Update to v098r01 release.
byuu says:
Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
merged to SFC::Cothread
- Cothread here just means "Thread with CPU affinity" (couldn't think
of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
- this is the beginning of work to allow expansion port devices to be
dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
no frequency is assigned
- note: the WASAPI driver can default to whatever the native frequency
is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
it will display the frequency used)
- tomoko: removed the timing settings panel
- the goal is to work toward smooth video via adaptive sync
- the model is broken by not being in control of the audio frequency
anyway
- it's further broken by PAL running at 50hz and WSC running at 75hz
- it was always broken anyway by SNES interlace timing varying from
progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
(libco, emulator, audio, video)
The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
|
|
|
struct HitachiDSP : Processor::HG51B, Cothread {
|
2012-07-09 11:40:23 +00:00
|
|
|
MappedRAM rom;
|
2012-11-22 10:28:01 +00:00
|
|
|
MappedRAM ram;
|
2012-07-09 11:40:23 +00:00
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
#include "mmio.hpp"
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
static auto Enter() -> void;
|
2016-02-09 11:51:12 +00:00
|
|
|
auto main() -> void;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
auto init() -> void;
|
|
|
|
auto load() -> void;
|
|
|
|
auto unload() -> void;
|
|
|
|
auto power() -> void;
|
|
|
|
auto reset() -> void;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
//HG51B read/write
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto read(uint24 addr) -> uint8 override;
|
|
|
|
auto write(uint24 addr, uint8 data) -> void override;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
//CPU ROM read/write
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto romRead(uint24 addr, uint8 data) -> uint8;
|
|
|
|
auto romWrite(uint24 addr, uint8 data) -> void;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
2012-11-22 10:28:01 +00:00
|
|
|
//CPU RAM read/write
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto ramRead(uint24 addr, uint8 data) -> uint8;
|
|
|
|
auto ramWrite(uint24 addr, uint8 data) -> void;
|
2012-11-22 10:28:01 +00:00
|
|
|
|
Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.
byuu says about r13:
I'm not going to be posting WIPs for r13 and above for a while.
The reason is that I'm working on the major manifest overhaul I've
discussed previously on the icarus subforum.
I'm recreating my boards database from scratch using the map files
and the new map analyzer. The only games that will load are ones
I've created board definitions for, and updated
sfc/cartridge/markup.cpp to parse. Once I've finished all the
boards, then I'll update the heuristics.
Then finally, I'll sync the syntax changes over to the fc, gb, gba
cores.
Once that's done, I'll start posting WIPs again, along with a new
build of icarus.
But I'll still post changelogs as I work through things.
Changelog (r13):
- preservation: created new database-builder tool (merges
region-specific databases with boards)
- icarus: support new, external database format
(~/.config/icarus/Database/(Super Famicom.bml, ...)
- added 1A3B-(10,11,12); 1A3B-20
byuu says about r14:
r14 work:
I successfully created mappings for every board used in the US set.
I also updated icarus' heuristics to use the new mappings, and
created ones there for the boards that are only in the JP set.
Then I patched icarus to support pulling games out of the database
when it's used on a game folder to generate a manifest file.
Then I updated a lot of code in higan/sfc to support the new mapping
syntax. sfc/cartridge/markup.cpp is about half the size it used to
be with the new mappings, and I was able to kill off both map/id and
map/select entirely.
Then I updated all four emulated systems (and both subsystems) to
use "board" as the root node, and harmonized their syntax (made them
all more consistent with each other.)
Then I added a manifest viewer to the tools window+menu. It's kind
of an advanced user feature, but oh well. No reason to coddle people
when the feature is very useful for developers. The viewer will show
all manifests in order when you load multi-cart games as well.
Still not going to call any syntax 100% done right now, but
thankfully with the new manifest-free folders, nobody will have to
do anything to use the new format. Just download the new version and
go.
The Super Famicom Event stuff is currently broken (CC92/PF94
boards). That's gonna be fun to support.
byuu says about r15:
EDIT: small bug in icarus with heuristics. Edit
core/super-famicom.cpp line 27:
if(/*auto*/ markup = cartridge.markup) {
Gotta remove that "auto" so that it returns valid markup.
Resolved the final concerns I had with the new manifest format.
Right now there are two things that are definitely broken: MCC (BS-X
Town cart) and Event (CC '92 and PF'94).
And there are a few things that are untested: SPC7110, EpsonRTC,
SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
|
|
|
//HG51B data RAM read/write
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto dramRead(uint24 addr, uint8 data) -> uint8;
|
|
|
|
auto dramWrite(uint24 addr, uint8 data) -> void;
|
Update to higan and icarus v095r15 release.
r13 and r14 weren't posted as individual releases, but their changelogs
were posted.
byuu says about r13:
I'm not going to be posting WIPs for r13 and above for a while.
