mirror of https://github.com/bsnes-emu/bsnes.git
132 lines
3.3 KiB
C++
132 lines
3.3 KiB
C++
#include <gb/gb.hpp>
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namespace GameBoy {
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#include "io.cpp"
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#include "memory.cpp"
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#include "timing.cpp"
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#include "serialization.cpp"
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CPU cpu;
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auto CPU::Enter() -> void {
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while(true) scheduler.synchronize(), cpu.main();
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}
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auto CPU::main() -> void {
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interruptTest();
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instruction();
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}
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auto CPU::raise(CPU::Interrupt id) -> void {
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if(id == Interrupt::Vblank) {
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status.interruptRequestVblank = 1;
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if(status.interruptEnableVblank) r.halt = false;
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}
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if(id == Interrupt::Stat) {
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status.interruptRequestStat = 1;
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if(status.interruptEnableStat) r.halt = false;
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}
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if(id == Interrupt::Timer) {
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status.interruptRequestTimer = 1;
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if(status.interruptEnableTimer) r.halt = false;
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}
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if(id == Interrupt::Serial) {
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status.interruptRequestSerial = 1;
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if(status.interruptEnableSerial) r.halt = false;
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}
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if(id == Interrupt::Joypad) {
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status.interruptRequestJoypad = 1;
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if(status.interruptEnableJoypad) r.halt = r.stop = false;
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}
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}
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auto CPU::interruptTest() -> void {
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if(!r.ime) return;
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if(status.interruptRequestVblank && status.interruptEnableVblank) {
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status.interruptRequestVblank = 0;
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return interrupt(0x0040);
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}
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if(status.interruptRequestStat && status.interruptEnableStat) {
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status.interruptRequestStat = 0;
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return interrupt(0x0048);
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}
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if(status.interruptRequestTimer && status.interruptEnableTimer) {
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status.interruptRequestTimer = 0;
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return interrupt(0x0050);
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}
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if(status.interruptRequestSerial && status.interruptEnableSerial) {
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status.interruptRequestSerial = 0;
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return interrupt(0x0058);
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}
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if(status.interruptRequestJoypad && status.interruptEnableJoypad) {
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status.interruptRequestJoypad = 0;
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return interrupt(0x0060);
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}
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}
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auto CPU::stop() -> bool {
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if(status.speedSwitch) {
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status.speedSwitch = 0;
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status.speedDouble ^= 1;
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if(status.speedDouble == 0) setFrequency(4 * 1024 * 1024);
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if(status.speedDouble == 1) setFrequency(8 * 1024 * 1024);
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return true;
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}
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return false;
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}
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auto CPU::power() -> void {
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create(Enter, 4 * 1024 * 1024);
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LR35902::power();
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for(uint n = 0xc000; n <= 0xdfff; n++) bus.mmio[n] = this; //WRAM
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for(uint n = 0xe000; n <= 0xfdff; n++) bus.mmio[n] = this; //WRAM (mirror)
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for(uint n = 0xff80; n <= 0xfffe; n++) bus.mmio[n] = this; //HRAM
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bus.mmio[0xff00] = this; //JOYP
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bus.mmio[0xff01] = this; //SB
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bus.mmio[0xff02] = this; //SC
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bus.mmio[0xff04] = this; //DIV
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bus.mmio[0xff05] = this; //TIMA
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bus.mmio[0xff06] = this; //TMA
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bus.mmio[0xff07] = this; //TAC
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bus.mmio[0xff0f] = this; //IF
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bus.mmio[0xffff] = this; //IE
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if(Model::GameBoyColor()) {
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bus.mmio[0xff4d] = this; //KEY1
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bus.mmio[0xff51] = this; //HDMA1
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bus.mmio[0xff52] = this; //HDMA2
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bus.mmio[0xff53] = this; //HDMA3
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bus.mmio[0xff54] = this; //HDMA4
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bus.mmio[0xff55] = this; //HDMA5
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bus.mmio[0xff56] = this; //RP
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bus.mmio[0xff6c] = this; //???
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bus.mmio[0xff70] = this; //SVBK
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bus.mmio[0xff72] = this; //???
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bus.mmio[0xff73] = this; //???
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bus.mmio[0xff74] = this; //???
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bus.mmio[0xff75] = this; //???
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bus.mmio[0xff76] = this; //???
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bus.mmio[0xff77] = this; //???
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}
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for(auto& n : wram) n = 0x00;
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for(auto& n : hram) n = 0x00;
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memory::fill(&status, sizeof(Status));
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status.dmaCompleted = true;
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status.wramBank = 1;
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}
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}
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