mirror of https://github.com/bsnes-emu/bsnes.git
32 Commits
Author | SHA1 | Message | Date |
---|---|---|---|
Tim Allen | 1cab2dfeb8 |
Update to v102r11 release.
byuu says: Changelog: - MD: connected 32KB cartridge RAM up to every Genesis game under 2MB loaded¹ - MS, GG, MD: improved PSG noise channel emulation, hopefully² - MS, GG, MD: lowered PSG volume so that the lowpass doesn't clamp samples³ - MD: added read/write handlers for VRAM, VSRAM, CRAM - MD: block VRAM copy when CD4 is clear⁴ - MD: rewrote VRAM fill, VRAM copy to be byte-based⁵ - MD: VRAM fill byte set should fall through to regular data port write handler⁶ ¹: the header parsing for backup RAM is really weird. It's spaces when not used, and seems to be 0x02000001-0x02003fff for the Shining games. I don't understand why it starts at 0x02000001 instead of 0x02000000. So I'm just forcing every game to have 32KB of RAM for now. There's also special handling for ROMs > 2MB that also have RAM (Phantasy Star IV, etc) where there's a toggle to switch between ROM and RAM. For now, that's not emulated. I was hoping the Shining games would run after this, but they're still dead-locking on me :( ²: Cydrak pointed out some flaws in my attempt to implement what he had. I was having trouble understanding what he meant, so I went back and read the docs on the sound chip and tried implementing the counter the way the docs describe. Hopefully I have this right, but I don't know of any good test ROMs to make sure my noise emulation is correct. The docs say the shifted-out value goes to the output instead of the low bit of the LFSR, so I made that change as well. I think I hear the noise I'm supposed to in Sonic Marble Zone now, but it seems like it's not correct in Green Hill Zone, adding a bit of an annoying buzz to the background music. Maybe it sounds better with the YM2612, but more likely, I still screwed something up :/ ³: it's set to 50% range for both cores right now. For the MD, it will need to be 25% once YM2612 emulation is in. ⁴: technically, this deadlocks the VDP until a hard reset. I could emulate this, but for now I just don't do the VRAM copy in this case. ⁵: VSRAM fill and CRAM fill not supported in this new mode. They're technically undocumented, and I don't have good notes on how they work. I've been seeing conflicting notes on whether the VRAM fill buffer is 8-bits or 16-bits (I chose 8-bits), and on whether you write the low byte and then high byte of each words, or the high byte and then low byte (I chose the latter.) The VRAM copy improvements fix the opening text in Langrisser II, so that's great. ⁶: Langrisser II sets the transfer length to one less than needed to fill the background letter tile on the scenario overview screen. After moving to byte-sized transfers, a black pixel was getting stuck there. So effectively, VRAM fill length becomes DMA length + 1, and the first byte uses the data port so it writes a word value instead of just a byte value. Hopefully this is all correct, although it probably gets way more complicated with the VDP FIFO. |
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Tim Allen | 68f04c3bb8 |
Update to v102r10 release.
byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect. |
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Tim Allen | 8071da4c6a |
Update to v102r09 release.
byuu says: Changelog: - MD: restructured DMA to a subclass of VDP - MD: implemented VRAM copy mode (fixes Langrisser II ... mostly) - MS: implemened PSG support [Cydrak] - GG: implemented PSG stereo sound support - MS: use the new struct Model {} design that other cores use The MS/GG PSG should be feature complete, but I don't have good tests for Game Gear stereo mode, nor for the noise channel. There's also a really weird behavior with when to reload the channel counters on volume register writes. I can confirm what Cydrak observed in that following the docs and reloading always creates serious audio distortion problems. So, more research is needed there. To get the correct sound out of the PSG, I have to run it at 3.58MHz / 16, which seems really weird to me. The docs make it sound like it's supposed to run at the full 3.58MHz. If we can really run it at 223.7KHz, then that's help reduce the overhead of PSG emulation, which will definitely come in handy for Mega Drive, and possibly later Mega CD, emulation. I have not implemented the PSG into the Mega Drive just yet. Nor have I implemented save states or cheat code support into the MS/GG cores yet. The latter is next on my list. |
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Tim Allen | d76c0c7e82 |
Update to v102r08 release.
byuu says: Changelog: - PCE: restructured VCE, VDCs to run one scanline at a time - PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs from the VCE) - PCE: the two changes above allow save states to function; also grants a minor speed boost - PCE: added cheat code support (uses 21-bit bus addressing; compare byte will be useful here) - 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak] - Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80 [Cydrak] - MD: emulated the Z80 executing instructions [Cydrak] - MD: emulated Z80 interrupts (triggered during each Vblank period) [Cydrak] - MD: emulated Z80 memory map [Cydrak] - MD: added stubs for PSG, YM2612 accesses [Cydrak] - MD: improved bus emulation [Cydrak] The PCE core is pretty much ready to go. The only major feature missing is FM modulation. The Mega Drive improvements let us start to see the splash screens for Langrisser II, Shining Force, Shining in the Darkness. I was hoping I could get them in-game, but no such luck. My Z80 implementation is probably flawed in some way ... now that I think about it, I believe I missed the BusAPU::reset() check for having been granted access to the Z80 first. But I doubt that's the problem. Next step is to implement Cydrak's PSG core into the Master System emulator. Once that's in, I'm going to add save states and cheat code support to the Master System core. Next, I'll add the PSG core into the Mega Drive. Then I'll add the 'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core. Then finally, cap things off with save state and cheat code support. Should be nearing a new release at that point. |
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Tim Allen | fa6cbac251 |
Update to v102r06 release.
