2016-01-07 08:14:33 +00:00
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#pragma once
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Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.
Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.
Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.
(Note to self: need to re-enable snes.random before v085 official.)
EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 12:05:35 +00:00
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namespace nall {
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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//todo: these functions are not binary-safe
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2016-05-16 09:51:12 +00:00
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auto string::match(string_view source) const -> bool {
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2015-09-28 11:56:46 +00:00
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const char* s = data();
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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const char* p = source.data();
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2013-05-02 11:25:45 +00:00
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const char* cp = nullptr;
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const char* mp = nullptr;
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Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.
Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.
Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.
(Note to self: need to re-enable snes.random before v085 official.)
EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 12:05:35 +00:00
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while(*s && *p != '*') {
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if(*p != '?' && *s != *p) return false;
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p++, s++;
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}
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while(*s) {
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if(*p == '*') {
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if(!*++p) return true;
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mp = p, cp = s + 1;
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} else if(*p == '?' || *p == *s) {
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p++, s++;
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} else {
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p = mp, s = cp++;
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}
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}
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while(*p == '*') p++;
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return !*p;
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}
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2016-05-16 09:51:12 +00:00
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auto string::imatch(string_view source) const -> bool {
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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static auto chrlower = [](char c) -> char {
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return (c >= 'A' && c <= 'Z') ? c + ('a' - 'A') : c;
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};
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2015-09-28 11:56:46 +00:00
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const char* s = data();
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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const char* p = source.data();
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2013-05-02 11:25:45 +00:00
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const char* cp = nullptr;
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const char* mp = nullptr;
|
Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.
Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.
Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.
(Note to self: need to re-enable snes.random before v085 official.)
EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 12:05:35 +00:00
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while(*s && *p != '*') {
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if(*p != '?' && chrlower(*s) != chrlower(*p)) return false;
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p++, s++;
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}
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while(*s) {
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if(*p == '*') {
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if(!*++p) return true;
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mp = p, cp = s + 1;
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} else if(*p == '?' || chrlower(*p) == chrlower(*s)) {
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p++, s++;
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} else {
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p = mp, s = cp++;
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}
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}
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while(*p == '*') p++;
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return !*p;
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}
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2015-09-28 11:56:46 +00:00
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auto tokenize(const char* s, const char* p) -> bool {
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Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.
Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.
Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.
(Note to self: need to re-enable snes.random before v085 official.)
EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 12:05:35 +00:00
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while(*s) {
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if(*p == '*') {
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while(*s) if(tokenize(s++, p + 1)) return true;
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return !*++p;
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}
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if(*s++ != *p++) return false;
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}
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while(*p == '*') p++;
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return !*p;
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}
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Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
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auto tokenize(string_vector& list, const char* s, const char* p) -> bool {
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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while(*s) {
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if(*p == '*') {
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const char* b = s;
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while(*s) {
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if(tokenize(list, s++, p + 1)) {
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2015-09-28 11:56:46 +00:00
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list.prepend(slice(b, 0, --s - b));
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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return true;
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}
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}
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list.prepend(b);
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return !*++p;
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}
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if(*s++ != *p++) return false;
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}
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while(*p == '*') { list.prepend(s); p++; }
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return !*p;
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}
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Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.
Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.
Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.
(Note to self: need to re-enable snes.random before v085 official.)
EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 12:05:35 +00:00
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}
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