bsnes/higan/sfc/coprocessor/sdd1/decompressor.hpp

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struct Decompressor {
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
struct IM { //input manager
IM(SDD1::Decompressor& self) : self(self) {}
auto init(uint offset) -> void;
auto get_codeword(uint8 code_length) -> uint8;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
private:
Decompressor& self;
uint offset;
uint bit_count;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
};
struct GCD { //golomb-code decoder
GCD(SDD1::Decompressor& self) : self(self) {}
auto get_run_count(uint8 code_number, uint8& mps_count, bool& lps_index) -> void;
private:
Decompressor& self;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
static const uint8 run_count[256];
};
struct BG { //bits generator
BG(SDD1::Decompressor& self, uint8 code_number) : self(self), code_number(code_number) {}
auto init() -> void;
auto get_bit(bool& end_of_run) -> uint8;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
private:
Decompressor& self;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
const uint8 code_number;
uint8 mps_count;
bool lps_index;
};
struct PEM { //probability estimation module
PEM(SDD1::Decompressor& self) : self(self) {}
auto init() -> void;
auto get_bit(uint8 context) -> uint8;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
private:
Decompressor& self;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
struct State {
uint8 code_number;
uint8 next_if_mps;
uint8 next_if_lps;
};
static const State evolution_table[33];
struct ContextInfo {
uint8 status;
uint8 mps;
} context_info[32];
};
struct CM { //context model
CM(SDD1::Decompressor& self) : self(self) {}
auto init(uint offset) -> void;
uint8 get_bit();
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
private:
Decompressor& self;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
uint8 bitplanes_info;
uint8 context_bits_info;
uint8 bit_number;
uint8 current_bitplane;
uint16 previous_bitplane_bits[8];
};
struct OL { //output logic
OL(SDD1::Decompressor& self) : self(self) {}
auto init(uint offset) -> void;
auto decompress() -> uint8;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
private:
Decompressor& self;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
uint8 bitplanes_info;
uint8 r0, r1, r2;
};
Decompressor();
auto init(uint offset) -> void;
auto read() -> uint8;
Update to v080r01 release. byuu says: There was one unfortunate aspect of the S-DD1 module: you had to give it the DMA length and a target buffer, and it would do the entire decompression at once. Real hardware would work by streaming the data byte by byte. So with that, I went ahead and rewrote the code to handle byte-based streaming. This WIP is an important milestone for me personally. Up until now, bsnes has always had code that was directly copy-pasted from other authors. With all of the DSP and Cx4 chips rewritten in LLE, and the SPC7110 algorithm already ported over from C, and archive decompression code removed for a long time, the S-DD1 was the only module left like this. It's obviously not that big of a deal. The code is basically still a copy of the original. S-DD1 decomp from Andreas Naive, SPC7110 decomp from neviksti, and S-DSP from blargg. And the rest of the emulator is of course only possible because of code and research before it, although everything else has no resemblance at all to code before it. The main advantage, really, is absolute code consistency. I always use the same variant of K&R, for instance. I dunno, I guess I just never really liked the "Build-a-Bear Workshop" style of emulators, like is so prominent in the Genesis scene: "My new Genesis emu (uses Starscream/Musashi 68K core, Marat Fayzullin's Z80 core, YM2612 core from Game_Music_Emu, VDP core from Gens, SVP core from picodrive)", sorry, but you wrote a front-end, not an emulator :/ I also updated the SPC7110 decompression module: I merged the class inside the SPC7110 class (not sure why it was separate before), and replaced the morton lookup tables with for-loops. The morton tables were added to be a tiny bit faster when I was more interested in speed than code clarity. It may be a tiny bit slower (or faster due to less L2 cache usage), but you won't even notice an FPS drop, and it cuts out a good chunk of code and some tables. Lastly, I added pinput_poll() to video_refresh(). Forgot to remove Interface::input_poll() from the C++ side, will have to do that later.
2011-06-28 11:36:00 +00:00
IM im;
GCD gcd;
BG bg0, bg1, bg2, bg3, bg4, bg5, bg6, bg7;
PEM pem;
CM cm;
OL ol;
};