2016-01-27 11:31:39 +00:00
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struct IO {
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Update to v097r26 release.
byuu says:
Changelog:
- WS: fixed 8-bit sign-extended imul (fixes Star Hearts completely,
Final Fantasy world map)
- WS: fixed rcl/rcr carry shifting (fixes Crazy Climber, others)
- WS: added sound DMA emulation (Star Hearts rain sound for one example)
- WS: added OAM caching, but it's forced every line for now because
otherwise there are too many sprite glitches
- WS: use headphoneEnable bit instead of speakerEnable bit (fixes muted
audio in games)
- WS: various code cleanups (I/O mapping, audio channel naming, etc)
The hypervoice channel doesn't sound all that great just yet. But I'm
not sure how it's supposed to sound. I need a better example of some
more complex music.
What's left are some unknown register status bits (especially in the
sound area), keypad interrupts, RTC emulation, CPU prefetch emulation.
And then it's all just bugs. Lots and lots of bugs that need to be
fixed.
EDIT: oops, bad typo in the code.
ws/ppu/ppu.cpp line 20: change range(256) to range(224).
Also, delete the r.speed stuff from channel5.cpp to make the rain sound
a lot better in Star Hearts. Apparently that's outdated and not what the
bits really do.
2016-03-17 11:28:15 +00:00
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virtual auto portRead(uint16 addr) -> uint8 = 0;
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virtual auto portWrite(uint16 addr, uint8 data) -> void = 0;
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2016-01-27 11:31:39 +00:00
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};
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2016-03-08 11:34:00 +00:00
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struct InternalRAM {
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auto power() -> void;
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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
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auto serialize(serializer&) -> void;
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2016-03-08 11:34:00 +00:00
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auto read(uint16 addr, uint size = Byte) -> uint32;
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auto write(uint16 addr, uint8 data) -> void;
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private:
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uint8 memory[65536];
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};
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2016-01-27 11:31:39 +00:00
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struct Bus {
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Update to v097r26 release.
byuu says:
Changelog:
- WS: fixed 8-bit sign-extended imul (fixes Star Hearts completely,
Final Fantasy world map)
- WS: fixed rcl/rcr carry shifting (fixes Crazy Climber, others)
- WS: added sound DMA emulation (Star Hearts rain sound for one example)
- WS: added OAM caching, but it's forced every line for now because
otherwise there are too many sprite glitches
- WS: use headphoneEnable bit instead of speakerEnable bit (fixes muted
audio in games)
- WS: various code cleanups (I/O mapping, audio channel naming, etc)
The hypervoice channel doesn't sound all that great just yet. But I'm
not sure how it's supposed to sound. I need a better example of some
more complex music.
What's left are some unknown register status bits (especially in the
sound area), keypad interrupts, RTC emulation, CPU prefetch emulation.
And then it's all just bugs. Lots and lots of bugs that need to be
fixed.
EDIT: oops, bad typo in the code.
ws/ppu/ppu.cpp line 20: change range(256) to range(224).
Also, delete the r.speed stuff from channel5.cpp to make the rain sound
a lot better in Star Hearts. Apparently that's outdated and not what the
bits really do.
2016-03-17 11:28:15 +00:00
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auto power() -> void;
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2016-01-27 11:31:39 +00:00
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auto read(uint20 addr) -> uint8;
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auto write(uint20 addr, uint8 data) -> void;
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Update to v097r26 release.
byuu says:
Changelog:
- WS: fixed 8-bit sign-extended imul (fixes Star Hearts completely,
Final Fantasy world map)
- WS: fixed rcl/rcr carry shifting (fixes Crazy Climber, others)
- WS: added sound DMA emulation (Star Hearts rain sound for one example)
- WS: added OAM caching, but it's forced every line for now because
otherwise there are too many sprite glitches
- WS: use headphoneEnable bit instead of speakerEnable bit (fixes muted
audio in games)
- WS: various code cleanups (I/O mapping, audio channel naming, etc)
The hypervoice channel doesn't sound all that great just yet. But I'm
not sure how it's supposed to sound. I need a better example of some
more complex music.
What's left are some unknown register status bits (especially in the
sound area), keypad interrupts, RTC emulation, CPU prefetch emulation.
And then it's all just bugs. Lots and lots of bugs that need to be
fixed.
EDIT: oops, bad typo in the code.
ws/ppu/ppu.cpp line 20: change range(256) to range(224).
Also, delete the r.speed stuff from channel5.cpp to make the rain sound
a lot better in Star Hearts. Apparently that's outdated and not what the
bits really do.
2016-03-17 11:28:15 +00:00
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auto map(IO* io, uint16_t lo, maybe<uint16_t> hi = nothing) -> void;
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auto portRead(uint16 addr) -> uint8;
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auto portWrite(uint16 addr, uint8 data) -> void;
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private:
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IO* port[64 * 1024] = {nullptr};
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2016-01-27 11:31:39 +00:00
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};
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2016-03-08 11:34:00 +00:00
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extern InternalRAM iram;
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2016-01-27 11:31:39 +00:00
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extern Bus bus;
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