bsnes/higan/processor/v30mz/v30mz.cpp

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#include <processor/processor.hpp>
#include "v30mz.hpp"
namespace Processor {
#include "registers.cpp"
#include "modrm.cpp"
#include "memory.cpp"
#include "algorithms.cpp"
Update to v103r31 release. byuu says: Changelog: - gba/cpu: slight speedup to CPU::step() - processor/arm7tdmi: fixed about ten bugs, ST018 and GBA games are now playable once again - processor/arm: removed core from codebase - processor/v30mz: code cleanup (renamed functions; updated instruction() for consistency with other cores) It turns out on my much faster system, the new ARM7TDMI core is very slightly slower than the old one (by about 2% or so FPS.) But the CPU::step() improvement basically made it a wash. So yeah, I'm in really serious trouble with how slow my GBA core is now. Sigh. As for higan/processor ... this concludes the first phase of major cleanups and rewrites. There will always be work to do, and I have two more phases in mind. One is that a lot of the instruction disassemblers are very old. One even uses sprintf still. I'd like to modernize them all. Also, the ARM7TDMI core (and the ARM core before it) can't really disassemble because the PC address used for instruction execution is not known prior to calling instruction(), due to pipeline reload fetches that may occur inside of said function. I had a nasty hack for debugging the new core, but I'd like to come up with a clean way to allow tracing the new ARM7TDMI core. Another is that I'd still like to rename a lot of instruction function names in various cores to be more descriptive. I really liked how the LR35902 core came out there, and would like to get that level of detail in with the other cores as well.
2017-08-10 11:26:02 +00:00
#include "instruction.cpp"
#include "instructions-adjust.cpp"
#include "instructions-alu.cpp"
#include "instructions-exec.cpp"
#include "instructions-flag.cpp"
#include "instructions-group.cpp"
#include "instructions-misc.cpp"
#include "instructions-move.cpp"
#include "instructions-string.cpp"
Update to v097r28 release. byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P
2016-03-25 06:19:08 +00:00
#include "serialization.cpp"
#include "disassembler.cpp"
auto V30MZ::warning(string text) -> void {
//print(text, "\n");
}
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
auto V30MZ::power() -> void {
state.halt = false;
state.poll = true;
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
state.prefix = false;
prefixes.reset();
r.ax = 0x0000;
r.cx = 0x0000;
r.dx = 0x0000;
r.bx = 0x0000;
r.sp = 0x2000;
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
r.bp = 0x0000;
r.si = 0x0000;
r.di = 0x0000;
r.es = 0x0000;
r.cs = 0xffff;
r.ss = 0x0000;
r.ds = 0x0000;
r.ip = 0x0000;
r.f = 0x8000;
}
auto V30MZ::exec() -> void {
state.poll = true;
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
state.prefix = false;
if(state.halt) return wait(1);
instruction();
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
if(!state.prefix) prefixes.reset();
}
}