bsnes/higan/sfc/coprocessor/spc7110/spc7110.cpp

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#include <sfc/sfc.hpp>
namespace SuperFamicom {
#include "dcu.cpp"
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
#include "data.cpp"
#include "alu.cpp"
#include "serialization.cpp"
SPC7110 spc7110;
SPC7110::SPC7110() {
decompressor = new Decompressor(*this);
}
SPC7110::~SPC7110() {
delete decompressor;
}
auto SPC7110::Enter() -> void {
while(true) scheduler.synchronize(), spc7110.main();
}
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
auto SPC7110::main() -> void {
if(dcuPending) { dcuPending = 0; dcuBeginTransfer(); }
if(mulPending) { mulPending = 0; aluMultiply(); }
if(divPending) { divPending = 0; aluDivide(); }
addClocks(1);
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
}
auto SPC7110::addClocks(uint clocks) -> void {
step(clocks);
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
synchronize(cpu);
}
auto SPC7110::init() -> void {
Update to v074r10 release. byuu says: Major WIP, countless changes. I really went to town on cleaning up the source today with all kinds of new ideas. I'll post the ones I remember, use diff -ru to get the rest. What I like the most is my new within template: template<unsigned lo, unsigned hi> alwaysinline bool within(unsigned addr) { static const unsigned mask = ~(hi ^ lo); return (addr & mask) == lo; } Before, you would see code like this: if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff The comment is basically necessary, and you have to trust that the mask is right, or do the math yourself. Now, it looks like this: if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) { That's the same as within<0x206000, 0x3f7fff>, I just made an SNES-variant to more closely simulate my XML mapping style: 20-3f:6000-7fff. Now obviously this has limitations, it only works in base-2 and it can't manage some tricky edge cases like (addr & 0x408000) == 0x008000 for 00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where I can. The Game Boy is fully ported over to it (via the MBCs), but the SNES only has the BS-X town cartridge moved over so far. SuperFX and SA-1 at the very least could benefit. Next up, since the memory map is now static, there's really no reason to remap the entire thing at power-on and reset. So it is now set up at cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of memory.cpp and into their respective processors. A bit of duplication only because there are multiple processor cores for the different profiles, but I'm not worried about that. This is also going to be necessary to fix the debugger. Next, Coprocessor::enable() actually does what I initially intended it to now: it is called once to turn a chip on after cartridge load. It's not called on power cycle anymore. This should help fix power-cycle on my serial simulation code, and was needed to map the bus exactly one time. Although most stuff is mapped through XML, some chips still need some manual hooks for monitoring and such (eg S-DD1.) Next, I've started killing off memory::, it was initially an over-reaction to the question of where to put APURAM (in the SMP or DSP?). The idea was to have this namespace that contained all memory for everything. But it was very annoying and tedious, and various chips ignored the convention anyway like ST-0011 RAM, which couldn't work anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit RAM eventually, too. There's 8->24-bit functions in there now, because the HLE code is hideous. So far, all the cartridge.cpp memory:: types have been destroyed. memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram. memory::cartrtc was moved into the SRTC and SPC7110 classes directly. memory::bsxflash was moved into BSXFlash. memory::bsxram and memory::bsxpram were moved into BSXCartridge (the town cartridge). memory::st[AB](rom|ram) were moved into a new area, snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so well, since it also has base units, and the serial communications stuff which is through the controller port, but oh well, now it also has the base structure for the Sufami Turbo cartridge too. So now we have sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc. Next, the ST-0010/ST-0011 actually save the data RAM to disk. This wasn't at all compatible with my old system, and I didn't want to keep adding memory types to check inside the main UI cartridge RAM loading and saving routines. So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip that has memory it wants to save and load from disk can append onto it : data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge, 1 = slot A, 2 = slot B) To load and save memory, we just do a simple: foreach(memory, SNES::cartridge.nvram) load/saveMemory(memory). As a result, you can now keep your save games in F1 Race of Champions II and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat should work this way as well, having the RAM being part of the chip itself, but for now that chip just writes directly into cartridge.ram, so it also technically saves to disk for now. To avoid a potential conflict with a manipulated memory map, BS-X SRAM and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't like .srm as an extension either, but it doesn't bother me enough to break save RAM compatibility with other emulators, so don't worry about that changing. I finally killed off MappedRAM initializing size to ~0 (-1U). A size of zero means there is no memory there just the same. This was an old holdover for handling MMIO mapping, if I recall correctly. Something about a size of zero on MMIO-Memory objects causing it to wrap the address, so ~0 would let it map direct addresses ... or something. Whatever, that's not needed at all anymore. BSXBase becomes BSXSatellaview, and I've defaulted the device to being attached since it won't affect non-BSX games anyway. Eventually the GUI needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash remains unchanged. I probably need to make Coprocessor::disable() functions now to free up memory on unload, but it shouldn't hurt anything the way it is. libsnes is most definitely broken to all hell and back now, and the debugger is still shot. I suppose we'll need some tricky code to work with the old ID system, and we'll need to add some more IDs for the new memory types.
