bsnes/higan/sfc/cpu/cpu.cpp

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#include <sfc/sfc.hpp>
namespace SuperFamicom {
CPU cpu;
#include "serialization.cpp"
#include "dma/dma.cpp"
#include "memory/memory.cpp"
#include "mmio/mmio.cpp"
#include "timing/timing.cpp"
CPU::CPU() {
PPUcounter::scanline = {&CPU::scanline, this};
}
auto CPU::step(uint clocks) -> void {
smp.clock -= clocks * (uint64)smp.frequency;
ppu.clock -= clocks;
for(auto chip : coprocessors) {
chip->clock -= clocks * (uint64)chip->frequency;
}
device.controllerPort1->clock -= clocks * (uint64)device.controllerPort1->frequency;
device.controllerPort2->clock -= clocks * (uint64)device.controllerPort2->frequency;
synchronizeDevices();
}
auto CPU::synchronizeSMP() -> void {
if(SMP::Threaded) {
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
if(smp.clock < 0) co_switch(smp.thread);
} else {
while(smp.clock < 0) smp.main();
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
}
}
auto CPU::synchronizePPU() -> void {
if(PPU::Threaded) {
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
if(ppu.clock < 0) co_switch(ppu.thread);
} else {
while(ppu.clock < 0) ppu.main();
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
}
}
auto CPU::synchronizeCoprocessors() -> void {
for(auto chip : coprocessors) {
if(chip->clock < 0) co_switch(chip->thread);
}
}
auto CPU::synchronizeDevices() -> void {
if(device.controllerPort1->clock < 0) co_switch(device.controllerPort1->thread);
if(device.controllerPort2->clock < 0) co_switch(device.controllerPort2->thread);
}
auto CPU::Enter() -> void {
while(true) scheduler.synchronize(), cpu.main();
}
auto CPU::main() -> void {
if(status.interrupt_pending) {
status.interrupt_pending = false;
if(status.nmi_pending) {
status.nmi_pending = false;
regs.vector = (regs.e == false ? 0xffea : 0xfffa);
op_irq();
debugger.op_nmi();
} else if(status.irq_pending) {
status.irq_pending = false;
regs.vector = (regs.e == false ? 0xffee : 0xfffe);
op_irq();
debugger.op_irq();
} else if(status.reset_pending) {
status.reset_pending = false;
add_clocks(186);
regs.pc.l = bus.read(0xfffc, regs.mdr);
regs.pc.h = bus.read(0xfffd, regs.mdr);
}
}
op_step();
}
auto CPU::op_step() -> void {
debugger.op_exec(regs.pc.d);
op_exec();
}
auto CPU::enable() -> void {
function<auto (uint, uint8) -> uint8> reader{&CPU::mmio_read, (CPU*)&cpu};
function<auto (uint, uint8) -> void> writer{&CPU::mmio_write, (CPU*)&cpu};
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
bus.map(reader, writer, 0x00, 0x3f, 0x2140, 0x2183);
bus.map(reader, writer, 0x80, 0xbf, 0x2140, 0x2183);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
bus.map(reader, writer, 0x00, 0x3f, 0x4016, 0x4017);
bus.map(reader, writer, 0x80, 0xbf, 0x4016, 0x4017);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
bus.map(reader, writer, 0x00, 0x3f, 0x4200, 0x421f);
bus.map(reader, writer, 0x80, 0xbf, 0x4200, 0x421f);
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
bus.map(reader, writer, 0x00, 0x3f, 0x4300, 0x437f);
bus.map(reader, writer, 0x80, 0xbf, 0x4300, 0x437f);
reader = [](uint addr, uint8) -> uint8 { return cpu.wram[addr]; };
writer = [](uint addr, uint8 data) -> void { cpu.wram[addr] = data; };
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
bus.map(reader, writer, 0x00, 0x3f, 0x0000, 0x1fff, 0x002000);
bus.map(reader, writer, 0x80, 0xbf, 0x0000, 0x1fff, 0x002000);
bus.map(reader, writer, 0x7e, 0x7f, 0x0000, 0xffff, 0x020000);
Update to v074r10 release. byuu says: Major WIP, countless changes. I really went to town on cleaning up the source today with all kinds of new ideas. I'll post the ones I remember, use diff -ru to get the rest. What I like the most is my new within template: template<unsigned lo, unsigned hi> alwaysinline bool within(unsigned addr) { static const unsigned mask = ~(hi ^ lo); return (addr & mask) == lo; } Before, you would see code like this: if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff The comment is basically necessary, and you have to trust that the mask is right, or do the math yourself. Now, it looks like this: if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) { That's the same as within<0x206000, 0x3f7fff>, I just made an SNES-variant to more closely simulate my XML mapping style: 20-3f:6000-7fff. Now obviously this has limitations, it only works in base-2 and it can't manage some tricky edge cases like (addr & 0x408000) == 0x008000 for 00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where I can. The Game Boy is fully ported over to it (via the MBCs), but the SNES only has the BS-X town cartridge moved over so far. SuperFX and SA-1 at the very least could benefit. Next up, since the memory map is now static, there's really