bsnes/higan/sfc/memory/memory.hpp

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struct Memory {
virtual inline auto size() const -> uint;
virtual auto read(uint24 addr, uint8 data = 0) -> uint8 = 0;
virtual auto write(uint24 addr, uint8 data) -> void = 0;
};
struct StaticRAM : Memory {
inline StaticRAM(uint size);
inline ~StaticRAM();
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
inline auto data() -> uint8*;
inline auto size() const -> uint;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
inline auto read(uint24 addr, uint8 data = 0) -> uint8;
inline auto write(uint24 addr, uint8 data) -> void;
inline auto operator[](uint24 addr) -> uint8&;
inline auto operator[](uint24 addr) const -> const uint8&;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
private:
uint8* _data = nullptr;
uint _size = 0;
};
struct MappedRAM : Memory {
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
inline auto reset() -> void;
inline auto map(uint8*, uint) -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
inline auto copy(const stream& memory) -> void;
inline auto read(const stream& memory) -> void;
inline auto writeProtect(bool writeProtect) -> void;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
inline auto data() -> uint8*;
inline auto size() const -> uint;
inline auto read(uint24 addr, uint8 data = 0) -> uint8;
inline auto write(uint24 addr, uint8 data) -> void;
inline auto operator[](uint24 addr) const -> const uint8&;
private:
uint8* _data = nullptr;
uint _size = 0;
bool _writeProtect = false;
};
struct Bus {
alwaysinline static auto mirror(uint addr, uint size) -> uint;
alwaysinline static auto reduce(uint addr, uint mask) -> uint;
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
~Bus();
alwaysinline auto read(uint24 addr, uint8 data) -> uint8;
alwaysinline auto write(uint24 addr, uint8 data) -> void;
Update to v074r03 release. byuu says: You guys are going to hate the hell out of this one. It's twenty hours of non-stop work, no exaggeration at all. Started at 4AM, just wrapped up now at 8PM. I rewrote the entire memory subsystem. Old system: 65536 pages that map 256 bytes each Mapping a new page overwrites old page Granularity capped at 256 bytes minimum, requiring ST-001x to map 60:0000-00ff instead of 60:0000,0001 Classes inherit from MMIO and Memory, forcing only one mappable function per class, and fixed names MMIO sub-mapper inside memory: 00-3f:2000-5fff for one-byte granularity Can dynamically change the map at run-time, MMC register settings perform dynamic remapping New system: XML mapping is still based around banklo-bankhi:addrlo-addrhi, as that shapes almost everything on the SNES very well Internally, 2048 pages that map 8192 bytes each Pages are vectors, scans O(n) from last to first (O(log n) would not help, n is never > 3) Can multi-cast writes, but not reads [for the obvious reason of: which read do you return?] Can map reads and writes separately Granularity of one for entire 24-bit address range, no need for MMIO - whatever is in XML is exactly what you get Read/Write tables bind function callbacks, so I can have any number of functions with any names from any classes with no inheritance (no more uPD7725DR, uPD7725SR helpers, etc) Less memory usage overall due to less tables [ I tried 16 million tables and it used 2GB of RAM >_o ] Cannot dynamically change the map at run-time, MMC read/write functions perform address translation [worse average case speed, better worst case speed] Now the hate me part, functors can't beat virtual functions for speed. There are speed penalties involved: -4.5% on average games -11% on SuperFX games (SFX has its own bus) -15% on SA-1 games (SA-1 has two buses) Of course the two that need the speed the most get the biggest hits. I'm afraid there's really not a lot of wiggle room to boost speed back up. I suppose one bright spot is that we can much more easily try out entirely new mapping systems now, since the dynamic portions have been eliminated.
