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v082 ... v095

Author SHA1 Message Date
Tim Allen
b0e862613b Update to v095 release.
byuu says:

After 20 months of development, higan v095 is released at long last!

The most notable feature is vastly improved Game Boy Advance emulation.
With many thanks to endrift, Cydrak, Jonas Quinn and jchadwick, this
release contains substantially improved CPU timings and many bugfixes.
Being one of only two GBA emulators to offer ROM prefetch emulation,
higan is very near mGBA in terms of accuracy, and far ahead of all
others. As a result of these fixes, compatibility is also much higher
than in v094.

There are also several improvements to SNES emulation. Most
significantly is support for mid-scanline changes to the background mode
in the accuracy profile.

Due to substantial changes to the user interface library used by higan,
this release features yet again a brand-new UI. With the exception of
video shaders and NSS DIP switch selection, it is at feature-parity with
the previous UI. It also offers some new features that v094 lacked.

The cheat code database has also been updated to the latest version by
mightymo.
2015-10-08 22:04:42 +11:00
Tim Allen
b113ecb5a3 Deleting ananke and shaders.
ananke has been superseded by icarus.

The new tomoko UI does not support shaders, and if it ever does it will
probably use another format, so not much point keeping the old files
around.
2015-10-08 22:02:22 +11:00
Tim Allen
bc5ad4a1cd Update to icarus_20151002.
byuu says:

- fixes checkboxes (-again- again [*again*])
- won't check folders with select all / unselect all
- won't crash anymore if the SNES ROM image is too small (Saturday Night
  Slam Masters was crashing it before due to DB size error)
- corrected heuristics for Sufami Turbo base cart (mirrors the
  absurdities of the real cart precisely, since it's one of a kind)
- corrected a few DB issues (BS-X name + PSRAM (again [*again*]), SNSM,
  LAH) (_again_)
  - these are temporary. Monkey patched in the generated .hpp source
    rather than the actual DB
  - not going to fix the SFT sizes because I want to verify what
    happened there first
2015-10-03 16:25:39 +10:00
Tim Allen
1a90e206e0 Update to v094r44b release (open beta).
byuu says:

With any luck, this will be the final WIP before v095. If all looks
good, this will be identical to v095. But if we hit some major issues,
I'll try and fix those first.

The most notable part of this release is probably Jonas Quinn's fix for
the unmapped regions of the GBA memory map. This allows games like Mario
& Luigi and Zelda: Minish Cap to (hopefully) be fully playable now.

icarus now supports my game database, so all games I've dumped will be
emulated with bit-perfect memory maps and native-language game titles.
2015-10-01 20:04:30 +10:00
Tim Allen
483fc81356 Update to v094r44 release.
byuu says:

Changelog:
- return open bus instead of mirroring addresses on the bus (fixes
  Mario&Luigi, Minish Cap, etc) [Jonas Quinn]
- add boolean flag to load requests for slotted game carts (fixes slot
  load prompts)
- rename BS-X Town cart from psram to ram
- icarus: add support for game database

Note: I didn't rename "bsx" to "mcc" in the database for icarus before
uploading that. But I just fixed it locally, so it'll be in the next
WIP. For now, make it create the manifest for you and then rename it
yourself. I did fix the PSRAM size to 256kbit.
2015-10-01 20:00:28 +10:00
Tim Allen
0c87bdabed Update to v094r43 release.
byuu says:

Updated to compile with all of the new hiro changes. My next step is to
write up hiro API documentation, and move the API from alpha (constantly
changing) to beta (rarely changing), in preparation for the first stable
release (backward-compatible changes only.)

Added "--fullscreen" command-line option. I like this over
a configuration file option. Lets you use the emulator in both modes
without having to modify the config file each time.

Also enhanced the command-line game loading. You can now use any of
these methods:

    higan /path/to/game-folder.sfc
    higan /path/to/game-folder.sfc/
    higan /path/to/game-folder.sfc/program.rom

The idea is to support launchers that insist on loading files only.

