2015-07-01 10:58:42 +00:00
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//ARMv3 (ARM60)
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2012-02-26 07:59:44 +00:00
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2012-05-09 23:35:29 +00:00
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struct ArmDSP : Processor::ARM, Coprocessor {
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2012-02-26 07:59:44 +00:00
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#include "registers.hpp"
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2015-11-14 00:52:51 +00:00
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ArmDSP();
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~ArmDSP();
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static auto Enter() -> void;
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2016-02-09 11:51:12 +00:00
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auto boot() -> void;
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auto main() -> void;
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2012-03-23 10:43:39 +00:00
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2015-11-14 00:52:51 +00:00
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auto step(uint clocks) -> void override;
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auto bus_idle() -> void override;
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auto bus_read(uint mode, uint32 addr) -> uint32 override;
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auto bus_write(uint mode, uint32 addr, uint32 word) -> void override;
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2012-03-23 10:43:39 +00:00
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2016-02-16 09:32:49 +00:00
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auto mmio_read(uint24 addr, uint8 data) -> uint8;
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auto mmio_write(uint24 addr, uint8 data) -> void;
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2012-02-26 07:59:44 +00:00
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2015-11-14 00:52:51 +00:00
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auto init() -> void;
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auto load() -> void;
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auto unload() -> void;
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auto power() -> void;
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auto reset() -> void;
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auto resetARM() -> void;
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Update to v086r15 release.
byuu says:
Most importantly ... I'm now using "st018.rom" which is the program ROM
+ data ROM in one "firmware" file. Since all three Seta DSPs have the
ST01N stamp, unlike some of the arcade variants, I'm just going to go
with ST01N from now on instead of ST-001N. I was using the latter as
that's what Overload called them.
Moving on ...
The memory map should match real hardware now, and I even match the open
bus read results.
I also return the funky 0x40404001 for 60000000-7fffffff, for whatever
that's worth.
The CPU-side registers are also mirrored correctly, as they were in the
last WIP, so we should be good there.
I also simulate the reset pulse now, and a 0->!0 transition of $3804
will destroy the ARM CPU thread.
It will wait until the value is set back to zero to resume execution.
At startup, the ARM CPU will sleep for a while, thus simulating the
reset delay behavior.
Still need to figure out the exact cycle length, but that's really not
important for emulation.
Note in registers.hpp, the |4 in status() is basically what allows the
CPU program to keep going, and hit the checkmate condition.
If we remove that, the CPU deadlocks. Still need to figure out how and
when d4 is set on $3804 reads.
I can run any test program on both real hardware and in my emulator and
compare results, so by all means ... if you can come up with a test,
I'll run it.
2012-03-02 11:07:17 +00:00
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2015-11-14 00:52:51 +00:00
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auto firmware() const -> nall::vector<uint8>;
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auto serialize(serializer&) -> void;
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Update to v091r11 release.
byuu says:
This release refines HSU1 support as a bidirectional protocol, nests SFC
manifests as "release/cartridge" and "release/information" (but release/
is not guaranteed to be finalized just yet), removes the database
integration, and adds support for ananke.
ananke represents inevitability. It's a library that, when installed,
higan can use to load files from the command-line, and also from a new
File -> Load Game menu option.
I need to change the build rules a bit for it to work on Windows (need
to make phoenix a DLL, basically), but it works now on Linux.
Right now, it only takes *.sfc file names, looks them up in the included
database, converts them to game folders, and returns the game folder
path for higan to load.
The idea is to continue expanding it to support everything we can that
I don't want in the higan core:
- load *.sfc, *.smc, *.swc, *.fig files
- remove SNES copier headers
- split apart merged firmware files
- pull in external firmware files (eg dsp1b.rom - these are staying
merged, just as SPC7110 prg+dat are merged)
- load *.zip and *.7z archives
- prompt for selection on multi-file archives
- generate manifest files based on heuristics
- apply BPS patches
The "Load" menu option has been renamed to "Library", to represent games
in your library. I'm going to add some sort of suffix to indicate
unverified games, and use a different folder icon for those (eg
manifests built on heuristics rather than from the database.)
So basically, to future end users:
File -> Load Game will be how they play games.
Library -> (specific system) can be thought of as an infinitely-sized
recent games list.
purify will likely become a simple stub that invokes ananke's functions.
No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
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2015-11-14 00:52:51 +00:00
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uint8* programROM;
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uint8* dataROM;
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uint8* programRAM;
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2012-02-26 07:59:44 +00:00
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};
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extern ArmDSP armdsp;
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