2011-01-15 04:30:29 +00:00
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
auto reset() -> void;
auto map(
Update to v098r03 release. byuu says: It took several hours, but I've rebuilt much of the SNES' bus memory mapping architecture. The new design unifies the cartridge string-based mapping ("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function now has an accompanying unmap() function, and instead of a fixed 256 callbacks, it'll scan to find the first available slot. unmap() will free slots up when zero addresses reference a given slot. The controllers and expansion port are now both entirely dynamic. Instead of load/unload/power/reset, they only have the constructor (power/reset/load) and destructor (unload). What this means is you can now dynamically change even expansion port devices after the system is loaded. Note that this is incredibly dangerous and stupid, but ... oh well. The whole point of this was for 21fx. There's no way to change the expansion port device prior to loading a game, but if the 21fx isn't active, then the reset vector hijack won't work. Now you can load a 21fx game, change the expansion port device, and simply reset the system to active the device. The unification of design between controller port devices and expansion port devices is nice, and overall this results in a reduction of code (all of the Mapping stuff in Cartridge is gone, replaced with direct bus mapping.) And there's always the potential to expand this system more in the future now. The big missing feature right now is the ability to push/pop mappings. So if you look at how the 21fx does the reset vector, you might vomit a little bit. But ... it works. Also changed exit(0) to _exit(0) in the POSIX version of nall::execute. [The _exit(0) thing is an attempt to make higan not crash when it tries to launch icarus and it's not on $PATH. The theory is that higan forks, then the child tries to exec icarus and fails, so it exits, all the unique_ptrs clean up their resources and tell the X server to free things the parent process is still using. Calling _exit() prevents destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
const function<uint8 (uint24, uint8)>& read,
const function<void (uint24, uint8)>& write,
const string& addr, uint size = 0, uint base = 0, uint mask = 0
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
) -> void;
Update to v098r03 release. byuu says: It took several hours, but I've rebuilt much of the SNES' bus memory mapping architecture. The new design unifies the cartridge string-based mapping ("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function now has an accompanying unmap() function, and instead of a fixed 256 callbacks, it'll scan to find the first available slot. unmap() will free slots up when zero addresses reference a given slot. The controllers and expansion port are now both entirely dynamic. Instead of load/unload/power/reset, they only have the constructor (power/reset/load) and destructor (unload). What this means is you can now dynamically change even expansion port devices after the system is loaded. Note that this is incredibly dangerous and stupid, but ... oh well. The whole point of this was for 21fx. There's no way to change the expansion port device prior to loading a game, but if the 21fx isn't active, then the reset vector hijack won't work. Now you can load a 21fx game, change the expansion port device, and simply reset the system to active the device. The unification of design between controller port devices and expansion port devices is nice, and overall this results in a reduction of code (all of the Mapping stuff in Cartridge is gone, replaced with direct bus mapping.) And there's always the potential to expand this system more in the future now. The big missing feature right now is the ability to push/pop mappings. So if you look at how the 21fx does the reset vector, you might vomit a little bit. But ... it works. Also changed exit(0) to _exit(0) in the POSIX version of nall::execute. [The _exit(0) thing is an attempt to make higan not crash when it tries to launch icarus and it's not on $PATH. The theory is that higan forks, then the child tries to exec icarus and fails, so it exits, all the unique_ptrs clean up their resources and tell the X server to free things the parent process is still using. Calling _exit() prevents destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
auto unmap(const string& addr) -> void;
Update to v098r03 release. byuu says: It took several hours, but I've rebuilt much of the SNES' bus memory mapping architecture. The new design unifies the cartridge string-based mapping ("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function now has an accompanying unmap() function, and instead of a fixed 256 callbacks, it'll scan to find the first available slot. unmap() will free slots up when zero addresses reference a given slot. The controllers and expansion port are now both entirely dynamic. Instead of load/unload/power/reset, they only have the constructor (power/reset/load) and destructor (unload). What this means is you can now dynamically change even expansion port devices after the system is loaded. Note that this is incredibly dangerous and stupid, but ... oh well. The whole point of this