Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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struct KonamiVRC4 : Board {
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2015-12-05 05:44:49 +00:00
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KonamiVRC4(Markup::Node& document) : Board(document), vrc4(*this) {
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2016-01-12 11:08:34 +00:00
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settings.pinout.a0 = 1 << document["board/chip/pinout/a0"].natural();
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settings.pinout.a1 = 1 << document["board/chip/pinout/a1"].natural();
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2015-12-05 05:44:49 +00:00
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}
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auto main() -> void {
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return vrc4.main();
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}
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2016-06-27 13:07:57 +00:00
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auto readPRG(uint addr) -> uint8 {
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2015-12-05 05:44:49 +00:00
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if(addr < 0x6000) return cpu.mdr();
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if(addr < 0x8000) return prgram.read(addr);
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2016-06-27 13:07:57 +00:00
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return prgrom.read(vrc4.addrPRG(addr));
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2015-12-05 05:44:49 +00:00
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}
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2016-06-27 13:07:57 +00:00
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auto writePRG(uint addr, uint8 data) -> void {
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2015-12-05 05:44:49 +00:00
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if(addr < 0x6000) return;
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if(addr < 0x8000) return prgram.write(addr, data);
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bool a0 = (addr & settings.pinout.a0);
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bool a1 = (addr & settings.pinout.a1);
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addr &= 0xfff0;
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addr |= (a1 << 1) | (a0 << 0);
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2016-06-27 13:07:57 +00:00
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return vrc4.writeIO(addr, data);
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2015-12-05 05:44:49 +00:00
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}
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2016-06-27 13:07:57 +00:00
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auto readCHR(uint addr) -> uint8 {
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if(addr & 0x2000) return ppu.readCIRAM(vrc4.addrCIRAM(addr));
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return Board::readCHR(vrc4.addrCHR(addr));
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2015-12-05 05:44:49 +00:00
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}
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2016-06-27 13:07:57 +00:00
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auto writeCHR(uint addr, uint8 data) -> void {
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if(addr & 0x2000) return ppu.writeCIRAM(vrc4.addrCIRAM(addr), data);
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return Board::writeCHR(vrc4.addrCHR(addr), data);
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2015-12-05 05:44:49 +00:00
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}
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auto power() -> void {
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vrc4.power();
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}
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auto serialize(serializer& s) -> void {
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Board::serialize(s);
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vrc4.serialize(s);
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}
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struct Settings {
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struct Pinout {
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uint a0;
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uint a1;
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} pinout;
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} settings;
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VRC4 vrc4;
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Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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};
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