Commit Graph

16 Commits

Author SHA1 Message Date
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.
2017-01-14 10:59:38 +11:00
Tim Allen 0ad70a30f8 Update to v101r30 release.
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.
2017-01-12 07:27:30 +11:00
Tim Allen a3aea95e6b Update to v101r28 release.
byuu says:

Changelog:

  - SMS: emulated the remaining 240 instructions in the (0xfd, 0xdd)
    0xcb (displacement) (opcode) set
      - 1/8th of these were "legal" instructions, and apparently games
        use them a lot
  - SMS: emulated the standard gamepad controllers
      - reset button not emulated yet

The reset button is tricky. In every other case, reset is a hardware
thing that instantly reboots the entire machine.

But on the SMS, it's more like a gamepad button that's attached to the
front of the device. When you press it, it fires off a reset vector
interrupt and the gamepad polling routine lets you query the status of
the button.

Just having a reset option in the "Master System" hardware menu is not
sufficient to fully emulate the behavior. Even more annoying is that the
Game Gear doesn't have such a button, yet the core information structs
aren't flexible enough for the Master System to have it, and the Game
Gear to not have it, in the main menu. But that doesn't matter anyway,
since it won't work having it in the menu for the Master System.

So as a result, I'm going to have to have a new "input device" called
"Hardware" that has the "Reset" button listed under there. And for the
sake of consistency, I'm not sure if we should treat the other systems
the same way or not :/
2017-01-09 07:55:02 +11:00
Tim Allen 569f5abc28 Update to v101r27 release.
byuu says:

Changelog:

  - SMS: emulated the generic Sega memory mapper (none of the more
    limited forms of it yet)
      - (missing ROM shift, ROM write enable emulation -- no commercial
        games use either, though)
  - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every
    key is being pressed at once
      - (this is a hack until I implement proper controller pad reading)
  - SMS: very limited protection against reading/writing past the end of
    ROM/RAM (todo: should mirror)
  - SMS: VDP background HSCROLL subtracts, rather than adds, to the
    offset (unlike VSCROLL)
  - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in
    192-line mode (32x28 tilemap)
  - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather
    than `(x&7)`
  - SMS: fix output color to be 6-bit rather than 5-bit
  - SMS: left clip uses register `#7`, not palette color `#7`
      - (todo: do we want `color[reg7]` or `color[16 + reg7]`?)
  - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its
    disassembler
  - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing
    0x10-0xff)
  - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow
    (IX,IY)+d
  - SMS: fixed major logic bug in (IX,IY)+d displacement
      - (was using `read(x)` instead of `operand()` for the displacement
        byte fetch before)
  - icarus: fake there always being 32KiB of RAM in all SMS cartridges
    for the time being
      - (not sure how to detect this stuff yet; although I've read it's
        not even really possible `>_>`)

TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.)

Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 19:11:38 +11:00
Tim Allen e30780bb72 Update to v101r25 release.
byuu says:

Changelog:

  - Makefile: added $(windres), -lpthread to Windows port
  - GBA: WAITCNT.prefetch is not writable (should fix Donkey Kong: King
    of Swing) \[endrift\]
  - SMS: fixed hcounter shift value \[hex\_usr\]
  - SMS: emulated interrupts (reset button isn't hooked up anywhere, not
    sure where to put it yet)

This WIP actually took a really long time because the documentation on
SMS interrupts was all over the place. I'm hoping I've emulated them
correctly, but I honestly have no idea. It's based off my best
understanding from four or five different sources. So it's probably
quite buggy.

However, a few interrupts fire in Sonic the Hedgehog, so that's
something to start with. Now I just have to hope I've gotten some games
far enough in that I can start seeing some data in the VDP VRAM. I need
that before I can start emulating graphics mode 4 to get some actual
screen output.

Or I can just say to hell with it and use a "Hello World" test ROM.
That'd probably be smarter.
2016-12-26 23:11:08 +11:00
Tim Allen bab2ac812a Update to v101r24 release.
byuu says:

Changelog:

  - SMS: extended bus mapping of in/out ports: now decoding them fully
    inside ms/bus
  - SMS: moved Z80 disassembly code from processor/z80 to ms/cpu
    (cosmetic)
  - SMS: hooked up non-functional silent PSG sample generation, so I can
    cap the framerate at 60fps
  - SMS: hooked up the VDP main loop: 684 clocks/scanline, 262
    scanlines/frame (no PAL support yet)
  - SMS: emulated the VDP Vcounter and Hcounter polling ... hopefully
    it's right, as it's very bizarre
  - SMS: emulated VDP in/out ports (data read, data write, status read,
    control write, register write)
  - SMS: decoding and caching all VDP register flags (variable names
    will probably change)
  - nall: \#undef IN on Windows port (prevent compilation warning on
    processor/z80)

Watching Sonic the Hedgehog, I can definitely see some VDP register
writes going through, which is a good sign.

Probably the big thing that's needed before I can get enough into the
VDP to start showing graphics is interrupt support. And interrupts are
never fun to figure out :/

What really sucks on this front is I'm flying blind on the Z80 CPU core.
Without a working VDP, I can't run any Z80 test ROMs to look for CPU
bugs. And the CPU is certainly too buggy still to run said test ROM
anyway. I can't find any SMS emulators with trace logging from reset.
Such logs vastly accelerate tracking down CPU logic bugs, so without
them, it's going to take a lot longer.
2016-12-17 22:31:34 +11:00
Tim Allen c2c957a9da Update to v101r22 release.
byuu says:

Changelog:
- Z80: all 25 remaining instructions implemented

Now onto the debugging ... :/
2016-11-01 22:42:25 +11:00
Tim Allen 8cf20dabbf Update to v101r21 release.
byuu says:

Changelog:

- Z80: emulated 83 new instructions
- Z80: timing improvements

DAA is a skeleton implementation to complete the normal opcode set. Also
worth noting that I don't know exactly what the hell RETI is doing,
so for now it acts like RET. RETN probably needs some special handling
besides just setting IFF1=IFF2 as well.