was for 21fx. There's no way to change the expansion port device prior to loading a game, but if the 21fx isn't active, then the reset vector hijack won't work. Now you can load a 21fx game, change the expansion port device, and simply reset the system to active the device. The unification of design between controller port devices and expansion port devices is nice, and overall this results in a reduction of code (all of the Mapping stuff in Cartridge is gone, replaced with direct bus mapping.) And there's always the potential to expand this system more in the future now. The big missing feature right now is the ability to push/pop mappings. So if you look at how the 21fx does the reset vector, you might vomit a little bit. But ... it works. Also changed exit(0) to _exit(0) in the POSIX version of nall::execute. [The _exit(0) thing is an attempt to make higan not crash when it tries to launch icarus and it's not on $PATH. The theory is that higan forks, then the child tries to exec icarus and fails, so it exits, all the unique_ptrs clean up their resources and tell the X server to free things the parent process is still using. Calling _exit() prevents destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
private:
Update to v094r39 release. byuu says: Changelog: - SNES mid-scanline BGMODE fixes finally merged (can run atx2.zip{mode7.smc}+mtest(2).sfc properly now) - Makefile now discards all built-in rules and variables - switch on bool warning disabled for GCC now as well (was already disabled for Clang) - when loading a game, if any required files are missing, display a warning message box (manifest.bml, program.rom, bios.rom, etc) - when loading a game (or a game slot), if manifest.bml is missing, it will invoke icarus to try and generate it - if that fails (icarus is missing or the folder is bad), you will get a warning telling you that the manifest can't be loaded The warning prompt on missing files work for both games and the .sys folders and their files. For some reason, failing to load the DMG/CGB BIOS is causing a crash before I can display the modal dialog. I have no idea why, and the stack frame backtrace is junk. I also can't seem to abort the failed loading process. If I call Program::unloadMedia(), I get a nasty segfault. Again with a really nasty stack trace. So for now, it'll just end up sitting there emulating an empty ROM (solid black screen.) In time, I'd like to fix that too. Lastly, I need a better method than popen for Windows. popen is kind of ugly and flashes a console window for a brief second even if the application launched is linked with -mwindows. Not sure if there even is one (I need to read the stdout result, so CreateProcess may not work unless I do something nasty like "> %tmp%/temp") I'm also using the regular popen instead of _wpopen, so for this WIP, it won't work if your game folder has non-English letters in the path.
2015-08-04 09:00:55 +00:00
uint8* lookup = nullptr;
uint32* target = nullptr;
Update to v074r10 release. byuu says: Major WIP, countless changes. I really went to town on cleaning up the source today with all kinds of new ideas. I'll post the ones I remember, use diff -ru to get the rest. What I like the most is my new within template: template<unsigned lo, unsigned hi> alwaysinline bool within(unsigned addr) { static const unsigned mask = ~(hi ^ lo); return (addr & mask) == lo; } Before, you would see code like this: if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff The comment is basically necessary, and you have to trust that the mask is right, or do the math yourself. Now, it looks like this: if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) { That's the same as within<0x206000, 0x3f7fff>, I just made an SNES-variant to more closely simulate my XML mapping style: 20-3f:6000-7fff. Now obviously this has limitations, it only works in base-2 and it can't manage some tricky edge cases like (addr & 0x408000) == 0x008000 for 00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where I can. The Game Boy is fully ported over to it (via the MBCs), but the SNES only has the BS-X town cartridge moved over so far. SuperFX and SA-1 at the very least could benefit. Next up, since the memory map is now static, there's really no reason to remap the entire thing at power-on and reset. So it is now set up at cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of memory.cpp and into their respective processors. A bit of duplication only because there are multiple processor cores for the different profiles, but I'm not worried about that. This is also going to be necessary to fix the debugger. Next, Coprocessor::enable() actually does what I initially intended it to now: it is called once to turn a chip on after cartridge load. It's not called on power cycle anymore. This should help fix power-cycle on my serial simulation code, and was needed to map the bus exactly one time. Although most stuff is mapped through XML, some chips still need some manual hooks for monitoring and such (eg S-DD1.) Next, I've started killing off memory::, it was initially an over-reaction to the question of where to put APURAM (in the SMP or DSP?). The idea was to have this namespace that contained all memory for everything. But it was very annoying and