2015-06-27 02:38:47 +00:00
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auto SuperFX::stop() -> void {
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Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
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cpu.r.irq = 1;
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2012-04-29 06:16:44 +00:00
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}
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2010-08-09 13:28:56 +00:00
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2015-06-27 02:38:47 +00:00
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auto SuperFX::color(uint8 source) -> uint8 {
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2010-08-09 13:28:56 +00:00
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if(regs.por.highnibble) return (regs.colr & 0xf0) | (source >> 4);
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if(regs.por.freezehigh) return (regs.colr & 0xf0) | (source & 0x0f);
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return source;
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}
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2015-06-27 02:38:47 +00:00
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auto SuperFX::plot(uint8 x, uint8 y) -> void {
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2010-08-09 13:28:56 +00:00
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if(!regs.por.transparent) {
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if(regs.scmr.md == 3) {
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if(regs.por.freezehigh) {
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Update to v106r18 release.
byuu says:
Changelog:
- major restructuring of board manifests
- cleanup of generic board names
- Super Famicom: updates to SA1, SuperFX, Cx4, SPC7110, EpsonRTC,
SharpRTC load/save code
- Super Famicom: added experimental SuperFX plot dithering fix
[qwertymodo]
- higan, icarus: rename shared folders to lowercase names; put .sys
folders into new subfolder
- Video Shaders/ → shaders/
- Database/ → database/
- Firmware/ → firmware/
- \*.sys/ → systems/\*.sys/
So right now, only standard SNES games, SA-1, SuperFX, and Cx4 games
load. I have not tested SPC7110 or RTC support, because icarus import
seems to be completely broken? It's creating blank folders when I try it
now. I'll have to fix that ...
Since we are now up to thirteen systems, I've put the .sys folders into
a subfolder. This should declutter the main higan-windows release folder
a good deal. Linux users will need to re-run make install, or manually
move things into a new systems/ subfolder.
Same goes for icarus: lowercase the database/ and firmware/ folders or
re-run make install.
I don't know if qwertymodo's SuperFX fix is exactly correct or not.
Hopefully it is, but I didn't write a test ROM or anything to be
certain. Since SuperFX games should run, if people could please play
through some of them and look for any regressions, that'd be very much
appreciated.
2018-05-09 02:12:06 +00:00
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if((regs.colr & 0x0f) == 0) return;
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2010-08-09 13:28:56 +00:00
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} else {
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Update to v106r18 release.
byuu says:
Changelog:
- major restructuring of board manifests
- cleanup of generic board names
- Super Famicom: updates to SA1, SuperFX, Cx4, SPC7110, EpsonRTC,
SharpRTC load/save code
- Super Famicom: added experimental SuperFX plot dithering fix
[qwertymodo]
- higan, icarus: rename shared folders to lowercase names; put .sys
folders into new subfolder
- Video Shaders/ → shaders/
- Database/ → database/
- Firmware/ → firmware/
- \*.sys/ → systems/\*.sys/
So right now, only standard SNES games, SA-1, SuperFX, and Cx4 games
load. I have not tested SPC7110 or RTC support, because icarus import
seems to be completely broken? It's creating blank folders when I try it
now. I'll have to fix that ...
Since we are now up to thirteen systems, I've put the .sys folders into
a subfolder. This should declutter the main higan-windows release folder
a good deal. Linux users will need to re-run make install, or manually
move things into a new systems/ subfolder.
Same goes for icarus: lowercase the database/ and firmware/ folders or
re-run make install.
I don't know if qwertymodo's SuperFX fix is exactly correct or not.
Hopefully it is, but I didn't write a test ROM or anything to be
certain. Since SuperFX games should run, if people could please play
through some of them and look for any regressions, that'd be very much
appreciated.
2018-05-09 02:12:06 +00:00
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if(regs.colr == 0) return;
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2010-08-09 13:28:56 +00:00
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}
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} else {
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Update to v106r18 release.
byuu says:
Changelog:
- major restructuring of board manifests
- cleanup of generic board names
- Super Famicom: updates to SA1, SuperFX, Cx4, SPC7110, EpsonRTC,
SharpRTC load/save code
- Super Famicom: added experimental SuperFX plot dithering fix
[qwertymodo]
- higan, icarus: rename shared folders to lowercase names; put .sys
folders into new subfolder
- Video Shaders/ → shaders/
- Database/ → database/
- Firmware/ → firmware/
- \*.sys/ → systems/\*.sys/
So right now, only standard SNES games, SA-1, SuperFX, and Cx4 games
load. I have not tested SPC7110 or RTC support, because icarus import
seems to be completely broken? It's creating blank folders when I try it
now. I'll have to fix that ...
