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 <nes/nes.hpp>
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|
|
|
|
|
|
|
namespace NES {
|
|
|
|
|
2011-09-23 11:13:57 +00:00
|
|
|
#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
|
|
|
PPU ppu;
|
|
|
|
|
|
|
|
void PPU::Main() {
|
|
|
|
ppu.main();
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|
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|
}
|
|
|
|
|
|
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|
void PPU::main() {
|
|
|
|
while(true) {
|
2011-09-23 11:13:57 +00:00
|
|
|
if(scheduler.sync == Scheduler::SynchronizeMode::PPU) {
|
|
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|
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
|
|
|
|
}
|
|
|
|
|
2011-09-12 10:17:12 +00:00
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|
|
raster_scanline();
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|
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|
}
|
|
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|
}
|
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
|
|
|
|
2011-09-12 10:17:12 +00:00
|
|
|
void PPU::tick() {
|
2011-10-18 10:05:29 +00:00
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|
|
if(status.ly == 240 && status.lx == 340) status.nmi_hold = 1;
|
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|
|
if(status.ly == 241 && status.lx == 0) status.nmi_flag = status.nmi_hold;
|
2011-10-24 11:35:34 +00:00
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|
if(status.ly == 241 && status.lx == 2) cpu.set_nmi_line(status.nmi_enable && status.nmi_flag);
|
|
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|
2011-10-27 00:00:17 +00:00
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if(status.ly == 260 && status.lx == 340) status.sprite_zero_hit = 0, status.sprite_overflow = 0;
|
|
|
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|
2011-10-24 11:35:34 +00:00
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if(status.ly == 260 && status.lx == 340) status.nmi_hold = 0;
|
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if(status.ly == 261 && status.lx == 0) status.nmi_flag = status.nmi_hold;
|
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|
if(status.ly == 261 && status.lx == 2) cpu.set_nmi_line(status.nmi_enable && status.nmi_flag);
|
|
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|
|
2011-09-12 10:17:12 +00:00
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clock += 4;
|
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|
|
if(clock >= 0) co_switch(cpu.thread);
|
2011-10-18 10:05:29 +00:00
|
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|
status.lx++;
|
2011-09-12 10:17:12 +00:00
|
|
|
}
|
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
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
void PPU::scanline() {
|
|
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|
status.lx = 0;
|
|
|
|
if(++status.ly == 262) {
|
|
|
|
status.ly = 0;
|
|
|
|
frame();
|
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
|
|
|
}
|
2011-10-18 10:05:29 +00:00
|
|
|
cartridge.scanline(status.ly);
|
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
|
|
|
}
|
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
void PPU::frame() {
|
2011-09-12 10:17:12 +00:00
|
|
|
status.field ^= 1;
|
2011-09-15 12:41:49 +00:00
|
|
|
interface->videoRefresh(buffer);
|
2011-09-23 11:13:57 +00:00
|
|
|
scheduler.exit(Scheduler::ExitReason::FrameEvent);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
void PPU::power() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void PPU::reset() {
|
|
|
|
create(PPU::Main, 21477272);
|
|
|
|
|
|
|
|
status.mdr = 0x00;
|
2011-09-12 10:17:12 +00:00
|
|
|
status.field = 0;
|
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
