2012-04-29 06:16:44 +00:00
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|
|
struct CPU : Processor::R65816, Thread, public PPUcounter {
|
Update to v074r11 release.
byuu says:
Changelog:
- debugger compiles on all three profiles
- libsnes compiles on all three platforms (no API changes to libsnes)
- memory.cpp : namespace memory removed (wram -> cpu, apuram -> smp,
vram, oam, cgram -> ppu)
- sa1.cpp : namespace memory removed (SA-1 specific functions merged
inline to SA1::bus_read,write)
- GameBoy: added serial link support with interrupts and proper 8192hz
timing, but obviously it acts as if no other GB is connected to it
- GameBoy: added STAT OAM interrupt, and better STAT d1,d0 mode values
- UI: since Qt is dead, I've renamed the config files back to bsnes.cfg
and bsnes-geometry.cfg
- SA1: IRAM was not syncing to CPU on SA-1 side
- PPU/Accuracy and PPU/Performance needed Sprite oam renamed to Sprite
sprite; so that I could add uint8 oam[544]
- makes more sense anyway, OAM = object attribute memory, obj or
sprite are better names for Sprite rendering class
- more cleanup
2011-01-24 09:03:17 +00:00
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|
uint8 wram[128 * 1024];
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|
Updated to v067r21 release.
byuu says:
This moves toward a profile-selection mode. Right now, it is incomplete.
There are three binaries, one for each profile. The GUI selection
doesn't actually do anything yet. There will be a launcher in a future
release that loads each profile's respective binary.
I reverted away from blargg's SMP library for the time being, in favor
of my own. This will fix most of the csnes/bsnes-performance bugs. This
causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on
32-bit platforms. I hope to be able to regain that speed in the future,
I may also experiment with creating my own fast-SMP core which drops bus
hold delays and TEST register support (never used by anything, ever.)
Save states now work in all three cores, but they are not
cross-compatible. The profile name is stored in the description field of
the save states, and it won't load a state if the profile name doesn't
match.
The debugger only works on the research target for now. Give it time and
it will return for the other targets.
Other than that, let's please resume testing on all three once again.
See how far we get this time :)
I can confirm the following games have issues on the performance
profile:
- Armored Police Metal Jacket (minor logo flickering, not a big deal)
- Chou Aniki (won't start, so obviously unplayable)
- Robocop vs The Terminator (major in-game flickering, unplayable)
Anyone still have that gigantic bsnes thread archive from the ZSNES
forum? Maybe I posted about how to fix those two broken games in there,
heh.
I really want to release this as v1.0, but my better judgment says we
need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
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|
|
enum : bool { Threaded = true };
|
Update to v088r02 release.
byuu says:
Basically, the current implementation of nall/array is deprecated now.
The old method was for non-reference types, it acted like a vector for
POD types (raw memory allocation instead of placement new construction.)
And for reference types, it acted like an unordered set. Yeah, not good.
As of right now, nall/array is no longer used. The vector type usage was
replaced with actual vectors.
I've created nall/set, which now contains the specialization for
reference types.
nall/set basically acts much like std::unordered_set. No auto-sort, only
one of each type is allowed, automatic growth.
This will be the same both for reference and non-reference types ...
however, the non-reference type wasn't implemented just yet.
Future plans for nall/array are for it to be a statically allocated
block of memory, ala array<type, size>, which is meant for RAII memory
usage.
Have to work on the specifics, eg the size as a template parameter may
be problematic. I'd like to return allocated chunks of memory (eg
file::read) in this container so that I don't have to manually free the
data anymore.
I also removed nall/moduloarray, and moved that into the SNES DSP class,
since that's the only thing that uses it.
2012-04-26 10:56:15 +00:00
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vector<Thread*> coprocessors;
|
2010-08-09 13:28:56 +00:00
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alwaysinline void step(unsigned clocks);
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alwaysinline void synchronize_smp();
|
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|
void synchronize_ppu();
|
Update to v079r06 release.
byuu says:
It does add some more code to the CPU::step() function, so performance
probably went down actually, by about 1%. Removing the input.tick() call
didn't compensate as much as I'd hoped.
