bsnes/higan/sfc/coprocessor/necdsp/serialization.cpp

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auto NECDSP::firmware() const -> vector<uint8> {
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
vector<uint8> buffer;
Update to v099r06 release. byuu says: Changelog: - Super Famicom core converted to use nall/vfs - excludes Super Game Boy; since that's invoked from inside the GB core This was definitely the major obstacle to test nall/vfs' applicability. Things worked out pretty great in the end. We went from 22.0KiB (cartridge) + 18.6KiB (interface) to 24.5KiB (cartridge) + 11.4KiB (interface). Or 40.7KiB to 36.0KiB. This removes a very large source of indirection. Before it was: "coprocessor <=> cartridge <=> interface" for loading and saving data, and now it's just "coprocessor <=> cartridge". And it may make sense to eventually turn this into just "cartridge -> coprocessor" by making each coprocessor class handle its own markup parsing. It's nice to have all the manifest parsing in one location (well, sans MSU1); but it's also nice for loading/unloading to be handled by each coprocessor itself. So I'll have to think longer about that one. I've also started handling Interface::save() differently. Instead of keeping track of memory IDs and filenames, and iterating through that vector of objects ... instead I now have a system that mirrors the markup parsing on loading, but handles saving instead. This was actually the reason the code size savings weren't more significant, but I like this style more. As before, it removes an extra level of indirection. So ... next up, I need to port over the GB, then GBA, then WS cores. These shouldn't take too long since they're all very simple with just ROM+RAM(+RTC) right now. Then get the SGB callbacks using vfs. Then after that, gut all the old stream stuff from nall and higan. Kill the (load,save)Request stuff, rename the load(Gamepak)Request to something simpler, and then we should be good. Anyway ... these are some huge changes.
2016-06-21 05:22:52 +00:00
if(!cartridge.has.NECDSP) return buffer;
uint plength = 2048, dlength = 1024;
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
if(revision == Revision::uPD96050) plength = 16384, dlength = 2048;
buffer.reserve(plength * 3 + dlength * 2);
for(auto n : range(plength)) {
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
buffer.append(programROM[n] >> 0);
buffer.append(programROM[n] >> 8);
buffer.append(programROM[n] >> 16);
}
for(auto n : range(dlength)) {
Update to v091r11 release. byuu says: This release refines HSU1 support as a bidirectional protocol, nests SFC manifests as "release/cartridge" and "release/information" (but release/ is not guaranteed to be finalized just yet), removes the database integration, and adds support for ananke. ananke represents inevitability. It's a library that, when installed, higan can use to load files from the command-line, and also from a new File -> Load Game menu option. I need to change the build rules a bit for it to work on Windows (need to make phoenix a DLL, basically), but it works now on Linux. Right now, it only takes *.sfc file names, looks them up in the included database, converts them to game folders, and returns the game folder path for higan to load. The idea is to continue expanding it to support everything we can that I don't want in the higan core: - load *.sfc, *.smc, *.swc, *.fig files - remove SNES copier headers - split apart merged firmware files - pull in external firmware files (eg dsp1b.rom - these are staying merged, just as SPC7110 prg+dat are merged) - load *.zip and *.7z archives - prompt for selection on multi-file archives - generate manifest files based on heuristics - apply BPS patches The "Load" menu option has been renamed to "Library", to represent games in your library. I'm going to add some sort of suffix to indicate unverified games, and use a different folder icon for those (eg manifests built on heuristics rather than from the database.) So basically, to future end users: File -> Load Game will be how they play games. Library -> (specific system) can be thought of as an infinitely-sized recent games list. purify will likely become a simple stub that invokes ananke's functions. No reason to duplicate all that code.
2012-11-05 08:22:50 +00:00
buffer.append(dataROM[n] >> 0);
buffer.append(dataROM[n] >> 8);
}
return buffer;
}
auto NECDSP::serialize(serializer& s) -> void {
uPD96050::serialize(s);
Thread::serialize(s);
}