2017-01-13 23:59:38 +00:00
|
|
|
//Hudson Soft HuC6260 -- Video Color Encoder
|
|
|
|
//Hudson Soft HuC6270 -- Video Display Controller
|
Update to v101r30 release.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-11 20:27:30 +00:00
|
|
|
|
|
|
|
struct VDC : Thread {
|
|
|
|
static auto Enter() -> void;
|
|
|
|
auto main() -> void;
|
|
|
|
auto step(uint clocks) -> void;
|
|
|
|
auto refresh() -> void;
|
|
|
|
|
|
|
|
auto power() -> void;
|
|
|
|
|
2017-01-16 21:02:56 +00:00
|
|
|
//io.cpp
|
|
|
|
auto vramRead(uint16 addr) -> uint16;
|
|
|
|
auto vramWrite(uint16 addr, uint16 data) -> void;
|
|
|
|
|
|
|
|
auto read(uint11 addr) -> uint8;
|
|
|
|
auto write(uint11 addr, uint8 data) -> void;
|
|
|
|
|
Update to v101r30 release.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-11 20:27:30 +00:00
|
|
|
private:
|
|
|
|
uint32 buffer[512 * 484];
|
2017-01-16 21:02:56 +00:00
|
|
|
|
|
|
|
uint16 vram[0x8000];
|
|
|
|
uint16 satb[0x100];
|
|
|
|
uint9 cram[0x200];
|
|
|
|
|
|
|
|
struct State {
|
|
|
|
uint x;
|
|
|
|
uint y;
|
|
|
|
} state;
|
|
|
|
|
|
|
|
struct IRQ {
|
|
|
|
enum class Line : uint {
|
|
|
|
Collision,
|
|
|
|
Overflow,
|
|
|
|
LineCoincidence,
|
|
|
|
Vblank,
|
|
|
|
TransferVRAM,
|
|
|
|
TransferSATB,
|
|
|
|
};
|
|
|
|
|
|
|
|
//irq.cpp
|
|
|
|
auto poll() -> void;
|
|
|
|
auto raise(Line) -> void;
|
|
|
|
auto lower() -> void;
|
|
|
|
|
|
|
|
bool enableCollision;
|
|
|
|
bool enableOverflow;
|
|
|
|
bool enableLineCoincidence;
|
|
|
|
bool enableVblank;
|
|
|
|
bool enableTransferVRAM;
|
|
|
|
bool enableTransferSATB;
|
|
|
|
|
|
|
|
bool pendingCollision;
|
|
|
|
bool pendingOverflow;
|
|
|
|
bool pendingLineCoincidence;
|
|
|
|
bool pendingVblank;
|
|
|
|
bool pendingTransferVRAM;
|
|
|
|
bool pendingTransferSATB;
|
|
|
|
} irq;
|
|
|
|
|
|
|
|
struct DMA {
|
|
|
|
//dma.cpp
|
|
|
|
auto step(uint clocks) -> void;
|
|
|
|
auto vramStart() -> void;
|
|
|
|
auto satbStart() -> void;
|
|
|
|
auto satbQueue() -> void;
|
|
|
|
|
|
|
|
bool sourceIncrementMode;
|
|
|
|
bool targetIncrementMode;
|
|
|
|
bool satbRepeat;
|
|
|
|
uint16 source;
|
|
|
|
uint16 target;
|
|
|
|
uint16 length;
|
|
|
|
uint16 satbSource;
|
|
|
|
|
|
|
|
bool vramActive;
|
|
|
|
bool satbActive;
|
|
|
|
bool satbPending;
|
Update to v101r35 release.
byuu says:
Changelog:
- PCE: added 384KB HuCard ROM mirroring mode
- PCE: corrected D-pad polling order
- PCE: corrected palette color ordering (GRB, not RGB -- yes,
seriously)
- PCE: corrected SATB DMA -- should write to SATB, not to VRAM
- PCE: broke out Background, Sprite VDC settings to separate
subclasses
- PCE: emulated VDC backgrounds
- PCE: emulated VDC sprites
- PCE: emulated VDC sprite overflow, collision interrupts
- HuC6280: fixed disassembler output for STi instructions
- HuC6280: added missing LastCycle check to interrupt()
- HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and
result
- HuC6280: added extra cycle delays to the block move instructions
- HuC6280: fixed ordering for flag set/clear instructions (happens
after LastCycle check)
- HuC6280: removed extra cycle from immediate instructions
- HuC6280: fixed indirectLoad, indirectYStore absolute addressing
- HuC6280: fixed BBR, BBS zeropage value testing
- HuC6280: fixed stack push/pull direction
Neutopia looks okay until the main title screen, then there's some
gibberish on the bottom. The game also locks up with some gibberish once
you actually start a new game. So, still not playable just yet =(
2017-01-19 08:38:57 +00:00
|
|
|
uint16 satbOffset;
|
2017-01-16 21:02:56 +00:00
|
|
|
} dma;
|
|
|
|
|
Update to v101r35 release.
