2011-09-29 12:08:22 +00:00
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struct Board {
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2011-09-29 12:44:49 +00:00
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struct Memory {
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uint8_t *data;
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unsigned 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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inline uint8 read(unsigned addr) const;
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inline void write(unsigned addr, uint8 data);
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2011-10-01 12:06:48 +00:00
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inline Memory(uint8_t *data, unsigned size) : data(data), size(size) {}
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2011-09-29 12:44:49 +00:00
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inline Memory() : data(nullptr), size(0u) {}
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};
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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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static unsigned mirror(unsigned addr, unsigned size);
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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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virtual void main();
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virtual void tick();
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2011-09-29 12:08:22 +00:00
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virtual uint8 prg_read(unsigned addr);
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virtual void prg_write(unsigned addr, uint8 data);
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virtual uint8 chr_read(unsigned addr);
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virtual void chr_write(unsigned addr, uint8 data);
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2011-09-29 12:44:49 +00:00
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virtual Memory memory();
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virtual void power();
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virtual void reset();
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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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virtual void serialize(serializer&);
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Board(BML::Node &board, const uint8_t *data, unsigned size);
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~Board();
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static Board* load(const string &markup, const uint8_t *data, unsigned size);
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2011-09-29 12:08:22 +00:00
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struct Information {
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string type;
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2011-09-29 12:44:49 +00:00
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bool battery;
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2011-09-29 12:08:22 +00:00
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} information;
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2011-09-29 12:44:49 +00:00
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Memory prgrom;
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Memory prgram;
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Memory chrrom;
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Memory chrram;
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2011-09-29 12:08:22 +00:00
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};
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