|
|
|
status.ly = 0;
|
|
|
|
status.bus_data = 0x00;
|
|
|
|
status.address_latch = 0;
|
|
|
|
|
|
|
|
status.vaddr = 0x0000;
|
|
|
|
status.taddr = 0x0000;
|
|
|
|
status.xaddr = 0x00;
|
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
status.nmi_hold = 0;
|
|
|
|
status.nmi_flag = 0;
|
|
|
|
|
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
|
|
|
//$2000
|
|
|
|
status.nmi_enable = false;
|
|
|
|
status.master_select = 0;
|
|
|
|
status.sprite_size = 0;
|
|
|
|
status.bg_addr = 0x0000;
|
|
|
|
status.sprite_addr = 0x0000;
|
|
|
|
status.vram_increment = 1;
|
|
|
|
|
|
|
|
//$2001
|
2011-09-15 12:27:34 +00:00
|
|
|
status.emphasis = 0;
|
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
|
|
|
status.sprite_enable = false;
|
|
|
|
status.bg_enable = false;
|
|
|
|
status.sprite_edge_enable = false;
|
|
|
|
status.bg_edge_enable = false;
|
|
|
|
status.grayscale = false;
|
|
|
|
|
|
|
|
//$2002
|
|
|
|
status.sprite_zero_hit = false;
|
|
|
|
status.sprite_overflow = false;
|
|
|
|
|
|
|
|
//$2003
|
|
|
|
status.oam_addr = 0x00;
|
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
for(auto &n : buffer) n = 0;
|
|
|
|
for(auto &n : ciram ) n = 0;
|
|
|
|
for(auto &n : cgram ) n = 0;
|
|
|
|
for(auto &n : oam ) n = 0;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
uint8 PPU::read(uint16 addr) {
|
|
|
|
uint8 result = 0x00;
|
|
|
|
|
|
|
|
switch(addr & 7) {
|
|
|
|
case 2: //PPUSTATUS
|
2011-10-18 10:05:29 +00:00
|
|
|
result |= status.nmi_flag << 7;
|
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
|
|
|
result |= status.sprite_zero_hit << 6;
|
|
|
|
result |= status.sprite_overflow << 5;
|
|
|
|
result |= status.mdr & 0x1f;
|
|
|
|
status.address_latch = 0;
|
2011-10-18 10:05:29 +00:00
|
|
|
status.nmi_hold = 0;
|
|
|
|
cpu.set_nmi_line(status.nmi_flag = 0);
|
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
|
|
|
break;
|
|
|
|
case 4: //OAMDATA
|
2011-09-12 10:17:12 +00:00
|
|
|
result = oam[status.oam_addr];
|
|
|
|
if((status.oam_addr & 3) == 3) result &= 0xe3;
|
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
|
|
|
break;
|
|
|
|
case 7: //PPUDATA
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
if(raster_enable() && (status.ly <= 240 || status.ly == 261)) return 0x00;
|
|
|
|
|
2011-09-12 10:30:44 +00:00
|
|
|
addr = status.vaddr & 0x3fff;
|
|
|
|
if(addr <= 0x1fff) {
|
|
|
|
result = status.bus_data;
|
|
|
|
status.bus_data = cartridge.chr_read(addr);
|
|
|
|
} else if(addr <= 0x3eff) {
|
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
|
|
|
result = status.bus_data;
|
2011-09-26 11:38:57 +00:00
|
|
|
status.bus_data = cartridge.chr_read(addr);
|
2011-09-12 10:30:44 +00:00
|
|
|
} else if(addr <= 0x3fff) {
|
2011-09-15 12:27:34 +00:00
|
|
|
result = cgram_read(addr);
|
2011-09-26 11:38:57 +00:00
|
|
|
status.bus_data = cartridge.chr_read(addr);
|
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
|
|
|
}
|
|
|
|
status.vaddr += status.vram_increment;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PPU::write(uint16 addr, uint8 data) {
|
|
|
|
status.mdr = data;
|
|
|
|
|
|
|
|
switch(addr & 7) {
|
|
|
|
case 0: //PPUCTRL
|
|
|
|
status.nmi_enable = data & 0x80;
|
|
|
|
status.master_select = data & 0x40;
|
|
|
|
status.sprite_size = data & 0x20;
|
|
|
|
status.bg_addr = (data & 0x10) ? 0x1000 : 0x0000;
|
|
|
|
status.sprite_addr = (data & 0x08) ? 0x1000 : 0x0000;
|
|
|
|
status.vram_increment = (data & 0x04) ? 32 : 1;
|
|
|
|
status.taddr = (status.taddr & 0x73ff) | ((data & 0x03) << 10);
|
2011-10-24 11:35:34 +00:00
|
|
|
cpu.set_nmi_line(status.nmi_enable && status.nmi_hold && status.nmi_flag);
|
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
|
|
|
return;
|
|
|
|
case 1: //PPUMASK
|
2011-09-15 12:27:34 +00:00
|
|
|
