Update to v101r30 release.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-11 20:27:30 +00:00
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#include <pce/pce.hpp>
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namespace PCEngine {
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Settings settings;
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Interface::Interface() {
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information.manufacturer = "NEC";
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information.name = "PC Engine";
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information.overscan = true;
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information.resettable = false;
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information.capability.states = false;
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information.capability.cheats = false;
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media.append({ID::PCEngine, "PC Engine", "pce"});
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Port controllerPort{ID::Port::Controller, "Controller Port"};
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{ Device device{ID::Device::None, "None"};
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controllerPort.devices.append(device);
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}
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{ Device device{ID::Device::Gamepad, "Gamepad"};
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device.inputs.append({0, "Up"});
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device.inputs.append({0, "Down"});
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device.inputs.append({0, "Left"});
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device.inputs.append({0, "Right"});
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device.inputs.append({0, "II"});
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device.inputs.append({0, "I"});
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device.inputs.append({0, "Select"});
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device.inputs.append({0, "Run"});
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controllerPort.devices.append(device);
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}
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ports.append(move(controllerPort));
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}
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auto Interface::manifest() -> string {
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return cartridge.manifest();
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}
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auto Interface::title() -> string {
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return cartridge.title();
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}
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auto Interface::videoSize() -> VideoSize {
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return {512, 484};
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}
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auto Interface::videoSize(uint width, uint height, bool arc) -> VideoSize {
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auto a = arc ? 8.0 / 7.0 : 1.0;
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uint w = 256;
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uint h = 242;
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uint m = min(width / (w * a), height / h);
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return {uint(w * a * m), uint(h * m)};
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}
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auto Interface::videoFrequency() -> double {
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return 60.0;
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}
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auto Interface::videoColors() -> uint32 {
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return 1 << 9;
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}
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auto Interface::videoColor(uint32 color) -> uint64 {
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return 0;
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}
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auto Interface::audioFrequency() -> double {
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return 44'100.0; //todo: not accurate
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}
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auto Interface::loaded() -> bool {
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return system.loaded();
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}
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auto Interface::load(uint id) -> bool {
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2017-01-13 01:15:45 +00:00
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if(id == ID::PCEngine) return system.load(this);
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Update to v101r30 release.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-11 20:27:30 +00:00
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return false;
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}
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auto Interface::save() -> void {
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system.save();
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}
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auto Interface::unload() -> void {
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system.unload();
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}
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auto Interface::connect(uint port, uint device) -> void {
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PCEngine::peripherals.connect(port, device);
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}
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auto Interface::power() -> void {
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system.power();
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}
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auto Interface::run() -> void {
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system.run();
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}
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auto Interface::serialize() -> serializer {
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return {};
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}
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auto Interface::unserialize(serializer& s) -> bool {
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return false;
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}
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auto Interface::cap(const string& name) -> bool {
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return false;
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}
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auto Interface::get(const string& name) -> any {
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return {};
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}
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auto Interface::set(const string& name, const any& value) -> bool {
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return false;
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}
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}
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