bsnes/higan/sfc/ppu/background/background.hpp

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Update to v085r08 release. byuu says: Changelog: - follow the Laevateinn topic to get most of it - also added NMI, IRQ step buttons to CPU debugger - also added trace masking + trace mask reset - also added memory export - cartridge loading is entirely folder-based now FitzRoy, I'll go ahead and make a second compromise with you for v086: I'll match the following: /path/to/SNES.sfc/*.sfc /path/to/NES.fc/*.prg, *.chr (split format) /path/to/NES.fc/*.fc (merged format) /path/to/GB.gb/*.gb /path/to/GBC.gbc/*.gbc Condition will be that there can only be one of each file. If there's more than one, it'll abort. That lets me name my ROMs as "Game.fc/Game.fc", and you can name yours as "Game.fc/cartridge.prg, cartridge.chr". Or whatever you want. We'll just go with that, see what fares out as the most popular, and then restrict it back to that method. The folder must have the .fc, etc extension though. That will be how we avoid false-positive folder matches. [Editor's note - the Laevateinn topic mentions these changes for v085r08: Added SMP/PPU breakpoints, SMP debugger, SMP stepping / tracing, memory editing on APU-bus / VRAM / OAM / CGRAM, save state menu, WRAM mirroring on breakpoints, protected MMIO memory regions (otherwise, viewing $002100 could crash your game.) Major missing components: - trace mask - trace mask clear / usage map clear - window geometry caching / sizing improvements - VRAM viewer - properties viewer - working memory export button The rest will most likely appear after v086 is released. ]
2012-02-12 05:35:40 +00:00
struct Background {
struct ID { enum { BG1, BG2, BG3, BG4 }; };
unsigned id;
struct Mode { enum { BPP2, BPP4, BPP8, Mode7, Inactive }; };
struct ScreenSize { enum { Size32x32, Size32x64, Size64x32, Size64x64 }; };
struct TileSize { enum { Size8x8, Size16x16 }; };
struct Screen { enum { Main, Sub }; };
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
struct Regs {
uint16 tiledata_addr;
uint16 screen_addr;
uint2 screen_size;
uint4 mosaic;
bool tile_size;
unsigned mode;
unsigned priority0;
unsigned priority1;
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
bool main_enable;
bool sub_enable;
uint16 hoffset;
uint16 voffset;
} regs;
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
struct Cache {
uint16 hoffset;
uint16 voffset;
} cache;
unsigned voffset() const;
unsigned hoffset() const;
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
struct Output {
struct Pixel {
unsigned priority; //0 = none (transparent)
uint8 palette;
uint16 tile;
} main, sub;
} output;
struct Mosaic : Output::Pixel {
unsigned vcounter;
unsigned voffset;
unsigned hcounter;
unsigned hoffset;
} mosaic;
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
struct {
signed x;
signed y;
unsigned tile_counter;
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
unsigned tile;
unsigned priority;
unsigned palette_number;
unsigned palette_index;
uint8 data[8];
};
void frame();
void scanline();
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
void begin();
void run(bool screen);
void reset();
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
void get_tile();
unsigned get_tile_color();
unsigned get_tile(unsigned x, unsigned y);
signed clip(signed n);
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
void begin_mode7();
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
void run_mode7();
void serialize(serializer&);
Background(PPU &self, unsigned id);
Update to v068r12 release. (there was no r11 release posted to the WIP thread) byuu says: This took ten hours of mind boggling insanity to pull off. It upgrades the S-PPU dot-based renderer to fetch one tile, and then output all of its pixels before fetching again. It sounds easy enough, but it's insanely difficult. I ended up taking one small shortcut, in that rather than fetch at -7, I fetch at the first instance where a tile is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it fetches at -3. That won't work so well on hardware, if two BGs fetch at the same X offset, they won't have time. I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While I can shift and fetch just fine, what happens is that when a new tile is fetched in, that gives a new palette, priority, etc; and this ends up happening between two tiles which results in the right-most edges of the screen ending up with the wrong colors and such. Offset-per-tile is cheap as always. Although looking at it, I'm not sure how BG3 could pre-fetch, especially with the way one or two OPT modes can fetch two tiles. There's no magic in Hoffset caching yet, so the SMW1 pixel issue is still there. Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic code. After re-designing the BG mosaic, I ended up needing a separate mosaic for Mode7, and in the process I fixed that bug. The obvious change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause the pendulum to jump anymore. Windows were simplified just a tad. The range testing is shared for all modes now. Ironically, it's a bit slower, but I'll take less code over more speed for the accuracy core. Speaking of speed, because there's so much less calculations per pixel for BGs, performance for the entire emulator has gone up by 30% in the accuracy core. Pretty neat overall, I can maintain 60fps in all but, yeah you can guess can't you?
2010-09-04 03:36:03 +00:00
PPU &self;
friend class PPU;
};