2012-05-31 12:27:46 +00:00
|
|
|
struct Decompressor;
|
|
|
|
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
struct SPC7110 : Coprocessor {
|
2015-11-14 00:52:51 +00:00
|
|
|
SPC7110();
|
|
|
|
~SPC7110();
|
2012-05-21 10:56:48 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
static auto Enter() -> void;
|
|
|
|
auto enter() -> void;
|
|
|
|
auto init() -> void;
|
|
|
|
auto load() -> void;
|
|
|
|
auto unload() -> void;
|
|
|
|
auto power() -> void;
|
|
|
|
auto reset() -> void;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto add_clocks(uint clocks) -> void;
|
2012-05-31 12:27:46 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto read(uint addr) -> uint8;
|
|
|
|
auto write(uint addr, uint8 data) -> void;
|
Update to v074r03 release.
byuu says:
You guys are going to hate the hell out of this one. It's twenty hours
of non-stop work, no exaggeration at all. Started at 4AM, just wrapped
up now at 8PM.
I rewrote the entire memory subsystem.
Old system:
65536 pages that map 256 bytes each
Mapping a new page overwrites old page
Granularity capped at 256 bytes minimum, requiring ST-001x to map
60:0000-00ff instead of 60:0000,0001
Classes inherit from MMIO and Memory, forcing only one mappable function
per class, and fixed names
MMIO sub-mapper inside memory: 00-3f:2000-5fff for one-byte granularity
Can dynamically change the map at run-time, MMC register settings
perform dynamic remapping
New system:
XML mapping is still based around banklo-bankhi:addrlo-addrhi, as that
shapes almost everything on the SNES very well
Internally, 2048 pages that map 8192 bytes each
Pages are vectors, scans O(n) from last to first (O(log n) would not
help, n is never > 3)
Can multi-cast writes, but not reads [for the obvious reason of: which
read do you return?]
Can map reads and writes separately
Granularity of one for entire 24-bit address range, no need for MMIO
- whatever is in XML is exactly what you get
Read/Write tables bind function callbacks, so I can have any number of
functions with any names from any classes with no inheritance (no
more uPD7725DR, uPD7725SR helpers, etc)
Less memory usage overall due to less tables [ I tried 16 million tables
and it used 2GB of RAM >_o ]
Cannot dynamically change the map at run-time, MMC read/write functions
perform address translation [worse average case speed, better worst
case speed]
Now the hate me part, functors can't beat virtual functions for speed.
There are speed penalties involved:
-4.5% on average games
-11% on SuperFX games (SFX has its own bus)
-15% on SA-1 games (SA-1 has two buses)
Of course the two that need the speed the most get the biggest hits.
I'm afraid there's really not a lot of wiggle room to boost speed back
up.
I suppose one bright spot is that we can much more easily try out
entirely new mapping systems now, since the dynamic portions have been
eliminated.
2011-01-15 04:30:29 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto mcurom_read(uint addr) -> uint8;
|
|
|
|
auto mcurom_write(uint addr, uint8 data) -> void;
|
2012-05-14 13:32:55 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto mcuram_read(uint addr) -> uint8;
|
|
|
|
auto mcuram_write(uint addr, uint8 data) -> void;
|
Update to v074r03 release.
byuu says:
You guys are going to hate the hell out of this one. It's twenty hours
of non-stop work, no exaggeration at all. Started at 4AM, just wrapped
up now at 8PM.
I rewrote the entire memory subsystem.
Old system:
65536 pages that map 256 bytes each
Mapping a new page overwrites old page
Granularity capped at 256 bytes minimum, requiring ST-001x to map
60:0000-00ff instead of 60:0000,0001
Classes inherit from MMIO and Memory, forcing only one mappable function
per class, and fixed names
MMIO sub-mapper inside memory: 00-3f:2000-5fff for one-byte granularity
Can dynamically change the map at run-time, MMC register settings
perform dynamic remapping
New system:
XML mapping is still based around banklo-bankhi:addrlo-addrhi, as that
shapes almost everything on the SNES very well
Internally, 2048 pages that map 8192 bytes each
Pages are vectors, scans O(n) from last to first (O(log n) would not
help, n is never > 3)
Can multi-cast writes, but not reads [for the obvious reason of: which
read do you return?]
Can map reads and writes separately
Granularity of one for entire 24-bit address range, no need for MMIO
- whatever is in XML is exactly what you get
Read/Write tables bind function callbacks, so I can have any number of
functions with any names from any classes with no inheritance (no
more uPD7725DR, uPD7725SR helpers, etc)
Less memory usage overall due to less tables [ I tried 16 million tables
and it used 2GB of RAM >_o ]
Cannot dynamically change the map at run-time, MMC read/write functions
perform address translation [worse average case speed, better worst
case speed]
Now the hate me part, functors can't beat virtual functions for speed.
There are speed penalties involved:
-4.5% on average games
-11% on SuperFX games (SFX has its own bus)
-15% on SA-1 games (SA-1 has two buses)
Of course the two that need the speed the most get the biggest hits.
I'm afraid there's really not a lot of wiggle room to boost speed back
up.
I suppose one bright spot is that we can much more easily try out
entirely new mapping systems now, since the dynamic portions have been
eliminated.
