly. Docs do not explain how it works at all. Emulated enough of the MMC5 to play Castlevania 3. The MMC5 is easily the most complicated mapper the NES has to offer, and of course, has the most pitifully vague and difficult documentation of any mapper around. It seems the only way anyone is able to emulate this chip is empirically. Everyone else apparently hooks the MMC5 right into the PPU core, which I of course cannot do. So I had to come up with my own (probably wrong) way to synchronize the PPU simply by observing CHR bus accesses. I must say, I over-estimated how well fleshed out the NES hardware documentation was. Shit hits the fan right after MMC3. It's miles beyond the GB scene, but I find myself wanting for someone with the technical writing ability of anomie. I can't find anything at all on how we're supposed to support the $2007 port reads/writes without it extra-clocking the PPU's bus, which could throw off mapper timing. Absolutely nothing at all on the subject anywhere, something everybody is required to do for all cycle-based emulators and ... nada. Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable even without sound would be really nice (it's a fun game.) Then we need to get libsnes building again (ugh, getting worn out in backporting changes to it.) Once v083 is public, we can start discussing a new API for multiple emulators.
2011-10-06 09:53:16 +00:00
};