mirror of https://github.com/bsnes-emu/bsnes.git
8 Commits
Author | SHA1 | Message | Date |
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Tim Allen | ee7662a8be |
Update to v102r04 release.
byuu says: Changelog: - Super Game Boy support is functional once again - new GameBoy::SuperGameBoyInterface class - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC Engine - merged WonderSwanInterface, WonderSwanColorInterface shared functions to WonderSwan::Interface - merged GameBoyInterface, GameBoyColorInterface shared functions to GameBoy::Interface - Interface::unload() now calls Interface::save() for Master System, Game Gear, Mega Drive, PC Engine, SuperGrafx - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB file) - this means you can now save your progress in games like Neutopia - the PCE-CD I/O registers like BRAM write protect are not emulated yet - PCE: IRQ sources now hold the IRQ line state, instead of the CPU holding it - this fixes most SuperGrafx games, which were fighting over the VDC IRQ line previously - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs are disabled - PCE: VCE and the VDCs now synchronize to each other; fixes pixel widths in all games - PCE: greatly increased the accuracy of the VPC priority selection code (windows may be buggy still) - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs [Jonas Quinn] The big thing I wanted to do was enslave the VDC(s) to the VCE. But unfortunately, I forgot about the asynchronous DMA channels that each VDC supports, so this isn't going to be possible I'm afraid. In the most demanding case, Daimakaimura in-game, we're looking at 85fps on my Xeon E3 1276v3. So ... not great, and we don't even have sound connected yet. We are going to have to profile and optimize this code once sound emulation and save states are in. Basically, think of it like this: the VCE, VDC0, and VDC1 all have the same overhead, scheduling wise (which is the bulk of the performance loss) as the dot-renderer for the SNES core. So it's like there's three bsnes-accuracy PPU threads running just for video. ----- Oh, just a fair warning ... the hooks for the SGB are a work in progress. If anyone is working on higan or a fork and want to do something similar to it, don't use it as a template, at least not yet. Right now, higan looks like this: - Emulator::Video handles the platform→videoRefresh calls - Emulator::Audio handles the platform→audioSample calls - each core hard-codes the platform→inputPoll, inputRumble calls - each core hard-codes calls to path, open, load to process files - dipSettings and notify are specialty hacks, neither are even hooked up right now to anything With the SGB, it's an emulation core inside an emulation core, so ideally you want to hook all of those functions. Emulator::Video and Emulator::Audio aren't really abstractions over that, as the GB core calls them and we have to special case not calling them in SGB mode. The path, open, load can be implemented without hooks, thanks to the UI only using one instance of Emulator::Platform for all cores. All we have to do is override the folder path ID for the "Game Boy.sys" folder, so that it picks "Super Game Boy.sfc/" and loads its boot ROM instead. That's just a simple argument to GameBoy::System::load() and we're done. dipSettings, notify and inputRumble don't matter. But we do also have to hook inputPoll as well. The nice idea would be for SuperFamicom::ICD2 to inherit from Emulator::Platform and provide the desired functions that we need to overload. After that, we'd just need the GB core to keep an abstraction over the global Emulator::platform\* handle, to select between the UI version and the SFC::ICD2 version. However ... that doesn't work because of Emulator::Video and Emulator::Audio. They would also have to gain an abstraction over Emulator::platform\*, and even worse ... you'd have to constantly swap between the two so that the SFC core uses the UI, and the GB core uses the ICD2. And so, for right now, I'm checking Model::SuperGameBoy() -> bool everywhere, and choosing between the UI and ICD2 targets that way. And as such, the ICD2 doesn't really need Emulator::Platform inheritance, although it certainly could do that and just use the functions it needs. But the SGB is even weirder, because we need additional new signals beyond just Emulator::Platform, like joypWrite(), etc. I'd also like to work on the Emulator::Stream for the SGB core. I don't see why we can't have the GB core create its own stream, and let the ICD2 just use that instead. We just have to be careful about the ICD2's CPU soft reset function, to make sure the GB core's Stream object remains valid. What I think that needs is a way to release an Emulator::Stream individually, rather than calling Emulator::Audio::reset() to do it. They are shared\_pointer objects, so I think if I added a destructor function to remove it from Emulator::Audio::streams, then that should work. |
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Tim Allen | 186f008574 |
Update to v102r03 release.
