Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
#ifndef NALL_VARINT_HPP
|
|
|
|
#define NALL_VARINT_HPP
|
|
|
|
|
|
|
|
#include <type_traits>
|
|
|
|
#include <nall/bit.hpp>
|
|
|
|
#include <nall/static.hpp>
|
|
|
|
|
|
|
|
namespace nall {
|
|
|
|
template<unsigned bits> class uint_t {
|
|
|
|
private:
|
2011-02-27 09:11:01 +00:00
|
|
|
unsigned data;
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
|
|
|
public:
|
2011-02-27 09:11:01 +00:00
|
|
|
inline operator unsigned() const { return data; }
|
|
|
|
inline unsigned operator ++(int) { unsigned r = data; data = uclip<bits>(data + 1); return r; }
|
|
|
|
inline unsigned operator --(int) { unsigned r = data; data = uclip<bits>(data - 1); return r; }
|
|
|
|
inline unsigned operator ++() { return data = uclip<bits>(data + 1); }
|
|
|
|
inline unsigned operator --() { return data = uclip<bits>(data - 1); }
|
|
|
|
inline unsigned operator =(const unsigned i) { return data = uclip<bits>(i); }
|
|
|
|
inline unsigned operator |=(const unsigned i) { return data = uclip<bits>(data | i); }
|
|
|
|
inline unsigned operator ^=(const unsigned i) { return data = uclip<bits>(data ^ i); }
|
|
|
|
inline unsigned operator &=(const unsigned i) { return data = uclip<bits>(data & i); }
|
|
|
|
inline unsigned operator<<=(const unsigned i) { return data = uclip<bits>(data << i); }
|
|
|
|
inline unsigned operator>>=(const unsigned i) { return data = uclip<bits>(data >> i); }
|
|
|
|
inline unsigned operator +=(const unsigned i) { return data = uclip<bits>(data + i); }
|
|
|
|
inline unsigned operator -=(const unsigned i) { return data = uclip<bits>(data - i); }
|
|
|
|
inline unsigned operator *=(const unsigned i) { return data = uclip<bits>(data * i); }
|
|
|
|
inline unsigned operator /=(const unsigned i) { return data = uclip<bits>(data / i); }
|
|
|
|
inline unsigned operator %=(const unsigned i) { return data = uclip<bits>(data % i); }
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
|
|
|
inline uint_t() : data(0) {}
|
2011-02-27 09:11:01 +00:00
|
|
|
inline uint_t(const unsigned i) : data(uclip<bits>(i)) {}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template<unsigned bits> class int_t {
|
|
|
|
private:
|
2011-02-27 09:11:01 +00:00
|
|
|
signed data;
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
|
|
|
public:
|
2011-02-27 09:11:01 +00:00
|
|
|
inline operator signed() const { return data; }
|
|
|
|
inline signed operator ++(int) { signed r = data; data = sclip<bits>(data + 1); return r; }
|
|
|
|
inline signed operator --(int) { signed r = data; data = sclip<bits>(data - 1); return r; }
|
|
|
|
inline signed operator ++() { return data = sclip<bits>(data + 1); }
|
|
|
|
inline signed operator --() { return data = sclip<bits>(data - 1); }
|
|
|
|
inline signed operator =(const signed i) { return data = sclip<bits>(i); }
|
|
|
|
inline signed operator |=(const signed i) { return data = sclip<bits>(data | i); }
|
|
|
|
inline signed operator ^=(const signed i) { return data = sclip<bits>(data ^ i); }
|
|
|
|
inline signed operator &=(const signed i) { return data = sclip<bits>(data & i); }
|
|
|
|
inline signed operator<<=(const signed i) { return data = sclip<bits>(data << i); }
|
|
|
|
inline signed operator>>=(const signed i) { return data = sclip<bits>(data >> i); }
|
|
|
|
inline signed operator +=(const signed i) { return data = sclip<bits>(data + i); }
|
|
|
|
inline signed operator -=(const signed i) { return data = sclip<bits>(data - i); }
|
|
|
|
inline signed operator *=(const signed i) { return data = sclip<bits>(data * i); }
|
|
|
|
inline signed operator /=(const signed i) { return data = sclip<bits>(data / i); }
|
|
|
|
inline signed operator %=(const signed i) { return data = sclip<bits>(data % i); }
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
|
|