tedious, and various chips ignored the convention anyway like ST-0011 RAM, which couldn't work anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit RAM eventually, too. There's 8->24-bit functions in there now, because the HLE code is hideous. So far, all the cartridge.cpp memory:: types have been destroyed. memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram. memory::cartrtc was moved into the SRTC and SPC7110 classes directly. memory::bsxflash was moved into BSXFlash. memory::bsxram and memory::bsxpram were moved into BSXCartridge (the town cartridge). memory::st[AB](rom|ram) were moved into a new area, snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so well, since it also has base units, and the serial communications stuff which is through the controller port, but oh well, now it also has the base structure for the Sufami Turbo cartridge too. So now we have sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc. Next, the ST-0010/ST-0011 actually save the data RAM to disk. This wasn't at all compatible with my old system, and I didn't want to keep adding memory types to check inside the main UI cartridge RAM loading and saving routines. So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip that has memory it wants to save and load from disk can append onto it : data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge, 1 = slot A, 2 = slot B) To load and save memory, we just do a simple: foreach(memory, SNES::cartridge.nvram) load/saveMemory(memory). As a result, you can now keep your save games in F1 Race of Champions II and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat should work this way as well, having the RAM being part of the chip itself, but for now that chip just writes directly into cartridge.ram, so it also technically saves to disk for now. To avoid a potential conflict with a manipulated memory map, BS-X SRAM and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't like .srm as an extension either, but it doesn't bother me enough to break save RAM compatibility with other emulators, so don't worry about that changing. I finally killed off MappedRAM initializing size to ~0 (-1U). A size of zero means there is no memory there just the same. This was an old holdover for handling MMIO mapping, if I recall correctly. Something about a size of zero on MMIO-Memory objects causing it to wrap the address, so ~0 would let it map direct addresses ... or something. Whatever, that's not needed at all anymore. BSXBase becomes BSXSatellaview, and I've defaulted the device to being attached since it won't affect non-BSX games anyway. Eventually the GUI needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash remains unchanged. I probably need to make Coprocessor::disable() functions now to free up memory on unload, but it shouldn't hurt anything the way it is. libsnes is most definitely broken to all hell and back now, and the debugger is still shot. I suppose we'll need some tricky code to work with the old ID system, and we'll need to add some more IDs for the new memory types.
2011-01-24 08:59:45 +00:00
function<auto (uint24, uint8) -> uint8> reader[256];
function<auto (uint24, uint8) -> void> writer[256];
Update to v098r03 release. byuu says: It took several hours, but I've rebuilt much of the SNES' bus memory mapping architecture. The new design unifies the cartridge string-based mapping ("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function now has an accompanying unmap() function, and instead of a fixed 256 callbacks, it'll scan to find the first available slot. unmap() will free slots up when zero addresses reference a given slot. The controllers and expansion port are now both entirely dynamic. Instead of load/unload/power/reset, they only have the constructor (power/reset/load) and destructor (unload). What this means is you can now dynamically change even expansion port devices after the system is loaded. Note that this is incredibly dangerous and stupid, but ... oh well. The whole point of this was for 21fx. There's no way to change the expansion port device prior to loading a game, but if the 21fx isn't active, then the reset vector hijack won't work. Now you can load a 21fx game, change the expansion port device, and simply reset the system to active the device. The unification of design between controller port devices and expansion port devices is nice, and overall this results in a reduction of code (all of the Mapping stuff in Cartridge is gone, replaced with direct bus mapping.) And there's always the potential to expand this system more in the future now. The big missing feature right now is the ability to push/pop mappings. So if you look at how the 21fx does the reset vector, you might vomit a little bit. But ... it works. Also changed exit(0) to _exit(0) in the POSIX version of nall::execute. [The _exit(0) thing is an attempt to make higan not crash when it tries to launch icarus and it's not on $PATH. The theory is that higan forks, then the child tries to exec icarus and fails, so it exits, all the unique_ptrs clean up their resources and tell the X server to free things the parent process is still using. Calling _exit() prevents destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
uint24 counter[256];
};
extern Bus bus;