2015-11-21 07:36:48 +00:00
|
|
|
auto R6502::disassemble() -> string {
|
|
|
|
string output = {hex(regs.pc, 4L), " "};
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
|
|
|
|
Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
|
|
|
auto abs = [&]() -> string { return {"$", hex(readDebugger(regs.pc + 2), 2L), hex(readDebugger(regs.pc + 1), 2L)}; };
|
|
|
|
auto abx = [&]() -> string { return {"$", hex(readDebugger(regs.pc + 2), 2L), hex(readDebugger(regs.pc + 1), 2L), ",x"}; };
|
|
|
|
auto aby = [&]() -> string { return {"$", hex(readDebugger(regs.pc + 2), 2L), hex(readDebugger(regs.pc + 1), 2L), ",y"}; };
|
|
|
|
auto iab = [&]() -> string { return {"($", hex(readDebugger(regs.pc + 2), 2L), hex(readDebugger(regs.pc + 1), 2L), ")"}; };
|
|
|
|
auto imm = [&]() -> string { return {"#$", hex(readDebugger(regs.pc + 1), 2L)}; };
|
2015-11-21 07:36:48 +00:00
|
|
|
auto imp = [&]() -> string { return {""}; };
|
Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
|
|
|
auto izx = [&]() -> string { return {"($", hex(readDebugger(regs.pc + 1), 2L), ",x)"}; };
|
|
|
|
auto izy = [&]() -> string { return {"($", hex(readDebugger(regs.pc + 1), 2L), "),y"}; };
|
|
|
|
auto rel = [&]() -> string { return {"$", hex((regs.pc + 2) + (int8)readDebugger(regs.pc + 1), 4L)}; };
|
|
|
|
auto zpg = [&]() -> string { return {"$", hex(readDebugger(regs.pc + 1), 2L)}; };
|
|
|
|
auto zpx = [&]() -> string { return {"$", hex(readDebugger(regs.pc + 1), 2L), ",x"}; };
|
|
|
|
auto zpy = [&]() -> string { return {"$", hex(readDebugger(regs.pc + 1), 2L), ",y"}; };
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
|
|
|
|
|
|
|
#define op(byte, prefix, mode) \
|
|
|
|
case byte: output.append(#prefix, " ", mode()); \
|
|
|
|
break
|
|
|
|
|
Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
|
|
|
switch(auto opcode = readDebugger(regs.pc)) {
|
|
|
|
op(0x00, brk, imm);
|
|
|
|
op(0x01, ora, izx);
|
|
|
|
op(0x05, ora, zpg);
|
|
|
|
op(0x06, asl, zpg);
|
|
|
|
op(0x08, php, imp);
|
|
|
|
op(0x09, ora, imm);
|
|
|
|
op(0x0a, asl, imp);
|
|
|
|
op(0x0d, ora, abs);
|
|
|
|
op(0x0e, asl, abs);
|
|
|
|
op(0x10, bpl, rel);
|
|
|
|
op(0x11, ora, izy);
|
|
|
|
op(0x15, ora, zpx);
|
|
|
|
op(0x16, asl, zpx);
|
|
|
|
op(0x18, clc, imp);
|
|
|
|
op(0x19, ora, aby);
|
|
|
|
op(0x1d, ora, abx);
|
|
|
|
op(0x1e, asl, abx);
|
|
|
|