Since we are now up to thirteen systems, I've put the .sys folders into
a subfolder. This should declutter the main higan-windows release folder
a good deal. Linux users will need to re-run make install, or manually
move things into a new systems/ subfolder.
Same goes for icarus: lowercase the database/ and firmware/ folders or
re-run make install.
I don't know if qwertymodo's SuperFX fix is exactly correct or not.
Hopefully it is, but I didn't write a test ROM or anything to be
certain. Since SuperFX games should run, if people could please play
through some of them and look for any regressions, that'd be very much
appreciated.
2018-05-09 02:12:06 +00:00
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if((regs.colr & 0x0f) == 0) return;
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2010-08-09 13:28:56 +00:00
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}
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}
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|
Update to v106r18 release.
byuu says:
Changelog:
- major restructuring of board manifests
- cleanup of generic board names
- Super Famicom: updates to SA1, SuperFX, Cx4, SPC7110, EpsonRTC,
SharpRTC load/save code
- Super Famicom: added experimental SuperFX plot dithering fix
[qwertymodo]
- higan, icarus: rename shared folders to lowercase names; put .sys
folders into new subfolder
- Video Shaders/ → shaders/
- Database/ → database/
- Firmware/ → firmware/
- \*.sys/ → systems/\*.sys/
So right now, only standard SNES games, SA-1, SuperFX, and Cx4 games
load. I have not tested SPC7110 or RTC support, because icarus import
seems to be completely broken? It's creating blank folders when I try it
now. I'll have to fix that ...
Since we are now up to thirteen systems, I've put the .sys folders into
a subfolder. This should declutter the main higan-windows release folder
a good deal. Linux users will need to re-run make install, or manually
move things into a new systems/ subfolder.
Same goes for icarus: lowercase the database/ and firmware/ folders or
re-run make install.
I don't know if qwertymodo's SuperFX fix is exactly correct or not.
Hopefully it is, but I didn't write a test ROM or anything to be
certain. Since SuperFX games should run, if people could please play
through some of them and look for any regressions, that'd be very much
appreciated.
2018-05-09 02:12:06 +00:00
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uint8 color = regs.colr;
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if(regs.por.dither && regs.scmr.md != 3) {
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if((x ^ y) & 1) color >>= 4;
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color &= 0x0f;
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}
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2010-08-09 13:28:56 +00:00
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uint16 offset = (y << 5) + (x >> 3);
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if(offset != pixelcache[0].offset) {
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2016-06-05 22:10:01 +00:00
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flushPixelCache(pixelcache[1]);
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2010-08-09 13:28:56 +00:00
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pixelcache[1] = pixelcache[0];
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pixelcache[0].bitpend = 0x00;
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pixelcache[0].offset = offset;
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}
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x = (x & 7) ^ 7;
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pixelcache[0].data[x] = color;
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pixelcache[0].bitpend |= 1 << x;
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if(pixelcache[0].bitpend == 0xff) {
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2016-06-05 22:10:01 +00:00
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flushPixelCache(pixelcache[1]);
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2010-08-09 13:28:56 +00:00
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pixelcache[1] = pixelcache[0];
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pixelcache[0].bitpend = 0x00;
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}
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}
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2015-06-27 02:38:47 +00:00
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auto SuperFX::rpix(uint8 x, uint8 y) -> uint8 {
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2016-06-05 22:10:01 +00:00
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flushPixelCache(pixelcache[1]);
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flushPixelCache(pixelcache[0]);
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2010-08-09 13:28:56 +00:00
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2016-06-05 22:10:01 +00:00
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uint cn; //character number
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2010-08-09 13:28:56 +00:00
