bsnes/higan/sfc/coprocessor/sa1/memory.cpp

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auto SA1::bus_read(uint24 addr, uint8 data) -> uint8 {
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
if((addr & 0x40fe00) == 0x002200) { //$00-3f,80-bf:2200-23ff
return readIO(addr, data);
}
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
if((addr & 0x408000) == 0x008000) { //$00-3f,80-bf:8000-ffff
addr = ((addr & 0x800000) >> 2) | ((addr & 0x3f0000) >> 1) | (addr & 0x7fff);
return mmcrom_read(addr, data);
}
if((addr & 0xc00000) == 0xc00000) { //$c0-ff:0000-ffff
return mmcrom_read(addr, data);
}
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
if((addr & 0x40e000) == 0x006000) { //$00-3f,80-bf:6000-7fff
return mmc_sa1_read(addr, data);
}
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
if((addr & 0x40f800) == 0x000000) { //$00-3f,80-bf:0000-07ff
synchronizeCPU();
return iram.read(addr & 2047, data);
}
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
if((addr & 0x40f800) == 0x003000) { //$00-3f,80-bf:3000-37ff
synchronizeCPU();
return iram.read(addr & 2047, data);
}
if((addr & 0xf00000) == 0x400000) { //$40-4f:0000-ffff
synchronizeCPU();
return bwram.read(addr & (bwram.size() - 1), data);
}
if((addr & 0xf00000) == 0x600000) { //$60-6f:0000-ffff
synchronizeCPU();
return bitmap_read(addr & 0x0fffff, data);
}
//unmapped region
return data;
}
auto SA1::bus_write(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
if((addr & 0x40fe00) == 0x002200) { //$00-3f,80-bf:2200-23ff
return writeIO(addr, data);
}
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
if((addr & 0x40e000) == 0x006000) { //$00-3f,80-bf:6000-7fff
return mmc_sa1_write(addr, data);
}
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
if((addr & 0x40f800) == 0x000000) { //$00-3f,80-bf:0000-07ff
synchronizeCPU();
return iram.write(addr & 2047, data);
}
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
if((addr & 0x40f800) == 0x003000) { //$00-3f,80-bf:3000-37ff
synchronizeCPU();
return iram.write(addr & 2047, data);
}
if((addr & 0xf00000) == 0x400000) { //$40-4f:0000-ffff
synchronizeCPU();
return bwram.write(addr & (bwram.size() - 1), data);
}
if((addr & 0xf00000) == 0x600000) { //$60-6f:0000-ffff
synchronizeCPU();
return bitmap_write(addr & 0x0fffff, data);
}
}
//$230c (VDPL), $230d (VDPH) use this bus to read variable-length data.
//this is used both to keep VBR-reads from accessing MMIO registers, and
//to avoid syncing the S-CPU and SA-1*; as both chips are able to access
//these ports.
auto SA1::vbr_read(uint24 addr, uint8 data) -> uint8 {
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
if((addr & 0x408000) == 0x008000) { //$00-3f,80-bf:8000-ffff
addr = ((addr & 0x800000) >> 2) | ((addr & 0x3f0000) >> 1) | (addr & 0x7fff);
return mmcrom_read(addr, data);
}
if((addr & 0xc00000) == 0xc00000) { //$c0-ff:0000-ffff
return mmcrom_read(addr, data);
}
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
if((addr & 0x40e000) == 0x006000) { //$00-3f,80-bf:6000-7fff
return bwram.read(addr & (bwram.size() - 1), data);
}
if((addr & 0xf00000) == 0x400000) { //$40-4f:0000-ffff
return bwram.read(addr & (bwram.size() - 1), data);
}
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
if((addr & 0x40f800) == 0x000000) { //$00-3f,80-bf:0000-07ff
return iram.read(addr & 2047, data);
}
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
if((addr & 0x40f800) == 0x003000) { //$00-3f,80-bf:3000-37ff
return iram.read(addr & 2047, data);
}
return 0x00;
}
//ROM, I-RAM and MMIO registers are accessed at ~10.74MHz (2 clock ticks)
//BW-RAM is accessed at ~5.37MHz (4 clock ticks)
//tick() == 2 clock ticks
//note: bus conflict delays are not emulated at this time
auto SA1::io() -> void {
tick();
}
auto SA1::read(uint24 addr) -> uint8 {
tick();
if(((addr & 0x40e000) == 0x006000) || ((addr & 0xd00000) == 0x400000)) tick();
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
return bus_read(addr, r.mdr);
}
auto SA1::write(uint24 addr, uint8 data) -> void {
tick();
if(((addr & 0x40e000) == 0x006000) || ((addr & 0xd00000) == 0x400000)) tick();
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
bus_write(addr, r.mdr = data);
}
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
//note: addresses are translated prior to invoking this function:
//$00-3f,80-bf:8000-ffff mask=0x408000 => $00-3f:0000-ffff
//$c0-ff:0000-ffff mask=0
auto SA1::mmcrom_read(uint24 addr, uint8) -> uint8 {
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
//reset vector overrides
if((addr & 0xffffe0) == 0x007fe0) { //$00:ffe0-ffef
if(addr == 0x7fea && sa1.mmio.cpu_nvsw) return sa1.mmio.snv >> 0;
if(addr == 0x7feb && sa1.mmio.cpu_nvsw) return sa1.mmio.snv >> 8;
if(addr == 0x7fee && sa1.mmio.cpu_ivsw) return sa1.mmio.siv >> 0;
if(addr == 0x7fef && sa1.mmio.cpu_ivsw) return sa1.mmio.siv >> 8;