2011-01-24 08:59:45 +00:00
}
auto SPC7110::load() -> void {
Update to v074r10 release. byuu says: Major WIP, countless changes. I really went to town on cleaning up the source today with all kinds of new ideas. I'll post the ones I remember, use diff -ru to get the rest. What I like the most is my new within template: template<unsigned lo, unsigned hi> alwaysinline bool within(unsigned addr) { static const unsigned mask = ~(hi ^ lo); return (addr & mask) == lo; } Before, you would see code like this: if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff The comment is basically necessary, and you have to trust that the mask is right, or do the math yourself. Now, it looks like this: if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) { That's the same as within<0x206000, 0x3f7fff>, I just made an SNES-variant to more closely simulate my XML mapping style: 20-3f:6000-7fff. Now obviously this has limitations, it only works in base-2 and it can't manage some tricky edge cases like (addr & 0x408000) == 0x008000 for 00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where I can. The Game Boy is fully ported over to it (via the MBCs), but the SNES only has the BS-X town cartridge moved over so far. SuperFX and SA-1 at the very least could benefit. Next up, since the memory map is now static, there's really no reason to remap the entire thing at power-on and reset. So it is now set up at cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of memory.cpp and into their respective processors. A bit of duplication only because there are multiple processor cores for the different profiles, but I'm not worried about that. This is also going to be necessary to fix the debugger. Next, Coprocessor::enable() actually does what I initially intended it to now: it is called once to turn a chip on after cartridge load. It's not called on power cycle anymore. This should help fix power-cycle on my serial simulation code, and was needed to map the bus exactly one time. Although most stuff is mapped through XML, some chips still need some manual hooks for monitoring and such (eg S-DD1.) Next, I've started killing off memory::, it was initially an over-reaction to the question of where to put APURAM (in the SMP or DSP?). The idea was to have this namespace that contained all memory for everything. But it was very annoying and tedious, and various chips ignored the convention anyway like ST-0011 RAM, which couldn't work anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit RAM eventually, too. There's 8->24-bit functions in there now, because the HLE code is hideous. So far, all the cartridge.cpp memory:: types have been destroyed. memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram. memory::cartrtc was moved into the SRTC and SPC7110 classes directly. memory::bsxflash was moved into BSXFlash. memory::bsxram and memory::bsxpram were moved into BSXCartridge (the town cartridge). memory::st[AB](rom|ram) were moved into a new area, snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so well, since it also has base units, and the serial communications stuff which is through the controller port, but oh well, now it also has the base structure for the Sufami Turbo cartridge too. So now we have sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc. Next, the ST-0010/ST-0011 actually save the data RAM to disk. This wasn't at all compatible with my old system, and I didn't want to keep adding memory types to check inside the main UI cartridge RAM loading and saving routines. So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip that has memory it wants to save and load from disk can append onto it : data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge, 1 = slot A, 2 = slot B) To load and save memory, we just do a simple: foreach(memory, SNES::cartridge.nvram) load/saveMemory(memory). As a result, you can now keep your save games in F1 Race of Champions II and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat should work this way as well, having the RAM being part of the chip itself, but for now that chip just writes directly into cartridge.ram, so it also technically saves to disk for now. To avoid a potential conflict with a manipulated memory map, BS-X SRAM and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't like .srm as an extension either, but it doesn't bother me enough to break save RAM compatibility with other emulators, so don't worry about that changing. I finally killed off MappedRAM initializing size to ~0 (-1U). A size of zero means there is no memory there just the same. This was an old holdover for handling MMIO mapping, if I recall correctly. Something about a size of zero on MMIO-Memory objects causing it to wrap the address, so ~0 would let it map direct addresses ... or something. Whatever, that's not needed at all anymore. BSXBase becomes BSXSatellaview, and I've defaulted the device to being attached since it won't affect non-BSX games anyway. Eventually the GUI needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash remains unchanged. I probably need to make Coprocessor::disable() functions now to free up memory on unload, but it shouldn't hurt anything the way it is. libsnes is most definitely broken to all hell and back now, and the debugger is still shot. I suppose we'll need some tricky code to work with the old ID system, and we'll need to add some more IDs for the new memory types.
