2016-08-21 22:11:24 +00:00
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#include <md/md.hpp>
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namespace MegaDrive {
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2016-09-04 13:51:27 +00:00
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BusCPU busCPU;
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Update to v101r14 release.
byuu says:
Changelog:
- rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
prefixes
- added Processor::Z80::Bus as a new type of abstraction
- all of the instructions implemented have their proper T-cycle counts
now
- added nall/certificates for my public keys
The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.
The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.
So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 11:26:04 +00:00
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BusAPU busAPU;
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Update to v102r16 release.
byuu says:
Changelog:
- Emulator::Stream now allows adding low-pass and high-pass filters
dynamically
- also accepts a pass# count; each pass is a second-order biquad
butterworth IIR filter
- Emulator::Stream no longer automatically filters out >20KHz
frequencies for all streams
- FC: added 20Hz high-pass filter; 20KHz low-pass filter
- GB: removed simple 'magic constant' high-pass filter of unknown
cutoff frequency (missed this one in the last WIP)
- GB,SGB,GBC: added 20Hz high-pass filter; 20KHz low-pass filter
- MS,GG,MD/PSG: added 20Hz high-pass filter; 20KHz low-pass filter
- MD: added save state support (but it's completely broken for now;
sorry)
- MD/YM2612: fixed Voice#3 per-operator pitch support (fixes sound
effects in Streets of Rage, etc)
- PCE: added 20Hz high-pass filter; 20KHz low-pass filter
- WS,WSC: added 20Hz high-pass filter; 20KHz low-pass filter
So, the point of the low-pass filters is to remove frequencies above
human hearing. If we don't do this, then resampling will introduce
aliasing that results in sounds that are audible to the human ear. Which
basically an annoying buzzing sound. You'll definitely hear the
improvement from these in games like Mega Man 2 on the NES. Of course,
these already existed before, so this WIP won't sound better than
previous WIPs.
The high-pass filters are a little more complicated. Their main role is
to remove DC bias and help to center the audio stream. I don't
understand how they do this at all, but ... that's what everyone who
knows what they're talking about says, thus ... so be it.
I have set all of the high-pass filters to 20Hz, which is below the
limit of human hearing. Now this is where it gets really interesting ...
technically, some of these systems actually cut off a lot of range. For
instance, the GBA should technically use an 800Hz high-pass filter when
output is done through the system's speakers. But of course, if you plug
in headphones, you can hear the lower frequencies.
Now 800Hz ... you definitely can hear. At that level, nearly all of the
bass is stripped out and the audio is very tinny. Just like the real
system. But for now, I don't want to emulate the audio being crushed
that badly.
I'm sticking with 20Hz everywhere since it won't negatively affect audio
quality. In fact, you should not be able to hear any difference between
this WIP and the previous WIP. But theoretically, DC bias should mostly
be removed as a result of these new filters. It may be that we need to
raise the values on some cores in the future, but I don't want to do
that until we know for certain that we have to.
What I can say is that compared to even older WIPs than r15 ... the
removal of the simple one-pole low-pass and high-pass filters with the
newer three-pass, second-order filters should result in much better
attenuation (less distortion of audible frequencies.) Probably not
enough to be noticeable in a blind test, though.
