byuu says:
Changelog:
- WS: fixed sprite window clipping (again)
- WS: don't set IRQ status bits of IRQ enable bits are clear
- SFC: signed/unsigned -> int/uint for DSP core
- SFC: removed eBoot
- SFC: added 21fx (not the same as the old precursor to MSU1; just
reusing the name)
Note: XI Little doesn't seem to be fixed after all ... but the other
three are. So I guess we're at 13 bugs :( And holy shit that music when
you choose a menu option is one of the worst sounds I've ever heard in
my life >_<
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:
- 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:
- emulated SuperDisc $21e1 basic interface (NEC 4-bit MCU); all hardware
tests pass now (but they don't test much)
- WS/V30MZ: fixed inc/dec reg flag calculation
- WS/V30MZ: fixed lds/les instructions
WS/C compatibility should be way up now. SuperDisc BIOS passes all tests
now (but they only test for the presence of the interface, nothing
more.)
byuu says:
Changelog:
- icarus: WS/C detects RAM type/size heuristically now
- icarus: WS/C uses ram type=$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:
Got it. Wow, that didn't hurt nearly as much as I thought it was going
to.
Dropped from 127.5fps to 123.5fps to use Natural/Integer for
(u)int(8,16,32,64).
That's totally worth the cost.
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
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.