bsnes/higan/sfc/coprocessor/hitachidsp/memory.cpp

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auto HitachiDSP::bus_read(uint24 addr) -> uint8 {
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
if((addr & 0x40ec00) == 0x006c00) { //$00-3f,80-bf:6c00-6cff,7c00-7cff
return dsp_read(addr, 0x00);
}
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
if((addr & 0x40e000) == 0x006000) { //$00-3f,80-bf:6000-6bff,7000-7bff
return dram_read(addr, 0x00);
}
if((addr & 0x408000) == 0x008000) { //$00-3f,80-bf:8000-ffff
if(rom.size() == 0) return 0x00;
addr = ((addr & 0x3f0000) >> 1) | (addr & 0x7fff);
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
addr = Bus::mirror(addr, rom.size());
return rom.read(addr, 0);
}
if((addr & 0xf88000) == 0x700000) { //$70-77:0000-7fff
if(ram.size() == 0) return 0x00;
addr = ((addr & 0x070000) >> 1) | (addr & 0x7fff);
addr = Bus::mirror(addr, ram.size());
return ram.read(addr);
}
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
return 0x00;
}
auto HitachiDSP::bus_write(uint24 addr, uint8 data) -> void {
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
if((addr & 0x40ec00) == 0x006c00) { //$00-3f,80-bf:6c00-6fff,7c00-7fff
return dsp_write(addr, data);
}
if((addr & 0x40e000) == 0x006000) { //$00-3f,80-bf:6000-6bff,7000-7bff
return dram_write(addr, data);
}
if((addr & 0xf88000) == 0x700000) { //$70-77:0000-7fff
if(ram.size() == 0) return;
addr = ((addr & 0x070000) >> 1) | (addr & 0x7fff);
addr = Bus::mirror(addr, ram.size());
return ram.write(addr, data);
}
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
auto HitachiDSP::rom_read(uint24 addr, uint8 data) -> uint8 {
if(co_active() == hitachidsp.thread || regs.halt) {
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
addr = Bus::mirror(addr, rom.size());
//if(Roms == 2 && mmio.r1f52 == 1 && addr >= (bit::round(rom.size()) >> 1)) return 0x00;
return rom.read(addr, data);
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
if((addr & 0x40ffe0) == 0x00ffe0) return mmio.vector[addr & 0x1f];
return data;
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
auto HitachiDSP::rom_write(uint24 addr, uint8 data) -> void {
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
auto HitachiDSP::ram_read(uint24 addr, uint8 data) -> uint8 {
if(ram.size() == 0) return 0x00; //not open bus
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
return ram.read(Bus::mirror(addr, ram.size()), data);
}
auto HitachiDSP::ram_write(uint24 addr, uint8 data) -> void {
if(ram.size() == 0) return;
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
2016-01-13 10:47:45 +00:00
return ram.write(Bus::mirror(addr, ram.size()), data);
}
auto HitachiDSP::dram_read(uint24 addr, uint8 data) -> uint8 {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
addr &= 0xfff;
if(addr >= 0xc00) return data;
return dataRAM[addr];
}
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
auto HitachiDSP::dram_write(uint24 addr, uint8 data) -> void {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
addr &= 0xfff;
if(addr >= 0xc00) return;
dataRAM[addr] = data;
}
auto HitachiDSP::dsp_read(uint24 addr, uint8) -> uint8 {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
addr = 0x7c00 | (addr & 0x03ff);
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
//MMIO
switch(addr) {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
case 0x7f40: return mmio.dma_source >> 0;
case 0x7f41: return mmio.dma_source >> 8;
case 0x7f42: return mmio.dma_source >> 16;
case 0x7f43: return mmio.dma_length >> 0;
case 0x7f44: return mmio.dma_length >> 8;
case 0x7f45: return mmio.dma_target >> 0;
case 0x7f46: return mmio.dma_target >> 8;
case 0x7f47: return mmio.dma_target >> 16;
case 0x7f48: return mmio.r1f48;
case 0x7f49: return mmio.program_offset >> 0;
case 0x7f4a: return mmio.program_offset >> 8;
case 0x7f4b: return mmio.program_offset >> 16;
case 0x7f4c: return mmio.r1f4c;
case 0x7f4d: return mmio.page_number >> 0;
case 0x7f4e: return mmio.page_number >> 8;
case 0x7f4f: return mmio.program_counter;
case 0x7f50: return mmio.r1f50;
case 0x7f51: return mmio.r1f51;
case 0x7f52: return mmio.r1f52;
case 0x7f53: case 0x7f54: case 0x7f55: case 0x7f56:
case 0x7f57: case 0x7f58: case 0x7f59: case 0x7f5a:
case 0x7f5b: case 0x7f5c: case 0x7f5d: case 0x7f5e:
case 0x7f5f: return ((regs.halt == false) << 6) | ((regs.halt == true) << 1);
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
//Vector
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr >= 0x7f60 && addr <= 0x7f7f) {
return mmio.vector[addr & 0x1f];
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
//GPRs
