Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
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auto CPU::readRAM(uint11 addr) -> uint8 {
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return ram[addr];
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}
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auto CPU::writeRAM(uint11 addr, uint8 data) -> void {
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ram[addr] = data;
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}
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auto CPU::readIO(uint16 addr) -> uint8 {
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switch(addr) {
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case 0x4016: {
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Update to v103r05 release.
byuu says:
Changelog:
- fc/controller: added ControllerPort class; removed Peripherals class
- md/controller/gamepad: removed X,Y,Z buttons since this isn't a
6-button controller
- ms/controller: added ControllerPort class (not used in Game Gear
mode); removed Peripherals class
- pce/controller: added ControllerPort class; removed Peripherals
class
- processor/spc700: idle(address) is part of SMP class again, contains
flag to detect mov (x)+ edge case
- sfc/controller/super-scope,justifier: use CPU frequency instead of
hard-coding NTSC frequency
- sfc/cpu: move 4x8-bit SMP ports to SMP class
- sfc/smp: move APU RAM to DSP class
- sfc/smp: improved emulation of TEST registers bits 4-7 [information
from nocash]
- d4,d5 is RAM wait states (1,2,5,10)
- d6,d7 is ROM/IO wait states (1,2,5,10)
- sfc/smp: code cleanup to new style (order from lowest to highest
bits; use .bit(s) functions)
- sfc/smp: $00f8,$00f9 are P4/P5 auxiliary ports; named the registers
better
2017-07-01 06:15:27 +00:00
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auto data = controllerPort1.device->data();
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Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
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return (mdr() & 0xc0) | data.bit(2) << 4 | data.bit(1) << 3 | data.bit(0) << 0;
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}
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case 0x4017: {
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Update to v103r05 release.
byuu says:
Changelog:
- fc/controller: added ControllerPort class; removed Peripherals class
- md/controller/gamepad: removed X,Y,Z buttons since this isn't a
6-button controller
- ms/controller: added ControllerPort class (not used in Game Gear
mode); removed Peripherals class
- pce/controller: added ControllerPort class; removed Peripherals
class
- processor/spc700: idle(address) is part of SMP class again, contains
flag to detect mov (x)+ edge case
- sfc/controller/super-scope,justifier: use CPU frequency instead of
hard-coding NTSC frequency
- sfc/cpu: move 4x8-bit SMP ports to SMP class
- sfc/smp: move APU RAM to DSP class
- sfc/smp: improved emulation of TEST registers bits 4-7 [information
from nocash]
- d4,d5 is RAM wait states (1,2,5,10)
- d6,d7 is ROM/IO wait states (1,2,5,10)
- sfc/smp: code cleanup to new style (order from lowest to highest
bits; use .bit(s) functions)
- sfc/smp: $00f8,$00f9 are P4/P5 auxiliary ports; named the registers
better
2017-07-01 06:15:27 +00:00
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auto data = controllerPort2.device->data();
|
Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
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return (mdr() & 0xc0) | data.bit(2) << 4 | data.bit(1) << 3 | data.bit(0) << 0;
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}
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}
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return apu.readIO(addr);
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}
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auto CPU::writeIO(uint16 addr, uint8 data) -> void {
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switch(addr) {
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case 0x4014: {
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io.oamdmaPage = data;
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io.oamdmaPending = true;
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return;
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}
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case 0x4016: {
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Update to v103r05 release.
byuu says:
Changelog:
- fc/controller: added ControllerPort class; removed Peripherals class
- md/controller/gamepad: removed X,Y,Z buttons since this isn't a
6-button controller
- ms/controller: added ControllerPort class (not used in Game Gear
mode); removed Peripherals class
- pce/controller: added ControllerPort class; removed Peripherals
class
- processor/spc700: idle(address) is part of SMP class again, contains
flag to detect mov (x)+ edge case
- sfc/controller/super-scope,justifier: use CPU frequency instead of
hard-coding NTSC frequency
- sfc/cpu: move 4x8-bit SMP ports to SMP class
- sfc/smp: move APU RAM to DSP class
- sfc/smp: improved emulation of TEST registers bits 4-7 [information
from nocash]
- d4,d5 is RAM wait states (1,2,5,10)
- d6,d7 is ROM/IO wait states (1,2,5,10)
- sfc/smp: code cleanup to new style (order from lowest to highest
bits; use .bit(s) functions)
- sfc/smp: $00f8,$00f9 are P4/P5 auxiliary ports; named the registers
better
2017-07-01 06:15:27 +00:00
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controllerPort1.device->latch(data.bit(0));
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controllerPort2.device->latch(data.bit(0));
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Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
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return;
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}
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}
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return apu.writeIO(addr, data);
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}
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auto CPU::readDebugger(uint16 addr) -> uint8 {
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return bus.read(addr);
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}
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