byuu says: Changelog: - added higan/emulator/platform.hpp (moved out Emulator::Platform from emulator/interface.hpp) - moved gmake build paramter to nall/GNUmakefile; both higan and icarus use it now - added build=profile mode - MD: added the region select I/O register - MD: started to add region selection support internally (still no external select or PAL support) - PCE: added cycle stealing when reading/writing to the VDC or VCE; and when using ST# instructions - PCE: cleaned up PSG to match the behavior of Mednafen (doesn't improve sound at all ;_;) - note: need to remove loadWaveSample, loadWavePeriod - HuC6280: ADC/SBC decimal mode consumes an extra cycle; does not set V flag - HuC6280: block transfer instructions were taking one cycle too many - icarus: added code to strip out PC Engine ROM headers - hiro: added options support to BrowserDialog The last one sure ended in failure. The plan was to put a region dropdown directly onto hiro::BrowserDialog, and I had all the code for it working. But I forgot one important detail: the system loads cartridges AFTER powering on, so even though I could technically change the system region post-boot, I'd rather not do so. So that means we have to know what region we want before we even select a game. Shit. |
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Tim Allen | ee7662a8be |
Update to v102r04 release.
byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work. |
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Tim Allen | bdc100e123 |
Update to v102r02 release.
byuu says: Changelog: - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it - if it's really invalid C++, then GCC needs to stop accepting it in strict `-std=c++14` mode - Emulator::Interface::Information::resettable is gone - Emulator::Interface::reset() is gone - FC, SFC, MD cores updated to remove soft reset behavior - split GameBoy::Interface into GameBoyInterface, GameBoyColorInterface - split WonderSwan::Interface into WonderSwanInterface, WonderSwanColorInterface - PCE: fixed off-by-one scanline error [hex_usr] - PCE: temporary hack to prevent crashing when VDS is set to < 2 - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#) types to (u)int_(#)t types - icarus: replaced usage of unique with strip instead (so we don't mess up frameworks on macOS) - libco: added macOS-specific section marker [Ryphecha] So ... the major news this time is the removal of the soft reset behavior. This is a major!! change that results in a 100KiB diff file, and it's very prone to accidental mistakes!! If anyone is up for testing, or even better -- looking over the code changes between v102r01 and v102r02 and looking for any issues, please do so. Ideally we'll want to test every NES mapper type and every SNES coprocessor type by loading said games and power cycling to make sure the games are all cleanly resetting. It's too big of a change for me to cover there not being any issues on my own, but this is truly critical code, so yeah ... please help if you can. We technically lose a bit of hardware documentation here. The soft reset events do all kinds of interesting things in all kinds of different chips -- or at least they do on the SNES. This is obviously not ideal. But in the process of removing these portions of code, I found a few mistakes I had made previously. It simplifies resetting the system state a lot when not trying to have all the power() functions call the reset() functions to share partial functionality. In the future, the goal will be to come up with a way to add back in the soft reset behavior via keyboard binding as with the Master System core. What's going to have to happen is that the key binding will have to send a "reset pulse" to every emulated chip, and those chips are going to have to act independently to power() instead of reusing functionality. We'll get there eventually, but there's many things of vastly greater importance to work on right now, so it'll be a while. The information isn't lost ... we'll just have to pull it out of v102 when we are ready. Note that I left the SNES reset vector simulation code in, even though it's not possible to trigger, for the time being. Also ... the Super Game Boy core is still disconnected. To be honest, it totally slipped my mind when I released v102 that it wasn't connected again yet. This one's going to be pretty tricky to be honest. I'm thinking about making a third GameBoy::Interface class just for SGB, and coming up with some way of bypassing platform-> calls when in this mode. |
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Tim Allen | c40e9754bc |
Update to v102r01 release.
byuu says: Changelog: - MS, MD, PCE: remove controllers from scheduler in destructor [hex_usr] - PCE: no controller should return all bits set (still causing errant key presses when swapping gamepads) - PCE: emulate MDR for hardware I/O $0800-$17ff - PCE: change video resolution to 1140x242 - PCE: added tertiary background Vscroll register (secondary cache) - PCE: create classes out of VDC VRAM, SATB, CRAM for cleaner access and I/O registers - PCE: high bits of CRAM read should be set - PCE: partially emulated VCE display registers: color frequency, HDS, HDW, VDS, VDW - PCE: 32-width sprites now split to two 16-width sprites to handle overflow properly - PCE: hopefully emulated sprite zero hit correctly (it's not well documented, and not often used) - PCE: trigger line coincidence interrupts during the previous scanline's Hblank period - tomoko: raise viewport from 320x240 to 326x242 to accommodate PC Engine's max resolution - nall: workaround for Clang compilation bug that can't figure out that a char is an integral data type |
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Tim Allen | 26bd7590ad |
Update to v101r32 release.