2011-01-24 08:59:45 +00:00
}
auto SPC7110::unload() -> void {
prom.reset();
drom.reset();
ram.reset();
Update to v075 release. byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
}
auto SPC7110::power() -> void {
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
create(SPC7110::Enter, 21'477'272);
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
r4801 = 0x00;
r4802 = 0x00;
r4803 = 0x00;
r4804 = 0x00;
r4805 = 0x00;
r4806 = 0x00;
r4807 = 0x00;
r4809 = 0x00;
r480a = 0x00;
r480b = 0x00;
r480c = 0x00;
dcuPending = 0;
dcuMode = 0;
dcuAddress = 0;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
r4810 = 0x00;
r4811 = 0x00;
r4812 = 0x00;
r4813 = 0x00;
r4814 = 0x00;
r4815 = 0x00;
r4816 = 0x00;
r4817 = 0x00;
r4818 = 0x00;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
r481a = 0x00;
r4820 = 0x00;
r4821 = 0x00;
r4822 = 0x00;
r4823 = 0x00;
r4824 = 0x00;
r4825 = 0x00;
r4826 = 0x00;
r4827 = 0x00;
r4828 = 0x00;
r4829 = 0x00;
r482a = 0x00;
r482b = 0x00;
r482c = 0x00;
r482d = 0x00;
r482e = 0x00;
r482f = 0x00;
mulPending = 0;
divPending = 0;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
r4830 = 0x00;
r4831 = 0x00;
r4832 = 0x01;
r4833 = 0x02;
r4834 = 0x00;
}
auto SPC7110::read(uint24 addr, uint8 data) -> uint8 {
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
cpu.synchronize(*this);
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if((addr & 0xff0000) == 0x500000) addr = 0x4800; //$50:0000-ffff == $4800
if((addr & 0xff0000) == 0x580000) addr = 0x4808; //$58:0000-ffff == $4808
addr = 0x4800 | (addr & 0x3f); //$00-3f,80-bf:4800-483f
switch(addr) {
//==================
//decompression unit
//==================
case 0x4800: {
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
uint16 counter = r4809 | r480a << 8;
counter--;
r4809 = counter >> 0;
r480a = counter >> 8;
return dcuRead();
}
case 0x4801: return r4801;
case 0x4802: return r4802;
case 0x4803: return r4803;
case 0x4804: return r4804;
case 0x4805: return r4805;
case 0x4806: return r4806;
case 0x4807: return r4807;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
case 0x4808: return 0x00;
case 0x4809: return r4809;
case 0x480a: return r480a;
case 0x480b: return r480b;
case 0x480c: return r480c;
//==============
//data port unit
//==============
case 0x4810: {
data = r4810;
dataPortIncrement4810();
return data;
}
case 0x4811: return r4811;
case 0x4812: return r4812;
case 0x4813: return r4813;
case 0x4814: return r4814;
case 0x4815: return r4815;
case 0x4816: return r4816;
case 0x4817: return r4817;
case 0x4818: return r4818;
case 0x481a: {
dataPortIncrement481a();
return 0x00;
}
//=====================
//arithmetic logic unit
//=====================
case 0x4820: return r4820;
case 0x4821: return r4821;
case 0x4822: return r4822;
case 0x4823: return r4823;
case 0x4824: return r4824;
case 0x4825: return r4825;
case 0x4826: return r4826;
case 0x4827: return r4827;
case 0x4828: return r4828;
case 0x4829: return r4829;
case 0x482a: return r482a;
case 0x482b: return r482b;
case 0x482c: return r482c;
case 0x482d: return r482d;
case 0x482e: return r482e;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
case 0x482f: return r482f;
//===================
//memory control unit
//===================
case 0x4830: return r4830;
case 0x4831: return r4831;
case 0x4832: return r4832;
case 0x4833: return r4833;
case 0x4834: return r4834;
}
return data;
}
auto SPC7110::write(uint24 addr, uint8 data) -> void {
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
cpu.synchronize(*this);
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if((addr & 0xff0000) == 0x500000) addr = 0x4800; //$50:0000-ffff == $4800
if((addr & 0xff0000) == 0x580000) addr = 0x4808; //$58:0000-ffff == $4808
addr = 0x4800 | (addr & 0x3f); //$00-3f,80-bf:4800-483f
switch(addr) {
//==================
//decompression unit
//==================
case 0x4801: r4801 = data; break;
case 0x4802: r4802 = data; break;
case 0x4803: r4803 = data; break;
case 0x4804: r4804 = data; dcuLoadAddress(); break;
case 0x4805: r4805 = data; break;
case 0x4806: r4806 = data; r480c &= 0x7f; dcuPending = 1; break;
case 0x4807: r4807 = data; break;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
case 0x4808: break;
case 0x4809: r4809 = data; break;
case 0x480a: r480a = data; break;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
case 0x480b: r480b = data & 0x03; break;
//==============
//data port unit
//==============
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
case 0x4811: r4811 = data; break;
case 0x4812: r4812 = data; break;
case 0x4813: r4813 = data; dataPortRead(); break;
