bsnes/gba/cpu/cpu.cpp

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#include <gba/gba.hpp>
namespace GameBoyAdvance {
#include "registers.cpp"
#include "mmio.cpp"
#include "memory.cpp"
#include "dma.cpp"
#include "timer.cpp"
#include "serialization.cpp"
CPU cpu;
auto CPU::Enter() -> void {
while(true) {
if(scheduler.sync == Scheduler::SynchronizeMode::CPU) {
scheduler.sync = Scheduler::SynchronizeMode::All;
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
}
cpu.main();
}
}
auto CPU::main() -> void {
#if defined(DEBUG)
if(crash) {
print(cpsr().t ? disassemble_thumb_instruction(pipeline.execute.address)
: disassemble_arm_instruction(pipeline.execute.address), "\n");
print(disassemble_registers(), "\n");
print("Executed: ", instructions, "\n");
while(true) step(frequency);
}
#endif
processor.irqline = regs.ime && (regs.irq.enable & regs.irq.flag);
if(regs.mode == Registers::Mode::Stop) {
if((regs.irq.enable.keypad & regs.irq.flag.keypad) == 0) {
sync_step(16); //STOP does not advance timers
} else {
regs.mode = Registers::Mode::Normal;
}
return;
}
dma_run();
if(regs.mode == Registers::Mode::Halt) {
if((regs.irq.enable & regs.irq.flag) == 0) {
step(16);
} else {
regs.mode = Registers::Mode::Normal;
}
return;
}
exec();
}
auto CPU::step(unsigned clocks) -> void {
timer_step(clocks);
sync_step(clocks);
}
auto CPU::sync_step(unsigned clocks) -> void {
ppu.clock -= clocks;
if(ppu.clock < 0) co_switch(ppu.thread);
apu.clock -= clocks;
if(apu.clock < 0) co_switch(apu.thread);
}
auto CPU::bus_idle(uint32 addr) -> void {
step(1);
return bus.idle(addr);
}
auto CPU::bus_read(uint32 addr, uint32 size) -> uint32 {
step(bus.wait(addr, size));
return bus.read(addr, size);
}
auto CPU::bus_write(uint32 addr, uint32 size, uint32 word) -> void {
step(bus.wait(addr, size));
return bus.write(addr, size, word);
}
auto CPU::keypad_run() -> void {
if(regs.keypad.control.enable == false) return;
bool test = regs.keypad.control.condition; //0 = OR, 1 = AND
for(auto n : range(10)) {
if(regs.keypad.control.flag[n] == false) continue;
bool input = interface->inputPoll(0, 0, n);
if(regs.keypad.control.condition == 0) test |= input;
if(regs.keypad.control.condition == 1) test &= input;
}
if(test) regs.irq.flag.keypad = true;
}
auto CPU::power() -> void {
create(CPU::Enter, 16777216);
ARM::power();
for(auto n : range( 32 * 1024)) iwram[n] = 0;
for(auto n : range(256 * 1024)) ewram[n] = 0;
for(auto& dma : regs.dma) {
dma.source = 0;
dma.target = 0;
dma.length = 0;
dma.control = 0;
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
dma.pending = 0;
dma.run.target = 0;
dma.run.source = 0;
dma.run.length = 0;
}
for(auto& timer : regs.timer) {
timer.period = 0;
timer.reload = 0;
timer.control = 0;
}
regs.keypad.control = 0;
regs.ime = 0;
regs.irq.enable = 0;
regs.irq.flag = 0;
regs.wait.control = 0;
regs.postboot = 0;
regs.mode = Registers::Mode::Normal;
regs.clock = 0;
regs.memory.control = 0x0d000020;
pending.dma.vblank = 0;
pending.dma.hblank = 0;
pending.dma.hdma = 0;
for(unsigned n = 0x0b0; n <= 0x0df; n++) bus.mmio[n] = this; //DMA
for(unsigned n = 0x100; n <= 0x10f; n++) bus.mmio[n] = this; //Timers
Update to v087r28 release. byuu says: Be sure to run make install, and move required images to their appropriate system profile folders. I still have no warnings in place if those images aren't present. Changelog: - OBJ mosaic should hopefully be emulated correctly now (thanks to krom and Cydrak for testing the hardware behavior) - emulated dummy serial registers, fixes Sonic Advance (you may still need to specify 512KB FlashROM with an appropriate ID, I used Panaonic's) - GBA core exits scheduler (PPU thread) and calls interface->videoRefresh() from main thread (not required, just nice) - SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not exist (probably not needed, but FlashROM likes to reset to 0xFF anyway) - GBA manifest.xml for file-mode will now use "gamename.xml" instead of "gamename.gba.xml" - started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in the GUI (may or may not change source code in the long-term) - removed target-libsnes/ - added profile/ Profiles are the major new feature. So far we have: Famicom.sys/{nothing (yet?)} Super Famicom.sys/{ipl.rom} Game Boy.sys/{boot.rom} Game Boy Color.sys/{boot.rom} Game Boy Advance.sys/{bios.rom[not included]} Super Game Boy.sfc/{boot.rom,program.rom[not included]} BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram} Sufami Turbo.sfc/{program.rom} The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges directly now. No slot loader for them. So the obvious downsides: you can't quickly pick between different SGB BIOSes, but why would you want to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little complexity for a rare case to make it a lot easier for the more common case. ST cartridges currently won't let you load the secondary slot. BS-X Town cart is the only useful game to load with nothing in the slot, but only barely, since games are all seeded on flash and not on PSRAM images. We can revisit a way to boot the BIOS directly if and when we get the satellite uplink emulated and data can be downloaded onto the PSRAM :P BS-X slotted cartridges still require the secondary slot. My plan for BS-X slotted cartridges is to require a manifest.xml to specify that it has the BS-X slot present. Otherwise, we have to load the ROM into the SNES cartridge class, and parse its header before we can find out if it has one. Screw that. If it's in the XML, I can tell before loading the ROM if I need to present you with an optional slot loading dialog. I will probably do something similar for Sufami Turbo. Not all games even work with a secondary slot, so why ask you to load a second slot for them? Let the XML request a second slot. A complete Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do the sub dialog yet. We want basic file loading, but we don't want it to look like the dialog 'didn't do anything' if it pops back open immediately again. Maybe change the background color of the dialog to a darker gray? Tacky, but it'd give you the visual cue without the need for some subtle text changes.