byuu says: Changelog: - SMS: fixed controller connection bug - SMS: fixed Z80 reset bug - PCE: emulated HuC6280 MMU - PCE: emulated HuC6280 RAM - PCE: emulated HuCard ROM reading - PCE: implemented 178 instructions - tomoko: removed "soft reset" functionality - tomoko: moved "power cycle" to just above "unload" option I'm not sure of the exact number of HuC6280 instructions, but it's less than 260. Many of the ones I skipped are HuC6280-originals that I don't know how to emulate just yet. I'm also really unsure about the zero page stuff. I believe we should be adding 0x2000 to the addresses to hit page 1, which is supposed to be mapped to the zero page (RAM). But when I look at turboEMU's source, I have no clue how the hell it could possibly be doing that. It looks to be reading from page 0, which is almost always ROM, which would be ... really weird. I also don't know if I've emulated the T mode opcodes correctly or not. The documentation on them is really confusing. |
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Tim Allen | bf90bdfcc8 |
Update to v101r31 release.
byuu says: Changelog: - converted Emulator::Interface::Bind to Emulator::Platform - temporarily disabled SGB hooks - SMS: emulated Game Gear palette (latching word-write behavior not implemented yet) - SMS: emulated Master System 'Reset' button, Game Gear 'Start' button - SMS: removed reset() functionality, driven by the mappable input now instead - SMS: split interface class in two: one for Master System, one for Game Gear - SMS: emulated Game Gear video cropping to 160x144 - PCE: started on HuC6280 CPU core—so far only registers, NOP instruction has been implemented Errata: - Super Game Boy support is broken and thus disabled - if you switch between Master System and Game Gear without restarting, bad things happen: - SMS→GG, no video output on the GG - GG→SMS, no input on the SMS I'm not sure what's causing the SMS\<-\>GG switch bug, having a hard time debugging it. Help would be very much appreciated, if anyone's up for it. Otherwise I'll keep trying to track it down on my end. |
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Tim Allen | 4c3f58150c |
Update to v101r15 release.
byuu says: Changelog: - added (poorly-named) castable<To, With> template - Z80 debugger rewritten to make declaring instructions much simpler - Z80 has more instructions implemented; supports displacement on (IX), (IY) now - added `Processor::M68K::Bus` to mirror `Processor::Z80::Bus` - it does add a pointer indirection; so I'm not sure if I want to do this for all of my emulator cores ... |
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Tim Allen | d91f3999cc |
Update to v101r14 release.
byuu says: Changelog: - rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY) prefixes - added Processor::Z80::Bus as a new type of abstraction - all of the instructions implemented have their proper T-cycle counts now - added nall/certificates for my public keys The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being 2-read + 2-wait states; operand+regular reads/writes being 3-read. For now, this puts the cycle counts inside the CPU core. At the moment, I can't think of any CPU core where this wouldn't be appropriate. But it's certainly possible that such a case exists. So this may not be the perfect solution. The reason for having it be a subclass of Processor::Z80 instead of virtual functions for the MasterSystem::CPU core to define is due to naming conflicts. I wanted the core to say `in(addr)` and have it take the four clocks. But I also wanted a version of the function that didn't consume time when called. One way to do that would be for the core to call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to `MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::` prefix on all of the opcodes. Very easy to forget it, and then end up not consuming any time. Another is to use uglier names in the `MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But, yuck. So ... yeah, this is an experiment. We'll see how it goes. |
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Tim Allen | 7c96826eb0 |
Update to v101r13 release.
byuu says: Changelog: - MS: added ms/bus - Z80: implemented JP/JR/CP/DI/IM/IN instructions - MD/VDP: added window layer emulation - MD/controller/gamepad: fixed d2,d3 bits (Altered Beast requires this) The Z80 is definitely a lot nastier than the LR35902. There's a lot of table duplication with HL→IX→IY; and two of them nest two levels deep (eg FD CB xx xx), so the design may change as I implement more. |
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Tim Allen | 5df717ff2a |
Update to v101r12 release.