Hooked up Super Scope and Justifier support. The good news is that the
Justifier alignment doesn't get fucked up anymore when you go
off-screen. Never could fix that in the old version.
The bad news is that it takes a major speed hit for the time being.
I need to figure out how to run the CPU and input threads out of order.
Every time I try, the input gets thrown off by most of a scanline.
Right now, I'm forced to sync constantly to get the latching position
really accurate. But worst case, I can cut the syncs down by skipping
large chunks around the cursor position, +/-40 clock cycles. So it's
only temporarily slow.
Lastly, killed the old Input class, merged Controllers class into it.
I actually like Controllers as a name better, but it doesn't jive with
video/audio/input, so oh well.
2011-06-25 12:56:32 +00:00
|
|
|
void synchronize_coprocessors();
|
|
|
|
void synchronize_controllers();
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
|
|
|
uint8 port_read(uint2 port) const;
|
|
|
|
void port_write(uint2 port, uint8 data);
|
|
|
|
|
2010-08-09 13:33:44 +00:00
|
|
|
uint8 pio();
|
|
|
|
bool joylatch();
|
|
|
|
alwaysinline bool interrupt_pending() { return status.interrupt_pending; }
|
2010-08-09 13:28:56 +00:00
|
|
|
|
Updated to v067r21 release.
byuu says:
This moves toward a profile-selection mode. Right now, it is incomplete.
There are three binaries, one for each profile. The GUI selection
doesn't actually do anything yet. There will be a launcher in a future
release that loads each profile's respective binary.
I reverted away from blargg's SMP library for the time being, in favor
of my own. This will fix most of the csnes/bsnes-performance bugs. This
causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on
32-bit platforms. I hope to be able to regain that speed in the future,
I may also experiment with creating my own fast-SMP core which drops bus
hold delays and TEST register support (never used by anything, ever.)
Save states now work in all three cores, but they are not
cross-compatible. The profile name is stored in the description field of
the save states, and it won't load a state if the profile name doesn't
match.
The debugger only works on the research target for now. Give it time and
it will return for the other targets.
Other than that, let's please resume testing on all three once again.
See how far we get this time :)
I can confirm the following games have issues on the performance
profile:
- Armored Police Metal Jacket (minor logo flickering, not a big deal)
- Chou Aniki (won't start, so obviously unplayable)
- Robocop vs The Terminator (major in-game flickering, unplayable)
Anyone still have that gigantic bsnes thread archive from the ZSNES
forum? Maybe I posted about how to fix those two broken games in there,
heh.
I really want to release this as v1.0, but my better judgment says we
need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
|
|
|
void enter();
|
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
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void enable();
|
2010-08-09 13:33:44 +00:00
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|
void power();
|
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void reset();
|
2010-08-09 13:28:56 +00:00
|
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2010-08-09 13:33:44 +00:00
|
|
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void serialize(serializer&);
|
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CPU();
|
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|
~CPU();
|
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|
2012-02-09 12:53:55 +00:00
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|
privileged:
|
Update to v093r02 release.
