bsnes/higan/ws/memory/memory.cpp

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#include <ws/ws.hpp>
namespace WonderSwan {
InternalRAM iram;
Bus bus;
auto InternalRAM::power() -> void {
for(auto& byte : memory) byte = 0x00;
}
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
auto InternalRAM::serialize(serializer& s) -> void {
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
s.array(memory, Model::WonderSwan() ? 0x4000 : 0x10000);
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
}
auto InternalRAM::read(uint16 addr, uint size) -> uint32 {
if(size == Long) return read(addr + 0, Word) << 0 | read(addr + 2, Word) << 16;
if(size == Word) return read(addr + 0, Byte) << 0 | read(addr + 1, Byte) << 8;
if(addr >= 0x4000 && !system.color()) return 0x90;
return memory[addr];
}
auto InternalRAM::write(uint16 addr, uint8 data) -> void {
if(addr >= 0x4000 && !system.color()) return;
memory[addr] = data;
}
auto Bus::power() -> void {
for(auto& io : port) io = nullptr;
}
auto Bus::read(uint20 addr) -> uint8 {
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
uint8 data = 0;
if(addr.bits(16,19) == 0) data = iram.read(addr);
if(addr.bits(16,19) == 1) data = cartridge.ramRead(addr);
if(addr.bits(16,19) >= 2) data = cartridge.romRead(addr);
if(cheat) {
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
if(auto result = cheat.find(addr, data)) data = result();
}
return data;
}
auto Bus::write(uint20 addr, uint8 data) -> void {
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
if(addr.bits(16,19) == 0) iram.write(addr, data);
if(addr.bits(16,19) == 1) cartridge.ramWrite(addr, data);
if(addr.bits(16,19) >= 2) cartridge.romWrite(addr, data);
}
auto Bus::map(IO* io, uint16_t lo, maybe<uint16_t> hi) -> void {
for(uint addr = lo; addr <= (hi ? hi() : lo); addr++) port[addr] = io;
}
auto Bus::portRead(uint16 addr) -> uint8 {
if(auto io = port[addr]) return io->portRead(addr);
return 0x00;
}
auto Bus::portWrite(uint16 addr, uint8 data) -> void {
if(auto io = port[addr]) return io->portWrite(addr, data);
}
}