byuu says: Changelog: - new md/bus/ module for bus reads/writes - abstracts byte/word accesses wherever possible (everything but RAM; forces all but I/O to word, I/O to byte) - holds the system RAM since that's technically not part of the CPU anyway - added md/controller and md/system/peripherals - added emulation of gamepads - added stub PSG audio output (silent) to cap the framerate at 60fps with audio sync enabled - fixed VSRAM reads for plane vertical scrolling (two bugs here: add instead of sub; interlave plane A/B) - mask nametable read offsets (can't exceed 8192-byte nametables apparently) - emulated VRAM/VSRAM/CRAM reads from VDP data port - fixed sprite width/height size calculations - added partial emulation of 40-tile per scanline limitation (enough to fix Sonic's title screen) - fixed off-by-one sprite range testing - fixed sprite tile indexing - Vblank happens at Y=224 with overscan disabled - unsure what happens when you toggle it between Y=224 and Y=240 ... probably bad things - fixed reading of address register for ADDA, CMPA, SUBA - fixed sign extension for MOVEA effect address reads - updated MOVEM to increment the read addresses (but not writeback) for (aN) mode With all of that out of the way, we finally have Sonic the Hedgehog (fully?) playable. I played to stage 1-2 and through the special stage, at least. EDIT: yeah, we probably need HIRQs for Labyrinth Zone. Not much else works, of course. Most games hang waiting on the Z80, and those that don't (like Altered Beast) are still royally screwed. Tons of features still missing; including all of the Z80/PSG/YM2612. A note on the perihperals this time around: the Mega Drive EXT port is basically identical to the regular controller ports. So unlike with the Famicom and Super Famicom, I'm inheriting the exension port from the controller class. |
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Tim Allen | f7ddbfc462 |
Update to v101r11 release.
byuu says: Changelog: - 68K: fixed NEG/NEGX operand order - 68K: fixed bug in disassembler that was breaking trace logging - VDP: improved sprite rendering (still 100% broken) - VDP: added horizontal/vertical scrolling (90% broken) Forgot: - 68K: fix extension word sign bit on indexed modes for disassembler as well - 68K: emulate STOP properly (use r.stop flag; clear on IRQs firing) I'm really wearing out fast here. The Genesis documentation is somehow even worse than Game Boy documentation, but this is a far more complex system. It's a massive time sink to sit here banging away at every possible combination of how things could work, only to see no positive improvements. Nothing I do seems to get sprites to do a goddamn thing. squee says the sprite Y field is 10-bits, X field is 9-bits. genvdp says they're both 10-bits. BlastEm treats them like they're both 10-bits, then masks off the upper bit so it's effectively 9-bits anyway. Nothing ever bothers to tell you whether the horizontal scroll values are supposed to add or subtract from the current X position. Probably the most basic detail you could imagine for explaining horizontal scrolling and yet ... nope. Nothing. I can't even begin to understand how the VDP FIFO functionality works, or what the fuck is meant by "slots". I'm completely at a loss as how how in the holy hell the 68K works with 8-bit accesses. I don't know whether I need byte/word handlers for every device, or if I can just hook it right into the 68K core itself. This one's probably the most major design detail. I need to know this before I go and implement the PSG/YM2612/IO ports-\>gamepads/Z80/etc. Trying to debug the 68K is murder because basically every game likes to start with a 20,000,000-instruction reset phase of checksumming entire games, and clearing out the memory as agonizingly slowly as humanly possible. And like the ARM, there's too many registers so I'd need three widescreen monitors to comfortably view the entire debugger output lines onscreen. I can't get any test ROMs to debug functionality outside of full games because every **goddamned** test ROM coder thinks it's acceptable to tell people to go fetch some toolchain from a link that died in the late '90s and only works on MS-DOS 6.22 to build their fucking shit, because god forbid you include a 32KiB assembled ROM image in your fucking archives. ... I may have to take a break for a while. We'll see. |
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Tim Allen | 0b70a01b47 |
Update to v101r10 release.
byuu says: Changelog: - 68K: MOVEQ is 8-bit signed - 68K: disassembler was print EOR for OR instructions - 68K: address/program-counter indexed mode had the signed-word/long bit backward - 68K: ADDQ/SUBQ #n,aN always works in long mode; regardless of size - 68K→VDP DMA needs to use `mode.bit(0)<<22|dmaSource`; increment by one instead of two - Z80: added registers and initial two instructions - MS: hooked up enough to load and start running games - Sonic the Hedgehog can execute exactly one instruction... whoo. |
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Tim Allen | 4d2e17f9c0 |
Update to v101r09 release.
byuu says: Sorry, two WIPs in one day. Got excited and couldn't wait. Changelog: - ADDQ, SUBQ shouldn't update flags when targeting an address register - ADDA should sign extend effective address reads - JSR was pushing the PC too early - some improvements to 8-bit register reads on the VDP (still needs work) - added H/V counter reads to the VDP IO port region - icarus: added support for importing Master System and Game Gear ROMs - tomoko: added library sub-menus for each manufacturer - still need to sort Game Gear after Mega Drive somehow ... The sub-menu system actually isn't all that bad. It is indeed a bit more annoying, but not as annoying as I thought it was going to be. However, it looks a hell of a lot nicer now. |
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Tim Allen | 043f6a8b33 |
Update to v101r08 release.