byuu says:
Changelog:
- PCE: added 384KB HuCard ROM mirroring mode
- PCE: corrected D-pad polling order
- PCE: corrected palette color ordering (GRB, not RGB -- yes,
seriously)
- PCE: corrected SATB DMA -- should write to SATB, not to VRAM
- PCE: broke out Background, Sprite VDC settings to separate
subclasses
- PCE: emulated VDC backgrounds
- PCE: emulated VDC sprites
- PCE: emulated VDC sprite overflow, collision interrupts
- HuC6280: fixed disassembler output for STi instructions
- HuC6280: added missing LastCycle check to interrupt()
- HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and
result
- HuC6280: added extra cycle delays to the block move instructions
- HuC6280: fixed ordering for flag set/clear instructions (happens
after LastCycle check)
- HuC6280: removed extra cycle from immediate instructions
- HuC6280: fixed indirectLoad, indirectYStore absolute addressing
- HuC6280: fixed BBR, BBS zeropage value testing
- HuC6280: fixed stack push/pull direction
Neutopia looks okay until the main title screen, then there's some
gibberish on the bottom. The game also locks up with some gibberish once
you actually start a new game. So, still not playable just yet =(
2017-01-19 08:38:57 +00:00
|
|
|
struct Background {
|
|
|
|
//background.cpp
|
|
|
|
auto scanline(uint y) -> void;
|
|
|
|
auto run(uint x, uint y) -> void;
|
|
|
|
|
Update to v102 release.
byuu says (in the public announcement):
This release adds very preliminary emulation of the Sega Master System
(Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine
(Turbografx-16). These cores do not yet offer sound emulation, save
states or cheat codes.
I'm always very hesitant to release a new emulation core in its alpha
stages, as in the past this has resulted in lasting bad impressions
of cores that have since improved greatly. For instance, the Game Boy
Advance emulation offered today is easily the second most accurate around,
yet it is still widely judged by its much older alpha implementation.
However, it's always been tradition with higan to not hold onto code
in secret. Rather than delay future releases for another year or two,
I'll put my faith in you all to understand that the emulation of these
systems will improve over time.
I hope that by releasing things as they are now, I might be able to
receive some much needed assistance in improving these cores, as the
documentation for these new systems is very much less than ideal.
byuu says (in the WIP forum):
Changelog:
- PCE: latch background scroll registers (fixes Neutopia scrolling)
- PCE: clip background attribute table scrolling (fixes Blazing Lazers
scrolling)
- PCE: support background/sprite enable/disable bits
- PCE: fix large sprite indexing (fixes Blazing Lazers title screen
sprites)
- HuC6280: wrap zeropage accesses to never go beyond $20xx
- HuC6280: fix alternating addresses for block move instructions
(fixes Neutopia II)
- HuC6280: block move instructions save and restore A,X,Y registers
- HuC6280: emulate BCD mode (may not be 100% correct, based on SNES
BCD) (fixes Blazing Lazers scoring)
2017-01-19 21:01:15 +00:00
|
|
|
bool enable;
|
Update to v101r35 release.
byuu says:
Changelog:
- PCE: added 384KB HuCard ROM mirroring mode
- PCE: corrected D-pad polling order
- PCE: corrected palette color ordering (GRB, not RGB -- yes,
seriously)
- PCE: corrected SATB DMA -- should write to SATB, not to VRAM
- PCE: broke out Background, Sprite VDC settings to separate
subclasses
- PCE: emulated VDC backgrounds
- PCE: emulated VDC sprites
- PCE: emulated VDC sprite overflow, collision interrupts
- HuC6280: fixed disassembler output for STi instructions
- HuC6280: added missing LastCycle check to interrupt()
- HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and
result
- HuC6280: added extra cycle delays to the block move instructions
- HuC6280: fixed ordering for flag set/clear instructions (happens
after LastCycle check)
- HuC6280: removed extra cycle from immediate instructions
- HuC6280: fixed indirectLoad, indirectYStore absolute addressing
- HuC6280: fixed BBR, BBS zeropage value testing
- HuC6280: fixed stack push/pull direction
Neutopia looks okay until the main title screen, then there's some
gibberish on the bottom. The game also locks up with some gibberish once
you actually start a new game. So, still not playable just yet =(
2017-01-19 08:38:57 +00:00
|
|
|
uint10 hscroll;
|
|
|
|
uint9 vscroll;
|
|
|
|
uint8 width;
|
|
|
|
uint8 height;
|
|
|
|
|
Update to v102 release.
byuu says (in the public announcement):
This release adds very preliminary emulation of the Sega Master System
(Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine
(Turbografx-16). These cores do not yet offer sound emulation, save
states or cheat codes.
