bsnes/higan/fc/cpu/cpu.cpp

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#include <fc/fc.hpp>
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
namespace Famicom {
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
#include "memory.cpp"
#include "timing.cpp"
#include "serialization.cpp"
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
CPU cpu;
auto CPU::Enter() -> void {
while(true) scheduler.synchronize(), cpu.main();
}
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
auto CPU::main() -> void {
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
if(io.interruptPending) return interrupt();
instruction();
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
}
auto CPU::step(uint clocks) -> void {
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
Thread::step(clocks);
synchronize(apu);
synchronize(ppu);
synchronize(cartridge);
for(auto peripheral : peripherals) synchronize(*peripheral);
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
}
Update to v105r1 release. byuu says: Changelog: - higan: readded support for soft-reset to Famicom, Super Famicom, Mega Drive cores (work in progress) - handhelds lack soft reset obviously - the PC Engine also lacks a physical reset button - the Master System's reset button acts like a gamepad button, so can't show up in the menu - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80) RAM - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou [Jonas Quinn] - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu Monogatari II's real-time clock [Talarubi] - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou Zero's real-time clock [Talarubi] - Super Famicom: removed `*::init()` functions, as they were never used - Super Famicom: removed all but two `*::load()` functions, as they were not used - higan: added option to auto-save backup RAM every five seconds (enabled by default) - this is in case the emulator crashes, or there's a power outage; turn it off under advanced settings if you want - libco: updated license from public domain to ISC, for consistency with nall, ruby, hiro - nall: Linux compiler defaults to g++; override with g++-version if g++ is <= 4.8 - FreeBSD compiler default is going to remain g++49 until my dev box OS ships with g++ >= 4.9 Errata: I have weird RAM initialization constants, thanks to hex_usr and onethirdxcubed for both finding this: http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184 I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
auto CPU::power(bool reset) -> void {
MOS6502::BCD = 0;
MOS6502::power();
Update to v103 WIP release. byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things.
2017-06-22 06:04:07 +00:00
create(CPU::Enter, system.frequency());
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
Update to v105r1 release. byuu says: Changelog: - higan: readded support for soft-reset to Famicom, Super Famicom, Mega Drive cores (work in progress) - handhelds lack soft reset obviously - the PC Engine also lacks a physical reset button - the Master System's reset button acts like a gamepad button, so can't show up in the menu - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80) RAM - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou [Jonas Quinn] - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu Monogatari II's real-time clock [Talarubi] - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou Zero's real-time clock [Talarubi] - Super Famicom: removed `*::init()` functions, as they were never used - Super Famicom: removed all but two `*::load()` functions, as they were not used - higan: added option to auto-save backup RAM every five seconds (enabled by default) - this is in case the emulator crashes, or there's a power outage; turn it off under advanced settings if you want - libco: updated license from public domain to ISC, for consistency with nall, ruby, hiro - nall: Linux compiler defaults to g++; override with g++-version if g++ is <= 4.8 - FreeBSD compiler default is going to remain g++49 until my dev box OS ships with g++ >= 4.9 Errata: I have weird RAM initialization constants, thanks to hex_usr and onethirdxcubed for both finding this: http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184 I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
if(!reset) for(auto& data : ram) data = 0xff;
ram[0x008] = 0xf7; //todo: what is this about?
ram[0x009] = 0xef;
ram[0x00a] = 0xdf;
ram[0x00f] = 0xbf;
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
r.pc.byte(0) = bus.read(0xfffc);
r.pc.byte(1) = bus.read(0xfffd);
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
memory::fill(&io, sizeof(IO));
io.rdyLine = 1;
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
}
}