status.emphasis = data >> 5;
|
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
|
|
|
status.sprite_enable = data & 0x10;
|
|
|
|
status.bg_enable = data & 0x08;
|
|
|
|
status.sprite_edge_enable = data & 0x04;
|
|
|
|
status.bg_edge_enable = data & 0x02;
|
|
|
|
status.grayscale = data & 0x01;
|
|
|
|
return;
|
|
|
|
case 2: //PPUSTATUS
|
|
|
|
return;
|
|
|
|
case 3: //OAMADDR
|
|
|
|
status.oam_addr = data;
|
|
|
|
return;
|
|
|
|
case 4: //OAMDATA
|
2011-09-12 09:44:22 +00:00
|
|
|
oam[status.oam_addr++] = data;
|
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
|
|
|
return;
|
|
|
|
case 5: //PPUSCROLL
|
|
|
|
if(status.address_latch == 0) {
|
|
|
|
status.xaddr = data & 0x07;
|
|
|
|
status.taddr = (status.taddr & 0x7fe0) | (data >> 3);
|
|
|
|
} else {
|
|
|
|
status.taddr = (status.taddr & 0x0c1f) | ((data & 0x07) << 12) | ((data >> 3) << 5);
|
|
|
|
}
|
|
|
|
status.address_latch ^= 1;
|
|
|
|
return;
|
|
|
|
case 6: //PPUADDR
|
|
|
|
if(status.address_latch == 0) {
|
|
|
|
status.taddr = (status.taddr & 0x00ff) | ((data & 0x3f) << 8);
|
|
|
|
} else {
|
|
|
|
status.taddr = (status.taddr & 0x7f00) | data;
|
|
|
|
status.vaddr = status.taddr;
|
|
|
|
}
|
|
|
|
status.address_latch ^= 1;
|
|
|
|
return;
|
|
|
|
case 7: //PPUDATA
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
if(raster_enable() && (status.ly <= 240 || status.ly == 261)) return;
|
|
|
|
|
2011-09-12 10:30:44 +00:00
|
|
|
addr = status.vaddr & 0x3fff;
|
|
|
|
if(addr <= 0x1fff) {
|
|
|
|
cartridge.chr_write(addr, data);
|
|
|
|
} else if(addr <= 0x3eff) {
|
2011-09-26 11:38:57 +00:00
|
|
|
cartridge.chr_write(addr, data);
|
2011-09-12 10:30:44 +00:00
|
|
|
} else if(addr <= 0x3fff) {
|
|
|
|
cgram_write(addr, data);
|
|
|
|
}
|
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
|
|
|
status.vaddr += status.vram_increment;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-09-12 09:44:22 +00:00
|
|
|
uint8 PPU::ciram_read(uint16 addr) {
|
|
|
|
return ciram[addr & 0x07ff];
|
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
|
|
|
}
|
|
|
|
|
2011-09-12 09:44:22 +00:00
|
|
|
void PPU::ciram_write(uint16 addr, uint8 data) {
|
|
|
|
ciram[addr & 0x07ff] = data;
|
|
|
|
}
|
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
|
|
|
|
2011-09-12 09:44:22 +00:00
|
|
|
uint8 PPU::cgram_read(uint16 addr) {
|
|
|
|
if((addr & 0x13) == 0x10) addr &= ~0x10;
|
2011-09-15 12:27:34 +00:00
|
|
|
uint8 data = cgram[addr & 0x1f];
|
|
|
|
if(status.grayscale) data &= 0x30;
|
|
|
|
return data;
|
2011-09-12 09:44:22 +00:00
|
|
|
}
|
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
|
|
|
|
2011-09-12 09:44:22 +00:00
|
|
|
void PPU::cgram_write(uint16 addr, uint8 data) {
|
|
|
|
if((addr & 0x13) == 0x10) addr &= ~0x10;
|
|
|
|
cgram[addr & 0x1f] = data;
|
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
|
|
|
}
|
|
|
|
|
2011-09-12 10:17:12 +00:00
|
|
|
//
|
|
|
|
|
|
|
|
//vaddr = 0yyy VHYY YYYX XXXX
|
|
|
|
//yyy = fine Yscroll (y:d0-d2)
|
|
|
|
//V = V nametable (y:d8)
|
|
|
|
//H = H nametable (x:d8)
|
|
|
|
//YYYYY = Y nametable (y:d3-d7)
|
|
|
|
//XXXXX = X nametable (x:d3-d7)
|
|
|
|
|
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
|
|
|
bool PPU::raster_enable() const {
|
2011-09-15 12:27:34 +00:00
|
|
|
return (status.bg_enable || status.sprite_enable);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
unsigned PPU::nametable_addr() const {
|
|
|
|
return 0x2000 + (status.vaddr & 0x0c00);
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned PPU::scrollx() const {
|
|
|
|
return ((status.vaddr & 0x1f) << 3) | status.xaddr;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned PPU::scrolly() const {
|
|
|
|
return (((status.vaddr >> 5) & 0x1f) << 3) | ((status.vaddr >> 12) & 7);
|
|
|
|
}