case 0x4814: r4814 = data; dataPortIncrement4814(); break;
case 0x4815: r4815 = data; if(r4818 & 2) dataPortRead(); dataPortIncrement4815(); break;
case 0x4816: r4816 = data; break;
case 0x4817: r4817 = data; break;
case 0x4818: r4818 = data & 0x7f; dataPortRead(); break;
//=====================
//arithmetic logic unit
//=====================
case 0x4820: r4820 = data; break;
case 0x4821: r4821 = data; break;
case 0x4822: r4822 = data; break;
case 0x4823: r4823 = data; break;
case 0x4824: r4824 = data; break;
case 0x4825: r4825 = data; r482f |= 0x81; mulPending = 1; break;
case 0x4826: r4826 = data; break;
case 0x4827: r4827 = data; r482f |= 0x80; divPending = 1; break;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
case 0x482e: r482e = data & 0x01; break;
//===================
//memory control unit
//===================
case 0x4830: r4830 = data & 0x87; break;
case 0x4831: r4831 = data & 0x07; break;
case 0x4832: r4832 = data & 0x07; break;
case 0x4833: r4833 = data & 0x07; break;
case 0x4834: r4834 = data & 0x07; break;
}
}
//===============
//SPC7110::MCUROM
//===============
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
//map address=00-3f,80-bf:8000-ffff mask=0x800000 => 00-3f:8000-ffff
//map address=c0-ff:0000-ffff mask=0xc00000 => c0-ff:0000-ffff
auto SPC7110::mcuromRead(uint24 addr, uint8 data) -> uint8 {
uint mask = (1 << (r4834 & 3)) - 1; //8mbit, 16mbit, 32mbit, 64mbit DROM
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr < 0x100000) { //$00-0f,80-8f:8000-ffff; $c0-cf:0000-ffff
addr &= 0x0fffff;
if(prom.size()) { //8mbit PROM
return prom.read(bus.mirror(0x000000 + addr, prom.size()));
}
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
addr |= 0x100000 * (r4830 & 7);
return dataromRead(addr);
}
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr < 0x200000) { //$10-1f,90-9f:8000-ffff; $d0-df:0000-ffff
addr &= 0x0fffff;
if(r4834 & 4) { //16mbit PROM
return prom.read(bus.mirror(0x100000 + addr, prom.size()));
}
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
addr |= 0x100000 * (r4831 & 7);
return dataromRead(addr);
}
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr < 0x300000) { //$20-2f,a0-af:8000-ffff; $e0-ef:0000-ffff
addr &= 0x0fffff;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
addr |= 0x100000 * (r4832 & 7);
return dataromRead(addr);
}
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
if(addr < 0x400000) { //$30-3f,b0-bf:8000-ffff; $f0-ff:0000-ffff
addr &= 0x0fffff;
Update to v089r03 release. byuu says: Substantial improvements to SPC7110 emulation. Added all of the findings from http://byuu.org/temp/spc7110-mmio.txt that I understood. I also completely rewrote the RTC. We only had about ~40% of the chip emulated before. Turns out there's cool stuff like spare RAM, calendar disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went ahead and emulated all of it. The upper bits on hour+ don't work as nocash described though, not sure what doc he was reading. The Epson RTC-4513 manual I have doesn't explain any of the registers. The new RTC core also ticks seconds based on the emulated clock, and not on the system clock. This is going to suck for people wanting to keep the in-game clock synced with their computer, who also abuse fast forward and save states. Fast forward makes the clock run faster, and save states will jump the clock to the time it was at when you took the save state. (It will keep track of the number of seconds between unloading the game and loading it again, so time passes normally there.) This is required, however, and how I'm going to rearrange all of the RTCs for all systems. Any other method can be detected by the game, and is thus not faithful emulation. To help with this, I'll probably make an RTC time tool so that you can adjust the time when the emulator isn't running, but I don't intend to bundle that into bsnes. New state format bit-packs the RTCRAM values, and it also uses a 64-bit timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop from 16 to 12 when it's done. The RTC busy flag timing needs to be refined with more hardware tests, there's a slim chance of the game hanging on save at the moment. The SPC7110 ALU delays are emulated now, too. They may not be perfectly accurate, but they get the basic gist down. The only hack that needs to be removed now is the decompression busy flag. That's ... not going to be fun. I also redid the mouse emulation. I was polling the mouse position multiple times per latch. So it should be a bit more precise now, I hope. I read it regardless of latch state, dunno if that's good or not.
