2011-10-01 12:06:48 +00:00
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#include "bandai-fcg.cpp"
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2011-11-04 11:57:54 +00:00
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#include "konami-vrc1.cpp"
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#include "konami-vrc2.cpp"
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#include "konami-vrc3.cpp"
|
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
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|
|
#include "konami-vrc4.cpp"
|
2011-10-01 12:06:48 +00:00
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|
#include "konami-vrc6.cpp"
|
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
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#include "konami-vrc7.cpp"
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2011-10-02 10:05:45 +00:00
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#include "nes-axrom.cpp"
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#include "nes-bnrom.cpp"
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#include "nes-cnrom.cpp"
|
Update to v082r31 release.
byuu says:
Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.
The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.
I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.
Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 09:53:16 +00:00
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|
#include "nes-exrom.cpp"
|
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
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#include "nes-fxrom.cpp"
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2011-10-02 10:05:45 +00:00
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#include "nes-gxrom.cpp"
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2011-11-04 11:57:54 +00:00
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#include "nes-hkrom.cpp"
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2011-10-02 10:05:45 +00:00
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#include "nes-nrom.cpp"
|
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
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#include "nes-pxrom.cpp"
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2011-10-02 10:05:45 +00:00
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#include "nes-sxrom.cpp"
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#include "nes-txrom.cpp"
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#include "nes-uxrom.cpp"
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2011-10-05 09:37:00 +00:00
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#include "sunsoft-5b.cpp"
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2011-09-29 12:08:22 +00:00
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|
Update to v082r31 release.
byuu says:
Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.
The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.
I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.
Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 09:53:16 +00:00
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uint8 Board::Memory::read(unsigned addr) const {
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return data[mirror(addr, size)];
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}
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void Board::Memory::write(unsigned addr, uint8 byte) {
|
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
|
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|
if(writable) data[mirror(addr, size)] = byte;
|
Update to v082r31 release.
byuu says:
Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.
The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.
I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.
Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 09:53:16 +00:00
|
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|
}
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unsigned Board::mirror(unsigned addr, unsigned size) {
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2011-09-29 12:08:22 +00:00
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unsigned base = 0;
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if(size) {
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unsigned mask = 1 << 23;
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while(addr >= size) {
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while(!(addr & mask)) mask >>= 1;
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addr -= mask;
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if(size > mask) {
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size -= mask;
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base += mask;
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}
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mask >>= 1;
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}
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base += addr;
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}
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return base;
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}
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2011-09-29 12:44:49 +00:00
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void Board::main() {
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while(true) {
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if(scheduler.sync == Scheduler::SynchronizeMode::All) {
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scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
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}
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cartridge.clock += 12 * 4095;
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tick();
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}
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}
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void Board::tick() {
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cartridge.clock += 12;
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if(cartridge.clock >= 0 && scheduler.sync != Scheduler::SynchronizeMode::All) co_switch(cpu.thread);
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}
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2011-09-29 12:08:22 +00:00
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uint8 Board::chr_read(unsigned addr) {
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2011-09-29 12:44:49 +00:00
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if(chrram.size) return chrram.data[mirror(addr, chrram.size)];
|
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
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if(chrrom.size) return chrrom.data[mirror(addr, chrrom.size)];
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2011-09-29 12:44:49 +00:00
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return 0u;
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2011-09-29 12:08:22 +00:00
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}
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void Board::chr_write(unsigned addr, uint8 data) {
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2011-09-29 12:44:49 +00:00
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if(chrram.size) chrram.data[mirror(addr, chrram.size)] = data;
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2011-09-29 12:08:22 +00:00
|
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}
|
|
|
|
|
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
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Board::Memory& Board::memory() {
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2011-09-29 12:44:49 +00:00
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return prgram;
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}
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2011-09-29 12:08:22 +00:00
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2011-09-29 12:44:49 +00:00
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void Board::power() {
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}
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void Board::reset() {
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}
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void Board::serialize(serializer &s) {
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if(prgram.size) s.array(prgram.data, prgram.size);
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if(chrram.size) s.array(chrram.data, chrram.size);
