bsnes/higan/processor/z80/z80.hpp

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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
#pragma once
//Zilog Z80
namespace Processor {
struct Z80 {
struct Bus {
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
virtual auto requested() -> bool { return _requested; }
virtual auto granted() -> bool { return _granted; }
virtual auto request(bool value) -> void { _requested = value; }
virtual auto grant(bool value) -> void { _granted = value; }
virtual auto read(uint16 addr) -> uint8 = 0;
virtual auto write(uint16 addr, uint8 data) -> void = 0;
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
virtual auto in(uint8 addr) -> uint8 = 0;
virtual auto out(uint8 addr, uint8 data) -> void = 0;
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 v102r10 release. byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect.
2017-02-22 21:25:01 +00:00
//serialization.cpp
virtual auto serialize(serializer&) -> 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
private:
bool _requested;
bool _granted;
};
virtual auto step(uint clocks) -> void = 0;
Update to v103 WIP release. byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things.
2017-06-22 06:04:07 +00:00
virtual auto synchronizing() const -> bool = 0;
//z80.cpp
auto power() -> void;
auto irq(bool maskable, uint16 vector = 0x0000, uint8 extbus = 0xff) -> bool;
auto parity(uint8) const -> bool;
//memory.cpp
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
auto yield() -> void;
auto wait(uint clocks = 1) -> void;
auto opcode() -> uint8;
auto operand() -> uint8;
auto operands() -> uint16;
auto push(uint16) -> void;
auto pop() -> uint16;
auto displace(uint16&) -> uint16;
auto read(uint16 addr) -> uint8;
auto write(uint16 addr, uint8 data) -> void;
auto in(uint8 addr) -> uint8;
auto out(uint8 addr, uint8 data) -> void;
//instruction.cpp
auto instruction() -> void;
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto instruction(uint8 code) -> void;
auto instructionCB(uint8 code) -> void;
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto instructionCBd(uint16 addr, uint8 code) -> void;
auto instructionED(uint8 code) -> void;
Update to v102r27 release. byuu says: Changelog: - processor/gsu: minor code cleanup - processor/hg51b: renamed reg(Read,Write) to register(Read,Write) - processor/lr35902: minor code cleanup - processor/spc700: completed code cleanup (sans disassembler) - no longer uses internal global state inside instructions - processor/spc700: will no longer hang the emulator if stuck in a WAI (SLEEP) or STP (STOP) instruction - processor/spc700: fixed bug in handling of OR1 and AND1 instructions - processor/z80: minor code cleanup - sfc/dsp: revert to initializing registers to 0x00; save for ENDX=random(), FLG=0xe0 [Jonas Quinn] Major testing of the SNES game library would be appreciated, now that its CPU cores have all been revised. We know the DSP registers read back as randomized data ... mostly, but there are apparently internal latches, which we can't emulate with the current DSP design. So until we know which registers have separate internal state that actually *is* initialized, I'm going to play it safe and not break more games. Thanks again to Jonas Quinn for the continued research into this issue. EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance that the game will work. That seems pretty unlikely that the odds of it working are that low, given hardware testing by others in the past :/ I thought if worked if `PITCH != 0` before, which would have been way more likely. The two remaining CPU cores that need major cleanup efforts are the LR35902 and ARM cores. Both are very large, complicated, annoying cores that will probably be better off as full rewrites from scratch. I don't think I want to delay v103 in trying to accomplish that, however. So I think it'll be best to focus on allowing the Mega Drive core to not lock when processors are frozen waiting on a response from other processors during a save state operation. Then we should be good for a new release.