|
|
inline int_t() : data(0) {}
|
2011-02-27 09:11:01 +00:00
|
|
|
inline int_t(const signed i) : data(sclip<bits>(i)) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
class varuint_t {
|
|
|
|
private:
|
|
|
|
unsigned data;
|
|
|
|
unsigned mask;
|
|
|
|
|
|
|
|
public:
|
|
|
|
inline operator unsigned() const { return data; }
|
|
|
|
inline unsigned operator ++(int) { unsigned r = data; data = (data + 1) & mask; return r; }
|
|
|
|
inline unsigned operator --(int) { unsigned r = data; data = (data - 1) & mask; return r; }
|
|
|
|
inline unsigned operator ++() { return data = (data + 1) & mask; }
|
|
|
|
inline unsigned operator --() { return data = (data - 1) & mask; }
|
|
|
|
inline unsigned operator =(const unsigned i) { return data = (i) & mask; }
|
|
|
|
inline unsigned operator |=(const unsigned i) { return data = (data | i) & mask; }
|
|
|
|
inline unsigned operator ^=(const unsigned i) { return data = (data ^ i) & mask; }
|
|
|
|
inline unsigned operator &=(const unsigned i) { return data = (data & i) & mask; }
|
|
|
|
inline unsigned operator<<=(const unsigned i) { return data = (data << i) & mask; }
|
|
|
|
inline unsigned operator>>=(const unsigned i) { return data = (data >> i) & mask; }
|
|
|
|
inline unsigned operator +=(const unsigned i) { return data = (data + i) & mask; }
|
|
|
|
inline unsigned operator -=(const unsigned i) { return data = (data - i) & mask; }
|
|
|
|
inline unsigned operator *=(const unsigned i) { return data = (data * i) & mask; }
|
|
|
|
inline unsigned operator /=(const unsigned i) { return data = (data / i) & mask; }
|
|
|
|
inline unsigned operator %=(const unsigned i) { return data = (data % i) & mask; }
|
|
|
|
|
|
|
|
inline void bits(unsigned bits) { mask = (1U << (bits - 1)) + ((1U << (bits - 1)) - 1); data &= mask; }
|
|
|
|
inline varuint_t() : data(0), mask(~0U) {}
|
|
|
|
inline varuint_t(const unsigned i) : data(i), mask(~0U) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
class varuintmax_t {
|
|
|
|
private:
|
|
|
|
uintmax_t data;
|
|
|
|
uintmax_t mask;
|
|
|
|
|
|
|
|
public:
|
|
|
|
inline operator uintmax_t() const { return data; }
|
|
|
|
inline uintmax_t operator ++(int) { uintmax_t r = data; data = (data + 1) & mask; return r; }
|
|
|
|
inline uintmax_t operator --(int) { uintmax_t r = data; data = (data - 1) & mask; return r; }
|
|
|
|
inline uintmax_t operator ++() { return data = (data + 1) & mask; }
|
|
|
|
inline uintmax_t operator --() { return data = (data - 1) & mask; }
|
|
|
|
inline uintmax_t operator =(const uintmax_t i) { return data = (i) & mask; }
|
|
|
|
inline uintmax_t operator |=(const uintmax_t i) { return data = (data | i) & mask; }
|
|
|
|
inline uintmax_t operator ^=(const uintmax_t i) { return data = (data ^ i) & mask; }
|
|
|
|
inline uintmax_t operator &=(const uintmax_t i) { return data = (data & i) & mask; }
|
|
|
|
inline uintmax_t operator<<=(const uintmax_t i) { return data = (data << i) & mask; }
|
|
|
|
inline uintmax_t operator>>=(const uintmax_t i) { return data = (data >> i) & mask; }
|
|
|
|
inline uintmax_t operator +=(const uintmax_t i) { return data = (data + i) & mask; }
|
|
|
|
inline uintmax_t operator -=(const uintmax_t i) { return data = (data - i) & mask; }
|
|
|
|
inline uintmax_t operator *=(const uintmax_t i) { return data = (data * i) & mask; }
|
|
|
|
inline uintmax_t operator /=(const uintmax_t i) { return data = (data / i) & mask; }
|
|
|
|
inline uintmax_t operator %=(const uintmax_t i) { return data = (data % i) & mask; }
|
|
|
|
|
|
|
|
inline void bits(unsigned bits) { mask = (1ULL << (bits - 1)) + ((1ULL << (bits - 1)) - 1); data &= mask; }
|
|
|
|
inline varuintmax_t() : data(0), mask(~0ULL) {}
|
|
|
|
inline varuintmax_t(const uintmax_t i) : data(i), mask(~0ULL) {}
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|