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 11:45:54 +00:00
|
|
|
unsigned cpu_version = 2; //allowed: 1, 2
|
|
|
|
|
2010-08-09 13:28:56 +00:00
|
|
|
#include "dma/dma.hpp"
|
|
|
|
#include "memory/memory.hpp"
|
|
|
|
#include "mmio/mmio.hpp"
|
|
|
|
#include "timing/timing.hpp"
|
|
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|
|
|
struct Status {
|
|
|
|
bool interrupt_pending;
|
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|
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|
|
unsigned clock_count;
|
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|
|
unsigned line_clocks;
|
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|
|
|
|
|
|
//timing
|
|
|
|
bool irq_lock;
|
|
|
|
|
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|
|
unsigned dram_refresh_position;
|
|
|
|
bool dram_refreshed;
|
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|
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|
|
unsigned hdma_init_position;
|
|
|
|
bool hdma_init_triggered;
|
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|
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|
unsigned hdma_position;
|
|
|
|
bool hdma_triggered;
|
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|
bool nmi_valid;
|
|
|
|
bool nmi_line;
|
|
|
|
bool nmi_transition;
|
|
|
|
bool nmi_pending;
|
|
|
|
bool nmi_hold;
|
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|
|
bool irq_valid;
|
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|
|
bool irq_line;
|
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|
bool irq_transition;
|
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|
|
bool irq_pending;
|
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|
|
bool irq_hold;
|
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|
bool reset_pending;
|
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|
//DMA
|
|
|
|
bool dma_active;
|
|
|
|
unsigned dma_counter;
|
|
|
|
unsigned dma_clocks;
|
|
|
|
bool dma_pending;
|
|
|
|
bool hdma_pending;
|
|
|
|
bool hdma_mode; //0 = init, 1 = run
|
|
|
|
|
Update to v073r01 release.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
|
|
|
//auto joypad polling
|
|
|
|
bool auto_joypad_active;
|
2011-12-12 10:59:53 +00:00
|
|
|
bool auto_joypad_latch;
|
Update to v073r01 release.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
|
|
|
unsigned auto_joypad_counter;
|
|
|
|
unsigned auto_joypad_clock;
|
|
|
|
|
2010-08-09 13:28:56 +00:00
|
|
|
//MMIO
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
|
|
|
//$2140-217f
|
|
|
|
uint8 port[4];
|
|
|
|
|
2010-08-09 13:28:56 +00:00
|
|
|
//$2181-$2183
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
|
|
|
uint17 wram_addr;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//$4016-$4017
|
|
|
|
bool joypad_strobe_latch;
|
|
|
|
uint32 joypad1_bits;
|
|
|
|
uint32 joypad2_bits;
|
|
|
|
|
|
|
|
//$4200
|
|
|
|
bool nmi_enabled;
|
|
|
|
bool hirq_enabled, virq_enabled;
|
|
|
|
bool auto_joypad_poll;
|
|
|
|
|
|
|
|
//$4201
|
|
|
|
uint8 pio;
|
|
|
|
|
|
|
|
//$4202-$4203
|
|
|
|
uint8 wrmpya;
|
|
|
|
uint8 wrmpyb;
|
|
|
|
|
|
|
|
//$4204-$4206
|
|
|
|
uint16 wrdiva;
|
Updated to v067r23 release.
byuu says:
Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU
core, so slower PCs can get their brotherly love on.
Added range-based controller IOBit latching to the fast CPU core, which
enables Super Scope and Justifier support. Uses the priority queue as
well, so there is zero speed-hit. Given the way range-testing works, the
trigger point may vary by 1-2 pixels when firing at the same spot. Not
really a big deal when it avoids a massive speed penalty.
Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core.
Added the dot-renderer's sprite list update-on-OAM-write functionality
to the scanline-based PPU renderer. Unfortunately it looks like all the
speed gain was already taken from the global dirty flag I was using
before, but this certainly won't hurt speed any, so whatever.
Added #ifdef to stop CoInitialize(0) on non-Windows ports.
Added #ifdefs to stop gradient fade on Windows port. Not going to fuck
over the Linux port aesthetic because of Qt bug #47,326,927. If there's
a way to tell what Qt theme is being used, I can leave it enabled for
XP/Vista themes.
Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from
24 to 16, to better simulate one-cycle DMA->CPU sync.
Code clarity: I've re-added my varint.hpp classes, and am actively using
them in the accuracy cores. So far, I haven't done anything that would
detriment speed, but it is certainly cool. The APU ports exposed by the
CPU and SMP now take uint2 address arguments, the CPU WRAM address
register is a uint17, and the IRQ H/VTIME values are uint10. This
basically allows the source to clearly convey the data sizes, and
eliminates the need to manually mask values when writing to registers or
reading from memory. I'm going to be doing this everywhere, and it will
have a speed impact eventually, because the automation means we can't
skip masks when we know the data is already masked off.
Source: archive contains the launcher code, so that I can look into why
it's crashing on XP tomorrow.
