byuu says:
Changelog:
- gba/cpu: slight speedup to CPU::step()
- processor/arm7tdmi: fixed about ten bugs, ST018 and GBA games are
now playable once again
- processor/arm: removed core from codebase
- processor/v30mz: code cleanup (renamed functions; updated
instruction() for consistency with other cores)
It turns out on my much faster system, the new ARM7TDMI core is very
slightly slower than the old one (by about 2% or so FPS.) But the
CPU::step() improvement basically made it a wash.
So yeah, I'm in really serious trouble with how slow my GBA core is now.
Sigh.
As for higan/processor ... this concludes the first phase of major
cleanups and rewrites.
There will always be work to do, and I have two more phases in mind.
One is that a lot of the instruction disassemblers are very old. One
even uses sprintf still. I'd like to modernize them all. Also, the
ARM7TDMI core (and the ARM core before it) can't really disassemble
because the PC address used for instruction execution is not known prior
to calling instruction(), due to pipeline reload fetches that may occur
inside of said function. I had a nasty hack for debugging the new core,
but I'd like to come up with a clean way to allow tracing the new
ARM7TDMI core.
Another is that I'd still like to rename a lot of instruction function
names in various cores to be more descriptive. I really liked how the
LR35902 core came out there, and would like to get that level of detail
in with the other cores as well.
byuu says:
Changelog:
- hiro/windows: set dpiAware=false, fixes icarus window sizes relative
to higan window sizes
- higan, icarus, hiro, ruby: add support for high resolution displays
on macOS [ncbncb]
- processor/lr35902-legacy: removed
- processor/arm7tdmi: new processor core started; intended to one day
be a replacement for processor/arm
It will probably take several WIPs to get the new ARM core up and
running. It's the last processor rewrite. After this, all processor
cores will be up to date with all my current programming conventions.
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.
byuu says:
Changelog:
- rewrote the 6502 CPU core from scratch. Now called MOS6502,
supported BCD mode
- Famicom core disables BCD mode via MOS6502::BCD = 0;
- renamed r65816 folder to wdc65816 (still need to rename the actual
class, though ...)
Note: need to remove build rules for the now renamed r6502, r65816
objects from processor/GNUmakefile.
So this'll seem like a small WIP, but it was a solid five hours to
rewrite the entire 6502 core. The reason I wanted to do this was because
the old 6502 core was pretty sloppy. My coding style improved a lot, and
I really liked how the HuC6280 CPU core came out, so I wanted the 6502
core to be like that one.
The core can now support BCD mode, so hopefully that will prove useful
to hex\_usr and allow one core to run both the NES and his Atari 2600
cores at some point.
Note that right now, the core doesn't support any illegal instructions.
The old core supported a small number of them, but were mostly the no
operation ones. The goal is support all of the illegal instructions at
some point.
It's very possible the rewrite introduced some regressions, so thorough
testing of the NES core would be appreciated if anyone were up for it.
byuu says:
Changelog:
- SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
- SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
- Z80: emulated "ex (sp),hl" instruction
- Z80: fixed INx NF (should be set instead of cleared)
- Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
walking in Wonder Boy)
- SFC: removed Debugger and sfc/debugger.hpp
- icarus: connected MS, GG, MD importing to the scan dialog
- PCE: added emulation skeleton to higan and icarus
At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.
The last change is obviously going to be the biggest news.
I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.
But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.
The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.
I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.
In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
byuu says:
Changelog:
- moved Thread, Scheduler, Cheat functionality into emulator/ for
all cores
- start of actual Mega Drive emulation (two 68K instructions)
I'm going to be rather terse on MD emulation, as it's too early for any
meaningful dialogue here.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
byuu says:
Changelog:
- fixed nall/windows/guard.hpp
- fixed hiro/(windows,gtk)/header.hpp
- fixed Famicom PPU OAM reads (mask the correct bits when writing)
[hex_usr]
- removed the need for (system := system) lines from higan/GNUmakefile
- added "All" option to filetype dropdown for ROM loading
- allows loading GBC games in SGB mode (and technically non-GB(C)
games, which will obviously fail to do anything)
- loki can load and play game folders now (command-line only) (extremely
unimpressive; don't waste your time :P)
- the input is extremely hacked in as a quick placeholder; not sure
how I'm going to do mapping yet for it
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.
byuu says:
Changelog:
- restructured the project and removed a whole bunch of old/dead
directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
region=(ntsc,pal) ... the former was too obtuse
If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.
It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.