byuu says: Changelog: - 68K: fixed read-modify-write instructions - 68K: fixed ADDX bug (using wrong target) - 68K: fixed major bug with SUB using wrong argument ordering - 68K: fixed sign extension when reading address registers from effective addressing - 68K: fixed sign extension on CMPA, SUBA instructions - VDP: improved OAM sprite attribute table caching behavior - VDP: improved DMA fill operation behavior - added Master System / Game Gear stubs (needed for developing the Z80 core) |
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Tim Allen | ffd150735b |
Update to v101r07 release.
byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate. |
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Tim Allen | 427bac3011 |
Update to v101r06 release.
byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this: struct VideoSize { uint width, height; }; //or requiem for a tuple auto videoSize() -> VideoSize; auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems. |
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Tim Allen | ac2d0ba1cf |
Update to v101r05 release.
byuu says: Changelog: - 68K: fixed bug that affected BSR return address - VDP: added very preliminary emulation of planes A, B, W (W is entirely broken though) - VDP: added command/address stuff so you can write to VRAM, CRAM, VSRAM - VDP: added VRAM fill DMA I would be really surprised if any commercial games showed anything at all, so I'd probably recommend against wasting your time trying, unless you're really bored :P Also, I wanted to add: I am accepting patches\! So if anyone wants to look over the 68K core for bugs, that would save me untold amounts of time in the near future :D |
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Tim Allen | 1df2549d18 |
Update to v101r04 release.
byuu says: Changelog: - pulled the (u)intN type aliases into higan instead of leaving them in nall - added 68K LINEA, LINEF hooks for illegal instructions - filled the rest of the 68K lambda table with generic instance of ILLEGAL - completed the 68K disassembler effective addressing modes - still unsure whether I should use An to decode absolute addresses or not - pro: way easier to read where accesses are taking place - con: requires An to be valid; so as a disassembler it does a poor job - making it optional: too much work; ick - added I/O decoding for the VDP command-port registers - added skeleton timing to all five processor cores - output at 1280x480 (needed for mixed 256/320 widths; and to handle interlace modes) The VDP, PSG, Z80, YM2612 are all stepping one clock at a time and syncing; which is the pathological worst case for libco. But they also have no logic inside of them. With all the above, I'm averaging around 250fps with just the 68K core actually functional, and the VDP doing a dumb "draw white pixels" loop. Still way too early to tell how this emulator is going to perform. Also, the 320x240 mode of the Genesis means that we don't need an aspect correction ratio. But we do need to ensure the output window is a multiple 320x240 so that the scale values work correctly. I was hard-coding aspect correction to stretch the window an additional \*8/7. But that won't work anymore so ... the main higan window is now 640x480, 960x720, or 1280x960. Toggling aspect correction only changes the video width inside the window. It's a bit jarring ... the window is a lot wider, more black space now for most modes. But for now, it is what it is. |
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Tim Allen | c50723ef61 |
Update to v100r15 release.
byuu wrote: Aforementioned scheduler changes added. Longer explanation of why here: http://hastebin.com/raw/toxedenece Again, we really need to test this as thoroughly as possible for regressions :/ This is a really major change that affects absolutely everything: all emulation cores, all coprocessors, etc. Also added ADDX and SUB to the 68K core, which brings us just barely above 50% of the instruction encoding space completed. [Editor's note: The "aformentioned scheduler changes" were described in a previous forum post: Unfortunately, 64-bits just wasn't enough precision (we were getting misalignments ~230 times a second on 21/24MHz clocks), so I had to move to 128-bit counters. This of course doesn't exist on 32-bit architectures (and probably not on all 64-bit ones either), so for now ... higan's only going to compile on 64-bit machines until we figure something out. Maybe we offer a "lower precision" fallback for machines that lack uint128_t or something. Using the booth algorithm would be way too slow. Anyway, the precision is now 2^-96, which is roughly 10^-29. That puts us far beyond the yoctosecond. Suck it, MAME :P I'm jokingly referring to it as the byuusecond. The other 32-bits of precision allows a 1Hz clock to run up to one full second before all clocks need to be normalized to prevent overflow. I fixed a serious wobbling issue where I was using clock > other.clock for synchronization instead of clock >= other.clock; and also another aliasing issue when two threads share a common frequency, but don't run in lock-step. The latter I don't even fully understand, but I did observe it in testing. nall/serialization.hpp has been extended to support 128-bit integers, but without explicitly naming them (yay generic code), so nall will still compile on 32-bit platforms for all other applications. Speed is basically a wash now. FC's a bit slower, SFC's a bit faster. The "longer explanation" in the linked hastebin is: Okay, so the idea is that we can have an arbitrary number of oscillators. Take the SNES: - CPU/PPU clock = 