2015-11-10 11:02:29 +00:00
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//Sony CXP1100Q-1
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Update to v074r11 release.
byuu says:
Changelog:
- debugger compiles on all three profiles
- libsnes compiles on all three platforms (no API changes to libsnes)
- memory.cpp : namespace memory removed (wram -> cpu, apuram -> smp,
vram, oam, cgram -> ppu)
- sa1.cpp : namespace memory removed (SA-1 specific functions merged
inline to SA1::bus_read,write)
- GameBoy: added serial link support with interrupts and proper 8192hz
timing, but obviously it acts as if no other GB is connected to it
- GameBoy: added STAT OAM interrupt, and better STAT d1,d0 mode values
- UI: since Qt is dead, I've renamed the config files back to bsnes.cfg
and bsnes-geometry.cfg
- SA1: IRAM was not syncing to CPU on SA-1 side
- PPU/Accuracy and PPU/Performance needed Sprite oam renamed to Sprite
sprite; so that I could add uint8 oam[544]
- makes more sense anyway, OAM = object attribute memory, obj or
sprite are better names for Sprite rendering class
- more cleanup
2011-01-24 09:03:17 +00:00
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2015-11-10 11:02:29 +00:00
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struct SMP : Processor::SPC700, Thread {
|
Update to v102r27 release.
byuu says:
Changelog:
- processor/gsu: minor code cleanup
- processor/hg51b: renamed reg(Read,Write) to register(Read,Write)
- processor/lr35902: minor code cleanup
- processor/spc700: completed code cleanup (sans disassembler)
- no longer uses internal global state inside instructions
- processor/spc700: will no longer hang the emulator if stuck in a WAI
(SLEEP) or STP (STOP) instruction
- processor/spc700: fixed bug in handling of OR1 and AND1 instructions
- processor/z80: minor code cleanup
- sfc/dsp: revert to initializing registers to 0x00; save for
ENDX=random(), FLG=0xe0 [Jonas Quinn]
Major testing of the SNES game library would be appreciated, now that
its CPU cores have all been revised.
We know the DSP registers read back as randomized data ... mostly, but
there are apparently internal latches, which we can't emulate with the
current DSP design. So until we know which registers have separate
internal state that actually *is* initialized, I'm going to play it safe
and not break more games.
Thanks again to Jonas Quinn for the continued research into this issue.
EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance
that the game will work. That seems pretty unlikely that the odds of it
working are that low, given hardware testing by others in the past :/ I
thought if worked if `PITCH != 0` before, which would have been way more
likely.
The two remaining CPU cores that need major cleanup efforts are the
LR35902 and ARM cores. Both are very large, complicated, annoying cores
that will probably be better off as full rewrites from scratch. I don't
think I want to delay v103 in trying to accomplish that, however.
So I think it'll be best to focus on allowing the Mega Drive core to not
lock when processors are frozen waiting on a response from other
processors during a save state operation. Then we should be good for a
new release.
2017-06-19 02:07:54 +00:00
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//smp.cpp
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auto synchronizing() const -> bool override;
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2016-06-28 10:43:47 +00:00
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auto readPort(uint2 port) const -> uint8;
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auto writePort(uint2 port, uint8 data) -> void;
|
2010-08-09 13:33:44 +00:00
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|
2016-02-09 11:51:12 +00:00
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auto main() -> void;
|
2016-06-25 08:53:11 +00:00
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auto load(Markup::Node) -> bool;
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2015-11-10 11:02:29 +00:00
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auto power() -> void;
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2010-08-09 13:33:44 +00:00
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|
|
Update to v102r27 release.
byuu says:
Changelog:
- processor/gsu: minor code cleanup
- processor/hg51b: renamed reg(Read,Write) to register(Read,Write)
- processor/lr35902: minor code cleanup
- processor/spc700: completed code cleanup (sans disassembler)
- no longer uses internal global state inside instructions
- processor/spc700: will no longer hang the emulator if stuck in a WAI
(SLEEP) or STP (STOP) instruction
- processor/spc700: fixed bug in handling of OR1 and AND1 instructions
- processor/z80: minor code cleanup
- sfc/dsp: revert to initializing registers to 0x00; save for
ENDX=random(), FLG=0xe0 [Jonas Quinn]
Major testing of the SNES game library would be appreciated, now that
its CPU cores have all been revised.
We know the DSP registers read back as randomized data ... mostly, but
there are apparently internal latches, which we can't emulate with the
current DSP design. So until we know which registers have separate
internal state that actually *is* initialized, I'm going to play it safe
and not break more games.