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}
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2011-09-29 12:08:22 +00:00
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2011-12-31 09:24:58 +00:00
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Board::Board(XML::Node &board, const uint8_t *data, unsigned size) {
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information.type = board["type"].data;
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information.battery = board["prg"]["battery"].data == "true";
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2011-09-29 12:44:49 +00:00
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2012-01-26 06:50:09 +00:00
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prgrom.size = numeral(board["prg"]["rom"].data);
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prgram.size = numeral(board["prg"]["ram"].data);
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chrrom.size = numeral(board["chr"]["rom"].data);
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chrram.size = numeral(board["chr"]["ram"].data);
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2011-09-29 12:44:49 +00:00
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if(prgrom.size) prgrom.data = new uint8[prgrom.size]();
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if(prgram.size) prgram.data = new uint8[prgram.size]();
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if(chrrom.size) chrrom.data = new uint8[chrrom.size]();
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if(chrram.size) chrram.data = new uint8[chrram.size]();
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if(prgrom.size) memcpy(prgrom.data, data, prgrom.size);
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if(chrrom.size) memcpy(chrrom.data, data + prgrom.size, chrrom.size);
|
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
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prgram.writable = true;
|
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chrram.writable = true;
|
2011-09-29 12:44:49 +00:00
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}
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Board::~Board() {
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}
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2011-09-29 12:08:22 +00:00
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2011-09-29 12:44:49 +00:00
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Board* Board::load(const string &markup, const uint8_t *data, unsigned size) {
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2011-12-31 09:24:58 +00:00
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XML::Document document(markup);
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2011-09-29 12:44:49 +00:00
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auto &board = document["cartridge"]["board"];
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2011-12-31 09:24:58 +00:00
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string type = board["type"].data;
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2011-09-29 12:08:22 +00:00
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2011-10-01 12:06:48 +00:00
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if(type == "BANDAI-FCG") return new BandaiFCG(board, data, size);
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2011-11-04 11:57:54 +00:00
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if(type == "KONAMI-VRC-1") return new KonamiVRC1(board, data, size);
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if(type == "KONAMI-VRC-2") return new KonamiVRC2(board, data, size);
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if(type == "KONAMI-VRC-3") return new KonamiVRC3(board, data, size);
|
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
|
|
|
if(type == "KONAMI-VRC-4") return new KonamiVRC4(board, data, size);
|
2011-10-01 12:06:48 +00:00
|
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|
if(type == "KONAMI-VRC-6") return new KonamiVRC6(board, data, size);
|
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
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if(type == "KONAMI-VRC-7") return new KonamiVRC7(board, data, size);
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2011-10-01 12:06:48 +00:00
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2011-10-02 10:05:45 +00:00
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if(type == "NES-AMROM" ) return new NES_AxROM(board, data, size);
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if(type == "NES-ANROM" ) return new NES_AxROM(board, data, size);
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if(type == "NES-AN1ROM" ) return new NES_AxROM(board, data, size);
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if(type == "NES-AOROM" ) return new NES_AxROM(board, data, size);
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if(type == "NES-BNROM" ) return new NES_BNROM(board, data, size);
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if(type == "NES-CNROM" ) return new NES_CNROM(board, data, size);
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Update to v082r31 release.
byuu says:
Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.
The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.
I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.
Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 09:53:16 +00:00
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if(type == "NES-EKROM" ) return new NES_ExROM(board, data, size);
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if(type == "NES-ELROM" ) return new NES_ExROM(board, data, size);
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if(type == "NES-ETROM" ) return new NES_ExROM(board, data, size);
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if(type == "NES-EWROM" ) return new NES_ExROM(board, data, size);
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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
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if(type == "NES-FJROM" ) return new NES_FxROM(board, data, size);
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if(type == "NES-FKROM" ) return new NES_FxROM(board, data, size);
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2011-10-02 10:05:45 +00:00
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if(type == "NES-GNROM" ) return new NES_GxROM(board, data, size);
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if(type == "NES-MHROM" ) return new NES_GxROM(board, data, size);
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2011-11-04 11:57:54 +00:00
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if(type == "NES-HKROM" ) return new NES_HKROM(board, data, size);
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2011-10-02 10:05:45 +00:00
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if(type == "NES-NROM-128") return new NES_NROM(board, data, size);
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if(type == "NES-NROM-256") return new NES_NROM(board, data, size);
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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
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if(type == "NES-PEEOROM" ) return new NES_PxROM(board, data, size);
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if(type == "NES-PNROM" ) return new NES_PxROM(board, data, size);
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2011-10-02 10:05:45 +00:00
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if(type == "NES-SNROM" ) return new NES_SxROM(board, data, size);
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if(type == "NES-SXROM" ) return new NES_SxROM(board, data, size);
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if(type == "NES-TLROM" ) return new NES_TxROM(board, data, size);
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if(type == "NES-UNROM" ) return new NES_UxROM(board, data, size);
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if(type == "NES-UOROM" ) return new NES_UxROM(board, data, size);
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2011-10-05 09:37:00 +00:00
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if(type == "SUNSOFT-5B" ) return new Sunsoft5B(board, data, size);
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2011-09-29 12:44:49 +00:00
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return nullptr;
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2011-09-29 12:08:22 +00:00
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}
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