Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto CPU::readIO(uint32 addr) -> uint8 {
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
auto dma = [&]() -> DMA& { return this->dma[addr / 12 & 3]; };
|
|
|
|
auto timer = [&]() -> Timer& { return this->timer[addr.bits(2,3)]; };
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
switch(addr) {
|
|
|
|
|
Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
|
|
|
//DMA0CNT_L, DMA1CNT_L, DMA2CNT_L, DMA3CNT_L
|
|
|
|
case 0x0400'00b8: case 0x0400'00c4: case 0x0400'00d0: case 0x0400'00dc: return 0x00;
|
|
|
|
case 0x0400'00b9: case 0x0400'00c5: case 0x0400'00d1: case 0x0400'00dd: return 0x00;
|
|
|
|
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
//DMA0CNT_H, DMA1CNT_H, DMA2CNT_H, DMA3CNT_H
|
|
|
|
case 0x0400'00ba: case 0x0400'00c6: case 0x0400'00d2: case 0x0400'00de: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
dma().targetMode << 5
|
|
|
|
| dma().sourceMode.bit(0) << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'00bb: case 0x0400'00c7: case 0x0400'00d3: case 0x0400'00df: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
dma().sourceMode.bit(1) << 0
|
|
|
|
| dma().repeat << 1
|
|
|
|
| dma().size << 2
|
|
|
|
| dma().drq << 3
|
|
|
|
| dma().timingMode << 4
|
|
|
|
| dma().irq << 6
|
|
|
|
| dma().enable << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
|
|
|
|
//TM0CNT_L, TM1CNT_L, TM2CNT_L, TM3CNT_L
|
|
|
|
case 0x0400'0100: case 0x0400'0104: case 0x0400'0108: case 0x0400'010c: return timer().period.byte(0);
|
|
|
|
case 0x0400'0101: case 0x0400'0105: case 0x0400'0109: case 0x0400'010d: return timer().period.byte(1);
|
|
|
|
|
|
|
|
//TM0CNT_H, TM1CNT_H, TM2CNT_H, TM3CNT_H
|
|
|
|
case 0x0400'0102: case 0x0400'0106: case 0x0400'010a: case 0x0400'010e: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
timer().frequency << 0
|
|
|
|
| timer().cascade << 2
|
|
|
|
| timer().irq << 6
|
|
|
|
| timer().enable << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0103: case 0x0400'0107: case 0x0400'010b: case 0x0400'010f: return 0;
|
|
|
|
|
|
|
|
//SIOMULTI0 (SIODATA32_L), SIOMULTI1 (SIODATA32_H), SIOMULTI2, SIOMULTI3
|
|
|
|
case 0x0400'0120: case 0x0400'0122: case 0x0400'0124: case 0x0400'0126: {
|
|
|
|
if(auto data = player.read()) return data().byte(addr.bits(0,1));
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
return serial.data[addr.bits(1,2)].byte(0);
|
2012-04-09 06:19:32 +00:00
|
|
|
}
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0121: case 0x0400'0123: case 0x0400'0125: case 0x0400'0127: {
|
|
|
|
if(auto data = player.read()) return data().byte(addr.bits(0,1));
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
return serial.data[addr.bits(1,2)].byte(1);
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//SIOCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0128: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
serial.shiftClockSelect << 0
|
|
|
|
| serial.shiftClockFrequency << 1
|
|
|
|
| serial.transferEnableReceive << 2
|
|
|
|
| serial.transferEnableSend << 3
|
|
|
|
| serial.startBit << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0129: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
serial.transferLength << 4
|
|
|
|
| serial.irqEnable << 6
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//SIOMLT_SEND (SIODATA8)
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'012a: return serial.data8;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'012b: return 0;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
2012-04-03 00:47:28 +00:00
|
|
|
//KEYINPUT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x04000130: {
|
2017-06-08 14:05:48 +00:00
|
|
|
static const uint landscape[] = {5, 4, 8, 9, 3, 2, 0, 1};
|
|
|
|
static const uint portrait[] = {5, 4, 8, 9, 0, 1, 2, 3};
|
|
|
|
auto lookup = !settings.rotateLeft ? landscape : portrait;
|
2013-12-20 11:40:39 +00:00
|
|
|
if(auto result = player.keyinput()) return result() >> 0;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
uint8 result = 0;
|
2017-01-13 01:15:45 +00:00
|
|
|
for(uint n = 0; n < 8; n++) result |= platform->inputPoll(0, 0, lookup[n]) << n;
|
2016-02-16 09:32:49 +00:00
|
|
|
if((result & 0xc0) == 0xc0) result &= (uint8)~0xc0; //up+down cannot be pressed simultaneously
|
|
|
|
if((result & 0x30) == 0x30) result &= (uint8)~0x30; //left+right cannot be pressed simultaneously
|
2012-04-03 00:47:28 +00:00