2011-01-15 04:30:29 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto serialize(serializer&) -> void;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2012-05-19 06:28:54 +00:00
|
|
|
//dcu.cpp
|
2015-11-14 00:52:51 +00:00
|
|
|
auto dcu_load_address() -> void;
|
|
|
|
auto dcu_begin_transfer() -> void;
|
|
|
|
auto dcu_read() -> uint8;
|
2012-05-19 06:28:54 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto deinterleave_1bpp(uint length) -> void;
|
|
|
|
auto deinterleave_2bpp(uint length) -> void;
|
|
|
|
auto deinterleave_4bpp(uint length) -> void;
|
2012-05-19 06:28:54 +00:00
|
|
|
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
//data.cpp
|
2015-11-14 00:52:51 +00:00
|
|
|
auto datarom_read(uint addr) -> uint8;
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto data_offset() -> uint;
|
|
|
|
auto data_adjust() -> uint;
|
|
|
|
auto data_stride() -> uint;
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto set_data_offset(uint addr) -> void;
|
|
|
|
auto set_data_adjust(uint addr) -> void;
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto data_port_read() -> void;
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto data_port_increment_4810() -> void;
|
|
|
|
auto data_port_increment_4814() -> void;
|
|
|
|
auto data_port_increment_4815() -> void;
|
|
|
|
auto data_port_increment_481a() -> void;
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
|
|
|
|
//alu.cpp
|
2015-11-14 00:52:51 +00:00
|
|
|
auto alu_multiply() -> void;
|
|
|
|
auto alu_divide() -> void;
|
|
|
|
|
|
|
|
MappedRAM prom; //program ROM
|
|
|
|
MappedRAM drom; //data ROM
|
|
|
|
MappedRAM ram;
|
Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
|
|
|
|
2010-08-09 13:28:56 +00:00
|
|
|
private:
|
|
|
|
//decompression unit
|
2012-05-29 12:20:46 +00:00
|
|
|
uint8 r4801; //compression table B0
|
|
|
|
uint8 r4802; //compression table B1
|
2012-05-31 12:27:46 +00:00
|
|
|
uint7 r4803; //compression table B2
|
2010-08-09 13:28:56 +00:00
|
|
|
uint8 r4804; //compression table index
|
2012-06-06 09:57:53 +00:00
|
|
|
uint8 r4805; //adjust length B0
|
|
|
|
uint8 r4806; //adjust length B1
|
|
|
|
uint8 r4807; //stride length
|
2012-05-29 12:20:46 +00:00
|
|
|
uint8 r4809; //compression counter B0
|
|
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uint8 r480a; //compression counter B1
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uint8 r480b; //decompression settings
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2010-08-09 13:28:56 +00:00
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uint8 r480c; //decompression status
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2012-05-31 12:27:46 +00:00
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bool dcu_pending;
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2012-05-19 06:28:54 +00:00
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uint2 dcu_mode;
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uint23 dcu_addr;
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2015-11-14 00:52:51 +00:00
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uint dcu_offset;
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2012-06-06 09:57:53 +00:00
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uint8 dcu_tile[32];
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2013-05-05 09:21:30 +00:00
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Decompressor* decompressor;
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2010-08-09 13:28:56 +00:00
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//data port unit
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2012-05-29 12:20:46 +00:00
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uint8 r4810; //data port read + seek
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uint8 r4811; //data offset B0
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uint8 r4812; //data offset B1
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2012-05-31 12:27:46 +00:00
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uint7 r4813; //data offset B2
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2012-05-29 12:20:46 +00:00
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uint8 r4814; //data adjust B0
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uint8 r4815; //data adjust B1
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uint8 r4816; //data stride B0
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uint8 r4817; //data stride B1
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uint8 r4818; //data port settings
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uint8 r481a; //data port seek
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//arithmetic logic unit
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2010-08-09 13:28:56 +00:00
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uint8 r4820; //16-bit multiplicand B0, 32-bit dividend B0
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uint8 r4821; //16-bit multiplicand B1, 32-bit dividend B1
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uint8 r4822; //32-bit dividend B2
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uint8 r4823; //32-bit dividend B3
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uint8 r4824; //16-bit multiplier B0
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uint8 r4825; //16-bit multiplier B1
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uint8 r4826; //16-bit divisor B0
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uint8 r4827; //16-bit divisor B1
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uint8 r4828; //32-bit product B0, 32-bit quotient B0
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uint8 r4829; //32-bit product B1, 32-bit quotient B1
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uint8 r482a; //32-bit product B2, 32-bit quotient B2
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uint8 r482b; //32-bit product B3, 32-bit quotient B3
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uint8 r482c; //16-bit remainder B0
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uint8 r482d; //16-bit remainder B1
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2012-05-29 12:20:46 +00:00
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uint8 r482e; //math settings
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2010-08-09 13:28:56 +00:00
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uint8 r482f; //math status
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2012-05-31 12:27:46 +00:00
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bool mul_pending;
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bool div_pending;
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Update to v089r03 release.
byuu says:
Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.
I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.
The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.
I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
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|
|
|
2012-05-29 12:20:46 +00:00
|
|
|
//memory control unit
|
2012-05-14 13:32:55 +00:00
|
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|
uint8 r4830; //bank 0 mapping + SRAM write enable
|
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uint8 r4831; //bank 1 mapping
|
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uint8 r4832; //bank 2 mapping
|
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|
uint8 r4833; //bank 3 mapping
|
2012-05-29 12:20:46 +00:00
|
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|
uint8 r4834; //bank mapping settings
|
2010-08-09 13:28:56 +00:00
|
|
|
};
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extern SPC7110 spc7110;
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