2012-03-19 11:19:53 +00:00
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#include <gba/gba.hpp>
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2012-04-26 10:51:13 +00:00
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namespace GameBoyAdvance {
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2012-03-19 11:19:53 +00:00
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Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
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#include "io.cpp"
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2012-04-06 04:29:50 +00:00
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#include "square.cpp"
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#include "square1.cpp"
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#include "square2.cpp"
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#include "wave.cpp"
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#include "noise.cpp"
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#include "sequencer.cpp"
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2012-04-09 06:19:32 +00:00
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#include "fifo.cpp"
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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#include "serialization.cpp"
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2012-03-19 11:19:53 +00:00
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APU apu;
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2015-11-16 08:38:05 +00:00
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auto APU::Enter() -> void {
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2016-02-09 11:51:12 +00:00
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while(true) scheduler.synchronize(), apu.main();
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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}
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2015-11-16 08:38:05 +00:00
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auto APU::main() -> void {
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2017-06-08 14:05:48 +00:00
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//GBA clock runs at 16777216hz
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//GBA PSG channels run at 2097152hz
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Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
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runsequencer();
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2017-06-08 14:05:48 +00:00
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step(8);
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//audio PWM output frequency and bit-rate are dependent upon amplitude setting:
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//0 = 9-bit @ 32768hz
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//1 = 8-bit @ 65536hz
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//2 = 7-bit @ 131072hz
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//3 = 6-bit @ 262144hz
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//dynamically changing the output frequency under emulation would be difficult;
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//always run the output frequency at the maximum 262144hz
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if(++clock & 7) return;
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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2015-11-16 08:38:05 +00:00
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int lsample = regs.bias.level - 0x0200;
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int rsample = regs.bias.level - 0x0200;
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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2017-06-08 14:05:48 +00:00
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//amplitude: 0 = 32768hz; 1 = 65536hz; 2 = 131072hz; 3 = 262144hz
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if((clock & (63 >> (3 - regs.bias.amplitude))) == 0) {
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sequencer.sample();
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fifo[0].sample();
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fifo[1].sample();
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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}
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2012-04-09 06:19:32 +00:00
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2017-06-08 14:05:48 +00:00
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lsample += sequencer.loutput;
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rsample += sequencer.routput;
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int fifo0 = fifo[0].output << fifo[0].volume;
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int fifo1 = fifo[1].output << fifo[1].volume;
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2012-04-09 06:19:32 +00:00
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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if(fifo[0].lenable) lsample += fifo0;
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if(fifo[1].lenable) lsample += fifo1;
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2012-04-09 06:19:32 +00:00
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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if(fifo[0].renable) rsample += fifo0;
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if(fifo[1].renable) rsample += fifo1;
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2012-04-09 06:19:32 +00:00
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2017-06-08 14:05:48 +00:00
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lsample = sclamp<11>(lsample);
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rsample = sclamp<11>(rsample);
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2012-04-09 06:19:32 +00:00
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2017-06-08 14:05:48 +00:00
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//clip 11-bit signed output to more limited output bit-rate
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//note: leaving 2-bits more on output to prevent quantization noise
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if(regs.bias.amplitude == 0) lsample &= ~0, rsample &= ~0; //9-bit
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if(regs.bias.amplitude == 1) lsample &= ~1, rsample &= ~1; //8-bit
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if(regs.bias.amplitude == 2) lsample &= ~3, rsample &= ~3; //7-bit
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if(regs.bias.amplitude == 3) lsample &= ~7, rsample &= ~7; //6-bit
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2012-04-09 06:19:32 +00:00
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Update to v087r26 release.
byuu says:
Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
keypad IRQs)
- probably a lot more, it was a long night ...
Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
(really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
how do this)
- need GBA save type database (I would also LIKE to blacklist
/ patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
some cases
2012-04-16 12:19:39 +00:00
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if(cpu.regs.mode == CPU::Registers::Mode::Stop) lsample = 0, rsample = 0;
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2017-06-08 14:05:48 +00:00
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stream->sample((lsample << 5) / 32768.0, (rsample << 5) / 32768.0);
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2012-03-19 11:19:53 +00:00
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}
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2015-11-16 08:38:05 +00:00
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auto APU::step(uint clocks) -> void {
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Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
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Thread::step(clocks);
|
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synchronize(cpu);
|
2012-03-19 11:19:53 +00:00
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|
}
|
|
|
|
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2015-11-16 08:38:05 +00:00
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auto APU::power() -> void {
|
2016-02-09 11:51:12 +00:00
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create(APU::Enter, 16'777'216);
|
2017-06-08 14:05:48 +00:00
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stream = Emulator::audio.createStream(2, frequency() / 64.0);
|
Update to v102r17 release.
byuu says:
Changelog:
- GBA: process audio at 2MHz instead of 32KHz¹
- MD: do not allow the 68K to stop the Z80, unless it has been granted
bus access first
- MD: do not reset bus requested/granted signals when the 68K resets
the Z80
- the above two fix The Lost Vikings
- MD: clean up the bus address decoding to be more readable
- MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
I/O²
- MD: emulate SRAM mapping used by >16mbit games; bank mapping used
by >32mbit games³
- MD: add 'reset pending' flag so that loading save states won't
reload 68K PC, SP registers
- this fixes save state support ... mostly⁴
- MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
- this fixes in-game graphics for Ristar. Title screen still
corrupted on first run
- MD: detect and break sprite lists that form an infinite loop
[Cydrak]
- this fixes the emulator from dead-locking on certain games
- MD: add DC offset to sign DAC PCM samples [Cydrak]
- this improves audio in Sonic 3
- MD: 68K TAS has a hardware bug that prevents writing the result back
to RAM
- this fixes Gargoyles
- MD: 68K TRAP should not change CPU interrupt level
- this fixes Shining Force II, Shining in the Darkness, etc
- icarus: better SRAM heuristics for Mega Drive games
Todo:
- need to serialize the new cartridge ramEnable, ramWritable, bank
variables
¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.
However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.
Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)
²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.
³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.
The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.
For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.
⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 10:23:29 +00:00
|
|
|
stream->addLowPassFilter(20000.0, 3);
|
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|
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stream->addHighPassFilter(20.0, 3);
|
2012-03-26 10:13:02 +00:00
|
|
|
|
2017-06-08 14:05:48 +00:00
|
|
|
clock = 0;
|
2012-04-06 04:29:50 +00:00
|
|
|
square1.power();
|
|
|
|
square2.power();
|
|
|
|
wave.power();
|
|
|
|
noise.power();
|
|
|
|
sequencer.power();
|
2012-04-09 06:19:32 +00:00
|
|
|
fifo[0].power();
|
|
|
|
fifo[1].power();
|
2012-04-06 04:29:50 +00:00
|
|
|
|
Update to v097r17 release.
byuu says:
Changelog:
- ruby: if DirectSoundCreate fails (no sound device present), return
false from init instead of crashing
- nall: improved edge case return values for
(basename,pathname,dirname,...)
- nall: renamed file_system_object class to inode
- nall: varuint_t replaced with VariadicNatural; which contains
.bit,.bits,.byte ala Natural/Integer
- nall: fixed boolean compilation error on Windows
- WS: popa should not restore SP
- GBA: rewrote the CPU/APU cores to use the .bit,.bits functions;
removed registers.cpp from each
Note that the GBA changes are extremely major. This is about five hours
worth of extremely delicate work. Any slight errors could break
emulation in extremely bad ways. Let's hold off on extensive testing
until the next WIP, after I do the same to the PPU.
So far ... endrift's SOUNDCNT_X I/O test is failing, although that code
didn't change, so clearly I messed up SOUNDCNT_H somehow ...
To compile on Windows:
1. change nall/string/platform.hpp line 47 to
return slice(result, 0, 3);
2. change ruby/video.wgl.cpp line 72 to
auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
3. add this line to the very top of hiro/windows/header.cpp:
#define boolean FuckYouMicrosoft
2016-02-23 11:08:44 +00:00
|
|
|
regs.bias.amplitude = 0;
|
|
|
|
regs.bias.level = 0x200;
|
2012-04-01 01:41:15 +00:00
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
for(uint n = 0x060; n <= 0x0a7; n++) bus.io[n] = this;
|
2012-03-19 11:19:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|