It doesn't look like Circuit USA's flags are going to work too well with
this new CPU core. Still not sure what the hell Robocop vs The
Terminator is doing, I'll read through the mega SNES thread for clues
tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was
breaking things with my current core. Probably because the new CPU core
doesn't wait for a cycle edge to trigger.
I was thinking that perhaps we could keep some form of cheat codes list
to work as game-specific hacks for the performance core. Keeps the hacks
out of the emulator, but could allow the remaining bugs to be worked
around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
|
|
|
uint8 wrdivb;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//$4207-$420a
|
2010-10-18 10:15:33 +00:00
|
|
|
uint9 hirq_pos;
|
|
|
|
uint9 virq_pos;
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//$420d
|
|
|
|
unsigned rom_speed;
|
|
|
|
|
|
|
|
//$4214-$4217
|
|
|
|
uint16 rddiv;
|
|
|
|
uint16 rdmpy;
|
|
|
|
|
|
|
|
//$4218-$421f
|
Update to v073r01 release.
byuu says:
While perhaps not perfect, pretty good is better than nothing ... I've
added emulation of auto-joypad poll timing.
Going off ikari_01's confirmation of what we suspected, that the strobe
happens every 256 clocks, I've set up emulation as follows:
Upon reset, our clock counter is reset to zero.
At the start of each frame, our poll counter is reset to zero.
Every 256 clocks, we call the step_auto_joypad_poll() function.
If we are at V=225/240+ (based on overscan setting), we check the poll
counter.
At zero, we poll the actual controller and set the joypad polling flag
in $4212.d0 to 1.
From zero through fifteen, we read in one bit for each controller and
shift it into the register.
At sixteen, we turn off the joypad polling flag.
The 256-clock divider allows the start point of polling for each frame
to fluctuate wildly like real hardware.
I count regardless of auto joypad enable, as per $4212.d0's behavior;
but only poll when it's actually enabled.
I do not consume any actual time from this polling. I honestly don't
know if I even should, or if it manages to do it in the background.
If it should consume time, then this most likely happens between opcode
edges and we'll have to adjust the code a good bit.
All commercial games should continue to work fine, but this will likely
break some hacks/translations not tested on hardware.
Without the timing emulation, reading $4218-421f before V=~228 would
basically give you the valid input controller values of the previous
frame.
Now, like hardware, it should give you a state that is part previous
frame, part current frame shifted into it. Button positions won't be
reliable and will shift every 256 clocks.
I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This
removes 400kb of source code (phoenix is a lean 130kb), and drops the
archive size from 564KB to 475KB. Combined with the DSP HLE, and we've
knocked off ~570KB of source cruft from the entire project. I am looking
forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
|
|
|
uint16 joy1;
|
|
|
|
uint16 joy2;
|
|
|
|
uint16 joy3;
|
|
|
|
uint16 joy4;
|
2010-08-09 13:28:56 +00:00
|
|
|
} status;
|
|
|
|
|
|
|
|
struct ALU {
|
|
|
|
unsigned mpyctr;
|
|
|
|
unsigned divctr;
|
|
|
|
unsigned shift;
|
|
|
|
} alu;
|
|
|
|
|
2010-08-09 13:33:44 +00:00
|
|
|
static void Enter();
|
Update to v085r03 release.
byuu says:
Changelog:
- fixed cursor being visible under Metacity window manager (hopefully
doesn't cause regression with other WMs)
- show normal cursor when using SDL video driver
- added menu accelerators (meh, why not?)
- removed debugvirtual, ChipDebugger and chip/debugger functionality
entirely
- alt/smp disassembler moved up
- fixed alt/smp incw/decw instructions (unsigned->uint16 for internal
variables)
My plan going forward for a debugger is not to hardcode functionality
that causes the 10-15% slowdown right into the emulator itself.
Instead, I'm going to make a callback class, which will be a specialized
version of nall::function:
- can call function even if not assigned (results in no-op, return type
must have a trivial default constructor)
- if compiled without #define DEBUGGER, the entire thing turns into
a huge no-op; and will be eliminated entirely when compiled
- strategically place the functions: cb_step, cb_read, cb_write, etc.
From here, the ui-debugger GUI will bind the callbacks, implement
breakpoint checking, usage table generation, etc itself.
