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 Apparently that's outdated and not what the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.
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:
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.