|
|
|
return result ^ 0xff;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
}
|
|
|
|
case 0x04000131: {
|
2013-12-20 11:40:39 +00:00
|
|
|
if(auto result = player.keyinput()) return result() >> 8;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
uint8 result = 0;
|
2017-01-13 01:15:45 +00:00
|
|
|
result |= platform->inputPoll(0, 0, 7) << 0;
|
|
|
|
result |= platform->inputPoll(0, 0, 6) << 1;
|
2012-04-03 00:47:28 +00:00
|
|
|
return result ^ 0x03;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
}
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//KEYCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0132: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
keypad.flag[0] << 0
|
|
|
|
| keypad.flag[1] << 1
|
|
|
|
| keypad.flag[2] << 2
|
|
|
|
| keypad.flag[3] << 3
|
|
|
|
| keypad.flag[4] << 4
|
|
|
|
| keypad.flag[5] << 5
|
|
|
|
| keypad.flag[6] << 6
|
|
|
|
| keypad.flag[7] << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0133: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
keypad.flag[8] << 0
|
|
|
|
| keypad.flag[9] << 1
|
|
|
|
| keypad.enable << 6
|
|
|
|
| keypad.condition << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
//RCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0134: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.sc << 0
|
|
|
|
| joybus.sd << 1
|
|
|
|
| joybus.si << 2
|
|
|
|
| joybus.so << 3
|
|
|
|
| joybus.scMode << 4
|
|
|
|
| joybus.sdMode << 5
|
|
|
|
| joybus.siMode << 6
|
|
|
|
| joybus.soMode << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0135: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.siIRQEnable << 0
|
|
|
|
| joybus.mode << 6
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//JOYCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0140: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.resetSignal << 0
|
|
|
|
| joybus.receiveComplete << 1
|
|
|
|
| joybus.sendComplete << 2
|
|
|
|
| joybus.resetIRQEnable << 6
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0141: return 0;
|
|
|
|
case 0x0400'0142: return 0;
|
|
|
|
case 0x0400'0143: return 0;
|
|
|
|
|
|
|
|
//JOY_RECV_L, JOY_RECV_H
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0150: return joybus.receive.byte(0);
|
|
|
|
case 0x0400'0151: return joybus.receive.byte(1);
|
|
|
|
case 0x0400'0152: return joybus.receive.byte(2);
|
|
|
|
case 0x0400'0153: return joybus.receive.byte(3);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
|
|
|
|
//JOY_TRANS_L, JOY_TRANS_H
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0154: return joybus.transmit.byte(0);
|
|
|
|
case 0x0400'0155: return joybus.transmit.byte(1);
|
|
|
|
case 0x0400'0156: return joybus.transmit.byte(2);
|
|
|
|
case 0x0400'0157: return joybus.transmit.byte(3);
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//JOYSTAT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0158: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.receiveFlag << 1
|
|
|
|
| joybus.sendFlag << 3
|
|
|
|
| joybus.generalFlag << 4
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0159: return 0;
|
|
|
|
case 0x0400'015a: return 0;
|
|
|
|
case 0x0400'015b: return 0;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
2012-04-03 00:47:28 +00:00
|
|
|
//IE
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0200: return irq.enable.byte(0);
|
|
|
|
case 0x0400'0201: return irq.enable.byte(1);
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//IF
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0202: return irq.flag.byte(0);
|
|
|
|
case 0x0400'0203: return irq.flag.byte(1);
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//WAITCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0204: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
wait.nwait[3] << 0
|
|
|
|
| wait.nwait[0] << 2
|
|
|
|
| wait.swait[0] << 4
|
|
|
|
| wait.nwait[1] << 5
|
|
|
|
| wait.swait[1] << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0205: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
wait.nwait[2] << 0
|
|
|
|
| wait.swait[2] << 2
|
|
|
|
| wait.phi << 3
|
|
|
|
| wait.prefetch << 6
|
|
|
|
| wait.gameType << 7
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//IME
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0208: return irq.ime;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0209: return 0;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//POSTFLG + HALTCNT