2012-05-16 00:27:34 +00:00
addr |= 0x100000 * (r4833 & 7);
return dataromRead(addr);
}
return data;
}
auto SPC7110::mcuromWrite(uint24 addr, uint8 data) -> void {
}
//===============
//SPC7110::MCURAM
//===============
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
//map address=00-3f,80-bf:6000-7fff mask=0x80e000 => 00-07:0000-ffff
auto SPC7110::mcuramRead(uint24 addr, uint8) -> uint8 {
if(r4830 & 0x80) {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
addr = bus.mirror(addr, ram.size());
return ram.read(addr);
}
return 0x00;
}
auto SPC7110::mcuramWrite(uint24 addr, uint8 data) -> void {
if(r4830 & 0x80) {
Update to higan and icarus v095r15 release. r13 and r14 weren't posted as individual releases, but their changelogs were posted. byuu says about r13: I'm not going to be posting WIPs for r13 and above for a while. The reason is that I'm working on the major manifest overhaul I've discussed previously on the icarus subforum. I'm recreating my boards database from scratch using the map files and the new map analyzer. The only games that will load are ones I've created board definitions for, and updated sfc/cartridge/markup.cpp to parse. Once I've finished all the boards, then I'll update the heuristics. Then finally, I'll sync the syntax changes over to the fc, gb, gba cores. Once that's done, I'll start posting WIPs again, along with a new build of icarus. But I'll still post changelogs as I work through things. Changelog (r13): - preservation: created new database-builder tool (merges region-specific databases with boards) - icarus: support new, external database format (~/.config/icarus/Database/(Super Famicom.bml, ...) - added 1A3B-(10,11,12); 1A3B-20 byuu says about r14: r14 work: I successfully created mappings for every board used in the US set. I also updated icarus' heuristics to use the new mappings, and created ones there for the boards that are only in the JP set. Then I patched icarus to support pulling games out of the database when it's used on a game folder to generate a manifest file. Then I updated a lot of code in higan/sfc to support the new mapping syntax. sfc/cartridge/markup.cpp is about half the size it used to be with the new mappings, and I was able to kill off both map/id and map/select entirely. Then I updated all four emulated systems (and both subsystems) to use "board" as the root node, and harmonized their syntax (made them all more consistent with each other.) Then I added a manifest viewer to the tools window+menu. It's kind of an advanced user feature, but oh well. No reason to coddle people when the feature is very useful for developers. The viewer will show all manifests in order when you load multi-cart games as well. Still not going to call any syntax 100% done right now, but thankfully with the new manifest-free folders, nobody will have to do anything to use the new format. Just download the new version and go. The Super Famicom Event stuff is currently broken (CC92/PF94 boards). That's gonna be fun to support. byuu says about r15: EDIT: small bug in icarus with heuristics. Edit core/super-famicom.cpp line 27: if(/*auto*/ markup = cartridge.markup) { Gotta remove that "auto" so that it returns valid markup. Resolved the final concerns I had with the new manifest format. Right now there are two things that are definitely broken: MCC (BS-X Town cart) and Event (CC '92 and PF'94). And there are a few things that are untested: SPC7110, EpsonRTC, SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
addr = bus.mirror(addr, ram.size());
ram.write(addr, data);
}
}
}