Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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#include <processor/processor.hpp>
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#include "m68k.hpp"
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namespace Processor {
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Update to v100r08 release.
byuu says:
Six and a half hours this time ... one new opcode, and all old opcodes
now in a deprecated format. Hooray, progress!
For building the table, I've decided to move from:
for(uint opcode : range(65536)) {
if(match(...)) bind(opNAME, ...);
}
To instead having separate for loops for each supported opcode. This
lets me specialize parts I want with templates.
And to this aim, I'm moving to replace all of the
(read,write)(size, ...) functions with (read,write)<Size>(...) functions.
This will amount to the ~70ish instructions being triplicated ot ~210ish
instructions; but I think this is really important.
When I was getting into flag calculations, a ton of conditionals
were needed to mask sizes to byte/word/long. There was also lots of
conditionals in all the memory access handlers.
The template code is ugly, but we eliminate a huge amount of branch
conditions this way.
2016-07-17 22:11:29 +00:00
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enum : uint { Byte, Word, Long };
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2016-07-22 12:03:25 +00:00
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enum : bool { Reverse = 1 };
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Update to v100r08 release.
byuu says:
Six and a half hours this time ... one new opcode, and all old opcodes
now in a deprecated format. Hooray, progress!
For building the table, I've decided to move from:
for(uint opcode : range(65536)) {
if(match(...)) bind(opNAME, ...);
}
To instead having separate for loops for each supported opcode. This
lets me specialize parts I want with templates.
And to this aim, I'm moving to replace all of the
(read,write)(size, ...) functions with (read,write)<Size>(...) functions.
This will amount to the ~70ish instructions being triplicated ot ~210ish
instructions; but I think this is really important.
When I was getting into flag calculations, a ton of conditionals
were needed to mask sizes to byte/word/long. There was also lots of
conditionals in all the memory access handlers.
The template code is ugly, but we eliminate a huge amount of branch
conditions this way.
2016-07-17 22:11:29 +00:00
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Update to v100r06 release.
byuu says:
Up to ten 68K instructions out of somewhere between 61 and 88, depending
upon which PDF you look at. Of course, some of them aren't 100% completed
yet, either. Lots of craziness with MOVEM, and BCC has a BSR variant
that needs stack push/pop functions.
This WIP actually took over eight hours to make, going through every
possible permutation on how to design the core itself. The updated design
now builds both the instruction decoder+dispatcher and the disassembler
decoder into the same main loop during M68K's constructor.
The special cases are also really psychotic on this processor, and
I'm afraid of missing something via the fallthrough cases. So instead,
I'm ordering the instructions alphabetically, and including exclusion
cases to ignore binding invalid cases. If I end up remapping an existing
register, then it'll throw a run-time assertion at program startup.
I wanted very much to get rid of struct EA (EffectiveAddress), but
it's too difficult to keep track of the internal effective address
without it. So I split out the size to a separate parameter, since
every opcode only has one size parameter, and otherwise it was getting
duplicated in opcodes that take two EAs, and was also awkward with the
flag testing. It's a bit more typing, but I feel it's more clean this way.
Overall, I'm really worried this is going to be too slow. I don't want
to turn the EA stuff into templates, because that will massively bloat
out compilation times and object sizes, and will also need a special DSL
preprocessor since C++ doesn't have a static for loop. I can definitely
optimize a lot of EA's address/read/write functions away once the core
is completed, but it's never going to hold a candle to a templatized
68K core.
----
Forgot to include the SA-1 regression fix. I always remember immediately
after I upload and archive the WIP. Will try to get that in next time,
I guess.
2016-07-16 08:39:44 +00:00
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#include "registers.cpp"
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2016-07-10 05:28:26 +00:00
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#include "memory.cpp"
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2016-07-23 02:32:35 +00:00
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#include "effective-address.cpp"
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2016-07-12 10:19:31 +00:00
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#include "instruction.cpp"
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#include "instructions.cpp"
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#include "disassembler.cpp"
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2016-07-10 05:28:26 +00:00
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auto M68K::power() -> void {
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}
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auto M68K::reset() -> void {
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instructionsExecuted = 0;
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2016-07-23 02:32:35 +00:00
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for(auto& dr : r.d) dr = 0;
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for(auto& ar : r.a) ar = 0;
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2016-07-22 12:03:25 +00:00
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r.sp = 0;
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2016-07-12 10:19:31 +00:00
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r.pc = 0;
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2016-07-23 02:32:35 +00:00
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r.c = 0;
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r.v = 0;
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r.z = 0;
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r.n = 0;
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r.x = 0;
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2016-07-25 13:15:54 +00:00
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r.i = 7;
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2016-07-23 02:32:35 +00:00
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r.s = 1;
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r.t = 0;
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2016-07-12 22:47:04 +00:00
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}
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2016-07-22 12:03:25 +00:00
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auto M68K::supervisor() -> bool {
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if(r.s) return true;
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//todo: raise TRAP exception
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return false;
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}
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Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
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}
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