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0300: return context.booted;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0301: return 0;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//MEMCNT_L
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0800: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
memory.disable << 0
|
|
|
|
| memory.unknown1 << 1
|
|
|
|
| memory.ewram << 5
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
|
|
|
case 0x0400'0801: return 0;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//MEMCNT_H
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0802: return 0;
|
|
|
|
case 0x0400'0803: return (
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
memory.ewramWait << 0
|
|
|
|
| memory.unknown2 << 4
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
);
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
|
|
|
return cpu.pipeline.fetch.instruction.byte(addr & 1);
|
2012-04-03 00:47:28 +00:00
|
|
|
}
|
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto CPU::writeIO(uint32 addr, uint8 data) -> void {
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
auto dma = [&]() -> DMA& { return this->dma[addr / 12 & 3]; };
|
|
|
|
auto timer = [&]() -> Timer& { return this->timer[addr.bits(2,3)]; };
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
|
2012-04-03 00:47:28 +00:00
|
|
|
switch(addr) {
|
|
|
|
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
//DMA0SAD, DMA1SAD, DMA2SAD, DMA3SAD
|
|
|
|
case 0x0400'00b0: case 0x0400'00bc: case 0x0400'00c8: case 0x0400'00d4: dma().source.byte(0) = data; return;
|
|
|
|
case 0x0400'00b1: case 0x0400'00bd: case 0x0400'00c9: case 0x0400'00d5: dma().source.byte(1) = data; return;
|
|
|
|
case 0x0400'00b2: case 0x0400'00be: case 0x0400'00ca: case 0x0400'00d6: dma().source.byte(2) = data; return;
|
|
|
|
case 0x0400'00b3: case 0x0400'00bf: case 0x0400'00cb: case 0x0400'00d7: dma().source.byte(3) = data; return;
|
|
|
|
|
|
|
|
//DMA0DAD, DMA1DAD, DMA2DAD, DMA3DAD
|
|
|
|
case 0x0400'00b4: case 0x0400'00c0: case 0x0400'00cc: case 0x0400'00d8: dma().target.byte(0) = data; return;
|
|
|
|
case 0x0400'00b5: case 0x0400'00c1: case 0x0400'00cd: case 0x0400'00d9: dma().target.byte(1) = data; return;
|
|
|
|
case 0x0400'00b6: case 0x0400'00c2: case 0x0400'00ce: case 0x0400'00da: dma().target.byte(2) = data; return;
|
|
|
|
case 0x0400'00b7: case 0x0400'00c3: case 0x0400'00cf: case 0x0400'00db: dma().target.byte(3) = data; return;
|
|
|
|
|
|
|
|
//DMA0CNT_L, DMA1CNT_L, DMA2CNT_L, DMA3CNT_L
|
|
|
|
case 0x0400'00b8: case 0x0400'00c4: case 0x0400'00d0: case 0x0400'00dc: dma().length.byte(0) = data; return;
|
|
|
|
case 0x0400'00b9: case 0x0400'00c5: case 0x0400'00d1: case 0x0400'00dd: dma().length.byte(1) = data; return;
|
|
|
|
|
|
|
|
//DMA0CNT_H, DMA1CNT_H, DMA2CNT_H, DMA3CNT_H
|
|
|
|
case 0x0400'00ba: case 0x0400'00c6: case 0x0400'00d2: case 0x0400'00de:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
dma().targetMode = data.bits(5,6);
|
|
|
|
dma().sourceMode.bit(0) = data.bit (7);
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'00bb: case 0x0400'00c7: case 0x0400'00d3: case 0x0400'00df: {
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
bool enable = dma().enable;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
if(addr != 0x0400'00df) data.bit(3) = 0; //gamepad DRQ valid for DMA3 only
|
|
|
|
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
dma().sourceMode.bit(1) = data.bit (0);
|
|
|
|
dma().repeat = data.bit (1);
|
|
|
|
dma().size = data.bit (2);
|
|
|
|
dma().drq = data.bit (3);
|
|
|
|
dma().timingMode = data.bits(4,5);
|
|
|
|
dma().irq = data.bit (6);
|
|
|
|
dma().enable = data.bit (7);
|
|
|
|
|
|
|
|
if(!enable && dma().enable) { //0->1 transition
|
|
|
|
if(dma().timingMode == 0) {
|
|
|
|
dma().active = true; //immediate transfer mode
|
|
|
|
dma().waiting = 2;
|
|
|
|
}
|
|
|
|
dma().latch.target = dma().target;
|
|
|
|
dma().latch.source = dma().source;
|
|
|
|
dma().latch.length = dma().length;
|
|
|
|
} else if(!dma().enable) {
|
|
|
|
dma().active = false;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
}
|
2012-04-09 06:41:27 +00:00
|
|
|
return;
|
|
|
|
}
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
//TM0CNT_L, TM1CNT_L, TM2CNT_L, TM3CNT_L
|
|
|
|
case 0x0400'0100: case 0x0400'0104: case 0x0400'0108: case 0x0400'010c: timer().reload.byte(0) = data; return;