I'll probably have to add some breakout commands to exit the emulation
core prior to a frame event in some cases as well.
I didn't initially want any debugger-related stuff in the base cores,
but the #if debugger sCPUDebugger #else sCPU #endif stuff was already
more of a burden than this will be.
2012-02-04 09:23:53 +00:00
|
|
|
void op_step();
|
2012-02-06 12:03:45 +00:00
|
|
|
|
|
|
|
struct Debugger {
|
2012-02-09 12:53:55 +00:00
|
|
|
hook<void (uint24)> op_exec;
|
2014-02-02 21:02:18 +00:00
|
|
|
hook<void (uint24, uint8)> op_read;
|
2012-02-09 12:53:55 +00:00
|
|
|
hook<void (uint24, uint8)> op_write;
|
Update to v085r08 release.
byuu says:
Changelog:
- follow the Laevateinn topic to get most of it
- also added NMI, IRQ step buttons to CPU debugger
- also added trace masking + trace mask reset
- also added memory export
- cartridge loading is entirely folder-based now
FitzRoy, I'll go ahead and make a second compromise with you for v086:
I'll match the following:
/path/to/SNES.sfc/*.sfc
/path/to/NES.fc/*.prg, *.chr (split format)
/path/to/NES.fc/*.fc (merged format)
/path/to/GB.gb/*.gb
/path/to/GBC.gbc/*.gbc
Condition will be that there can only be one of each file. If there's
more than one, it'll abort. That lets me name my ROMs as
"Game.fc/Game.fc", and you can name yours as "Game.fc/cartridge.prg,
cartridge.chr". Or whatever you want.
We'll just go with that, see what fares out as the most popular, and
then restrict it back to that method.
The folder must have the .fc, etc extension though. That will be how we
avoid false-positive folder matches.
[Editor's note - the Laevateinn topic mentions these changes for
v085r08:
Added SMP/PPU breakpoints, SMP debugger, SMP stepping / tracing,
memory editing on APU-bus / VRAM / OAM / CGRAM, save state menu,
WRAM mirroring on breakpoints, protected MMIO memory regions
(otherwise, viewing $002100 could crash your game.)
Major missing components:
- trace mask
- trace mask clear / usage map clear
- window geometry caching / sizing improvements
- VRAM viewer
- properties viewer
- working memory export button
The rest will most likely appear after v086 is released.
]
2012-02-12 05:35:40 +00:00
|
|
|
hook<void ()> op_nmi;
|
|
|
|
hook<void ()> op_irq;
|
2012-02-06 12:03:45 +00:00
|
|
|
} debugger;
|
2010-08-09 13:28:56 +00:00
|
|
|
};
|
|
|
|
|
Update to v085r03 release.
byuu says:
Changelog:
- fixed cursor being visible under Metacity window manager (hopefully
doesn't cause regression with other WMs)
- show normal cursor when using SDL video driver
- added menu accelerators (meh, why not?)
- removed debugvirtual, ChipDebugger and chip/debugger functionality
entirely
- alt/smp disassembler moved up
- fixed alt/smp incw/decw instructions (unsigned->uint16 for internal
variables)
My plan going forward for a debugger is not to hardcode functionality
that causes the 10-15% slowdown right into the emulator itself.
Instead, I'm going to make a callback class, which will be a specialized
version of nall::function:
- can call function even if not assigned (results in no-op, return type
must have a trivial default constructor)
- if compiled without #define DEBUGGER, the entire thing turns into
a huge no-op; and will be eliminated entirely when compiled
- strategically place the functions: cb_step, cb_read, cb_write, etc.
From here, the ui-debugger GUI will bind the callbacks, implement
breakpoint checking, usage table generation, etc itself.
I'll probably have to add some breakout commands to exit the emulation
core prior to a frame event in some cases as well.
I didn't initially want any debugger-related stuff in the base cores,
but the #if debugger sCPUDebugger #else sCPU #endif stuff was already
more of a burden than this will be.
2012-02-04 09:23:53 +00:00
|
|
|
extern CPU cpu;
|