mirror of https://github.com/bsnes-emu/bsnes.git
6 Commits
Author | SHA1 | Message | Date |
---|---|---|---|
Tim Allen | d4876a831f |
Update to v103r07 release.
byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this: auto CPU::step(uint clocks) -> void { for(auto _ : range(clocks)) { for(auto& timer : this->timer) timer.run(); for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--; context.clock++; } ... auto CPU::DMA::run() -> bool { if(cpu.stopped() || !active || waiting) return false; transfer(); if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id; if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge; return true; } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however. |
|
Tim Allen | 6e8406291c |
Update to v102r24 release.
byuu says Changelog: - FC: fixed three MOS6502 regressions [hex\_usr] - GBA: return fetched instruction instead of 0 for unmapped MMIO (passes all of endrift's I/O tests) - MD: fix VDP control port read Vblank bit to test screen height instead of hard-code 240 (fixes Phantasy Star IV) - MD: swap USP,SSP when executing an exception (allows Super Street Fighter II to run; but no sprites visible yet) - MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from freezing immediately) - SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR [p4plus2] - SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not complete The big change this time around is the SFC CPU core. I've renamed everything from R65816 to WDC65816, and then went through and tried to clean up the code as much as possible. This core is so much larger than the 6502 core that I chose cleaning up the code to rewriting it. First off, I really don't care for the BitRange style functionality. It was an interesting experiment, but its fatal flaw are that the types are just bizarre, which makes them hard to pass around generically to other functions as arguments. So I went back to the list of bools for flags, and union/struct blocks for the registers. Next, I renamed all of the functions to be more descriptive: eg `op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b` becomes `algorithmADC8`. And so forth. I eliminated about ten instructions because they were functionally identical sans the index, so I just added a uint index=0 parameter to said functions. I added a few new ones (adjust→INC,DEC; pflag→REP,SEP) where it seemed appropriate. I cleaned up the disaster of the instruction switch table into something a whole lot more elegant without all the weird argument decoding nonsense (still need M vs X variants to avoid having to have 4-5 separate switch tables, but all the F/I flags are gone now); and made some things saner, like the flag clear/set and branch conditions, now that I have normal types for flags and registers once again. I renamed all of the memory access functions to be more descriptive to what they're doing: eg writeSP→push, readPC→fetch, writeDP→writeDirect, etc. Eliminated some of the special read/write modes that were only used in one single instruction. I started to clean up some of the actual instructions themselves, but haven't really accomplished much here. The big thing I want to do is get rid of the global state (aa, rd, iaddr, etc) and instead use local variables like I am doing with my other 65xx CPU cores now. But this will take some time ... the algorithm functions depend on rd to be set to work on them, rather than taking arguments. So I'll need to rework that. And then lastly, the disassembler is still a mess. I want to finish the CPU cleanups, and then post a new WIP, and then rewrite the disassembler after that. The reason being ... I want a WIP that can generate identical trace logs to older versions, in case the CPU cleanup causes any regressions. That way I can more easily spot the errors. Oh ... and a bit of good news. v102 was running at ~140fps on the SNES core. With the new support to suspend/resume WAI/STP, plus the internal CPU registers not updating the MDR, the framerate dropped to ~132fps. But with the CPU cleanups, performance went back to ~140fps. So, hooray. Of course, without those two other improvements, we'd have ended up at possibly ~146-148fps, but oh well. |
|
Tim Allen | 8af3e4a6e2 |
Update to v102r22 release.
byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases |
|
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. |
|
Tim Allen | e30780bb72 |
Update to v101r25 release.
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. |
|
Tim Allen | 67457fade4 |
Update to v099r13 release.
byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it. |