21477272.727272hz - SMP/DSP clock = 24576000hz - Cartridge DSP1 clock = 8000000hz - Cartridge MSU1 clock = 44100hz - Controller Port 1 modem controller clock = 57600hz - Controller Port 2 barcode battler clock = 115200hz - Expansion Port exercise bike clock = 192000hz Is this a pathological case? Of course it is, but it's possible. The first four do exist in the wild already: see Rockman X2 MSU1 patch. Manifest files with higan let you specify any frequency you want for any component. The old trick higan used was to hold an int64 counter for each thread:thread synchronization, and adjust it like so: - if thread A steps X clocks; then clock += X * threadB.frequency - if clock >= 0; switch to threadB - if thread B steps X clocks; then clock -= X * threadA.frequency - if clock < 0; switch to threadA But there are also system configurations where one processor has to synchronize with more than one other processor. Take the Genesis: - the 68K has to sync with the Z80 and PSG and YM2612 and VDP - the Z80 has to sync with the 68K and PSG and YM2612 - the PSG has to sync with the 68K and Z80 and YM2612 Now I could do this by having an int64 clock value for every association. But these clock values would have to be outside the individual Thread class objects, and we would have to update every relationship's clock value. So the 68K would have to update the Z80, PSG, YM2612 and VDP clocks. That's four expensive 64-bit multiply-adds per clock step event instead of one. As such, we have to account for both possibilities. The only way to do this is with a single time base. We do this like so: - setup: scalar = timeBase / frequency - step: clock += scalar * clocks Once per second, we look at every thread, find the smallest clock value. Then subtract that value from all threads. This prevents the clock counters from overflowing. Unfortunately, these oscillator values are psychotic, unpredictable, and often times repeating fractions. Even with a timeBase of 1,000,000,000,000,000,000 (one attosecond); we get rounding errors every ~16,300 synchronizations. Specifically, this happens with a CPU running at 21477273hz (rounded) and SMP running at 24576000hz. That may be good enough for most emulators, but ... you know how I am. Plus, even at the attosecond level, we're really pushing against the limits of 64-bit integers. Given the reciprocal inverse, a frequency of 1Hz (which does exist in higan!) would have a scalar that consumes 1/18th of the entire range of a uint64 on every single step. Yes, I could raise the frequency, and then step by that amount, I know. But I don't want to have weird gotchas like that in the scheduler core. Until I increase the accuracy to about 100 times greater than a yoctosecond, the rounding errors are too great. And since the only choice above 64-bit values is 128-bit values; we might as well use all the extra headroom. 2^-96 as a timebase gives me the ability to have both a 1Hz and 4GHz clock; and run them both for a full second; before an overflow event would occur. Another hastebin includes demonstration code: #include <libco/libco.h> #include <nall/nall.hpp> using namespace nall; // cothread_t mainThread = nullptr; const uint iterations = 100'000'000; const uint cpuFreq = 21477272.727272 + 0.5; const uint smpFreq = 24576000.000000 + 0.5; const uint cpuStep = 4; const uint smpStep = 5; // struct ThreadA { cothread_t handle = nullptr; uint64 frequency = 0; int64 clock = 0; auto create(auto (*entrypoint)() -> void, uint frequency) { this->handle = co_create(65536, entrypoint); this->frequency = frequency; this->clock = 0; } }; struct CPUA : ThreadA { static auto Enter() -> void; auto main() -> void; CPUA() { create(&CPUA::Enter, cpuFreq); } } cpuA; struct SMPA : ThreadA { static auto Enter() -> void; auto main() -> void; SMPA() { create(&SMPA::Enter, smpFreq); } } smpA; uint8 queueA[iterations]; uint offsetA; cothread_t resumeA = cpuA.handle; auto EnterA() -> void { offsetA = 0; co_switch(resumeA); } auto QueueA(uint value) -> void { queueA[offsetA++] = value; if(offsetA >= iterations) { resumeA = co_active(); co_switch(mainThread); } } auto CPUA::Enter() -> void { while(true) cpuA.main(); } auto CPUA::main() -> void { QueueA(1); smpA.clock -= cpuStep * smpA.frequency; if(smpA.clock < 0) co_switch(smpA.handle); } auto SMPA::Enter() -> void { while(true) smpA.main(); } auto SMPA::main() -> void { QueueA(2); smpA.clock += smpStep * cpuA.frequency; if(smpA.clock >= 0) co_switch(cpuA.handle); } // struct ThreadB { cothread_t handle = nullptr; uint128_t scalar = 0; uint128_t clock = 0; auto print128(uint128_t value) { string s; while(value) { s.append((char)('0' + value % 10)); value /= 10; } s.reverse(); print(s, "\n"); } //femtosecond (10^15) = 16306 //attosecond (10^18) = 688838 //zeptosecond (10^21) = 13712691 //yoctosecond (10^24) = 13712691 (hitting a dead-end on a rounding error causing a wobble) //byuusecond? ( 2^96) = (perfect? 