I'm always very hesitant to release a new emulation core in its alpha
stages, as in the past this has resulted in lasting bad impressions
of cores that have since improved greatly. For instance, the Game Boy
Advance emulation offered today is easily the second most accurate around,
yet it is still widely judged by its much older alpha implementation.
However, it's always been tradition with higan to not hold onto code
in secret. Rather than delay future releases for another year or two,
I'll put my faith in you all to understand that the emulation of these
systems will improve over time.
I hope that by releasing things as they are now, I might be able to
receive some much needed assistance in improving these cores, as the
documentation for these new systems is very much less than ideal.
byuu says (in the WIP forum):
Changelog:
- PCE: latch background scroll registers (fixes Neutopia scrolling)
- PCE: clip background attribute table scrolling (fixes Blazing Lazers
scrolling)
- PCE: support background/sprite enable/disable bits
- PCE: fix large sprite indexing (fixes Blazing Lazers title screen
sprites)
- HuC6280: wrap zeropage accesses to never go beyond $20xx
- HuC6280: fix alternating addresses for block move instructions
(fixes Neutopia II)
- HuC6280: block move instructions save and restore A,X,Y registers
- HuC6280: emulate BCD mode (may not be 100% correct, based on SNES
BCD) (fixes Blazing Lazers scoring)
2017-01-19 21:01:15 +00:00
|
|
|
uint10 hoffset;
|
|
|
|
uint9 voffset;
|
|
|
|
|
Update to v101r35 release.
byuu says:
Changelog:
- PCE: added 384KB HuCard ROM mirroring mode
- PCE: corrected D-pad polling order
- PCE: corrected palette color ordering (GRB, not RGB -- yes,
seriously)
- PCE: corrected SATB DMA -- should write to SATB, not to VRAM
- PCE: broke out Background, Sprite VDC settings to separate
subclasses
- PCE: emulated VDC backgrounds
- PCE: emulated VDC sprites
- PCE: emulated VDC sprite overflow, collision interrupts
- HuC6280: fixed disassembler output for STi instructions
- HuC6280: added missing LastCycle check to interrupt()
- HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and
result
- HuC6280: added extra cycle delays to the block move instructions
- HuC6280: fixed ordering for flag set/clear instructions (happens
after LastCycle check)
- HuC6280: removed extra cycle from immediate instructions
- HuC6280: fixed indirectLoad, indirectYStore absolute addressing
- HuC6280: fixed BBR, BBS zeropage value testing
- HuC6280: fixed stack push/pull direction
Neutopia looks okay until the main title screen, then there's some
gibberish on the bottom. The game also locks up with some gibberish once
you actually start a new game. So, still not playable just yet =(
2017-01-19 08:38:57 +00:00
|
|
|
maybe<uint9> color;
|
|
|
|
} background;
|
|
|
|
|
|
|
|
struct Sprite {
|
|
|
|
//sprite.cpp
|
|
|
|
auto scanline(uint y) -> void;
|
|
|
|
auto run(uint x, uint y) -> void;
|
|
|
|
|
Update to v102 release.
byuu says (in the public announcement):
This release adds very preliminary emulation of the Sega Master System
(Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine
(Turbografx-16). These cores do not yet offer sound emulation, save
states or cheat codes.
I'm always very hesitant to release a new emulation core in its alpha
stages, as in the past this has resulted in lasting bad impressions
of cores that have since improved greatly. For instance, the Game Boy
Advance emulation offered today is easily the second most accurate around,
yet it is still widely judged by its much older alpha implementation.
However, it's always been tradition with higan to not hold onto code
in secret. Rather than delay future releases for another year or two,
I'll put my faith in you all to understand that the emulation of these
systems will improve over time.