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if((addr >= 0x7f80 && addr <= 0x7faf) || (addr >= 0x7fc0 && addr <= 0x7fef)) {
uint index = (addr & 0x3f) / 3; //0..15
uint shift = ((addr & 0x3f) % 3) * 8; //0, 8, 16
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
return regs.gpr[index] >> shift;
}
return 0x00;
}
auto HitachiDSP::dsp_write(uint24 addr, uint8 data) -> void {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
addr = 0x7c00 | (addr & 0x03ff);
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
//MMIO
switch(addr) {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
case 0x7f40: mmio.dma_source = (mmio.dma_source & 0xffff00) | (data << 0); return;
case 0x7f41: mmio.dma_source = (mmio.dma_source & 0xff00ff) | (data << 8); return;
case 0x7f42: mmio.dma_source = (mmio.dma_source & 0x00ffff) | (data << 16); return;
case 0x7f43: mmio.dma_length = (mmio.dma_length & 0xff00) | (data << 0); return;
case 0x7f44: mmio.dma_length = (mmio.dma_length & 0x00ff) | (data << 8); return;
case 0x7f45: mmio.dma_target = (mmio.dma_target & 0xffff00) | (data << 0); return;
case 0x7f46: mmio.dma_target = (mmio.dma_target & 0xff00ff) | (data << 8); return;
case 0x7f47: mmio.dma_target = (mmio.dma_target & 0x00ffff) | (data << 16);
if(regs.halt) mmio.dma = true;
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
return;
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
case 0x7f48: mmio.r1f48 = data & 0x01; return;
case 0x7f49: mmio.program_offset = (mmio.program_offset & 0xffff00) | (data << 0); return;
case 0x7f4a: mmio.program_offset = (mmio.program_offset & 0xff00ff) | (data << 8); return;
case 0x7f4b: mmio.program_offset = (mmio.program_offset & 0x00ffff) | (data << 16); return;
case 0x7f4c: mmio.r1f4c = data & 0x03; return;
case 0x7f4d: mmio.page_number = (mmio.page_number & 0x7f00) | ((data & 0xff) << 0); return;
case 0x7f4e: mmio.page_number = (mmio.page_number & 0x00ff) | ((data & 0x7f) << 8); return;
case 0x7f4f: mmio.program_counter = data;
if(regs.halt) {
regs.pc = mmio.page_number * 256 + mmio.program_counter;
regs.halt = false;
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
return;
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
case 0x7f50: mmio.r1f50 = data & 0x77; return;
case 0x7f51: mmio.r1f51 = data & 0x01; return;
case 0x7f52: mmio.r1f52 = data & 0x01; return;
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
}
//Vector
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr >= 0x7f60 && addr <= 0x7f7f) {
mmio.vector[addr & 0x1f] = data;
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
return;
}
//GPRs
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if((addr >= 0x7f80 && addr <= 0x7faf) || (addr >= 0x7fc0 && addr <= 0x7fef)) {
uint index = (addr & 0x3f) / 3;
Update to v079r04 release. byuu says: Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged. [...] The emulation is as minimal as possible. If I don't see an opcode or feature actually used, I don't implement it. The one exception being that I do support the vector override functionality. And there are also dummy handlers for ld ?,$2e + loop, so that the chip won't stall out. But things like "byte 4" on rdram/wrram, the two-bit destination selections for all but ld, etc are treated as invalid opcodes, since we aren't 100% sure if they are there and work as we hypothesize. I also only map in known registers into the 256-entry register list. This leaves 90% of the map empty. The chip runs at 20MHz, and it will disable the ROM while running. DMA does transfer one byte at a time against the clock and also locks out the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only reads from ROM, and only writes to RAM. Unless someone verifies that they can do more, I'll leave it that way. I don't yet actually buffer the program ROM into the internal program RAM just yet, but that is on the to-do list. We aren't entirely sure how that works either, but my plan is to just lock the Cx4 CPU and load in 512-bytes. There's still a few unknown registers in $7f40-5f that I don't do anything with yet. The secondary chip disable is going to be the weirdest one, since MMX3 only has one chip. I'd really rather not have to specify the ROM mapping as two separate chips on MMX2 and as one on MMX3 just to support this, so I don't know yet. Save state support is of course there already. Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
switch((addr & 0x3f) % 3) {
case 0: regs.gpr[index] = (regs.gpr[index] & 0xffff00) | (data << 0); return;
case 1: regs.gpr[index] = (regs.gpr[index] & 0xff00ff) | (data << 8); return;
case 2: regs.gpr[index] = (regs.gpr[index] & 0x00ffff) | (data << 16); return;
}
}
}