Technically, the file can be any name (manifest.bml also works); the
only criteria is that the file actually exists and is a file, and not
a directory. This is a requirement to support the first version (a
directory lacking the trailing / identifier), because I don't want my
nall::string class to query the file system to determine if the string
is an actual existing file or directory for its pathname() / dirname()
functions.

Anyway, every game folder I've made so far has program.rom, and that's
very unlikely to change, so this should be fine.

Now, of course, if you drop a regular "game.sfc" file on the emulator,
it won't even try to load it, unless it's in a folder that ends in .fc,
.sfc, etc. In which case, it'll bail out immediately by being unable to
produce a manifest for what is obviously not really a game folder.
2015-08-30 12:08:26 +10:00
Tim Allen
c45633550e Update to v094r42 release.
byuu says:

I imagine you guys will like this WIP very much.

Changelog:
- ListView check boxes on Windows
- ListView removal of columns on reset (changing input dropdowns)
- DirectSound audio duplication on latency change
- DirectSound crash on 20ms latency
- Fullscreen window sizing in multi-monitor setups
- Allow joypad bindings of hotkeys
- Allow triggers to be mapped (Xbox 360 / XInput / Windows only)
- Support joypad rumble for Game Boy Player
- Video scale settings modified from {1x,2x,3x} to {2x,3x,4x}
- System menu now renames to active emulation core
- Added fast forward hotkey

Not changing for v095:
- not adding input focus settings yet
- not adding shaders yet

Not changing at all:
- not implementing maximize
2015-08-24 19:42:11 +10:00
Tim Allen
7081f46e45 Added icarus 20150821. 2015-08-21 21:29:53 +10:00
Tim Allen
213879771e Update to v094r41 release (open beta).
byuu says:

Changelog (since the last open beta):
- icarus is now included. icarus is used to import game files/archives
  into game paks (folders)
- SNES: mid-scanline BGMODE changes now emulated correctly (used only by
  atx2.smc Anthrox Demo)
- GBA: fixed a CPU bug that was causing dozens of games to have
  distorted audio
- GBA: fixed default FlashROM ID; should allow much higher compatibility
- GBA: now using Cydrak's new, much improved, GBA color emulation filter
  (still a work-in-progress)
- re-added command-line loading support for game paks (not for game
  files/archives, sorry!)
- Qt port now compiles and runs again (may be a little buggy;
  Windows/GTK+ ports preferred)
- SNES performance profile now compiles and runs again
- much more
2015-08-21 20:57:03 +10:00
Tim Allen
4344b916b6 Update to v094r40 release.
byuu says:

Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed

Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.

Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.

Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.

Things left to do:

First, I have to fix the Windows and Qt target bugs.

Next, I need to go through and revise the hiro API even more (nothing
too major.)

Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.

Next, I have to rewrite my TSV->BML cheat code tool.

Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.

Next, I need to fix any bugs reported from the final WIP that I can.

Finally, I should be able to release v095.
2015-08-18 20:18:00 +10:00
Tim Allen
0271d6a12b Update to v094r39 release.
byuu says:

Changelog:
- SNES mid-scanline BGMODE fixes finally merged (can run
  atx2.zip{mode7.smc}+mtest(2).sfc properly now)
- Makefile now discards all built-in rules and variables
- switch on bool warning disabled for GCC now as well (was already
  disabled for Clang)
- when loading a game, if any required files are missing, display
  a warning message box (manifest.bml, program.rom, bios.rom, etc)
- when loading a game (or a game slot), if manifest.bml is missing, it
  will invoke icarus to try and generate it
  - if that fails (icarus is missing or the folder is bad), you will get
    a warning telling you that the manifest can't be loaded

The warning prompt on missing files work for both games and the .sys
folders and their files. For some reason, failing to load the DMG/CGB
BIOS is causing a crash before I can display the modal dialog. I have no
idea why, and the stack frame backtrace is junk.

I also can't seem to abort the failed loading process. If I call
Program::unloadMedia(), I get a nasty segfault. Again with a really
nasty stack trace. So for now, it'll just end up sitting there emulating
an empty ROM (solid black screen.) In time, I'd like to fix that too.