I hope that by releasing things as they are now, I might be able to
receive some much needed assistance in improving these cores, as the
documentation for these new systems is very much less than ideal.
byuu says (in the WIP forum):
Changelog:
- PCE: latch background scroll registers (fixes Neutopia scrolling)
- PCE: clip background attribute table scrolling (fixes Blazing Lazers
scrolling)
- PCE: support background/sprite enable/disable bits
- PCE: fix large sprite indexing (fixes Blazing Lazers title screen
sprites)
- HuC6280: wrap zeropage accesses to never go beyond $20xx
- HuC6280: fix alternating addresses for block move instructions
(fixes Neutopia II)
- HuC6280: block move instructions save and restore A,X,Y registers
- HuC6280: emulate BCD mode (may not be 100% correct, based on SNES
BCD) (fixes Blazing Lazers scoring)
2017-01-19 21:01:15 +00:00
|
|
|
bool enable;
|
Update to v101r35 release.
byuu says:
Changelog:
- PCE: added 384KB HuCard ROM mirroring mode
- PCE: corrected D-pad polling order
- PCE: corrected palette color ordering (GRB, not RGB -- yes,
seriously)
- PCE: corrected SATB DMA -- should write to SATB, not to VRAM
- PCE: broke out Background, Sprite VDC settings to separate
subclasses
- PCE: emulated VDC backgrounds
- PCE: emulated VDC sprites
- PCE: emulated VDC sprite overflow, collision interrupts
- HuC6280: fixed disassembler output for STi instructions
- HuC6280: added missing LastCycle check to interrupt()
- HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and
result
- HuC6280: added extra cycle delays to the block move instructions
- HuC6280: fixed ordering for flag set/clear instructions (happens
after LastCycle check)
- HuC6280: removed extra cycle from immediate instructions
- HuC6280: fixed indirectLoad, indirectYStore absolute addressing
- HuC6280: fixed BBR, BBS zeropage value testing
- HuC6280: fixed stack push/pull direction
Neutopia looks okay until the main title screen, then there's some
gibberish on the bottom. The game also locks up with some gibberish once
you actually start a new game. So, still not playable just yet =(
2017-01-19 08:38:57 +00:00
|
|
|
|
|
|
|
struct Object {
|
|
|
|
uint10 y;
|
|
|
|
uint10 x;
|
|
|
|
bool mode;
|
|
|
|
uint10 pattern;
|
|
|
|
uint4 palette;
|
|
|
|
bool priority;
|
|
|
|
uint width;
|
|
|
|
bool hflip;
|
|
|
|
uint height;
|
|
|
|
bool vflip;
|
|
|
|
};
|
|
|
|
array<Object, 64> objects;
|
|
|
|
|
|
|
|
maybe<uint9> color;
|
|
|
|
bool priority;
|
|
|
|
} sprite;
|
|
|
|
|
2017-01-16 21:02:56 +00:00
|
|
|
struct IO {
|
|
|
|
uint5 address;
|
|
|
|
|
|
|
|
//VDC
|
|
|
|
|
|
|
|
//$00 MAWR (W)
|
|
|
|
uint16 vramAddressWrite;
|
|
|
|
|
|
|
|
//$01 MARR (W)
|
|
|
|
uint16 vramAddressRead;
|
|
|
|
|
|
|
|
//$02 VWR (W)
|
|
|
|
//$02 VRR (R)
|
|
|
|
uint16 vramDataWrite;
|
|
|
|
uint16 vramDataRead;
|
|
|
|
|
|
|
|
//$05 CR (W)
|
|
|
|
uint2 externalSync;
|
|
|
|
uint2 displayOutput;
|
|
|
|
bool dramRefresh;
|
|
|
|
uint vramAddressIncrement;
|
|
|
|
|
|
|
|
//$06 RCR
|
|
|
|
uint10 lineCoincidence;
|
|
|
|
|
|
|
|
//$09 MWR
|
|
|
|
uint2 vramAccess;
|
|
|
|
uint2 spriteAccess;
|
|
|
|
bool cgMode;
|
|
|
|
|
|
|
|
//$0a HSR
|
|
|
|
uint5 horizontalSyncWidth;
|
|
|
|
uint7 horizontalDisplayStart;
|
|
|
|
|
|
|
|
//$0b HDR
|
|
|
|
uint7 horizontalDisplayWidth;
|
|
|
|
uint7 horizontalDisplayEnd;
|
|
|
|
|
|
|
|
//$0c VPR
|
|
|
|
uint5 verticalSyncWidth;
|
|
|
|
uint8 verticalDisplayStart;
|
|
|
|
|
|
|
|
//$0d VDR
|
|
|
|
uint9 verticalDisplayWidth;
|
|
|
|
|
|
|
|
//$0e VCR
|
|
|
|
uint8 verticalDisplayEnd;
|
|
|
|
|
|
|
|
//VCE
|
|
|
|
|
|
|
|
//$00 CR
|
|
|
|
uint2 divisionRatio;
|
|
|
|
bool colorBlur;
|
|
|
|
bool grayscale;
|
|
|
|
|
|
|
|
//$02 CTA
|
|
|
|
uint9 colorAddress;
|
|
|
|
} io;
|
Update to v101r30 release.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-11 20:27:30 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
extern VDC vdc;
|