byuu says:
Changelog:
- Makefile: added $(windres), -lpthread to Windows port
- GBA: WAITCNT.prefetch is not writable (should fix Donkey Kong: King
of Swing) \[endrift\]
- SMS: fixed hcounter shift value \[hex\_usr\]
- SMS: emulated interrupts (reset button isn't hooked up anywhere, not
sure where to put it yet)
This WIP actually took a really long time because the documentation on
SMS interrupts was all over the place. I'm hoping I've emulated them
correctly, but I honestly have no idea. It's based off my best
understanding from four or five different sources. So it's probably
quite buggy.
However, a few interrupts fire in Sonic the Hedgehog, so that's
something to start with. Now I just have to hope I've gotten some games
far enough in that I can start seeing some data in the VDP VRAM. I need
that before I can start emulating graphics mode 4 to get some actual
screen output.
Or I can just say to hell with it and use a "Hello World" test ROM.
That'd probably be smarter.
byuu says:
Changelog:
- SMS: extended bus mapping of in/out ports: now decoding them fully
inside ms/bus
- SMS: moved Z80 disassembly code from processor/z80 to ms/cpu
(cosmetic)
- SMS: hooked up non-functional silent PSG sample generation, so I can
cap the framerate at 60fps
- SMS: hooked up the VDP main loop: 684 clocks/scanline, 262
scanlines/frame (no PAL support yet)
- SMS: emulated the VDP Vcounter and Hcounter polling ... hopefully
it's right, as it's very bizarre
- SMS: emulated VDP in/out ports (data read, data write, status read,
control write, register write)
- SMS: decoding and caching all VDP register flags (variable names
will probably change)
- nall: \#undef IN on Windows port (prevent compilation warning on
processor/z80)
Watching Sonic the Hedgehog, I can definitely see some VDP register
writes going through, which is a good sign.
Probably the big thing that's needed before I can get enough into the
VDP to start showing graphics is interrupt support. And interrupts are
never fun to figure out :/
What really sucks on this front is I'm flying blind on the Z80 CPU core.
Without a working VDP, I can't run any Z80 test ROMs to look for CPU
bugs. And the CPU is certainly too buggy still to run said test ROM
anyway. I can't find any SMS emulators with trace logging from reset.
Such logs vastly accelerate tracking down CPU logic bugs, so without
them, it's going to take a lot longer.
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.
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.
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.