byuu says:
Changelog:
- fixed DAS instruction (Judgment Silversword score)
- fixed [VH]TMR_FREQ writes (Judgement Silversword audio after area 20)
- fixed initialization of SP (fixes seven games that were hanging on
startup)
- added SER_STATUS and SER_DATA stubs (fixes four games that were
hanging on startup)
- initialized IEEP data (fixes Super Robot Taisen Compact 2 series)
- note: you'll need to delete your internal.com in WonderSwan
(Color).sys folders
- fixed CMPS and SCAS termination condition (fixes serious bugs in four
games)
- set read/writeCompleted flags for EEPROM status (fixes Tetsujin 28
Gou)
- major code cleanups to SFC/R65816 and SFC/CPU
- mostly refactored disassembler to output strings instead of using
char* buffer
- unrolled all the subfolders on sfc/cpu to a single directory
- corrected casing for all of sfc/cpu and a large portion of
processor/r65816
I kind of went overboard on the code cleanup with this WIP. Hopefully
nothing broke. Any testing one can do with the SFC accuracy core would
be greatly appreciated.
There's still an absolutely huge amount of work left to go, but I do
want to eventually refresh the entire codebase to my current coding
style, which is extremely different from stuff that's been in higan
mostly untouched since ~2006 or so. It's dangerous and fickle work, but
if I don't do it, then the code will be a jumbled mess of several
different styles.
byuu says:
Changelog: (all WSC unless otherwise noted)
- fixed LINECMP=0 interrupt case (fixes FF4 world map during airship
sequence)
- improved CPU timing (fixes Magical Drop flickering and FF1 battle
music)
- added per-frame OAM caching (fixes sprite glitchiness in Magical Drop,
Riviera, etc.)
- added RTC emulation (fixes Dicing Knight and Judgement Silversword)
- added save state support
- added cheat code support (untested because I don't know of any cheat
codes that exist for this system)
- icarus: can now detect games with RTC chips
- SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II)
- ( I was adding the extra leap year day to all 12 months instead of
just February ... >_< )
Note that the RTC emulation is very incomplete. It's not really
documented at all, and the two games I've tried that use it never even
ask you to set the date/time (so they're probably just using it to count
seconds.) I'm not even sure if I've implement the level-sensitive
behavior correctly (actually, now that I think about it, I need to mask
the clear bit in INT_ACK for the level-sensitive interrupts ...)
A bit worried about the RTC alarm, because it seems like it'll fire
continuously for a full minute. Or even if you turn it off after it
fires, then that doesn't seem to be lowering the line until the next
second ticks on the RTC, so that likely needs to happen when changing
the alarm flag.
Also not sure on this RTC's weekday byte. On the SharpRTC, it actually
computes this for you. Because it's not at all an easy thing to
calculate yourself in 65816 or V30MZ assembler. About 40 lines of code
to do it in C. For now, I'm requiring the program to calculate the value
itself.
Also note that there's some gibberish tiles in Judgement Silversword,
sadly. Not sure what's up there, but the game's still fully playable at
least.
Finally, no surprise: Beat-Mania doesn't run :P
byuu says:
Changelog:
- WS: fixed 8-bit sign-extended imul (fixes Star Hearts completely,
Final Fantasy world map)
- WS: fixed rcl/rcr carry shifting (fixes Crazy Climber, others)
- WS: added sound DMA emulation (Star Hearts rain sound for one example)
- WS: added OAM caching, but it's forced every line for now because
otherwise there are too many sprite glitches
- WS: use headphoneEnable bit instead of speakerEnable bit (fixes muted
audio in games)
- WS: various code cleanups (I/O mapping, audio channel naming, etc)
The hypervoice channel doesn't sound all that great just yet. But I'm
not sure how it's supposed to sound. I need a better example of some
more complex music.
What's left are some unknown register status bits (especially in the
sound area), keypad interrupts, RTC emulation, CPU prefetch emulation.
And then it's all just bugs. Lots and lots of bugs that need to be
fixed.
EDIT: oops, bad typo in the code.
ws/ppu/ppu.cpp line 20: change range(256) to range(224).
Also, delete the r.speed stuff from channel5.cpp to make the rain sound
a lot better in Star Hearts. Apparently that's outdated and not what the
bits really do.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
byuu says:
Changelog:
- WS: fixed lods, scas instructions
- WS: implemented missing GRP4 instructions
- WS: fixed transparency for screen one
- WSC: added color-mode PPU rendering
- WS+WSC: added packed pixel mode support
- WS+WSC: added dummy sound register reads/writes
- SFC: added threading to SuperDisc (it's hanging for right now; need to
clear IRQ on $21e2 writes)
SuperDisc Timer and Sound Check were failing before due to not turning
off IRQs on $21e4 clear, so I'm happy that's fixed now.
Riviera starts now, and displays the first intro screen before crashing.
Huge, huge amounts of corrupted graphics, though. This game's really
making me work for it :(
No color games seem fully playable yet, but a lot of monochrome and
color games are now at least showing more intro screen graphics before
dying.
This build defaults to horizontal orientation, but I left the inputs
bound to vertical orientation. Whoops. I still need to implement
a screen flip key binding.
byuu says:
Changelog:
- icarus: WS/C detects RAM type/size heuristically now
- icarus: WS/C uses ram type=$type instead of $type
- WS: use back color instead of white for backdrop
- WS: fixed sprite count limit; removes all the garbled sprites from
GunPey
- WS: hopefully fixed sprite priority with screen 2
- WS: implemented keypad polling; GunPey is now fully playable
- SNES: added Super Disc expansion port device (doesn't do anything,
just for testing)
Note: WS is hard-coded to vertical orientation right now. But there's
basic code in there for all the horizontal stuff.
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.