2017-06-19 02:07:54 +00:00
//algorithms.cpp
auto ADD(uint8, uint8, bool = false) -> uint8;
auto AND(uint8, uint8) -> uint8;
auto BIT(uint3, uint8) -> uint8;
auto DEC(uint8) -> uint8;
auto INC(uint8) -> uint8;
auto OR (uint8, uint8) -> uint8;
auto RES(uint3, uint8) -> uint8;
auto RL (uint8) -> uint8;
auto RLC(uint8) -> uint8;
auto RR (uint8) -> uint8;
auto RRC(uint8) -> uint8;
auto SET(uint3, uint8) -> uint8;
auto SLA(uint8) -> uint8;
auto SLL(uint8) -> uint8;
auto SRA(uint8) -> uint8;
auto SRL(uint8) -> uint8;
auto SUB(uint8, uint8, bool = false) -> uint8;
auto XOR(uint8, uint8) -> uint8;
Update to v102r27 release. byuu says: Changelog: - processor/gsu: minor code cleanup - processor/hg51b: renamed reg(Read,Write) to register(Read,Write) - processor/lr35902: minor code cleanup - processor/spc700: completed code cleanup (sans disassembler) - no longer uses internal global state inside instructions - processor/spc700: will no longer hang the emulator if stuck in a WAI (SLEEP) or STP (STOP) instruction - processor/spc700: fixed bug in handling of OR1 and AND1 instructions - processor/z80: minor code cleanup - sfc/dsp: revert to initializing registers to 0x00; save for ENDX=random(), FLG=0xe0 [Jonas Quinn] Major testing of the SNES game library would be appreciated, now that its CPU cores have all been revised. We know the DSP registers read back as randomized data ... mostly, but there are apparently internal latches, which we can't emulate with the current DSP design. So until we know which registers have separate internal state that actually *is* initialized, I'm going to play it safe and not break more games. Thanks again to Jonas Quinn for the continued research into this issue. EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance that the game will work. That seems pretty unlikely that the odds of it working are that low, given hardware testing by others in the past :/ I thought if worked if `PITCH != 0` before, which would have been way more likely. The two remaining CPU cores that need major cleanup efforts are the LR35902 and ARM cores. Both are very large, complicated, annoying cores that will probably be better off as full rewrites from scratch. I don't think I want to delay v103 in trying to accomplish that, however. So I think it'll be best to focus on allowing the Mega Drive core to not lock when processors are frozen waiting on a response from other processors during a save state operation. Then we should be good for a new release.
2017-06-19 02:07:54 +00:00
//instructions.cpp
auto instructionADC_a_irr(uint16&) -> void;
auto instructionADC_a_n() -> void;
auto instructionADC_a_r(uint8&) -> void;
auto instructionADC_hl_rr(uint16&) -> void;
auto instructionADD_a_irr(uint16&) -> void;
auto instructionADD_a_n() -> void;
auto instructionADD_a_r(uint8&) -> void;
auto instructionADD_hl_rr(uint16&) -> void;
auto instructionAND_a_irr(uint16&) -> void;
auto instructionAND_a_n() -> void;
auto instructionAND_a_r(uint8&) -> void;
auto instructionBIT_o_irr(uint3, uint16&) -> void;
auto instructionBIT_o_irr_r(uint3, uint16&, uint8&) -> void;
auto instructionBIT_o_r(uint3, uint8&) -> void;
auto instructionCALL_c_nn(bool c) -> void;
auto instructionCALL_nn() -> void;
auto instructionCCF() -> void;
auto instructionCP_a_irr(uint16& x) -> void;
auto instructionCP_a_n() -> void;
auto instructionCP_a_r(uint8& x) -> void;
auto instructionCPD() -> void;
auto instructionCPDR() -> void;
auto instructionCPI() -> void;
auto instructionCPIR() -> void;
auto instructionCPL() -> void;
auto instructionDAA() -> void;
auto instructionDEC_irr(uint16&) -> void;
auto instructionDEC_r(uint8&) -> void;
auto instructionDEC_rr(uint16&) -> void;
auto instructionDI() -> void;
auto instructionDJNZ_e() -> void;
auto instructionEI() -> void;