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned PPU::sprite_height() const {
|
|
|
|
return status.sprite_size == 0 ? 8 : 16;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
|
|
|
|
uint8 PPU::chr_load(uint16 addr) {
|
|
|
|
if(raster_enable() == false) return 0x00;
|
|
|
|
return cartridge.chr_read(addr);
|
|
|
|
}
|
|
|
|
|
2011-09-12 10:17:12 +00:00
|
|
|
//
|
|
|
|
|
|
|
|
void PPU::scrollx_increment() {
|
2011-09-15 12:27:34 +00:00
|
|
|
if(raster_enable() == false) return;
|
2011-09-12 10:17:12 +00:00
|
|
|
status.vaddr = (status.vaddr & 0x7fe0) | ((status.vaddr + 0x0001) & 0x001f);
|
|
|
|
if((status.vaddr & 0x001f) == 0x0000) {
|
|
|
|
status.vaddr ^= 0x0400;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PPU::scrolly_increment() {
|
2011-09-15 12:27:34 +00:00
|
|
|
if(raster_enable() == false) return;
|
2011-09-12 10:17:12 +00:00
|
|
|
status.vaddr = (status.vaddr & 0x0fff) | ((status.vaddr + 0x1000) & 0x7000);
|
|
|
|
if((status.vaddr & 0x7000) == 0x0000) {
|
|
|
|
status.vaddr = (status.vaddr & 0x7c1f) | ((status.vaddr + 0x0020) & 0x03e0);
|
|
|
|
if((status.vaddr & 0x03e0) == 0x03c0) { //0x03c0 == 30 << 5; 30 * 8 = 240
|
|
|
|
status.vaddr &= 0x7c1f;
|
|
|
|
status.vaddr ^= 0x0800;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-09-12 10:30:44 +00:00
|
|
|
//
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
void PPU::raster_pixel() {
|
2011-09-15 12:27:34 +00:00
|
|
|
uint16 *output = buffer + status.ly * 256;
|
2011-09-15 12:14:07 +00:00
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
unsigned mask = 0x8000 >> (status.xaddr + (status.lx & 7));
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned palette = 0, object_palette = 0;
|
|
|
|
bool object_priority = 0;
|
2011-09-15 12:14:07 +00:00
|
|
|
palette |= (raster.tiledatalo & mask) ? 1 : 0;
|
|
|
|
palette |= (raster.tiledatahi & mask) ? 2 : 0;
|
|
|
|
if(palette) {
|
|
|
|
unsigned attr = raster.attribute;
|
|
|
|
if(mask >= 256) attr >>= 2;
|
|
|
|
palette |= (attr & 3) << 2;
|
|
|
|
}
|
|
|
|
|
2011-09-26 11:38:57 +00:00
|
|
|
if(status.bg_enable == false) palette = 0;
|
2011-09-15 12:14:07 +00:00
|
|
|
if(status.bg_edge_enable == false && status.lx < 8) palette = 0;
|
|
|
|
|
2011-10-27 00:00:17 +00:00
|
|
|
if(status.sprite_enable == true)
|
2011-09-15 12:27:34 +00:00
|
|
|
for(signed sprite = 7; sprite >= 0; sprite--) {
|
2011-09-15 12:14:07 +00:00
|
|
|
if(status.sprite_edge_enable == false && status.lx < 8) continue;
|
|
|
|
if(raster.oam[sprite].id == 64) continue;
|
|
|
|
|
|
|
|
unsigned spritex = status.lx - raster.oam[sprite].x;
|
|
|
|
if(spritex >= 8) continue;
|
|
|
|
|
|
|
|
if(raster.oam[sprite].attr & 0x40) spritex ^= 7;
|
|
|
|
unsigned mask = 0x80 >> spritex;
|
|
|
|
unsigned sprite_palette = 0;
|
|
|
|
sprite_palette |= (raster.oam[sprite].tiledatalo & mask) ? 1 : 0;
|
|
|
|
sprite_palette |= (raster.oam[sprite].tiledatahi & mask) ? 2 : 0;
|
|
|
|
if(sprite_palette == 0) continue;
|
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
if(raster.oam[sprite].id == 0 && palette && status.lx != 255) status.sprite_zero_hit = 1;
|
2011-09-15 12:14:07 +00:00
|
|
|
sprite_palette |= (raster.oam[sprite].attr & 3) << 2;
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
object_priority = raster.oam[sprite].attr & 0x20;
|
|
|
|
object_palette = 16 + sprite_palette;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(object_palette) {
|
|
|
|
if(palette == 0 || object_priority == 0) palette = object_palette;
|
2011-09-15 12:14:07 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(raster_enable() == false) palette = 0;
|
2011-10-18 10:05:29 +00:00
|
|
|
output[status.lx] = (status.emphasis << 6) | cgram_read(palette);
|
2011-09-15 12:27:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void PPU::raster_sprite() {
