Commit Graph

7 Commits

Author SHA1 Message Date
Tim Allen ef65bb862a Update to 20160215 release.
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.
2016-02-16 20:27:55 +11:00
Tim Allen 6c83329cae Update to v097r13 release.
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.
2016-02-09 22:51:12 +11:00
Tim Allen a89a3da77a Update to v097r11 release.
byuu says:

Alright, well interrupts are in. At least Vblank is.

I also fixed a bug in vector() indexing, MoDRM mod!=3&&reg==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 >_>
2016-02-05 08:18:06 +11:00
Tim Allen 7a748e093e Update to v097r10 release.
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.
2016-02-04 21:29:08 +11:00
Tim Allen 605a8aa3e9 Update to v097r05 release.
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.
2016-01-30 17:40:35 +11:00
Tim Allen a8323d0d2b Update to v097r04 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.)
2016-01-28 22:39:49 +11:00
Tim Allen d7998b23ef Update to v097r03 release.
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.
2016-01-27 22:31:39 +11:00