no reason to remap the entire thing at power-on and reset. So it is now set up at cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of memory.cpp and into their respective processors. A bit of duplication only because there are multiple processor cores for the different profiles, but I'm not worried about that. This is also going to be necessary to fix the debugger. Next, Coprocessor::enable() actually does what I initially intended it to now: it is called once to turn a chip on after cartridge load. It's not called on power cycle anymore. This should help fix power-cycle on my serial simulation code, and was needed to map the bus exactly one time. Although most stuff is mapped through XML, some chips still need some manual hooks for monitoring and such (eg S-DD1.) Next, I've started killing off memory::, it was initially an over-reaction to the question of where to put APURAM (in the SMP or DSP?). The idea was to have this namespace that contained all memory for everything. But it was very annoying and tedious, and various chips ignored the convention anyway like ST-0011 RAM, which couldn't work anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit RAM eventually, too. There's 8->24-bit functions in there now, because the HLE code is hideous. So far, all the cartridge.cpp memory:: types have been destroyed. memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram. memory::cartrtc was moved into the SRTC and SPC7110 classes directly. memory::bsxflash was moved into BSXFlash. memory::bsxram and memory::bsxpram were moved into BSXCartridge (the town cartridge). memory::st[AB](rom|ram) were moved into a new area, snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so well, since it also has base units, and the serial communications stuff which is through the controller port, but oh well, now it also has the base structure for the Sufami Turbo cartridge too. So now we have sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc. Next, the ST-0010/ST-0011 actually save the data RAM to disk. This wasn't at all compatible with my old system, and I didn't want to keep adding memory types to check inside the main UI cartridge RAM loading and saving routines. So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip that has memory it wants to save and load from disk can append onto it : data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge, 1 = slot A, 2 = slot B) To load and save memory, we just do a simple: foreach(memory, SNES::cartridge.nvram) load/saveMemory(memory). As a result, you can now keep your save games in F1 Race of Champions II and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat should work this way as well, having the RAM being part of the chip itself, but for now that chip just writes directly into cartridge.ram, so it also technically saves to disk for now. To avoid a potential conflict with a manipulated memory map, BS-X SRAM and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't like .srm as an extension either, but it doesn't bother me enough to break save RAM compatibility with other emulators, so don't worry about that changing. I finally killed off MappedRAM initializing size to ~0 (-1U). A size of zero means there is no memory there just the same. This was an old holdover for handling MMIO mapping, if I recall correctly. Something about a size of zero on MMIO-Memory objects causing it to wrap the address, so ~0 would let it map direct addresses ... or something. Whatever, that's not needed at all anymore. BSXBase becomes BSXSatellaview, and I've defaulted the device to being attached since it won't affect non-BSX games anyway. Eventually the GUI needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash remains unchanged. I probably need to make Coprocessor::disable() functions now to free up memory on unload, but it shouldn't hurt anything the way it is. libsnes is most definitely broken to all hell and back now, and the debugger is still shot. I suppose we'll need some tricky code to work with the old ID system, and we'll need to add some more IDs for the new memory types.
2011-01-24 08:59:45 +00:00
}
auto CPU::power() -> void {
for(auto& byte : wram) byte = random(0x55);
regs.a = regs.x = regs.y = 0x0000;
regs.s = 0x01ff;
mmio_power();
dma_power();
timing_power();
}
auto CPU::reset() -> void {
create(Enter, system.cpuFrequency());
coprocessors.reset();
PPUcounter::reset();
//note: some registers are not fully reset by SNES
regs.pc = 0x000000;
regs.x.h = 0x00;
regs.y.h = 0x00;
regs.s.h = 0x01;
regs.d = 0x0000;
regs.db = 0x00;
regs.p = 0x34;
regs.e = 1;
regs.mdr = 0x00;
regs.wai = false;
regs.vector = 0xfffc; //reset vector address
mmio_reset();
dma_reset();
timing_reset();
}
}