op(0x20, jsr, abs);
|
|
|
|
op(0x21, and, izx);
|
|
|
|
op(0x24, bit, zpg);
|
|
|
|
op(0x25, and, zpg);
|
|
|
|
op(0x26, rol, zpg);
|
|
|
|
op(0x28, plp, imp);
|
|
|
|
op(0x29, and, imm);
|
|
|
|
op(0x2a, rol, imp);
|
|
|
|
op(0x2c, bit, abs);
|
|
|
|
op(0x2d, and, abs);
|
|
|
|
op(0x2e, rol, abs);
|
|
|
|
op(0x30, bmi, rel);
|
|
|
|
op(0x31, and, izy);
|
|
|
|
op(0x35, and, zpx);
|
|
|
|
op(0x36, rol, zpx);
|
|
|
|
op(0x38, sec, imp);
|
|
|
|
op(0x39, and, aby);
|
|
|
|
op(0x3d, and, abx);
|
|
|
|
op(0x3e, rol, abx);
|
|
|
|
op(0x40, rti, imp);
|
|
|
|
op(0x41, eor, izx);
|
|
|
|
op(0x45, eor, zpg);
|
|
|
|
op(0x46, lsr, zpg);
|
|
|
|
op(0x48, pha, imp);
|
|
|
|
op(0x49, eor, imm);
|
|
|
|
op(0x4a, lsr, imp);
|
|
|
|
op(0x4c, jmp, abs);
|
|
|
|
op(0x4d, eor, abs);
|
|
|
|
op(0x4e, lsr, abs);
|
|
|
|
op(0x50, bvc, rel);
|
|
|
|
op(0x51, eor, izy);
|
|
|
|
op(0x55, eor, zpx);
|
|
|
|
op(0x56, lsr, zpx);
|
|
|
|
op(0x58, cli, imp);
|
|
|
|
op(0x59, eor, aby);
|
|
|
|
op(0x5a, phy, imp);
|
|
|
|
op(0x5d, eor, abx);
|
|
|
|
op(0x5e, lsr, abx);
|
|
|
|
op(0x60, rts, imp);
|
|
|
|
op(0x61, adc, izx);
|
|
|
|
op(0x65, adc, zpg);
|
|
|
|
op(0x66, ror, zpg);
|
|
|
|
op(0x68, pla, imp);
|
|
|
|
op(0x69, adc, imm);
|
|
|
|
op(0x6a, ror, imp);
|
|
|
|
op(0x6c, jmp, iab);
|
|
|
|
op(0x6d, adc, abs);
|
|
|
|
op(0x6e, ror, abs);
|
|
|
|
op(0x70, bvs, rel);
|
|
|
|
op(0x71, adc, izy);
|
|
|
|
op(0x75, adc, zpx);
|
|
|
|
op(0x76, ror, zpx);
|
|
|
|
op(0x78, sei, imp);
|
|
|
|
op(0x79, adc, aby);
|
|
|
|
op(0x7a, ply, imp);
|
|
|
|
op(0x7d, adc, abx);
|
|
|
|
op(0x7e, ror, abx);
|
|
|
|
op(0x81, sta, izx);
|
|
|
|
op(0x84, sty, zpg);
|
|
|
|
op(0x85, sta, zpg);
|
|
|
|
op(0x86, stx, zpg);
|
|
|
|
op(0x88, dey, imp);
|
|
|
|
op(0x8a, txa, imp);
|
|
|
|
op(0x8c, sty, abs);
|
|
|
|
op(0x8d, sta, abs);
|
|
|
|
op(0x8e, stx, abs);
|
|
|
|
op(0x90, bcc, rel);
|
|
|
|
op(0x91, sta, izy);
|
|
|
|
op(0x94, sty, zpx);
|
|
|
|
op(0x95, sta, zpx);
|
|
|
|
op(0x96, stx, zpy);
|
|
|
|
op(0x98, tya, imp);
|
|
|
|
op(0x99, sta, aby);
|
|
|
|
op(0x9a, txs, imp);
|
|
|
|
op(0x9d, sta, abx);
|
|
|
|
op(0xa0, ldy, imm);
|
|
|
|
op(0xa1, lda, izx);
|
|
|
|
op(0xa2, ldx, imm);
|
|
|
|
op(0xa4, ldy, zpg);
|
|
|
|
op(0xa5, lda, zpg);
|
|
|
|
op(0xa6, ldx, zpg);
|
|
|
|
op(0xa8, tay, imp);
|
|
|
|
op(0xa9, lda, imm);
|
|
|
|
op(0xaa, tax, imp);
|
|
|
|
