Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
struct VRC4 : Chip {
|
|
|
|
|
|
|
|
bool prg_mode;
|
|
|
|
uint5 prg_bank[2];
|
|
|
|
uint2 mirror;
|
|
|
|
uint8 chr_bank[8];
|
|
|
|
|
|
|
|
uint8 irq_latch;
|
|
|
|
bool irq_mode;
|
|
|
|
bool irq_enable;
|
|
|
|
bool irq_acknowledge;
|
|
|
|
|
|
|
|
uint8 irq_counter;
|
|
|
|
signed irq_scalar;
|
|
|
|
bool irq_line;
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
while(true) {
|
|
|
|
if(scheduler.sync == Scheduler::SynchronizeMode::All) {
|
|
|
|
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(irq_enable) {
|
|
|
|
if(irq_mode == 0) {
|
|
|
|
irq_scalar -= 3;
|
|
|
|
if(irq_scalar <= 0) {
|
|
|
|
irq_scalar += 341;
|
|
|
|
if(irq_counter == 0xff) {
|
|
|
|
irq_counter = irq_latch;
|
|
|
|
irq_line = 1;
|
|
|
|
} else {
|
|
|
|
irq_counter++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(irq_mode == 1) {
|
|
|
|
if(irq_counter == 0xff) {
|
|
|
|
irq_counter = irq_latch;
|
|
|
|
irq_line = 1;
|
|
|
|
} else {
|
|
|
|
irq_counter++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cpu.set_irq_line(irq_line);
|
|
|
|
tick();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-11-07 13:04:58 +00:00
|
|
|
unsigned prg_addr(unsigned addr) const {
|
|
|
|
unsigned bank = 0, banks = board.prgrom.size / 0x2000;
|
|
|
|
switch(addr & 0xe000) {
|
|
|
|
case 0x8000: bank = prg_mode == 0 ? (unsigned)prg_bank[0] : banks - 2; break;
|
|
|
|
case 0xa000: bank = prg_bank[1]; break;
|
|
|
|
case 0xc000: bank = prg_mode == 0 ? banks - 2 : (unsigned)prg_bank[0]; break;
|
|
|
|
case 0xe000: bank = banks - 1; break;
|
|
|
|
}
|
|
|
|
return (bank * 0x2000) + (addr & 0x1fff);
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned chr_addr(unsigned addr) const {
|
|
|
|
unsigned bank = chr_bank[addr / 0x0400];
|
|
|
|
return (bank * 0x0400) + (addr & 0x03ff);
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned ciram_addr(unsigned addr) const {
|
|
|
|
switch(mirror) {
|
|
|
|
case 0: return ((addr & 0x0400) >> 0) | (addr & 0x03ff); //vertical mirroring
|
|
|
|
case 1: return ((addr & 0x0800) >> 1) | (addr & 0x03ff); //horizontal mirroring
|
|
|
|
case 2: return 0x0000 | (addr & 0x03ff); //one-screen mirroring (first)
|
|
|
|
case 3: return 0x0400 | (addr & 0x03ff); //one-screen mirroring (second)
|
|
|
|
}
|
|
|
|
throw;
|
|
|
|
}
|
|
|
|
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
void reg_write(unsigned addr, uint8 data) {
|
|
|
|
switch(addr) {
|
|
|
|
case 0x8000: case 0x8001: case 0x8002: case 0x8003:
|
|
|
|
prg_bank[0] = data & 0x1f;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x9000: case 0x9001:
|
|
|
|
mirror = data & 0x03;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x9002: case 0x9003:
|
|
|
|
prg_mode = data & 0x02;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0xa000: case 0xa001: case 0xa002: case 0xa003:
|
|
|
|
prg_bank[1] = data & 0x1f;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0xb000: chr_bank[0] = (chr_bank[0] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xb001: chr_bank[0] = (chr_bank[0] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xb002: chr_bank[1] = (chr_bank[1] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xb003: chr_bank[1] = (chr_bank[1] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xc000: chr_bank[2] = (chr_bank[2] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xc001: chr_bank[2] = (chr_bank[2] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xc002: chr_bank[3] = (chr_bank[3] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xc003: chr_bank[3] = (chr_bank[3] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xd000: chr_bank[4] = (chr_bank[4] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xd001: chr_bank[4] = (chr_bank[4] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xd002: chr_bank[5] = (chr_bank[5] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xd003: chr_bank[5] = (chr_bank[5] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xe000: chr_bank[6] = (chr_bank[6] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xe001: chr_bank[6] = (chr_bank[6] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xe002: chr_bank[7] = (chr_bank[7] & 0xf0) | ((data & 0x0f) << 0); break;
|
|
|
|
case 0xe003: chr_bank[7] = (chr_bank[7] & 0x0f) | ((data & 0x0f) << 4); break;
|
|
|
|
|
|
|
|
case 0xf000:
|
|
|
|
irq_latch = (irq_latch & 0xf0) | ((data & 0x0f) << 0);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0xf001:
|
|
|
|
irq_latch = (irq_latch & 0x0f) | ((data & 0x0f) << 4);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0xf002:
|
|
|
|
irq_mode = data & 0x04;
|
|
|
|
irq_enable = data & 0x02;
|
|
|
|
irq_acknowledge = data & 0x01;
|
|
|
|
if(irq_enable) {
|
|
|
|
irq_counter = irq_latch;
|
|
|
|
irq_scalar = 341;
|
|
|
|
}
|
|
|
|
irq_line = 0;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0xf003:
|
|
|
|
irq_enable = irq_acknowledge;
|
|
|
|
irq_line = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void power() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void reset() {
|
|
|
|
prg_mode = 0;
|
2013-05-05 09:21:30 +00:00
|
|
|
for(auto& n : prg_bank) n = 0;
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
mirror = 0;
|
2013-05-05 09:21:30 +00:00
|
|
|
for(auto& n : chr_bank) n = 0;
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
|
|
|
|
irq_latch = 0;
|
|
|
|
irq_mode = 0;
|
|
|
|
irq_enable = 0;
|
|
|
|
irq_acknowledge = 0;
|
|
|
|
|
|
|
|
irq_counter = 0;
|
|
|
|
irq_scalar = 0;
|
|
|
|
irq_line = 0;
|
|
|
|
}
|
|
|
|
|
2013-05-05 09:21:30 +00:00
|
|
|
void serialize(serializer& s) {
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
s.integer(prg_mode);
|
2013-05-05 09:21:30 +00:00
|
|
|
for(auto& n : prg_bank) s.integer(n);
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
s.integer(mirror);
|
2013-05-05 09:21:30 +00:00
|
|
|
for(auto& n : chr_bank) s.integer(n);
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
|
|
|
|
s.integer(irq_latch);
|
|
|
|
s.integer(irq_mode);
|
|
|
|
s.integer(irq_enable);
|
|
|
|
s.integer(irq_acknowledge);
|
|
|
|
|
|
|
|
s.integer(irq_counter);
|
|
|
|
s.integer(irq_scalar);
|
|
|
|
s.integer(irq_line);
|
|
|
|
}
|
|
|
|
|
2013-05-05 09:21:30 +00:00
|
|
|
VRC4(Board& board) : Chip(board) {
|
Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
};
|