2012-04-18 13:58:04 +00:00
for(unsigned n = 0x120; n <= 0x12b; n++) bus.mmio[n] = this; //Serial
for(unsigned n = 0x130; n <= 0x133; n++) bus.mmio[n] = this; //Keypad
Update to v087r28 release. byuu says: Be sure to run make install, and move required images to their appropriate system profile folders. I still have no warnings in place if those images aren't present. Changelog: - OBJ mosaic should hopefully be emulated correctly now (thanks to krom and Cydrak for testing the hardware behavior) - emulated dummy serial registers, fixes Sonic Advance (you may still need to specify 512KB FlashROM with an appropriate ID, I used Panaonic's) - GBA core exits scheduler (PPU thread) and calls interface->videoRefresh() from main thread (not required, just nice) - SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not exist (probably not needed, but FlashROM likes to reset to 0xFF anyway) - GBA manifest.xml for file-mode will now use "gamename.xml" instead of "gamename.gba.xml" - started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in the GUI (may or may not change source code in the long-term) - removed target-libsnes/ - added profile/ Profiles are the major new feature. So far we have: Famicom.sys/{nothing (yet?)} Super Famicom.sys/{ipl.rom} Game Boy.sys/{boot.rom} Game Boy Color.sys/{boot.rom} Game Boy Advance.sys/{bios.rom[not included]} Super Game Boy.sfc/{boot.rom,program.rom[not included]} BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram} Sufami Turbo.sfc/{program.rom} The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges directly now. No slot loader for them. So the obvious downsides: you can't quickly pick between different SGB BIOSes, but why would you want to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little complexity for a rare case to make it a lot easier for the more common case. ST cartridges currently won't let you load the secondary slot. BS-X Town cart is the only useful game to load with nothing in the slot, but only barely, since games are all seeded on flash and not on PSRAM images. We can revisit a way to boot the BIOS directly if and when we get the satellite uplink emulated and data can be downloaded onto the PSRAM :P BS-X slotted cartridges still require the secondary slot. My plan for BS-X slotted cartridges is to require a manifest.xml to specify that it has the BS-X slot present. Otherwise, we have to load the ROM into the SNES cartridge class, and parse its header before we can find out if it has one. Screw that. If it's in the XML, I can tell before loading the ROM if I need to present you with an optional slot loading dialog. I will probably do something similar for Sufami Turbo. Not all games even work with a secondary slot, so why ask you to load a second slot for them? Let the XML request a second slot. A complete Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do the sub dialog yet. We want basic file loading, but we don't want it to look like the dialog 'didn't do anything' if it pops back open immediately again. Maybe change the background color of the dialog to a darker gray? Tacky, but it'd give you the visual cue without the need for some subtle text changes.
2012-04-18 13:58:04 +00:00
for(unsigned n = 0x134; n <= 0x159; n++) bus.mmio[n] = this; //Serial
for(unsigned n = 0x200; n <= 0x209; n++) bus.mmio[n] = this; //System
for(unsigned n = 0x300; n <= 0x301; n++) bus.mmio[n] = this; //System
//0x080-0x083 mirrored via gba/memory/memory.cpp //System
}
CPU::CPU() {
iwram = new uint8[ 32 * 1024];
ewram = new uint8[256 * 1024];
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
regs.dma[0].source.bits(27); regs.dma[0].run.source.bits(27);
regs.dma[0].target.bits(27); regs.dma[0].run.target.bits(27);
regs.dma[0].length.bits(14); regs.dma[0].run.length.bits(14);
regs.dma[1].source.bits(28); regs.dma[1].run.source.bits(28);
regs.dma[1].target.bits(27); regs.dma[1].run.target.bits(27);
regs.dma[1].length.bits(14); regs.dma[1].run.length.bits(14);
regs.dma[2].source.bits(28); regs.dma[2].run.source.bits(28);
regs.dma[2].target.bits(27); regs.dma[2].run.target.bits(27);
regs.dma[2].length.bits(14); regs.dma[2].run.length.bits(14);
regs.dma[3].source.bits(28); regs.dma[3].run.source.bits(28);
regs.dma[3].target.bits(28); regs.dma[3].run.target.bits(28);
regs.dma[3].length.bits(16); regs.dma[3].run.length.bits(16);
}
CPU::~CPU() {
delete[] iwram;
delete[] ewram;
}
}