Thanks again to Jonas Quinn for the continued research into this issue.
EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance
that the game will work. That seems pretty unlikely that the odds of it
working are that low, given hardware testing by others in the past :/ I
thought if worked if `PITCH != 0` before, which would have been way more
likely.
The two remaining CPU cores that need major cleanup efforts are the
LR35902 and ARM cores. Both are very large, complicated, annoying cores
that will probably be better off as full rewrites from scratch. I don't
think I want to delay v103 in trying to accomplish that, however.
So I think it'll be best to focus on allowing the Mega Drive core to not
lock when processors are frozen waiting on a response from other
processors during a save state operation. Then we should be good for a
new release.
2017-06-19 02:07:54 +00:00
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|
//serialization.cpp
|
2015-11-10 11:02:29 +00:00
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auto serialize(serializer&) -> void;
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2016-02-16 09:27:55 +00:00
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uint8 iplrom[64];
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uint8 apuram[64 * 1024];
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2010-08-09 13:28:56 +00:00
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Update to v101r29 release.
byuu says:
Changelog:
- SMS: background VDP clips partial tiles on the left (math may not be
right ... it's hard to reason about)
- SMS: fix background VDP scroll locks
- SMS: fix VDP sprite coordinates
- SMS: paint black after the end of the visible display
- todo: shouldn't be a brute force at the end of the main VDP
loop, should happen in each rendering unit
- higan: removed emulator/debugger.hpp
- higan: removed privileged: access specifier
- SFC: removed debugger hooks
- todo: remove sfc/debugger.hpp
- Z80: fixed disassembly of (fd,dd) cb (displacement) (opcode)
instructions
- Z80: fix to prevent interrupts from firing between ix/iy prefixes
and opcodes
- todo: this is a rather hacky fix that could, if exploited, crash
the stack frame
- Z80: fix BIT flags
- Z80: fix ADD hl,reg flags
- Z80: fix CPD, CPI flags
- Z80: fix IND, INI flags
- Z80: fix INDR, INIT loop flag check
- Z80: fix OUTD, OUTI flags
- Z80: fix OTDR, OTIR loop flag check
2017-01-09 21:27:13 +00:00
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private:
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
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struct IO {
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2010-08-09 13:28:56 +00:00
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//timing
|
2015-11-10 11:02:29 +00:00
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uint clockCounter;
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uint dspCounter;
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uint timerStep;
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2010-08-09 13:28:56 +00:00
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//$00f0
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2015-11-10 11:02:29 +00:00
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uint8 clockSpeed;
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uint8 timerSpeed;
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bool timersEnable;
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bool ramDisable;
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bool ramWritable;
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bool timersDisable;
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2010-08-09 13:28:56 +00:00
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//$00f1
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2015-11-10 11:02:29 +00:00
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bool iplromEnable;
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2010-08-09 13:28:56 +00:00
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//$00f2
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2015-11-10 11:02:29 +00:00
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uint8 dspAddr;
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2010-08-09 13:28:56 +00:00
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//$00f8,$00f9
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2011-05-02 13:53:16 +00:00
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uint8 ram00f8;
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uint8 ram00f9;
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
} io;
|
2010-08-09 13:28:56 +00:00
|
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|
2015-11-10 11:02:29 +00:00
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static auto Enter() -> void;
|
2012-02-09 12:53:55 +00:00
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2012-04-29 06:16:44 +00:00
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//memory.cpp
|
2016-06-28 10:43:47 +00:00
|
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auto readRAM(uint16 addr) -> uint8;
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auto writeRAM(uint16 addr, uint8 data) -> void;
|
2012-04-29 06:16:44 +00:00
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|
2016-06-28 10:43:47 +00:00
|
|
|
auto readBus(uint16 addr) -> uint8;
|
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auto writeBus(uint16 addr, uint8 data) -> void;
|
2012-04-29 06:16:44 +00:00
|
|
|
|
2016-06-05 04:52:43 +00:00
|
|
|
auto read(uint16 addr) -> uint8 override;
|
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|
auto write(uint16 addr, uint8 data) -> void override;
|
2012-04-29 06:16:44 +00:00
|
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|
2016-06-28 10:43:47 +00:00
|
|
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auto readDisassembler(uint16 addr) -> uint8 override;
|
2012-04-29 06:16:44 +00:00
|
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|
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|
|
//timing.cpp
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
template<uint Frequency> struct Timer {
|
2015-11-10 11:02:29 +00:00
|
|
|
uint8 stage0;
|
|
|
|
uint8 stage1;
|
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|
uint8 stage2;
|
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|
uint4 stage3;
|
|
|
|
bool line;
|
2012-04-29 06:16:44 +00:00
|
|
|
bool enable;
|
|
|
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uint8 target;
|
|
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|
2015-11-10 11:02:29 +00:00
|
|
|
auto tick() -> void;
|
|
|
|
auto synchronizeStage1() -> void;
|
2012-04-29 06:16:44 +00:00
|
|
|
};
|
|
|
|
|
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|
|
Timer<192> timer0;
|
|
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Timer<192> timer1;
|
|
|
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Timer< 24> timer2;
|
|
|
|
|
Update to v099r14 release.