Update to v101r30 release. byuu says: Changelog: - SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd) - SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics) - Z80: emulated "ex (sp),hl" instruction - Z80: fixed INx NF (should be set instead of cleared) - Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes walking in Wonder Boy) - SFC: removed Debugger and sfc/debugger.hpp - icarus: connected MS, GG, MD importing to the scan dialog - PCE: added emulation skeleton to higan and icarus At this point, Master System games are fairly highly compatible, sans audio. Game Gear games are running, but I need to crop the resolution and support the higher color palette that they can utilize. It's really something else the way they handled the resolution shrink on that thing. The last change is obviously going to be the biggest news. I'm very well aware it's not an ideal time to start on a new emulation core, with the MS and MD cores only just now coming to life with no audio support. But, for whatever reason, my heart's really set on working on the PC Engine. I wanted to write the final higan skeleton core, and get things ready so that whenever I'm in the mood to work on the PCE, I can do so. The skeleton is far and away the most tedious and obnoxious part of the emulator development, because it's basically all just lots of boilerplate templated code, lots of new files to create, etc. I really don't know how things are going to proceed ... but I can say with 99.9% certainty that this will be the final brand new core ever added to higan -- at least one written by me, that is. This was basically the last system from my childhood that I ever cared about. It's the last 2D system with games that I really enjoy playing. No other system is worth dividing my efforts and reducing the quality and amount of time to work on the systems I have. In the future, there will be potential for FDS, Mega CD and PCE-CD support. But those will all be add-ons, and they'll all be really difficult and challenge the entire design of higan's UI (it's entirely cartridge-driven at this time.) None of them will be entirely new cores like this one.
2017-01-11 20:27:30 +00:00
auto instructionEX_irr_rr(uint16&, uint16&) -> void;
auto instructionEX_rr_rr(uint16&, uint16&) -> void;
auto instructionEXX() -> void;
auto instructionHALT() -> void;
auto instructionIM_o(uint2) -> void;
auto instructionIN_a_in() -> void;
auto instructionIN_r_ic(uint8&) -> void;
auto instructionINC_irr(uint16&) -> void;
auto instructionINC_r(uint8&) -> void;
auto instructionINC_rr(uint16&) -> void;
auto instructionIND() -> void;
auto instructionINDR() -> void;
auto instructionINI() -> void;
auto instructionINIR() -> void;
auto instructionJP_c_nn(bool) -> void;
auto instructionJP_rr(uint16&) -> void;
auto instructionJR_c_e(bool) -> void;
auto instructionLD_a_inn() -> void;
auto instructionLD_a_irr(uint16& x) -> void;
auto instructionLD_inn_a() -> void;
auto instructionLD_inn_rr(uint16&) -> void;
auto instructionLD_irr_a(uint16&) -> void;
auto instructionLD_irr_n(uint16&) -> void;
auto instructionLD_irr_r(uint16&, uint8&) -> void;
auto instructionLD_r_n(uint8&) -> void;
auto instructionLD_r_irr(uint8&, uint16&) -> void;
auto instructionLD_r_r(uint8&, uint8&) -> void;
auto instructionLD_r_r1(uint8&, uint8&) -> void;
auto instructionLD_rr_inn(uint16&) -> void;
auto instructionLD_rr_nn(uint16&) -> void;
auto instructionLD_sp_rr(uint16&) -> void;
auto instructionLDD() -> void;
auto instructionLDDR() -> void;
auto instructionLDI() -> void;
auto instructionLDIR() -> void;
auto instructionNEG() -> void;
auto instructionNOP() -> void;
auto instructionOR_a_irr(uint16&) -> void;
auto instructionOR_a_n() -> void;
auto instructionOR_a_r(uint8&) -> void;
