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:
Changelog:
- WS: fixed a major CPU bug where I was using the wrong bits for
ModR/M's memory mode
- WS: added grayscale PPU emulation (exceptionally buggy)
GunPey now runs, as long as you add:
eeprom name=save.ram size=0x800
to the manifest after importing with icarus.
Right now, you can't control the game due to missing keypad polling.
There's also a lot of glitchiness with the sprites. Seems like they're
not getting properly cleared sometimes or something.
Also, the PPU emulation is totally unrealistic bullshit. I decode and
evaluate every single tile and sprite on every single pixel of output.
No way in hell the hardware could ever come close to that. The speed's
around 500fps without the insane sprite evaluations, and around 90fps
with it. Obviously, I'll fix this in time.
Nothing else seems to run that I've tried. Not even far enough to
display any output whatsoever. Tried Langrisser Millenium, Rockman
& Forte and Riviera. I really need to update icarus to try and encode
eeprom/sram sizes, because that's going to break a lot of stuff if it's
missing.
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:
Up to 211 opcodes implemented, with the caveat that the four opcodes
that make up group 3 and group 4 don't do anything yet. Both groups seem
to have some "illegal" instructions in them, so that'll be "fun".
I have a new mechanic in place for opcode prefixes, but it could use
some work still. I also only have it working to override ModRM mem
addressing, but of course it does it in a lot of other places like the
string operations.
Making it about 5.5 million instructions into Gunpey now, but of course
that doesn't mean much. Could be going off the rails at any point due to
CPU bugs or unimplemented ports. Riviera's still crashing.
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.