|
2011-10-27 00:00:17 +00:00
|
|
|
if(raster_enable() == false) return;
|
2011-09-15 12:27:34 +00:00
|
|
|
|
|
|
|
unsigned n = raster.oam_iterator++;
|
|
|
|
signed ly = (status.ly == 261 ? -1 : status.ly);
|
|
|
|
unsigned y = ly - oam[(n * 4) + 0];
|
|
|
|
|
|
|
|
if(y >= sprite_height()) return;
|
|
|
|
if(raster.oam_counter == 8) {
|
|
|
|
status.sprite_overflow = 1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2011-09-29 12:08:22 +00:00
|
|
|
raster.soam[raster.oam_counter].id = n;
|
|
|
|
raster.soam[raster.oam_counter].y = oam[(n * 4) + 0];
|
2011-09-15 12:27:34 +00:00
|
|
|
raster.soam[raster.oam_counter].tile = oam[(n * 4) + 1];
|
|
|
|
raster.soam[raster.oam_counter].attr = oam[(n * 4) + 2];
|
2011-09-29 12:08:22 +00:00
|
|
|
raster.soam[raster.oam_counter].x = oam[(n * 4) + 3];
|
2011-09-15 12:27:34 +00:00
|
|
|
raster.oam_counter++;
|
2011-09-15 12:14:07 +00:00
|
|
|
}
|
|
|
|
|
2011-09-12 10:17:12 +00:00
|
|
|
void PPU::raster_scanline() {
|
|
|
|
if((status.ly >= 240 && status.ly <= 260)) {
|
2011-10-18 10:05:29 +00:00
|
|
|
for(unsigned x = 0; x < 341; x++) tick();
|
|
|
|
return scanline();
|
2011-09-12 10:17:12 +00:00
|
|
|
}
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
raster.oam_iterator = 0;
|
|
|
|
raster.oam_counter = 0;
|
|
|
|
|
|
|
|
for(unsigned n = 0; n < 8; n++) {
|
2011-09-29 12:08:22 +00:00
|
|
|
raster.soam[n].id = 64;
|
|
|
|
raster.soam[n].y = 0xff;
|
|
|
|
raster.soam[n].tile = 0xff;
|
|
|
|
raster.soam[n].attr = 0xff;
|
|
|
|
raster.soam[n].x = 0xff;
|
2011-09-15 12:27:34 +00:00
|
|
|
raster.soam[n].tiledatalo = 0;
|
|
|
|
raster.soam[n].tiledatahi = 0;
|
|
|
|
}
|
|
|
|
|
2011-09-12 10:17:12 +00:00
|
|
|
for(unsigned tile = 0; tile < 32; tile++) { // 0-255
|
2011-09-26 11:38:57 +00:00
|
|
|
unsigned nametable = chr_load(0x2000 | (status.vaddr & 0x0fff));
|
2011-09-12 10:30:44 +00:00
|
|
|
unsigned tileaddr = status.bg_addr + (nametable << 4) + (scrolly() & 7);
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-15 12:14:07 +00:00
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-26 11:38:57 +00:00
|
|
|
unsigned attribute = chr_load(0x23c0 | (status.vaddr & 0x0fc0) | ((scrolly() >> 5) << 3) | (scrollx() >> 5));
|
2011-09-12 10:17:12 +00:00
|
|
|
if(scrolly() & 16) attribute >>= 4;
|
|
|
|
if(scrollx() & 16) attribute >>= 2;
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
scrollx_increment();
|
|
|
|
if(tile == 31) scrolly_increment();
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-15 12:27:34 +00:00
|
|
|
raster_sprite();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned tiledatalo = chr_load(tileaddr + 0);
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-15 12:14:07 +00:00
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned tiledatahi = chr_load(tileaddr + 8);
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-15 12:14:07 +00:00
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
raster_pixel();
|
2011-09-15 12:27:34 +00:00
|
|
|
raster_sprite();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
|
|
|
raster.nametable = (raster.nametable << 8) | nametable;
|
|
|
|
raster.attribute = (raster.attribute << 2) | (attribute & 3);
|
|
|
|
raster.tiledatalo = (raster.tiledatalo << 8) | tiledatalo;
|
|
|
|
raster.tiledatahi = (raster.tiledatahi << 8) | tiledatahi;
|
|
|
|
}
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
for(unsigned n = 0; n < 8; n++) raster.oam[n] = raster.soam[n];
|
2011-09-12 10:17:12 +00:00
|
|
|
|
|
|
|
for(unsigned sprite = 0; sprite < 8; sprite++) { //256-319
|
2011-09-26 11:38:57 +00:00
|
|
|
unsigned nametable = chr_load(0x2000 | (status.vaddr & 0x0fff));
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-12 10:30:44 +00:00
|
|
|
if(raster_enable() && sprite == 0) status.vaddr = (status.vaddr & 0x7be0) | (status.taddr & 0x041f); //257