Lastly, I need a better method than popen for Windows. popen is kind of
ugly and flashes a console window for a brief second even if the
application launched is linked with -mwindows. Not sure if there even is
one (I need to read the stdout result, so CreateProcess may not work
unless I do something nasty like "> %tmp%/temp") I'm also using the
regular popen instead of _wpopen, so for this WIP, it won't work if your
game folder has non-English letters in the path.
2015-08-04 19:02:04 +10:00
Tim Allen
1b0b54a690 Update to v094r38 release.
byuu says:

I'll post more detailed changes later, but basically:
- fixed Baldur's Gate bug
- guess if no flash ROM ID present (fixes Magical Vacation, many many
  others)
- nall cleanups
- sfc/cartridge major cleanups
- bsxcartridge/"bsx" renamed to mcc/"mcc" after the logic chip it uses
  (consistency with SGB/ICD2)
- ... and more!
2015-08-04 19:01:59 +10:00
Tim Allen
092cac9073 Update to v094r37 release.
byuu says:

Changelog:
- synchronizes lots of nall changes
- changes displayed program title from tomoko to higan(*)
- browser dialog sort is case-insensitive
- .sys folders look at user-selected library path; no longer hard-coded

Tried to get rid of the file modes from the Windows browser dialog, but
it was being a bitch so I left it on for now.

- The storage locations and binary still use tomoko. I'm not really sure
  what to do here. The idea is there may be more than one "higan" UI in
  the future, but I don't want people to go around calling the entire
  program by the UI name. For official Windows releases, I can rename
  the binaries to "higan-{profile}.exe", and by putting the config files
  with the binary, they won't ever see the tomoko folder. Linux is of
  course trickier.

Note: Windows users will need to edit hiro/components.hpp and comment
out these lines:

 #define Hiro_Console
 #define Hiro_IconView
 #define Hiro_SourceView
 #define Hiro_TreeView

I forgot to do that, and too lazy to upload another WIP.
2015-07-14 19:32:43 +10:00
Tim Allen
ecb35cac33 Update to v094r36 release (open beta).
byuu says:

Changelog:
- GBA emulation accuracy has been substantially improved [Cydrak]
- GBA ldm bug fixed [jchadwick]
- SNES SuperFX timing has been improved [AWJ, ARM9, qwertymodo]
- SNES accuracy profile is now ~8% faster than before
- you no longer need to copy the .sys profile folders to
  ~/Emulation/System
    - you still need to put bios.rom (GBA BIOS) into Game Boy
      Advance.sys to use GBA emulation!!
- you no longer need to pre-configure inputs before first use
- loading games / changing window size won't recenter window
- checkboxes in cheat editor update correctly
- can't type into state manager description textbox on an empty slot
- typing in state manager description box works correctly; and updates
  list view correctly
- won't show files that match game extensions anymore (only game folders
  show up)
- libco Win64 port fixes with FPU^H^H^H XMM registers
- libco ARM port now available; so you too can play at 15fps on an RPi2!
  [jessedog3, Cydrak]
- controller selection will check the default item in the menu now on
  game load
- as usual, a whole lot of other stuff I'm forgetting

Known issues:
- type-ahead find does not work in list views (eg game selection
  dialog); I don't know how to fix this
- there's no game file importer yet
- there's no shader support yet
- there's no profiler available for the timing panel, you need to adjust
  values manually for now
2015-07-02 20:24:56 +10:00
Tim Allen
28a14198cb Update to v094r35 release.
byuu says:

GBA timings are *almost* perfect now. Off by 1-3 cycles on each test,
sans a few DMA ones that seem to not run at all according to the numbers
(crazy.)
2015-07-01 20:58:42 +10:00
Tim Allen
7ff7f64482 Update to v094r34 release.
byuu says:

Fixes SuperFX fmult, lmult timings; rambr, bramr and clsr assignment
masking. Implements true GBA ROM prefetch (buggy, lower test score, but
runs Mario & Luigi without crashing on battles anymore.)
2015-06-28 18:44:56 +10:00
Tim Allen
4c9266d18f Update to v094r33 release.
byuu says:

Small WIP, just fixes the timings for GSU multiply.

