byuu says:
Changelog:
- processor/m68k: fix error in disassembler [Sintendo]
- processor/m68k: work around Clang compiler bug [Cydrak, Sintendo]
This is one of the shortest WIPs I've done, but I'm trying not to change
anything before v105.
byuu says:
Changelog:
- gba,ws: removed Thread::step() override¹
- processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
by one²
- tomoko: created new initialize(Video,Audio,Input)Driver() functions³
- ruby/audio: split Audio::information into
Audio::available(Devices,Frequencies,Latencies,Channels)³
- ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
functions for consistency with other cores
¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.
²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.
³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.
The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.
In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.
So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.
Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.
Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
byuu says:
Changelog:
- new md/bus/ module for bus reads/writes
- abstracts byte/word accesses wherever possible (everything but
RAM; forces all but I/O to word, I/O to byte)
- holds the system RAM since that's technically not part of the
CPU anyway
- added md/controller and md/system/peripherals
- added emulation of gamepads
- added stub PSG audio output (silent) to cap the framerate at 60fps
with audio sync enabled
- fixed VSRAM reads for plane vertical scrolling (two bugs here: add
instead of sub; interlave plane A/B)
- mask nametable read offsets (can't exceed 8192-byte nametables
apparently)
- emulated VRAM/VSRAM/CRAM reads from VDP data port
- fixed sprite width/height size calculations
- added partial emulation of 40-tile per scanline limitation (enough
to fix Sonic's title screen)
- fixed off-by-one sprite range testing
- fixed sprite tile indexing
- Vblank happens at Y=224 with overscan disabled
- unsure what happens when you toggle it between Y=224 and Y=240
... probably bad things
- fixed reading of address register for ADDA, CMPA, SUBA
- fixed sign extension for MOVEA effect address reads
- updated MOVEM to increment the read addresses (but not writeback)
for (aN) mode
With all of that out of the way, we finally have Sonic the Hedgehog
(fully?) playable. I played to stage 1-2 and through the special stage,
at least. EDIT: yeah, we probably need HIRQs for Labyrinth Zone.
Not much else works, of course. Most games hang waiting on the Z80, and
those that don't (like Altered Beast) are still royally screwed. Tons of
features still missing; including all of the Z80/PSG/YM2612.
A note on the perihperals this time around: the Mega Drive EXT port is
basically identical to the regular controller ports. So unlike with the
Famicom and Super Famicom, I'm inheriting the exension port from the
controller class.
byuu says:
Changelog:
- 68K: MOVEQ is 8-bit signed
- 68K: disassembler was print EOR for OR instructions
- 68K: address/program-counter indexed mode had the signed-word/long
bit backward
- 68K: ADDQ/SUBQ #n,aN always works in long mode; regardless of size
- 68K→VDP DMA needs to use `mode.bit(0)<<22|dmaSource`; increment by
one instead of two
- Z80: added registers and initial two instructions
- MS: hooked up enough to load and start running games
- Sonic the Hedgehog can execute exactly one instruction... whoo.
byuu says:
All of the above fixes, plus I added all 24 variations on the shift
opcodes, plus SUBQ, plus fixes to the BCC instruction.
I can now run 851,767 instructions into Sonic the Hedgehog before hitting
an unimplemented instruction (SUB).
The 68K core is probably only ~35% complete, and yet it's already within
4KiB of being the largest CPU core, code size wise, in all of higan. Fuck
this chip.
byuu says:
I split the Register class and read/write handlers into DataRegister and
AddressRegister, given that they have different behaviors on byte/word
accesses (data tends to preserve the upper bits; address tends to
sign-extend things.)
I expanded EA to EffectiveAddress. No sense in abbreviating things
to death.
I've now implemented 26 instructions. But the new ones are just all the
stupid from/to ccr/sr instructions.
Ryphecha confirmed that you can't set the undefined bits, so I don't
think the BitField concept is appropriate for the CCR/SR. Instead, I'm
just storing direct flags and have (read,write)(CCR,SR) instead. This
isn't like the 65816 where you have subroutines that push and pop the
flag register. It's much more common to access individual flags. Doesn't
match the consistency angle of the other CPU cores, but ... I think this
is the right thing to for the 68K specifically.