|
|
|
|
case 0x0400'0101: case 0x0400'0105: case 0x0400'0109: case 0x0400'010d: timer().reload.byte(1) = data; return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
//TM0CNT_H, TM1CNT_H, TM2CNT_H, TM3CNT_H
|
|
|
|
case 0x0400'0102: case 0x0400'0106: case 0x0400'010a: case 0x0400'010e: {
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
bool enable = timer().enable;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
timer().frequency = data.bits(0,1);
|
|
|
|
timer().cascade = data.bit (2);
|
|
|
|
timer().irq = data.bit (6);
|
|
|
|
timer().enable = data.bit (7);
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
if(!enable && timer().enable) { //0->1 transition
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
timer().pending = true;
|
2012-04-07 08:17:49 +00:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0103: case 0x0400'0107: case 0x0400'010b: case 0x0400'010f:
|
|
|
|
return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
//SIOMULTI0 (SIODATA32_L), SIOMULTI1 (SIODATA32_H), SIOMULTI2, SIOMULTI3
|
|
|
|
case 0x0400'0120: case 0x0400'0122: case 0x0400'0124: case 0x0400'0126:
|
|
|
|
player.write(addr.bits(0,1), data);
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
serial.data[addr.bits(1,2)].byte(0) = data;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0121: case 0x0400'0123: case 0x0400'0125: case 0x0400'0127:
|
|
|
|
player.write(addr.bits(0,1), data);
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
serial.data[addr.bits(1,2)].byte(1) = data;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
//SIOCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0128:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
serial.shiftClockSelect = data.bit(0);
|
|
|
|
serial.shiftClockFrequency = data.bit(1);
|
|
|
|
serial.transferEnableReceive = data.bit(2);
|
|
|
|
serial.transferEnableSend = data.bit(3);
|
|
|
|
serial.startBit = data.bit(7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0129:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
serial.transferLength = data.bit(4);
|
|
|
|
serial.irqEnable = data.bit(6);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//SIOMLT_SEND (SIODATA8)
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'012a: serial.data8 = data; return;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'012b: return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
2012-04-03 00:47:28 +00:00
|
|
|
//KEYCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0132:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
keypad.flag[0] = data.bit(0);
|
|
|
|
keypad.flag[1] = data.bit(1);
|
|
|
|
keypad.flag[2] = data.bit(2);
|
|
|
|
keypad.flag[3] = data.bit(3);
|
|
|
|
keypad.flag[4] = data.bit(4);
|
|
|
|
keypad.flag[5] = data.bit(5);
|
|
|
|
keypad.flag[6] = data.bit(6);
|
|
|
|
keypad.flag[7] = data.bit(7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0133:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
keypad.flag[8] = data.bit(0);
|
|
|
|
keypad.flag[9] = data.bit(1);
|
|
|
|
keypad.enable = data.bit(6);
|
|
|
|
keypad.condition = data.bit(7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
//RCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0134:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.sc = data.bit(0);
|
|
|
|
joybus.sd = data.bit(1);
|
|
|
|
joybus.si = data.bit(2);
|
|
|
|
joybus.so = data.bit(3);
|
|
|
|
joybus.scMode = data.bit(4);
|
|
|
|
joybus.sdMode = data.bit(5);
|
|
|
|
joybus.siMode = data.bit(6);
|
|
|
|
joybus.soMode = data.bit(7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0135:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.siIRQEnable = data.bit (0);
|
|
|
|
joybus.mode = data.bits(6,7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//JOYCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0140:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.resetSignal = data.bit(0);
|
|
|
|
joybus.receiveComplete = data.bit(1);
|
|
|
|
joybus.sendComplete = data.bit(2);
|
|
|
|
joybus.resetIRQEnable = data.bit(6);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0141: return;
|
|
|
|
case 0x0400'0142: return;
|
|
|
|
case 0x0400'0143: return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//JOY_RECV_L
|
|
|
|
//JOY_RECV_H
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0150: joybus.receive.byte(0) = data; return;
|
|
|
|
case 0x0400'0151: joybus.receive.byte(1) = data; return;