However, the actual product may still be wrong when CLSR and MS0 are
both set. Since I wasn't 'corrupting' the value in said case before,
then this behavior can only be better than before.

Turned the (cache,memory)_access_timing into functions that compute the
values; and pulled "clockspeed" into GSU.

Also, I'm thinking it might be kind of pointless to have clockspeed at
all. Supposedly even the Mario Chip can run at 21.48MHz anyway.
Enforcing 10.74MHz mode seems kind of silly. If we change it to just be
a "default value for CLSR", then we can just inline the memory access
tests without the need for the access_timing functions (literally just
clsr?2:1 then)

Slight compilation bug: go to processor/gsu/registers.hpp:33 and add

    reg16_t() = default;

I missed it due to a partial recompile. Too lazy to upload another WIP
just for that.

Probably not worth doing much SuperFX testing just yet, as it looks like
they're doing some other tests at the moment on NESdev.
2015-06-27 12:38:47 +10:00
Tim Allen
169e400437 Update to v094r32 release.
byuu says:

Lots more timing improvements to GBA emulation. We're now ahead of
everything but mGBA.

Mario & Luigi is still hanging in battles, so I guess my prefetch
simulation isn't as good as Cydrak's previous attempt, no surprise.
2015-06-27 12:38:08 +10:00
Tim Allen
ea02f1e36a Update to v094r31 release.
byuu says:

This WIP scores 448/920 tests passed.

Gave a shot at ROM prefetch that failed miserably (ranged from 409 to
494 tests passed. Nowhere near where it would be if it were implemented
correctly.)

Three remaining issues:
- ROM prefetch
- DMA timing
- timers (I suspect it's a 3-clock delay in starting, not a 3-clock into
  the future affair)

Probably only going to be able to get the timers working without heroic
amounts of effort.

MUL timing is fixed to use idle cycles.
STMIA is fixed to set sequential at the right moments.
DMA priority support is added, so DMA 0 can interrupt DMA 1 mid-transfer.

In other news ...

I'm calling gtk_widget_destroy on the GtkWindow now, so hopefully those
Window_configure issues go away.

I realize I was leaking Display* handles in the X-video driver while
I was looking at it, so I fixed those.

I added DT_NOPREFIX so the Windows ListView will show & characters
correctly now.
2015-06-25 19:52:32 +10:00
Tim Allen
310ff4fa3b Update to v094r30 release.
byuu says:

This WIP does substantially better on endrift's GBA timing tests. Still
not perfect, though. But hopefully enough to get me out of dead last
place. I also finally fixed the THUMB-mode ldmia bug that jchadwick
reported.

So, GBA emulation should be improved quite a bit, hopefully.
2015-06-24 23:21:24 +10:00
Tim Allen
83f684c66c Update to v094r29 release.
byuu says:

Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.

This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.

I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.

With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.

I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.

I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.

It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)

Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
2015-06-22 23:31:49 +10:00
Tim Allen
e0815b55b9 Update to v094r28 release.
byuu says:

This WIP substantially restructures the ruby API for the first time
since that project started.

It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.

It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)

(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
2015-06-20 15:44:05 +10:00
Tim Allen
20cc6148cb Update to v094r27 release.
byuu says:

Added AWJ's fixes for alt/cpu (Tetris Attack framelines issue) and
alt/dsp (Thread::clock reset)

Added fix so that the taskbar entry appears when the application first
starts on Windows.

Fixed checkbox toggling inside of list views on Windows.

Updated nall/image to properly protect variables that should not be
written externally.

New Object syntax for hiro is in.

