bsnes/higan/ws/ppu/ppu.cpp

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#include <ws/ws.hpp>
namespace WonderSwan {
PPU ppu;
#include "io.cpp"
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
#include "latch.cpp"
#include "render.cpp"
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
#include "serialization.cpp"
auto PPU::Enter() -> void {
while(true) scheduler.synchronize(), ppu.main();
}
auto PPU::main() -> void {
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
if(s.vclk == 142) {
latchOAM();
}
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
if(s.vclk < 144) {
latchRegisters();
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
latchSprites();
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
for(auto x : range(224)) {
s.pixel = {Pixel::Source::Back, 0x000};
if(r.lcdEnable) {
renderBack();
if(l.screenOneEnable) renderScreenOne();
if(l.screenTwoEnable) renderScreenTwo();
if(l.spriteEnable) renderSprite();
}
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
output[s.vclk * 224 + s.hclk] = s.pixel.color;
step(1);
}
step(32);
} else {
step(256);
}
scanline();
if(r.htimerEnable && r.htimerCounter < r.htimerFrequency) {
if(++r.htimerCounter == r.htimerFrequency) {
if(r.htimerRepeat) {
r.htimerCounter = 0;
} else {
r.htimerEnable = false;
}
cpu.raise(CPU::Interrupt::HblankTimer);
}
}
}
auto PPU::scanline() -> void {
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
s.hclk = 0;
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
if(++s.vclk == 159) frame();
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
if(s.vclk == r.lineCompare) {
cpu.raise(CPU::Interrupt::LineCompare);
}
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
if(s.vclk == 144) {
cpu.raise(CPU::Interrupt::Vblank);
if(r.vtimerEnable && r.vtimerCounter < r.vtimerFrequency) {
if(++r.vtimerCounter == r.vtimerFrequency) {
if(r.vtimerRepeat) {
r.vtimerCounter = 0;
} else {
r.vtimerEnable = false;
}
cpu.raise(CPU::Interrupt::VblankTimer);
}
}
}
}
auto PPU::frame() -> void {
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
s.field = !s.field;
s.vclk = 0;
Update to v098r04 release. byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there.
2016-04-11 21:29:56 +00:00
Emulator::video.refresh(output, 224 * sizeof(uint32), 224, 144);
scheduler.exit(Scheduler::Event::Frame);
}
auto PPU::step(uint clocks) -> void {
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
s.hclk += clocks;
clock += clocks;
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
auto PPU::power() -> void {
create(PPU::Enter, 3'072'000);
bus.map(this, 0x0000, 0x0017);
bus.map(this, 0x001c, 0x003f);
bus.map(this, 0x00a2);
bus.map(this, 0x00a4, 0x00ab);
for(auto& n : output) n = 0;
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
memory::fill(&s, sizeof(State));
memory::fill(&l, sizeof(Latches));
memory::fill(&r, sizeof(Registers));
Update to v097r27 release. byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage.
2016-03-19 07:35:25 +00:00
r.lcdEnable = 1;
r.vtotal = 158;
r.vblank = 155;
}
}