The reason is that I'm working on the major manifest overhaul I've
discussed previously on the icarus subforum.
I'm recreating my boards database from scratch using the map files
and the new map analyzer. The only games that will load are ones
I've created board definitions for, and updated
sfc/cartridge/markup.cpp to parse. Once I've finished all the
boards, then I'll update the heuristics.
Then finally, I'll sync the syntax changes over to the fc, gb, gba
cores.
Once that's done, I'll start posting WIPs again, along with a new
build of icarus.
But I'll still post changelogs as I work through things.
Changelog (r13):
- preservation: created new database-builder tool (merges
region-specific databases with boards)
- icarus: support new, external database format
(~/.config/icarus/Database/(Super Famicom.bml, ...)
- added 1A3B-(10,11,12); 1A3B-20
byuu says about r14:
r14 work:
I successfully created mappings for every board used in the US set.
I also updated icarus' heuristics to use the new mappings, and
created ones there for the boards that are only in the JP set.
Then I patched icarus to support pulling games out of the database
when it's used on a game folder to generate a manifest file.
Then I updated a lot of code in higan/sfc to support the new mapping
syntax. sfc/cartridge/markup.cpp is about half the size it used to
be with the new mappings, and I was able to kill off both map/id and
map/select entirely.
Then I updated all four emulated systems (and both subsystems) to
use "board" as the root node, and harmonized their syntax (made them
all more consistent with each other.)
Then I added a manifest viewer to the tools window+menu. It's kind
of an advanced user feature, but oh well. No reason to coddle people
when the feature is very useful for developers. The viewer will show
all manifests in order when you load multi-cart games as well.
Still not going to call any syntax 100% done right now, but
thankfully with the new manifest-free folders, nobody will have to
do anything to use the new format. Just download the new version and
go.
The Super Famicom Event stuff is currently broken (CC92/PF94
boards). That's gonna be fun to support.
byuu says about r15:
EDIT: small bug in icarus with heuristics. Edit
core/super-famicom.cpp line 27:
if(/*auto*/ markup = cartridge.markup) {
Gotta remove that "auto" so that it returns valid markup.
Resolved the final concerns I had with the new manifest format.
Right now there are two things that are definitely broken: MCC (BS-X
Town cart) and Event (CC '92 and PF'94).
And there are a few things that are untested: SPC7110, EpsonRTC,
SharpRTC, SDD1+RAM, SufamiTurbo, BS-X slotted carts.
2015-12-19 08:52:34 +00:00
|
|
|
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
//CPU MMIO read/write
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto dspRead(uint24 addr, uint8 data) -> uint8;
|
|
|
|
auto dspWrite(uint24 addr, uint8 data) -> void;
|
2015-11-14 00:52:51 +00:00
|
|
|
|
|
|
|
auto firmware() const -> vector<uint8>;
|
|
|
|
auto serialize(serializer&) -> void;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
|
2015-11-14 00:52:51 +00:00
|
|
|
uint Frequency;
|
|
|
|
uint Roms;
|
Update to v079r04 release.
byuu says:
Back from vacation. We were successful in emulating the Cx4 using LLE
during my vacation. We finished on June 15th. And now that I'm back,
I've rewritten the code and merged it into bsnes official. With that,
the very last HLE emulation code in bsnes has now been purged.
[...]
The emulation is as minimal as possible. If I don't see an opcode or
feature actually used, I don't implement it. The one exception being
that I do support the vector override functionality. And there are also
dummy handlers for ld ?,$2e + loop, so that the chip won't stall out.
But things like "byte 4" on rdram/wrram, the two-bit destination
selections for all but ld, etc are treated as invalid opcodes, since we
aren't 100% sure if they are there and work as we hypothesize. I also
only map in known registers into the 256-entry register list. This
leaves 90% of the map empty.
The chip runs at 20MHz, and it will disable the ROM while running. DMA
does transfer one byte at a time against the clock and also locks out
the ROM. rdbus won't fetch from IRAM, only from ROM. DMA transfer only
reads from ROM, and only writes to RAM. Unless someone verifies that
they can do more, I'll leave it that way. I don't yet actually buffer
the program ROM into the internal program RAM just yet, but that is on
the to-do list. We aren't entirely sure how that works either, but my
plan is to just lock the Cx4 CPU and load in 512-bytes.
There's still a few unknown registers in $7f40-5f that I don't do
anything with yet. The secondary chip disable is going to be the
weirdest one, since MMX3 only has one chip. I'd really rather not have
to specify the ROM mapping as two separate chips on MMX2 and as one on
MMX3 just to support this, so I don't know yet.
Save state support is of course there already.
Speed hit is 118fps HLE -> 109fps LLE in most scenes. Not bad, honestly.
2011-06-22 13:27:55 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
extern HitachiDSP hitachidsp;
|