auto instructionOTDR() -> void;
auto instructionOTIR() -> void;
auto instructionOUT_ic_r(uint8&) -> void;
auto instructionOUT_n_a() -> void;
auto instructionOUTD() -> void;
auto instructionOUTI() -> void;
auto instructionPOP_rr(uint16&) -> void;
auto instructionPUSH_rr(uint16&) -> void;
auto instructionRES_o_irr(uint3, uint16&) -> void;
auto instructionRES_o_irr_r(uint3, uint16&, uint8&) -> void;
auto instructionRES_o_r(uint3, uint8&) -> void;
auto instructionRET() -> void;
auto instructionRET_c(bool c) -> void;
auto instructionRETI() -> void;
auto instructionRETN() -> void;
auto instructionRL_irr(uint16&) -> void;
auto instructionRL_irr_r(uint16&, uint8&) -> void;
auto instructionRL_r(uint8&) -> void;
auto instructionRLA() -> void;
auto instructionRLC_irr(uint16&) -> void;
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto instructionRLC_irr_r(uint16&, uint8&) -> void;
auto instructionRLC_r(uint8&) -> void;
auto instructionRLCA() -> void;
auto instructionRLD() -> void;
auto instructionRR_irr(uint16&) -> void;
auto instructionRR_irr_r(uint16&, uint8&) -> void;
auto instructionRR_r(uint8&) -> void;
auto instructionRRA() -> void;
auto instructionRRC_irr(uint16&) -> void;
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto instructionRRC_irr_r(uint16&, uint8&) -> void;
auto instructionRRC_r(uint8&) -> void;
auto instructionRRCA() -> void;
auto instructionRRD() -> void;
auto instructionRST_o(uint3) -> void;
auto instructionSBC_a_irr(uint16&) -> void;
auto instructionSBC_a_n() -> void;
auto instructionSBC_a_r(uint8&) -> void;
auto instructionSBC_hl_rr(uint16&) -> void;
auto instructionSCF() -> void;
auto instructionSET_o_irr(uint3, uint16&) -> void;
auto instructionSET_o_irr_r(uint3, uint16&, uint8&) -> void;
auto instructionSET_o_r(uint3, uint8&) -> void;
auto instructionSLA_irr(uint16&) -> void;
auto instructionSLA_irr_r(uint16&, uint8&) -> void;
auto instructionSLA_r(uint8&) -> void;
auto instructionSLL_irr(uint16&) -> void;
auto instructionSLL_irr_r(uint16&, uint8&) -> void;
auto instructionSLL_r(uint8&) -> void;
auto instructionSRA_irr(uint16&) -> void;
auto instructionSRA_irr_r(uint16&, uint8&) -> void;
auto instructionSRA_r(uint8&) -> void;
auto instructionSRL_irr(uint16&) -> void;
auto instructionSRL_irr_r(uint16&, uint8&) -> void;
auto instructionSRL_r(uint8&) -> void;
auto instructionSUB_a_irr(uint16&) -> void;
auto instructionSUB_a_n() -> void;
auto instructionSUB_a_r(uint8&) -> void;
auto instructionXOR_a_irr(uint16&) -> void;
auto instructionXOR_a_n() -> void;
auto instructionXOR_a_r(uint8&) -> void;
Update to v102r10 release. byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect.
2017-02-22 21:25:01 +00:00
//serialization.cpp
auto serialize(serializer&) -> void;
//disassembler.cpp
auto disassemble(uint16 pc) -> string;
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto disassemble(uint16 pc, uint8 prefix, uint8 code) -> string;
auto disassembleCB(uint16 pc, uint8 prefix, uint8 code) -> string;
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto disassembleCBd(uint16 pc, uint8 prefix, int8 d, uint8 code) -> string;
auto disassembleED(uint16 pc, uint8 prefix, uint8 code) -> string;
struct Registers {
union Pair {
Pair() : word(0) {}
uint16 word;
struct Byte { uint8 order_msb2(hi, lo); } byte;
};
Pair af, af_;
Pair bc, bc_;
Pair de, de_;
Pair hl, hl_;
Pair ix;
Pair iy;
Pair ir;
uint16 sp;
uint16 pc;
Update to v102r10 release. byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect.
2017-02-22 21:25:01 +00:00
bool ei; //EI instruction executed
bool halt; //HALT instruction executed
bool iff1; //interrupt flip-flop 1
bool iff2; //interrupt flip-flop 2
uint2 im; //interrupt mode (0-2)
Pair* hlp = nullptr;
} r;
Bus* bus = nullptr;
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
};
}