byuu says:
Changelog:
- (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel
like they were contributing enough to be worth it]
- cleaned up nall::integer,natural,real functionality
- toInteger, toNatural, toReal for parsing strings to numbers
- fromInteger, fromNatural, fromReal for creating strings from numbers
- (string,Markup::Node,SQL-based-classes)::(integer,natural,real)
left unchanged
- template<typename T> numeral(T value, long padding, char padchar)
-> string for print() formatting
- deduces integer,natural,real based on T ... cast the value if you
want to override
- there still exists binary,octal,hex,pointer for explicit print()
formatting
- lstring -> string_vector [but using lstring = string_vector; is
declared]
- would be nice to remove the using lstring eventually ... but that'd
probably require 10,000 lines of changes >_>
- format -> string_format [no using here; format was too ambiguous]
- using integer = Integer<sizeof(int)*8>; and using natural =
Natural<sizeof(uint)*8>; declared
- for consistency with boolean. These three are meant for creating
zero-initialized values implicitly (various uses)
- R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees
up struct IO {} io; naming]
- SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {}
(status,registers); now
- still some CPU::Status status values ... they didn't really fit into
IO functionality ... will have to think about this more
- SFC CPU, PPU, SMP now use step() exclusively instead of addClocks()
calling into step()
- SFC CPU joypad1_bits, joypad2_bits were unused; killed them
- SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it
- SFC PPU OAM moved into PPU::Object; since nothing else uses it
- the raw uint8[544] array is gone. OAM::read() constructs values from
the OAM::Object[512] table now
- this avoids having to determine how we want to sub-divide the two
OAM memory sections
- this also eliminates the OAM::synchronize() functionality
- probably more I'm forgetting
The FPS fluctuations are driving me insane. This WIP went from 128fps to
137fps. Settled on 133.5fps for the final build. But nothing I changed
should have affected performance at all. This level of fluctuation makes
it damn near impossible to know whether I'm speeding things up or slowing
things down with changes.
2016-07-01 11:50:32 +00:00
|
|
|
alwaysinline auto step(uint clocks) -> void;
|
2015-11-10 11:02:29 +00:00
|
|
|
alwaysinline auto cycleEdge() -> void;
|
2010-08-09 13:28:56 +00:00
|
|
|
};
|
|
|
|
|
Update to v085r03 release.
byuu says:
Changelog:
- fixed cursor being visible under Metacity window manager (hopefully
doesn't cause regression with other WMs)
- show normal cursor when using SDL video driver
- added menu accelerators (meh, why not?)
- removed debugvirtual, ChipDebugger and chip/debugger functionality
entirely
- alt/smp disassembler moved up
- fixed alt/smp incw/decw instructions (unsigned->uint16 for internal
variables)
My plan going forward for a debugger is not to hardcode functionality
that causes the 10-15% slowdown right into the emulator itself.
Instead, I'm going to make a callback class, which will be a specialized
version of nall::function:
- can call function even if not assigned (results in no-op, return type
must have a trivial default constructor)
- if compiled without #define DEBUGGER, the entire thing turns into
a huge no-op; and will be eliminated entirely when compiled
- strategically place the functions: cb_step, cb_read, cb_write, etc.
From here, the ui-debugger GUI will bind the callbacks, implement
breakpoint checking, usage table generation, etc itself.
I'll probably have to add some breakout commands to exit the emulation
core prior to a frame event in some cases as well.
I didn't initially want any debugger-related stuff in the base cores,
but the #if debugger sCPUDebugger #else sCPU #endif stuff was already
more of a burden than this will be.
2012-02-04 09:23:53 +00:00
|
|
|
extern SMP smp;
|