I'm now missing 24 ED-prefix instructions, plus DAA, for a total of 25
opcodes remaining. And then, of course, several weeks worth of debugging
all of the inevitable bugs in the core.
2016-11-01 08:10:33 +11:00
Tim Allen 2707c5316d Update to v101r20 release.
byuu says:

Changelog:
- Z80: emulated 272 new instructions
- hiro/GTK: fixed v101r19 Linux regression [thanks, SuperMikeMan!]
2016-10-29 11:33:30 +11:00
Tim Allen d6e9d94ec3 Update to v101r17 release.
byuu says:

Changelog:

  - Z80: added most opcodes between 0x00 and 0x3f (two or three hard
    ones missing still)
  - Z80: redid register declaration *again* to handle AF', BC', DE',
    HL' (ugggggh, the fuck? Alternate registers??)
      - basically, using `#define <register name>` values to get around
        horrendously awful naming syntax
  - Z80: improved handling of displace() so that it won't ever trigger
    on (BC) or (DE)
2016-09-06 23:53:14 +10:00
Tim Allen 2fbbccf985 Update to v101r16 release.
byuu says:

Changelog:

  - Z80: implemented 113 new instructions (all the easy
    LD/ADC/ADD/AND/OR/SBC/SUB/XOR ones)
  - Z80: used alternative to castable<To, With> type (manual cast inside
    instruction() register macros)
  - Z80: debugger: used register macros to reduce typing and increase
    readability
  - Z80: debugger: smarter way of handling multiple DD/FD prefixes
    (using gotos, yay!)
  - ruby: fixed crash with Windows input driver on exit (from SuperMikeMan)

I have no idea how the P/V flag is supposed to work on AND/OR/XOR, so
that's probably wrong for now. HALT is also mostly a dummy function for
now. But I typically implement those inside instruction(), so it
probably won't need to be changed? We'll see.
2016-09-06 10:09:33 +10:00
Tim Allen 4c3f58150c Update to v101r15 release.
byuu says:

Changelog:

  - added (poorly-named) castable<To, With> template
  - Z80 debugger rewritten to make declaring instructions much simpler
  - Z80 has more instructions implemented; supports displacement on
    (IX), (IY) now
  - added `Processor::M68K::Bus` to mirror `Processor::Z80::Bus`
      - it does add a pointer indirection; so I'm not sure if I want to
        do this for all of my emulator cores ...
2016-09-04 23:51:27 +10:00
Tim Allen d91f3999cc Update to v101r14 release.
byuu says:
Changelog:

  - rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY)
    prefixes
  - added Processor::Z80::Bus as a new type of abstraction
  - all of the instructions implemented have their proper T-cycle counts
    now
  - added nall/certificates for my public keys

The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being
2-read + 2-wait states; operand+regular reads/writes being 3-read. For
now, this puts the cycle counts inside the CPU core. At the moment, I
can't think of any CPU core where this wouldn't be appropriate. But it's
certainly possible that such a case exists. So this may not be the
perfect solution.

The reason for having it be a subclass of Processor::Z80 instead of
virtual functions for the MasterSystem::CPU core to define is due to
naming conflicts. I wanted the core to say `in(addr)` and have it take
the four clocks. But I also wanted a version of the function that didn't
consume time when called. One way to do that would be for the core to
call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to
`MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::`
prefix on all of the opcodes. Very easy to forget it, and then end up not
consuming any time. Another is to use uglier names in the
`MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But,
yuck.

So ... yeah, this is an experiment. We'll see how it goes.
2016-09-03 21:26:04 +10:00
Tim Allen 7c96826eb0 Update to v101r13 release.
byuu says:

Changelog:

  - MS: added ms/bus
  - Z80: implemented JP/JR/CP/DI/IM/IN instructions
  - MD/VDP: added window layer emulation
  - MD/controller/gamepad: fixed d2,d3 bits (Altered Beast requires
    this)

The Z80 is definitely a lot nastier than the LR35902. There's a lot of
table duplication with HL→IX→IY; and two of them nest two levels deep
(eg FD CB xx xx), so the design may change as I implement more.
2016-08-27 14:48:21 +10:00
Tim Allen 0b70a01b47 Update to v101r10 release.
byuu says:
Changelog:

  - 68K: MOVEQ is 8-bit signed
  - 68K: disassembler was print EOR for OR instructions
  - 68K: address/program-counter indexed mode had the signed-word/long
    bit backward
  - 68K: ADDQ/SUBQ #n,aN always works in long mode; regardless of size
  - 68K→VDP DMA needs to use `mode.bit(0)<<22|dmaSource`; increment by
    one instead of two
  - Z80: added registers and initial two instructions
  - MS: hooked up enough to load and start running games
      - Sonic the Hedgehog can execute exactly one instruction... whoo.
2016-08-20 00:11:26 +10:00
Tim Allen 3dd1aa9c1b Update to v100r02 release.
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.
2016-07-09 14:21:37 +10:00