Update to release v000r03.

byuu says:

All 512 instructions implemented. To make debugging flags easier and to
reduce the code size, I made parent routines for all the bit-logic that
sets flags. This bumped up the speed to 3,045fps. So about 51x faster
than a real Game Boy.

I suspect the frame rate to plummet rapidly as I emulate more stuff and
try and get timings more accurate. Wild ballpark, I'd guess 300fps or
so. Not based on anything, just a made up number. I have no idea what it
will end up being.

So I still need:
* decode MMIO reads/writes
* add CPU interrupt support
* add LCD emulation (probably the hardest part)
* add PCM emulation (well, this would likely be the hardest; but it's
  not essential right now)
* debug the holy living shit out of the CPU core. Anyone want to help
  now by looking it over? :D
This commit is contained in:
Tim Allen
2010-12-30 18:15:10 +11:00
parent 1c3c7fe0a7
commit 71780949b0
7 changed files with 1293 additions and 425 deletions

View File

@@ -14,11 +14,22 @@ void Application::main(int argc, char **argv) {
GameBoy::system.init(&interface);
unsigned frameCounter = 0;
time_t timeCounter = time(0);
while(quit == false) {
OS::run();
if(GameBoy::cartridge.loaded()) {
GameBoy::system.run();
frameCounter++;
time_t currentTime = time(0);
if(currentTime != timeCounter) {
timeCounter = currentTime;
mainWindow.setStatusText({ "FPS: ", frameCounter });
frameCounter = 0;
}
}
}
}