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-26 11:38:57 +00:00
|
|
|
unsigned attribute = chr_load(0x23c0 | (status.vaddr & 0x0fc0) | ((scrolly() >> 5) << 3) | (scrollx() >> 5));
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned tileaddr = (sprite_height() == 8)
|
2011-09-12 10:17:12 +00:00
|
|
|
? status.sprite_addr + raster.oam[sprite].tile * 16
|
|
|
|
: ((raster.oam[sprite].tile & ~1) * 16) + ((raster.oam[sprite].tile & 1) * 0x1000);
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-29 12:08:22 +00:00
|
|
|
unsigned spritey = (status.ly - raster.oam[sprite].y) & (sprite_height() - 1);
|
2011-09-15 12:27:34 +00:00
|
|
|
if(raster.oam[sprite].attr & 0x80) spritey ^= (sprite_height() - 1);
|
|
|
|
tileaddr += spritey + (spritey & 8);
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
raster.oam[sprite].tiledatalo = chr_load(tileaddr + 0);
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
tick();
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
raster.oam[sprite].tiledatahi = chr_load(tileaddr + 8);
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-12 10:30:44 +00:00
|
|
|
if(raster_enable() && sprite == 6 && status.ly == 261) status.vaddr = status.taddr; //304
|
2011-09-12 10:17:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
for(unsigned tile = 0; tile < 2; tile++) { //320-335
|
2011-09-26 11:38:57 +00:00
|
|
|
unsigned nametable = chr_load(0x2000 | (status.vaddr & 0x0fff));
|
2011-09-12 10:30:44 +00:00
|
|
|
unsigned tileaddr = status.bg_addr + (nametable << 4) + (scrolly() & 7);
|
|
|
|
tick();
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-26 11:38:57 +00:00
|
|
|
unsigned attribute = chr_load(0x23c0 | (status.vaddr & 0x0fc0) | ((scrolly() >> 5) << 3) | (scrollx() >> 5));
|
2011-09-12 10:17:12 +00:00
|
|
|
if(scrolly() & 16) attribute >>= 4;
|
|
|
|
if(scrollx() & 16) attribute >>= 2;
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
scrollx_increment();
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned tiledatalo = chr_load(tileaddr + 0);
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
2011-09-15 12:27:34 +00:00
|
|
|
unsigned tiledatahi = chr_load(tileaddr + 8);
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
|
|
|
raster.nametable = (raster.nametable << 8) | nametable;
|
|
|
|
raster.attribute = (raster.attribute << 2) | (attribute & 3);
|
|
|
|
raster.tiledatalo = (raster.tiledatalo << 8) | tiledatalo;
|
|
|
|
raster.tiledatahi = (raster.tiledatahi << 8) | tiledatahi;
|
|
|
|
}
|
|
|
|
|
|
|
|
//336-339
|
Update to v082r31 release.
byuu says:
Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.
The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.
I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.
Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 09:53:16 +00:00
|
|
|
chr_load(0x2000 | (status.vaddr & 0x0fff));
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
2011-10-24 11:35:34 +00:00
|
|
|
bool skip = (raster_enable() && status.field == 1 && status.ly == 261);
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
|
Update to v082r31 release.
byuu says:
Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.
The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.
I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.
Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 09:53:16 +00:00
|
|
|
chr_load(0x2000 | (status.vaddr & 0x0fff));
|
2011-09-12 10:30:44 +00:00
|
|
|
tick();
|
|
|
|
tick();
|
2011-09-12 10:17:12 +00:00
|
|
|
|
|
|
|
//340
|
2011-10-18 10:05:29 +00:00
|
|
|
if(skip == false) tick();
|
2011-09-12 10:30:44 +00:00
|
|
|
|
2011-10-18 10:05:29 +00:00
|
|
|
return scanline();
|
2011-09-12 10:17:12 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
}
|