op(0xac, ldy, abs);
|
|
|
|
op(0xad, lda, abs);
|
|
|
|
op(0xae, ldx, abs);
|
|
|
|
op(0xb0, bcs, rel);
|
|
|
|
op(0xb1, lda, izy);
|
|
|
|
op(0xb4, ldy, zpx);
|
|
|
|
op(0xb5, lda, zpx);
|
|
|
|
op(0xb6, ldx, zpy);
|
|
|
|
op(0xb8, clv, imp);
|
|
|
|
op(0xb9, lda, aby);
|
|
|
|
op(0xba, tsx, imp);
|
|
|
|
op(0xbc, ldy, abx);
|
|
|
|
op(0xbd, lda, abx);
|
|
|
|
op(0xbe, ldx, aby);
|
|
|
|
op(0xc0, cpy, imm);
|
|
|
|
op(0xc1, cmp, izx);
|
|
|
|
op(0xc4, cpy, zpg);
|
|
|
|
op(0xc5, cmp, zpg);
|
|
|
|
op(0xc6, dec, zpg);
|
|
|
|
op(0xc8, iny, imp);
|
|
|
|
op(0xc9, cmp, imm);
|
|
|
|
op(0xca, dex, imp);
|
|
|
|
op(0xcc, cpy, abs);
|
|
|
|
op(0xcd, cmp, abs);
|
|
|
|
op(0xce, dec, abs);
|
|
|
|
op(0xd0, bne, rel);
|
|
|
|
op(0xd1, cmp, izy);
|
|
|
|
op(0xd5, cmp, zpx);
|
|
|
|
op(0xd6, dec, zpx);
|
|
|
|
op(0xd8, cld, imp);
|
|
|
|
op(0xd9, cmp, aby);
|
|
|
|
op(0xda, phx, imp);
|
|
|
|
op(0xdd, cmp, abx);
|
|
|
|
op(0xde, dec, abx);
|
|
|
|
op(0xe0, cpx, imm);
|
|
|
|
op(0xe1, sbc, izx);
|
|
|
|
op(0xe4, cpx, zpg);
|
|
|
|
op(0xe5, sbc, zpg);
|
|
|
|
op(0xe6, inc, zpg);
|
|
|
|
op(0xe8, inx, imp);
|
|
|
|
op(0xe9, sbc, imm);
|
|
|
|
op(0xea, nop, imp);
|
|
|
|
op(0xec, cpx, abs);
|
|
|
|
op(0xed, sbc, abs);
|
|
|
|
op(0xee, inc, abs);
|
|
|
|
op(0xf0, beq, rel);
|
|
|
|
op(0xf1, sbc, izy);
|
|
|
|
op(0xf5, sbc, zpx);
|
|
|
|
op(0xf6, inc, zpx);
|
|
|
|
op(0xf8, sed, imp);
|
|
|
|
op(0xf9, sbc, aby);
|
|
|
|
op(0xfa, plx, imp);
|
|
|
|
op(0xfd, sbc, abx);
|
|
|
|
op(0xfe, inc, abx);
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
|
|
|
|
Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
|
|
|
default: output.append("$", hex(opcode, 2L)); break;
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#undef op
|
|
|
|
|
|
|
|
output.append(" ");
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
output.resize(20);
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
|
|
|
|
|
|
|
output.append(
|
2015-07-14 09:32:43 +00:00
|
|
|
"A:", hex(regs.a, 2L), " X:", hex(regs.x, 2L), " Y:", hex(regs.y, 2L), " S:", hex(regs.s, 2L), " ",
|
2011-09-12 09:44:22 +00:00
|
|
|
regs.p.n ? "N" : "n", regs.p.v ? "V" : "v", regs.p.d ? "D" : "d",
|
|
|
|
regs.p.i ? "I" : "i", regs.p.z ? "Z" : "z", regs.p.c ? "C" : "c"
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
|
|
|
);
|
|
|
|
|
|
|
|
return output;
|
|
|
|
}
|