|
|
|
|
case 0x0400'0152: joybus.receive.byte(2) = data; return;
|
|
|
|
case 0x0400'0153: joybus.receive.byte(3) = data; return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//JOY_TRANS_L
|
|
|
|
//JOY_TRANS_H
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0154: joybus.transmit.byte(0) = data; return;
|
|
|
|
case 0x0400'0155: joybus.transmit.byte(1) = data; return;
|
|
|
|
case 0x0400'0156: joybus.transmit.byte(2) = data; return;
|
|
|
|
case 0x0400'0157: joybus.transmit.byte(3) = data; return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
|
|
|
//JOYSTAT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0158:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
joybus.receiveFlag = data.bit (1);
|
|
|
|
joybus.sendFlag = data.bit (3);
|
|
|
|
joybus.generalFlag = data.bits(4,5);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0159: return;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
2012-04-03 00:47:28 +00:00
|
|
|
//IE
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0200: irq.enable.byte(0) = data; return;
|
|
|
|
case 0x0400'0201: irq.enable.byte(1) = data; return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//IF
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0202: irq.flag.byte(0) = irq.flag.byte(0) & ~data; return;
|
|
|
|
case 0x0400'0203: irq.flag.byte(1) = irq.flag.byte(1) & ~data; return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//WAITCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0204:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
wait.swait[3] = data.bit (0); //todo: is this correct?
|
|
|
|
wait.nwait[3] = data.bits(0,1);
|
|
|
|
wait.nwait[0] = data.bits(2,3);
|
|
|
|
wait.swait[0] = data.bit (4);
|
|
|
|
wait.nwait[1] = data.bits(5,6);
|
|
|
|
wait.swait[1] = data.bit (7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0205:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
wait.nwait[2] = data.bits(0,1);
|
|
|
|
wait.swait[2] = data.bit (2);
|
|
|
|
wait.phi = data.bit (3);
|
|
|
|
wait.prefetch = data.bit (6);
|
|
|
|
//wait.gameType is read-only
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//IME
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
case 0x0400'0208: irq.ime = data.bit(0); return;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0209: return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
//POSTFLG, HALTCNT
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0300:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
if(data.bit(0)) context.booted = 1;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0301:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
context.halted = data.bit(7) == 0;
|
|
|
|
context.stopped = data.bit(7) == 1;
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
//MEMCNT_L
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
//MEMCNT_H
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
case 0x0400'0800:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
memory.disable = data.bit (0);
|
|
|
|
memory.unknown1 = data.bits(1,3);
|
|
|
|
memory.ewram = data.bit (5);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
|
|
|
case 0x0400'0801: return;
|
|
|
|
case 0x0400'0802: return;
|
|
|
|
case 0x0400'0803:
|
Update to v103r07 release.
byuu says:
Changelog:
- gba/cpu: massive code cleanup effort
- gba/cpu: DMA can run in between active instructions¹
- gba/cpu: added two-cycle startup delay between DMA activation and
DMA transfers²
- processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
- processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle
¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.
²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:
auto CPU::step(uint clocks) -> void {
for(auto _ : range(clocks)) {
for(auto& timer : this->timer) timer.run();
for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
context.clock++;
}
...
auto CPU::DMA::run() -> bool {
if(cpu.stopped() || !active || waiting) return false;
transfer();
if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
return true;
}
Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.
Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
|
|
|
memory.ewramWait = data.bits(0,3);
|
|
|
|
memory.unknown2 = data.bits(4,7);
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
return;
|
2012-04-03 00:47:28 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
}
|