79,228 times more precise than a yoctosecond) auto create(auto (*entrypoint)() -> void, uint128_t frequency) { this->handle = co_create(65536, entrypoint); uint128_t unitOfTime = 1; //for(uint n : range(29)) unitOfTime *= 10; unitOfTime <<= 96; //2^96 time units ... this->scalar = unitOfTime / frequency; print128(this->scalar); this->clock = 0; } auto step(uint128_t clocks) -> void { clock += clocks * scalar; } auto synchronize(ThreadB& thread) -> void { if(clock >= thread.clock) co_switch(thread.handle); } }; struct CPUB : ThreadB { static auto Enter() -> void; auto main() -> void; CPUB() { create(&CPUB::Enter, cpuFreq); } } cpuB; struct SMPB : ThreadB { static auto Enter() -> void; auto main() -> void; SMPB() { create(&SMPB::Enter, smpFreq); clock = 1; } } smpB; auto correct() -> void { auto minimum = min(cpuB.clock, smpB.clock); cpuB.clock -= minimum; smpB.clock -= minimum; } uint8 queueB[iterations]; uint offsetB; cothread_t resumeB = cpuB.handle; auto EnterB() -> void { correct(); offsetB = 0; co_switch(resumeB); } auto QueueB(uint value) -> void { queueB[offsetB++] = value; if(offsetB >= iterations) { resumeB = co_active(); co_switch(mainThread); } } auto CPUB::Enter() -> void { while(true) cpuB.main(); } auto CPUB::main() -> void { QueueB(1); step(cpuStep); synchronize(smpB); } auto SMPB::Enter() -> void { while(true) smpB.main(); } auto SMPB::main() -> void { QueueB(2); step(smpStep); synchronize(cpuB); } // #include <nall/main.hpp> auto nall::main(string_vector) -> void { mainThread = co_active(); uint masterCounter = 0; while(true) { print(masterCounter++, " ...\n"); auto A = clock(); EnterA(); auto B = clock(); print((double)(B - A) / CLOCKS_PER_SEC, "s\n"); auto C = clock(); EnterB(); auto D = clock(); print((double)(D - C) / CLOCKS_PER_SEC, "s\n"); for(uint n : range(iterations)) { if(queueA[n] != queueB[n]) return print("fail at ", n, "\n"); } } } ...and that's everything.] |
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Tim Allen | ca277cd5e8 |
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. |
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Tim Allen | f230d144b5 |
Update to v100r12 release.
byuu says: All of the above fixes, plus I added all 24 variations on the shift opcodes, plus SUBQ, plus fixes to the BCC instruction. I can now run 851,767 instructions into Sonic the Hedgehog before hitting an unimplemented instruction (SUB). The 68K core is probably only ~35% complete, and yet it's already within 4KiB of being the largest CPU core, code size wise, in all of higan. Fuck this chip. |
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Tim Allen | 7ccfbe0206 |
Update to v100r11 release.
byuu says: I split the Register class and read/write handlers into DataRegister and AddressRegister, given that they have different behaviors on byte/word accesses (data tends to preserve the upper bits; address tends to sign-extend things.) I expanded EA to EffectiveAddress. No sense in abbreviating things to death. I've now implemented 26 instructions. But the new ones are just all the stupid from/to ccr/sr instructions. Ryphecha confirmed that you can't set the undefined bits, so I don't think the BitField concept is appropriate for the CCR/SR. Instead, I'm just storing direct flags and have (read,write)(CCR,SR) instead. This isn't like the 65816 where you have subroutines that push and pop the flag register. It's much more common to access individual flags. Doesn't match the consistency angle of the other CPU cores, but ... I think this is the right thing to for the 68K specifically. |
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Tim Allen | 4b897ba791 |
Update to v100r10 release.
byuu says: Redesigned the handling of reading/writing registers to be about eight times faster than the old system. More work may be needed ... it seems data registers tend to preserve their upper bits upon assignment; whereas address registers tend to sign-extend values into them. It may make sense to have DataRegister and AddressRegister classes with separate read/write handlers. I'd have to hold two Register objects inside the EffectiveAddress (EA) class if we do that. Implemented 19 opcodes now (out of somewhere between 60 and 90.) That gets the first ~530,000 instructions in Sonic the Hedgehog running (though probably wrong. But we can run a lot thanks to large initialization loops.) If I force the core to loop back to the reset vector on an invalid opcode, I'm getting about 1500fps with a dumb 320x240 blit 60 times a second and just the 68K running alone (no Z80, PSG, VDP, YM2612.) I don't know if that's good or not. I guess we'll find out. I had to stop tonight because the final opcode I execute is an RTS (return from subroutine) that's branching back to address 0; which is invalid ... meaning something went terribly wrong and the system crashed. |
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Tim Allen | be3f6ac0d5 |
Update to v100r09 release.
byuu says: Another six hours in ... I have all of the opcodes, memory access functions, disassembler mnemonics and table building converted over to the new template<uint Size> format. Certainly, it would be quite easy for this nightmare chip to throw me another curveball, but so far I can handle: - MOVE (EA to, EA from) case - read(from) has to update register index for +/-(aN) mode - MOVEM (EA from) case - when using +/-(aN), RA can't actually be updated until the transfer is completed - LEA (EA from) case - doesn't actually perform the final read; just returns the address to be read from - ANDI (EA from-and-to) case - same EA has to be read from and written to - for -(aN), the read has to come from aN-2, but can't update aN yet; so that the write also goes to aN-2 - no opcode can ever fetch the extension words more than once - manually control the order of extension word fetching order for proper opcode decoding To do all of that without a whole lot of duplicated code (or really bloating out every single instruction with red tape), I had to bring back the "bool valid / uint32 address" variables inside the EA struct =( If weird exceptions creep in like timing constraints only on certain opcodes, I can use template flags to the EA read/write functions to handle that. |
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Tim Allen | 059347e575 |
Update to v100r07 release.