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switch(regs.por.obj ? 3 : regs.scmr.ht) {
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2013-05-05 09:21:30 +00:00
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case 0: cn = ((x & 0xf8) << 1) + ((y & 0xf8) >> 3); break;
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case 1: cn = ((x & 0xf8) << 1) + ((x & 0xf8) >> 1) + ((y & 0xf8) >> 3); break;
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case 2: cn = ((x & 0xf8) << 1) + ((x & 0xf8) << 0) + ((y & 0xf8) >> 3); break;
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case 3: cn = ((y & 0x80) << 2) + ((x & 0x80) << 1) + ((y & 0x78) << 1) + ((x & 0x78) >> 3); break;
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2010-08-09 13:28:56 +00:00
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}
|
2016-06-05 22:10:01 +00:00
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uint bpp = 2 << (regs.scmr.md - (regs.scmr.md >> 1)); // = [regs.scmr.md]{ 2, 4, 4, 8 };
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uint addr = 0x700000 + (cn * (bpp << 3)) + (regs.scbr << 10) + ((y & 0x07) * 2);
|
2010-08-09 13:28:56 +00:00
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uint8 data = 0x00;
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x = (x & 7) ^ 7;
|
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2016-06-05 22:10:01 +00:00
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for(uint n : range(bpp)) {
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uint byte = ((n >> 1) << 4) + (n & 1); // = [n]{ 0, 1, 16, 17, 32, 33, 48, 49 };
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2015-06-28 08:44:56 +00:00
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step(regs.clsr ? 5 : 6);
|
2016-06-05 22:10:01 +00:00
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data |= ((read(addr + byte) >> x) & 1) << n;
|
2010-08-09 13:28:56 +00:00
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}
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return data;
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}
|
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|
2016-06-05 22:10:01 +00:00
|
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auto SuperFX::flushPixelCache(PixelCache& cache) -> void {
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2010-08-09 13:28:56 +00:00
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if(cache.bitpend == 0x00) return;
|
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|
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uint8 x = cache.offset << 3;
|
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uint8 y = cache.offset >> 5;
|
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|
|
2016-06-05 22:10:01 +00:00
|
|
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uint cn; //character number
|
2010-08-09 13:28:56 +00:00
|
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switch(regs.por.obj ? 3 : regs.scmr.ht) {
|
2013-05-05 09:21:30 +00:00
|
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case 0: cn = ((x & 0xf8) << 1) + ((y & 0xf8) >> 3); break;
|
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case 1: cn = ((x & 0xf8) << 1) + ((x & 0xf8) >> 1) + ((y & 0xf8) >> 3); break;
|
|
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case 2: cn = ((x & 0xf8) << 1) + ((x & 0xf8) << 0) + ((y & 0xf8) >> 3); break;
|
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case 3: cn = ((y & 0x80) << 2) + ((x & 0x80) << 1) + ((y & 0x78) << 1) + ((x & 0x78) >> 3); break;
|
2010-08-09 13:28:56 +00:00
|
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}
|
2016-06-05 22:10:01 +00:00
|
|
|
uint bpp = 2 << (regs.scmr.md - (regs.scmr.md >> 1)); // = [regs.scmr.md]{ 2, 4, 4, 8 };
|
|
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uint addr = 0x700000 + (cn * (bpp << 3)) + (regs.scbr << 10) + ((y & 0x07) * 2);
|
2010-08-09 13:28:56 +00:00
|
|
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|
2016-06-05 22:10:01 +00:00
|
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for(uint n : range(bpp)) {
|
|
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uint byte = ((n >> 1) << 4) + (n & 1); // = [n]{ 0, 1, 16, 17, 32, 33, 48, 49 };
|
2010-08-09 13:28:56 +00:00
|
|
|
uint8 data = 0x00;
|
2016-06-05 22:10:01 +00:00
|
|
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for(uint x : range(8)) data |= ((cache.data[x] >> n) & 1) << x;
|
2010-08-09 13:28:56 +00:00
|
|
|
if(cache.bitpend != 0xff) {
|
2015-06-28 08:44:56 +00:00
|
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step(regs.clsr ? 5 : 6);
|
2010-08-09 13:28:56 +00:00
|
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|
data &= cache.bitpend;
|
2016-06-05 22:10:01 +00:00
|
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|
data |= read(addr + byte) & ~cache.bitpend;
|
2010-08-09 13:28:56 +00:00
|
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|
}
|
2015-06-28 08:44:56 +00:00
|
|
|
step(regs.clsr ? 5 : 6);
|
2016-06-05 22:10:01 +00:00
|
|
|
write(addr + byte, data);
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
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|
|
|
|
|
cache.bitpend = 0x00;
|
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|
|
}
|