byuu says: Changelog: - PCE: split VCE from VDC - HuC6280: changed bus from (uint21 addr) to (uint8 bank, uint13 addr) - added SuperGrafx emulation (adds secondary VDC, plus new VPC) The VDC now has no concept of the actual display raster timing, and instead is driven by Vpulse (start of frame) and Hpulse (start of scanline) signals from the VCE. One still can't render the start of the next scanline onto the current scanline through overly aggressive timings, but it shouldn't be too much more difficult to allow that to occur now. This process incurs quite a major speed hit, so low-end systems with Atom CPUs can't run things at 60fps anymore. The timing needs a lot of work. The pixels end up very jagged if the VCE doesn't output batches of 2-4 pixels at a time. But this should not be a requirement at all, so I'm not sure what's going wrong there. Yo, Bro and the 512-width mode of TV Sports Basketball is now broken as a result of these changes, and I'm not sure why. To load SuperGrafx games, you're going to have to change the .pce extensions to .sg or .sgx. Or you can manually move the games from the PC Engine folder to the SuperGrafx folder and change the game folder extensions. I have no way to tell the games apart. Mednafen uses CRC32 comparisons, and I may consider that since there's only five games, but I'm not sure yet. The only SuperGrafx game that's playable right now is Aldynes. And the priorities are all screwed up. I don't understand how the windows or the priorities work at all from sgxtech.txt, so ... yeah. It's pretty broken, but it's a start. I could really use some help with this, as I'm very lost right now with rendering :/ ----- Note that the SuperGrafx is technically its own system, it's not an add-on. As such, I'm giving it a separate .sys folder, and a separate library. There's debate over how to name this thing. "SuperGrafx" appears more popular than "Super Grafx". And you might also call it the "PC Engine SuperGrafx", but I decided to leave off the prefix so it appears more distinct. |
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Tim Allen | ae5968cfeb |
Update to v102 release.
byuu says (in the public announcement): This release adds very preliminary emulation of the Sega Master System (Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine (Turbografx-16). These cores do not yet offer sound emulation, save states or cheat codes. I'm always very hesitant to release a new emulation core in its alpha stages, as in the past this has resulted in lasting bad impressions of cores that have since improved greatly. For instance, the Game Boy Advance emulation offered today is easily the second most accurate around, yet it is still widely judged by its much older alpha implementation. However, it's always been tradition with higan to not hold onto code in secret. Rather than delay future releases for another year or two, I'll put my faith in you all to understand that the emulation of these systems will improve over time. I hope that by releasing things as they are now, I might be able to receive some much needed assistance in improving these cores, as the documentation for these new systems is very much less than ideal. byuu says (in the WIP forum): Changelog: - PCE: latch background scroll registers (fixes Neutopia scrolling) - PCE: clip background attribute table scrolling (fixes Blazing Lazers scrolling) - PCE: support background/sprite enable/disable bits - PCE: fix large sprite indexing (fixes Blazing Lazers title screen sprites) - HuC6280: wrap zeropage accesses to never go beyond $20xx - HuC6280: fix alternating addresses for block move instructions (fixes Neutopia II) - HuC6280: block move instructions save and restore A,X,Y registers - HuC6280: emulate BCD mode (may not be 100% correct, based on SNES BCD) (fixes Blazing Lazers scoring) |
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Tim Allen | b03563426f |
Update to v101r35 release.