byuu says: Four and a half hours of work and ... zero new opcodes implemented. This was the best job I could do refining the effective address computations. Should have all twelve 68000 modes implemented now. Still have a billion questions about when and how I'm supposed to perform certain edge case operations, though. |
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Tim Allen | 1c0ef793fe |
Update to v100r04 release.
byuu says: I now have enough of three instructions implemented to get through the first four instructions in Sonic the Hedgehog. But they're far from complete. The very first instruction uses EA addressing, which is similar to x86's ModRM in terms of how disgustingly complex it is. And it also accesses Z80 control registers, which obviously isn't going to do anything yet. The slow speed was me being stupid again. It's not 7.6MHz per frame, it's 7.67MHz per second. So yeah, speed is so far acceptable again. But we'll see how things go as I keep emulating more. The 68K decode is not pretty at all. |
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Tim Allen | 76a8ecd32a |
Update to v100r03 release.
byuu says: Changelog: - moved Thread, Scheduler, Cheat functionality into emulator/ for all cores - start of actual Mega Drive emulation (two 68K instructions) I'm going to be rather terse on MD emulation, as it's too early for any meaningful dialogue here. |
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Tim Allen | 3dd1aa9c1b |
Update to v100r02 release.
byuu says: Sigh ... I'm really not a good person. I'm inherently selfish. My responsibility and obligation right now is to work on loki, and then on the Tengai Makyou Zero translation, and then on improving the Famicom emulation. And yet ... it's not what I really want to do. That shouldn't matter; I should work on my responsibilities first. Instead, I'm going to be a greedy, self-centered asshole, and work on what I really want to instead. I'm really sorry, guys. I'm sure this will make a few people happy, and probably upset even more people. I'm also making zero guarantees that this ever gets finished. As always, I wish I could keep these things secret, so if I fail / give up, I could just drop it with no shame. But I would have to cut everyone out of the WIP process completely to make it happen. So, here goes ... This WIP adds the initial skeleton for Sega Mega Drive / Genesis emulation. God help us. (minor note: apparently the new extension for Mega Drive games is .md, neat. That's what I chose for the folders too. I thought it was .smd, so that'll be fixed in icarus for the next WIP.) (aside: this is why I wanted to get v100 out. I didn't want this code in a skeleton state in v100's source. Nor did I want really broken emulation, which the first release is sure to be, tarring said release.) ... So, basically, I've been ruminating on the legacy I want to leave behind with higan. 3D systems are just plain out. I'm never going to support them. They're too complex for my abilities, and they would run too slowly with my design style. I'm not willing to compromise my design ideals. And I would never want to play a 3D game system at native 240p/480i resolution ... but 1080p+ upscaling is not accurate, so that's a conflict I want to avoid entirely. It's also never going to emulate computer systems (X68K, PC-98, FM-Towns, etc) because holy shit that would completely destroy me. It's also never going emulate arcade machines. So I think of higan as a collection of 2D emulators for consoles and handhelds. I've gone over every major 2D gaming system there is, looking for ones with games I actually care about and enjoy. And I basically have five of those systems supported already. Looking at the remaining list, I see only three systems left that I have any interest in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in any way committing to emulating any of these, but ... if I had all of those in higan, I think I'd be content to really, truly, finally stop writing more emulators for the rest of my life. And so I decided to tackle the most difficult system first. If I'm successful, the Z80 core should cover a lot of the work on the SMS. And the HuC6280 should land somewhere between the NES and SNES in terms of difficulty ... closer to the NES. The systems that just don't appeal to me at all, which I will never touch, include, but are not limited to: * Atari 2600/5200/7800 * Lynx * Jaguar * Vectrex * Colecovision * Commodore 64 * Neo-Geo * Neo-Geo Pocket / Color * Virtual Boy * Super A'can * 32X * CD-i * etc, etc, etc. And really, even if something were mildly interesting in there ... we have to stop. I can't scale infinitely. I'm already way past my limit, but I'm doing this anyway. Too many cores bloats everything and kills quality on everything. I don't want higan to become MESS v2. I don't know what I'll do about the Famicom Disk System, PC-Engine CD, and Mega CD. I don't think I'll be able to achieve 60fps emulating the Mega CD, even if I tried to. I don't know what's going to happen here with even the Mega Drive. Maybe I'll get driven crazy with the documentation and quit. Maybe it'll end up being too complicated and I'll quit. Maybe the emulation will end up way too slow and I'll give up. Maybe it'll take me seven years to get any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone will pool money to hire a hitman to come after me. Who knows. But this is what I want to do, so ... here goes nothing. |