2017-03-08 20:20:40 +00:00
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#include "serialization.cpp"
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2016-08-21 22:11:24 +00:00
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2016-09-04 13:51:27 +00:00
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auto BusCPU::readByte(uint24 addr) -> uint16 {
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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if(addr >= 0x000000 && addr <= 0x3fffff) return cartridge.read(addr & ~1).byte(!addr.bit(0));
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if(addr >= 0xa00000 && addr <= 0xa0ffff) return busAPU.granted() ? busAPU.read(addr) : (uint8)0x0000;
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if(addr >= 0xa10000 && addr <= 0xa10fff) return readIO(addr & ~0xff00);
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if(addr >= 0xa11000 && addr <= 0xa11fff) return readIO(addr & ~0x00ff);
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if(addr >= 0xa13000 && addr <= 0xa130ff) return cartridge.readIO(addr);
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if(addr >= 0xc00000 && addr <= 0xdfffff) return vdp.read(addr & ~1).byte(!addr.bit(0));
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if(addr >= 0xe00000 && addr <= 0xffffff) {
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return ram[addr & 0xffff];
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}
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return 0x0000;
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2016-08-21 22:11:24 +00:00
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}
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2016-09-04 13:51:27 +00:00
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auto BusCPU::readWord(uint24 addr) -> uint16 {
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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if(addr >= 0x000000 && addr <= 0x3fffff) return cartridge.read(addr);
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if(addr >= 0xa00000 && addr <= 0xa0ffff) return busAPU.granted() ? busAPU.read(addr) : (uint8)0x0000;
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if(addr >= 0xa10000 && addr <= 0xa10fff) return readIO(addr & ~0xff00) << 0;
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if(addr >= 0xa11000 && addr <= 0xa11fff) return readIO(addr & ~0x00ff) << 8;
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if(addr >= 0xa13000 && addr <= 0xa130ff) return cartridge.readIO(addr);
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if(addr >= 0xc00000 && addr <= 0xdfffff) return vdp.read(addr);
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if(addr >= 0xe00000 && addr <= 0xffffff) {
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uint16 data = ram[addr + 0 & 0xffff] << 8;
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return data | ram[addr + 1 & 0xffff] << 0;
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}
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return 0x0000;
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2016-08-21 22:11:24 +00:00
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}
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2016-09-04 13:51:27 +00:00
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auto BusCPU::writeByte(uint24 addr, uint16 data) -> void {
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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if(addr >= 0x000000 && addr <= 0x3fffff) return cartridge.write(addr & ~1, data << 8 | data << 0);
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if(addr >= 0xa00000 && addr <= 0xa0ffff) return busAPU.granted() ? busAPU.write(addr, data) : (void)0;
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if(addr >= 0xa10000 && addr <= 0xa10fff) return writeIO(addr & ~0xff00, data);
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if(addr >= 0xa11000 && addr <= 0xa11fff) return writeIO(addr & ~0x00ff, data);
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if(addr >= 0xa13000 && addr <= 0xa130ff) return cartridge.writeIO(addr, data);
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if(addr >= 0xc00000 && addr <= 0xc0000f) return vdp.write(addr & ~1, data << 8 | data << 0);
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if(addr >= 0xc00010 && addr <= 0xc00017) return psg.write(data);
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if(addr >= 0xe00000 && addr <= 0xffffff) {
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ram[addr & 0xffff] = data;
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return;
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}
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2016-08-21 22:11:24 +00:00
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}
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2016-09-04 13:51:27 +00:00
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auto BusCPU::writeWord(uint24 addr, uint16 data) -> void {
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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if(addr >= 0x000000 && addr <= 0x3fffff) return cartridge.write(addr, data);
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if(addr >= 0xa00000 && addr <= 0xa0ffff) return busAPU.granted() ? busAPU.write(addr, data) : (void)0;
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if(addr >= 0xa10000 && addr <= 0xa10fff) return writeIO(addr & ~0xff00, data >> 0);
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if(addr >= 0xa11000 && addr <= 0xa11fff) return writeIO(addr & ~0x00ff, data >> 8);
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if(addr >= 0xa13000 && addr <= 0xa130ff) return cartridge.writeIO(addr, data);
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|
|
if(addr >= 0xc00000 && addr <= 0xc0000f) return vdp.write(addr, data);
|
|
|
|
if(addr >= 0xc00010 && addr <= 0xc00017) return psg.write(data);
|
|
|
|
if(addr >= 0xe00000 && addr <= 0xffffff) {
|
|
|
|
ram[addr + 0 & 0xffff] = data >> 8;
|
|
|
|
ram[addr + 1 & 0xffff] = data >> 0;
|
|
|
|
return;
|
|
|
|
}
|
2016-08-21 22:11:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
|
2016-09-04 13:51:27 +00:00
|
|
|
auto BusCPU::readIO(uint24 addr) -> uint16 {
|
2016-08-21 22:11:24 +00:00
|
|
|
switch(addr & ~1) {
|
2017-02-10 23:56:42 +00:00
|
|
|
case 0xa10000: return (
|
|
|
|
!Region::NTSCJ() << 7 //0 = domestic (Japan); 1 = export
|
|
|
|
| Region::PAL() << 6 //0 = NTSC; 1 = PAL
|
|
|
|
| 1 << 5 //0 = Mega CD connected; 1 = no expansion connected
|
|
|
|
| 0 << 0 //0 = Model 1; 1 = Model 2+
|
|
|
|
);
|
|
|
|
|
2016-08-21 22:11:24 +00:00
|
|
|
case 0xa10002: return peripherals.controllerPort1->readData();
|
|
|
|
case 0xa10004: return peripherals.controllerPort2->readData();
|
|
|
|
case 0xa10006: return peripherals.extensionPort->readData();
|
|
|
|
|
|
|
|
case 0xa10008: return peripherals.controllerPort1->readControl();
|
|
|
|
case 0xa1000a: return peripherals.controllerPort2->readControl();
|
|
|
|
case 0xa1000c: return peripherals.extensionPort->readControl();
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
|
Update to v102r12 release.