byuu says: Changelog: - PCE: added 384KB HuCard ROM mirroring mode - PCE: corrected D-pad polling order - PCE: corrected palette color ordering (GRB, not RGB -- yes, seriously) - PCE: corrected SATB DMA -- should write to SATB, not to VRAM - PCE: broke out Background, Sprite VDC settings to separate subclasses - PCE: emulated VDC backgrounds - PCE: emulated VDC sprites - PCE: emulated VDC sprite overflow, collision interrupts - HuC6280: fixed disassembler output for STi instructions - HuC6280: added missing LastCycle check to interrupt() - HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and result - HuC6280: added extra cycle delays to the block move instructions - HuC6280: fixed ordering for flag set/clear instructions (happens after LastCycle check) - HuC6280: removed extra cycle from immediate instructions - HuC6280: fixed indirectLoad, indirectYStore absolute addressing - HuC6280: fixed BBR, BBS zeropage value testing - HuC6280: fixed stack push/pull direction Neutopia looks okay until the main title screen, then there's some gibberish on the bottom. The game also locks up with some gibberish once you actually start a new game. So, still not playable just yet =( |
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Tim Allen | f500426158 |
Update to v101r34 release.
byuu says: Changelog: - PCE: emulated gamepad polling - PCE: emulated CPU interrupt sources - PCE: emulated timer - PCE: smarter emulation of ST0,ST1,ST2 instructions - PCE: better structuring of CPU, VDP IO registers - PCE: connected palette generation to the interface - PCE: emulated basic VDC timing - PCE: emulated VDC Vblank, Coincidence, and DMA completion IRQs - PCE: emulated VRAM, SATB DMA transfers - PCE: emulated VDC I/O registers Everything I've implemented today likely has lots of bugs, and is untested for obvious reasons. So basically, after I fix many horrendous bugs, it should now be possible to implement the VDC and start getting graphical output. |
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Tim Allen | 8499c64756 |
Update to v101r33 release.
byuu says: Changelog: - PCE: HuC6280 core completed There's bound to be a countless stream of bugs, and the cycle counts are almost certainly not exact yet, but ... all instructions are implemented. So at this point, I can start comparing trace logs against Mednafen's debugger output. Of course, we're very likely to immediately slam into a wall of needing I/O registers implemented for the VDC in order to proceed further. |
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Tim Allen | 26bd7590ad |
Update to v101r32 release.
byuu says: Changelog: - SMS: fixed controller connection bug - SMS: fixed Z80 reset bug - PCE: emulated HuC6280 MMU - PCE: emulated HuC6280 RAM - PCE: emulated HuCard ROM reading - PCE: implemented 178 instructions - tomoko: removed "soft reset" functionality - tomoko: moved "power cycle" to just above "unload" option I'm not sure of the exact number of HuC6280 instructions, but it's less than 260. Many of the ones I skipped are HuC6280-originals that I don't know how to emulate just yet. I'm also really unsure about the zero page stuff. I believe we should be adding 0x2000 to the addresses to hit page 1, which is supposed to be mapped to the zero page (RAM). But when I look at turboEMU's source, I have no clue how the hell it could possibly be doing that. It looks to be reading from page 0, which is almost always ROM, which would be ... really weird. I also don't know if I've emulated the T mode opcodes correctly or not. The documentation on them is really confusing. |
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Tim Allen | bf90bdfcc8 |
Update to v101r31 release.
byuu says: Changelog: - converted Emulator::Interface::Bind to Emulator::Platform - temporarily disabled SGB hooks - SMS: emulated Game Gear palette (latching word-write behavior not implemented yet) - SMS: emulated Master System 'Reset' button, Game Gear 'Start' button - SMS: removed reset() functionality, driven by the mappable input now instead - SMS: split interface class in two: one for Master System, one for Game Gear - SMS: emulated Game Gear video cropping to 160x144 - PCE: started on HuC6280 CPU core—so far only registers, NOP instruction has been implemented Errata: - Super Game Boy support is broken and thus disabled - if you switch between Master System and Game Gear without restarting, bad things happen: - SMS→GG, no video output on the GG - GG→SMS, no input on the SMS I'm not sure what's causing the SMS\<-\>GG switch bug, having a hard time debugging it. Help would be very much appreciated, if anyone's up for it. Otherwise I'll keep trying to track it down on my end. |