byuu says:
Changelog:
- WS: fixed a major CPU bug where I was using the wrong bits for
ModR/M's memory mode
- WS: added grayscale PPU emulation (exceptionally buggy)
GunPey now runs, as long as you add:
eeprom name=save.ram size=0x800
to the manifest after importing with icarus.
Right now, you can't control the game due to missing keypad polling.
There's also a lot of glitchiness with the sprites. Seems like they're
not getting properly cleared sometimes or something.
Also, the PPU emulation is totally unrealistic bullshit. I decode and
evaluate every single tile and sprite on every single pixel of output.
No way in hell the hardware could ever come close to that. The speed's
around 500fps without the insane sprite evaluations, and around 90fps
with it. Obviously, I'll fix this in time.
Nothing else seems to run that I've tried. Not even far enough to
display any output whatsoever. Tried Langrisser Millenium, Rockman
& Forte and Riviera. I really need to update icarus to try and encode
eeprom/sram sizes, because that's going to break a lot of stuff if it's
missing.
byuu says:
Changelog:
- higan now uses Natural<Size>/Integer<Size> for its internal types
- Super Famicom emulation now uses uint24 instead of uint for bus
addresses (it's a 24-bit bus)
- cleaned up gb/apu MMIO writes
- cleaned up sfc/coprocessor/msu1 MMIO writes
- ~3% speed penalty
I've wanted to do that 24-bit bus thing for so long, but have always
been afraid of the speed impact. It's probably going to hurt
balanced/performance once they compile again, but it wasn't significant
enough to harm the accuracy core's frame rate, thankfully. Only lost one
frame per second.
The GBA core handlers are clearly going to take a lot more work. The
bit-ranges will make it substantially easier to handle, though. Lots of
32-bit registers where certain values span multiple bytes, but we have
to be able to read/write at byte-granularity.
byuu says:
Got it. Wow, that didn't hurt nearly as much as I thought it was going
to.
Dropped from 127.5fps to 123.5fps to use Natural/Integer for
(u)int(8,16,32,64).
That's totally worth the cost.
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
byuu says:
I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.
Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.
Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.
Also updated icarus gmake install rule to copy over the database.
byuu says:
Alright, well interrupts are in. At least Vblank is.
I also fixed a bug in vector() indexing, MoDRM mod!=3&®==6 using SS
instead of DS, opcodes a0-a3 allowing segment override, and added the
"irq_disable" stuff to the relevant opcodes to suppress IRQs after
certain instructions.
But unfortunately ... still no go on Riviera. It's not reading any
unmapped ports, and although it enables Vblank IRQs and they set port
$b4's status bit, the game never sets the IE flag, so no interrupts ever
actually fire. The game does indeed appear to be sitting in a rather
huge loop, which is probably dependent upon some RAM variable being set
from the Vblank IRQ, but I don't know how I'm supposed to be triggering
it.
... I'm really quite stumped here >_>
byuu says:
All 256 instructions implemented fully. Fixed a major bug with
instructions that both read and write to ModRM with displacement.
Riviera now runs into an infinite loop ... possibly crashed, possibly
waiting on interrupts or in to return something. Added a bunch of PPU
settings registers, but nothing's actually rendering with them yet.
byuu says:
More V30MZ implemented, a lot more to go.
icarus now supports importing WS and WSC games. It expects them to have
the correct file extension, same for GB and GBC.
> Ugh, apparently HiDPI icarus doesn't let you press the check boxes.
I set the flag value in the plist to false for now. Forgot to do it for
higan, but hopefully I won't forget before release.
byuu says:
Lots of improvements. We're now able to start executing some V30MZ
instructions. 32 of 256 opcodes implemented so far.
I hope this goes without saying, but there's absolutely no point in
loading WS/WSC games right now. You won't see anything until I have the
full CPU and partial PPU implemented.
ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit
(data) as it should be*, and I have a basic disassembler in place
(adding to it as I emulate new opcodes.)
(* I don't know what happens if you access an 8-bit port in 16-bit mode
or vice versa, so for now I'm just treating the handlers as always being
16-bit, and discarding the upper 8-bits when not needed.)
byuu says:
So, this WIP starts work on something new for higan. Obviously, I can't
keep it a secret until it's ready, because I want to continue daily WIP
releases, and of course, solicit feedback as I go along.