Fixed the backwards-typing on Windows with the state manager.
NOTE: the list view isn't redrawing when you change the description
text. It does so on the cheat editor because of the resizeColumns call;
but that shouldn't be necessary. I'll try and fix this for the next WIP.
2015-06-18 20:48:53 +10:00
Tim Allen
a21ff570ee Update to v094r26 release (open beta).
byuu says:

Obviously, this is a fairly major WIP. It's the first public release in
17 months. The entire UI has been rewritten (for the 74th time), and is
now internally called tomoko. The official releases will be named higan
(both the binaries and title bar.)

Missing features from v094:

- ananke is missing (this means you will need v094 to create game
  folders to be loaded)
- key assignments are limited to one physical button = one mapping (no
  multi-mapping)
- shader support is missing
- audio/video profiling is missing
- DIP switch window is missing (used by NSS Actraiser with a special
  manifest; that's about it)
- alternate paths for game system folders and configuration BML files

There's some new stuff, but not much. This isn't going to be an exciting
WIP in terms of features. It's more about being a brand new release with
the brand new hiro port and its shared memory model. The goal is to get
these WIPs stable, get v095 out, and then finally start improving the
actual emulation again after that.
2015-06-16 20:30:04 +10:00
Tim Allen
bb3c69a30d Update to v094r25 release.
byuu says:

Windows port should run mostly well now, although exiting fullscreen
breaks the application in a really bizarre way. (clicking on the window
makes it sink to background rather than come to the foreground o_O)

I also need to add the doModalChange => audio.clear() thing for the
accursed menu stuttering with DirectSound.

I also finished porting all of the ruby drivers over to the newer API
changes from nall.

Since I can't compile the Linux or OS X drivers, I have no idea if there
are any typos that will result in compilation errors. If so, please let
me know where they're at and I'll try and fix them. If they're simple,
please try and fix them on your end to test further if you can.

I'm hopeful the udev crash will be gone now that nall::string checks for
null char* values passed to its stringify function. Of course, it's
a problem it's getting a null value in the first place, so it may not
work at all.

If you can compile on Linux (or by some miracle, OS X), please test each
video/audio/input driver if you don't mind, to make sure there's no
"compiles okay but still typos exist" bugs.
2015-06-16 20:30:04 +10:00
Tim Allen
f0c17ffc0d Update to v094r24 release.
byuu says:

Finally!! Compilation works once again on Windows.

However, it's pretty buggy. Modality isn't really working right, you can
still poke at other windows, but when you select ListView items, they
redraw as empty boxes (need to process WM_DRAWITEM before checking
modality.)

The program crashes when you close it (probably a ruby driver's term()
function, that's what it usually is.)

The Layout::setEnabled(false) call isn't working right, so you get that
annoying chiming sound and cursor movement when mapping keyboard keys to
game inputs.

The column sizing seems off a bit on first display for the Hotkeys tab.

And probably lots more.
2015-06-16 20:30:04 +10:00
Tim Allen
314aee8c5c Update to v094r23 release.
byuu says:

The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.

I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.

Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.

Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.

Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.

Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
2015-06-16 20:29:47 +10:00
Tim Allen
7bf4cff946 Update to v094r22 release.
byuu says:

I fixed the hiro layout enable bug, so when you go to assign joypad
input, the window disables itself so your input doesn't mess with the
controls.

I added "reset" to the hotkeys, in case you feel like clearing all of
them at once.

I added device selection support and the ability to disable audio
synchronization (run > 60fps) to the ruby/OSS driver. This is exposed in
tomoko's configuration file.

I added checks to stringify so that assigning null char* strings to
nall::string won't cause crashes anymore (technically the crash was in
strlen(), which doesn't check for null strings, but whatever ... I'll do
the check myself.)

I hooked up BrowserDialog::folderSelect() to loading slotted media for
now. Tested it by loading a Game Boy game successfully through the Super
Game Boy. Definitely want to write a custom window for this though, that
looks more like the library dialog.

