Commit Graph

5 Commits

Author SHA1 Message Date
Tim Allen a7f7985581 Update to v097r26 release.
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 Apparently that's outdated and not what the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.
2016-03-17 22:28:15 +11:00
Tim Allen b586471562 Update to v097r25 release.
byuu says:

Changelog:
- WS: added HblankTimer and VblankTimer IRQs; although they don't appear
  to have any effect on any games that use them :/
- WS: added sound emulation; works perfectly in some games (eg Riviera);
  is completely silent in most games (eg GunPey)

The sound emulation only partially supports the hypervoice (headphone
only) channel. I need to implement the SDMA before it'll actually do
anything useful. I'm a bit confused about how exactly things work. It
looks like the speaker volume shift and clamp only applies to speaker
mode and not headphone mode, which is very weird. Then there's the
software possibility of muting the headphones and/or the speaker.
Preferably, I want to leave the emulator always in headphone mode for
the extra audio channel. If there are games that force-mute the
headphones, but not speakers, then I may need to force headphones back
on but with the hypervoice channel disabled. I guess we'll see how
things go.

Rough guess is probably that the channels default to enabled after the
IPLROM, and games aren't bothering to manually enable them or something.
2016-03-14 22:03:32 +11:00
Tim Allen 3d3ac8c1db Update to v097r22 release.
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.
2016-03-13 11:22:14 +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 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