byuu says:
Changelog:
- MD/PSG: fixed 68K bus Z80 status read address location
- MS, GG, MD/PSG: channels post-decrement their counters, not
pre-decrement [Cydrak]¹
- MD/VDP: cache screen width registers once per scanline; screen
height registers once per frame
- MD/VDP: support 256-width display mode (used in Shining Force, etc)
- MD/YM2612: implemented timers²
- MD/YM2612: implemented 8-bit PCM DAC²
- 68000: TRAP instruction should index the vector location by 32 (eg
by 128 bytes), fixes Shining Force
- nall: updated hex(), octal(), binary() functions to take uintmax
instead of template<typename T> parameter³
¹: this one makes an incredible difference. Sie noticed that lots of
games set a period of 0, which would end up being a really long period
with pre-decrement. By fixing this, noise shows up in many more games,
and sounds way better in games even where it did before. You can hear
extra sound on Lunar - Sanposuru Gakuen's title screen, the noise in
Sonic The Hedgehog (Mega Drive) sounds better, etc.
²: this also really helps sound. The timers allow PSG music to play
back at the correct speed instead of playing back way too quickly. And
the PCM DAC lets you hear a lot of drum effects, as well as the
"Sega!!" sound at the start of Sonic the Hedgehog, and the infamous,
"Rise from your grave!" line from Altered Beast.
Still, most music on the Mega Drive comes from the FM channels, so
there's still not a whole lot to listen to.
I didn't implement Cydrak's $02c test register just yet. Sie wasn't 100%
certain on how the extended DAC bit worked, so I'd like to play it a
little conservative and get sound working, then I'll go back and add a
toggle or something to enable undocumented registers, that way we can
use that to detect any potential problems they might be causing.
³: unfortunately we lose support for using hex() on nall/arithmetic
types. If I have a const Pair& version of the function, then the
compiler gets confused on whether Natural<32> should use uintmax or
const Pair&, because compilers are stupid, and you can't have explicit
arguments in overloaded functions. So even though either function would
work, it just decides to error out instead >_>
This is actually really annoying, because I want hex() to be useful for
printing out nall/crypto keys and hashes directly.
But ... this change had to be made. Negative signed integers would crash
programs, and that was taking out my 68000 disassembler.
2017-02-27 08:45:51 +00:00
|
|
|
case 0xa11100: return !busAPU.granted();
|
2016-08-21 22:11:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return 0x0000;
|
|
|
|
}
|
|
|
|
|
2016-09-04 13:51:27 +00:00
|
|
|
auto BusCPU::writeIO(uint24 addr, uint16 data) -> void {
|
2016-08-21 22:11:24 +00:00
|
|
|
switch(addr & ~1) {
|
|
|
|
case 0xa10002: return peripherals.controllerPort1->writeData(data);
|
|
|
|
case 0xa10004: return peripherals.controllerPort2->writeData(data);
|
|
|
|
case 0xa10006: return peripherals.extensionPort->writeData(data);
|
|
|
|
|
|
|
|
case 0xa10008: return peripherals.controllerPort1->writeControl(data);
|
|
|
|
case 0xa1000a: return peripherals.controllerPort2->writeControl(data);
|
|
|
|
case 0xa1000c: return peripherals.extensionPort->writeControl(data);
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
|
|
|
|
case 0xa11100: return busAPU.request(data.bit(0));
|
|
|
|
case 0xa11200: return apu.enable(data.bit(0));
|
2016-08-21 22:11:24 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v101r14 release.
byuu says:
Changelog:
- rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
prefixes
- added Processor::Z80::Bus as a new type of abstraction
- all of the instructions implemented have their proper T-cycle counts
now
- added nall/certificates for my public keys
The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.