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
}
static auto read = [](uint addr) {
return sa1.rom.read(bus.mirror(addr, sa1.rom.size()));
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 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
bool lo = addr < 0x400000; //*bmode==0 only applies to $00-3f,80-bf:8000-ffff
addr &= 0x3fffff;
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 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
if(addr < 0x100000) { //$00-1f,8000-ffff; $c0-cf:0000-ffff
if(lo && mmio.cbmode == 0) return read(addr);
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
return read((mmio.cb << 20) | (addr & 0x0fffff));
}
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
if(addr < 0x200000) { //$20-3f,8000-ffff; $d0-df:0000-ffff
if(lo && mmio.dbmode == 0) return read(addr);
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
return read((mmio.db << 20) | (addr & 0x0fffff));
}
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
if(addr < 0x300000) { //$80-9f,8000-ffff; $e0-ef:0000-ffff
if(lo && mmio.ebmode == 0) return read(addr);
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
return read((mmio.eb << 20) | (addr & 0x0fffff));
}
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
if(addr < 0x400000) { //$a0-bf,8000-ffff; $f0-ff:0000-ffff
if(lo && mmio.fbmode == 0) return read(addr);
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
return read((mmio.fb << 20) | (addr & 0x0fffff));
}
return 0x00;
}
auto SA1::mmcrom_write(uint24 addr, uint8 data) -> void {
}
auto SA1::mmcbwram_read(uint24 addr, uint8 data) -> uint8 {
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
if(addr < 0x2000) { //$00-3f,80-bf:6000-7fff
cpu.synchronizeCoprocessors();
addr = bus.mirror(mmio.sbm * 0x2000 + (addr & 0x1fff), cpubwram.size());
return cpubwram.read(addr);
}
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
if((addr & 0xf00000) == 0x400000) { //$40-4f:0000-ffff
return cpubwram.read(addr & 0x0fffff);
}
return data;
}
auto SA1::mmcbwram_write(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
if(addr < 0x2000) { //$00-3f,80-bf:6000-7fff
cpu.synchronizeCoprocessors();
addr = bus.mirror(mmio.sbm * 0x2000 + (addr & 0x1fff), cpubwram.size());
return cpubwram.write(addr, data);
}
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
if((addr & 0xf00000) == 0x400000) { //$40-4f:0000-ffff
return cpubwram.write(addr & 0x0fffff, data);
}
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
}
auto SA1::mmc_sa1_read(uint addr, uint8 data) -> uint8 {
synchronizeCPU();
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
if(mmio.sw46 == 0) {
//$40-43:0000-ffff x 32 projection
addr = bus.mirror((mmio.cbm & 0x1f) * 0x2000 + (addr & 0x1fff), bwram.size());
return bwram.read(addr, data);
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
} else {
//$60-6f:0000-ffff x 128 projection
addr = bus.mirror(mmio.cbm * 0x2000 + (addr & 0x1fff), 0x100000);
return bitmap_read(addr, data);
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
}
}
auto SA1::mmc_sa1_write(uint addr, uint8 data) -> void {
synchronizeCPU();
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
if(mmio.sw46 == 0) {
//$40-43:0000-ffff x 32 projection
addr = bus.mirror((mmio.cbm & 0x1f) * 0x2000 + (addr & 0x1fff), bwram.size());
bwram.write(addr, data);
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
} else {
//$60-6f:0000-ffff x 128 projection
addr = bus.mirror(mmio.cbm * 0x2000 + (addr & 0x1fff), 0x100000);
bitmap_write(addr, data);
}
}
auto SA1::bitmap_read(uint addr, uint8 data) -> uint8 {
if(mmio.bbf == 0) {
//4bpp
uint shift = addr & 1;
addr = (addr >> 1) & (bwram.size() - 1);
switch(shift) {
case 0: return (bwram.read(addr) >> 0) & 15;
case 1: return (bwram.read(addr) >> 4) & 15;
}
} else {
//2bpp
uint shift = addr & 3;
addr = (addr >> 2) & (bwram.size() - 1);
switch(shift) {
case 0: return (bwram.read(addr) >> 0) & 3;
case 1: return (bwram.read(addr) >> 2) & 3;
case 2: return (bwram.read(addr) >> 4) & 3;
case 3: return (bwram.read(addr) >> 6) & 3;
}
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
}
}
auto SA1::bitmap_write(uint addr, uint8 data) -> void {
if(mmio.bbf == 0) {
//4bpp
uint shift = addr & 1;
addr = (addr >> 1) & (bwram.size() - 1);
switch(shift) {
case 0: data = (bwram.read(addr) & 0xf0) | ((data & 15) << 0); break;
case 1: data = (bwram.read(addr) & 0x0f) | ((data & 15) << 4); break;
}
} else {
//2bpp
uint shift = addr & 3;
addr = (addr >> 2) & (bwram.size() - 1);
switch(shift) {
case 0: data = (bwram.read(addr) & 0xfc) | ((data & 3) << 0); break;
case 1: data = (bwram.read(addr) & 0xf3) | ((data & 3) << 2); break;
case 2: data = (bwram.read(addr) & 0xcf) | ((data & 3) << 4); break;
case 3: data = (bwram.read(addr) & 0x3f) | ((data & 3) << 6); break;
}
}
bwram.write(addr, data);
}