The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.
So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 11:26:04 +00:00
|
|
|
//
|
|
|
|
|
|
|
|
auto BusAPU::read(uint16 addr) -> uint8 {
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
if((addr & 0xe000) == 0x0000) {
|
|
|
|
return ram[addr];
|
|
|
|
}
|
|
|
|
|
|
|
|
if(addr == 0x4000) return ym2612.readStatus();
|
|
|
|
if(addr == 0x4001) return ym2612.readStatus();
|
|
|
|
if(addr == 0x4002) return ym2612.readStatus();
|
|
|
|
if(addr == 0x4003) return ym2612.readStatus();
|
|
|
|
|
|
|
|
if((addr & 0x8000) == 0x8000) {
|
|
|
|
return cartridge.read(bank << 15 | (addr & 0x7ffe)).byte(!addr.bit(0));
|
|
|
|
}
|
Update to v101r14 release.
byuu says:
Changelog:
- rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
prefixes
- added Processor::Z80::Bus as a new type of abstraction
- all of the instructions implemented have their proper T-cycle counts
now
- added nall/certificates for my public keys
The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.
The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.
So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 11:26:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto BusAPU::write(uint16 addr, uint8 data) -> void {
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
if((addr & 0xe000) == 0x0000) {
|
|
|
|
ram[addr] = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(addr == 0x4000) return ym2612.writeAddress(0 << 8 | data);
|
|
|
|
if(addr == 0x4001) return ym2612.writeData(data);
|
|
|
|
if(addr == 0x4002) return ym2612.writeAddress(1 << 8 | data);
|
|
|
|
if(addr == 0x4003) return ym2612.writeData(data);
|
|
|
|
|
|
|
|
if(addr == 0x6000) {
|
|
|
|
//1-bit shift register
|
|
|
|
bank = data.bit(0) << 8 | bank >> 1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(addr == 0x7f11) return psg.write(data);
|
|
|
|
if(addr == 0x7f13) return psg.write(data);
|
|
|
|
if(addr == 0x7f15) return psg.write(data);
|
|
|
|
if(addr == 0x7f17) return psg.write(data);
|
|
|
|
|
|
|
|
if((addr & 0x8000) == 0x8000) {
|
|
|
|
//todo: do 8-bit writes mirror to 16-bits?
|
|
|
|
return cartridge.write(bank << 15 | (addr & 0x7ffe), data << 8 | data << 0);
|
|
|
|
}
|
Update to v101r14 release.
byuu says:
Changelog:
- rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
prefixes
- added Processor::Z80::Bus as a new type of abstraction
- all of the instructions implemented have their proper T-cycle counts
now
- added nall/certificates for my public keys
The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.
The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.
So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 11:26:04 +00:00
|
|
|
}
|
|
|
|
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
//unused on Mega Drive
|
Update to v101r14 release.
byuu says:
Changelog:
- rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
prefixes
- added Processor::Z80::Bus as a new type of abstraction
- all of the instructions implemented have their proper T-cycle counts
now
- added nall/certificates for my public keys
The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.
The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.
So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 11:26:04 +00:00
|
|
|
auto BusAPU::in(uint8 addr) -> uint8 {
|
|
|
|
return 0x00;
|
|
|
|
}
|
|
|
|
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
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//unused on Mega Drive
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Update to v101r14 release.
byuu says:
Changelog:
- rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
prefixes
- added Processor::Z80::Bus as a new type of abstraction
- all of the instructions implemented have their proper T-cycle counts
now
- added nall/certificates for my public keys
The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.
The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.
So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 11:26:04 +00:00
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auto BusAPU::out(uint8 addr, uint8 data) -> void {
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}
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2016-08-21 22:11:24 +00:00
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}
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