Remaining issues:
- finish slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS) [I may end up punting this one
  to v096]
- add more configuration panels (video, audio, timing)
2015-05-30 21:40:07 +10:00
Tim Allen
99b2b4b57c Update to v094r21 release.
byuu says:

This updates ruby to return shared_pointer<HID::Device> objects instead
of HID::Device* objects. It also fixes an ID bug where joypads were
starting at ID# 2+, but mice were also set to ID# 2. I also revised
nall/hid a lot, with getters and setters instead of stabbing at internal
state. I didn't yet patch nall::string to safely consume nullptr const
char* values, though.
2015-05-24 19:44:28 +10:00
Tim Allen
4e0223d590 Update to v094r20 release.
byuu says:

Main reason for this WIP was because of all the added lines to hiro for
selective component disabling. May as well get all the diff-noise apart
from code changes.

It also merges something I've been talking to Cydrak about ... making
nall::string::(integer,decimal) do built-in binary,octal,hex decoding
instead of just failing on those. This will have fun little side effects
all over the place, like being able to view a topic on my forum via
"forum.byuu.org/topic/0b10010110", heh.

There are two small changes to higan itself, though. First up, I fixed
the resampler ratio when loading non-SNES games. Tested and I can play
Game Boy games fine now. Second, I hooked up menu option hiding for
reset and controller selection. Right now, this works like higan v094,
but I'm thinking I might want to show the "Device -> Controller" even if
that's all that's there. It kind of jives nicer with the input settings
window to see the labels there, I think. And if we ever do add more
stuff, it'll be nice that people already always expect that menu there.

Remaining issues:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add timing configuration (video/audio sync)
2015-05-23 15:37:08 +10:00
Tim Allen
458775a481 Update to v094r19 release.
byuu says:

The input port menu was hooked up.

Alternate input support was added, although I wasn't able to test rumble
support because SDL doesn't support that, and I don't have XInput or
udev drivers on FreeBSD. This one's going to be tricky. Maybe I can test
via cross-compiling on Windows/GTK.

Added mouse capture hotkey, and auto capture/release on toggling
fullscreen (as a bonus it hides the mouse cursor.)

Added all possible video and input drivers to ruby for BSD systems.

Remaining issues before we can release v095:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add timing configuration (video/audio sync)
- hide inapplicable options from system menu (eg controller ports and
  reset button from handheld systems)
2015-05-23 15:29:18 +10:00
Tim Allen
fc8eba133d Update to v094r18 release.
byuu says:

Okay yeah, lots of SNES coprocessor games were horribly broken. They
should be fixed now with the below changes:

Old syntax:

    auto programROM = root["rom[0]/name"].text();
    auto dataROM = root["rom[1]/name"].text();
    load_memory(root["ram[0]"]);

New syntax:

    auto rom = root.find("rom");
    auto ram = root.find("ram");
    auto programROM = rom(0)["name"].text();
    auto dataROM = rom(1)["name"].text();
    load_memory(ram(0));

Since I'm now relying on the XShm driver, which is multi-threaded, I'm
now compiling higan with -fopenmp. On FreeBSD, this requires linking
with -Wl,-rpath=/usr/local/lib -Wl,-rpath=/usr/local/lib/gcc49 to get
the right version of GOMP.

This gives a pretty nice speed boost for XShm, I go from around 101fps
to 111fps at 4x scale on the accuracy profile. The combination of
inlining the accuracy-PPU and parallelizing the XShm renderer about
evenly compensates now for the ~20% CPU overclock I gave up a while ago.

The WIP also has some other niceties from the newer version of nall.
Most noticeably, cheat code database searching is now instantaneous. No
more 3-second stall.
2015-05-16 17:37:13 +10:00
Tim Allen
39ca8a2fab Update to v094r17 release.
byuu says:

This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.

I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.

I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.

That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-16 17:36:22 +10:00
Tim Allen
c335ee9d80 Update to v094r16 release.
byuu says:

Finished the cheat code system, it'll now load and save cheats.bml to
disk.

Also hooked up overscan masking. But for now you can only configure the
amount it clips via the configuration file, since I don't have a video
settings dialog anymore.

And that's the last of the low-hanging fruit. The remaining items are
all going to be a pain in the ass for one reason or another.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add timing configuration (video/audio sync)

Not planned:
- video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
  games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
2015-04-21 21:58:59 +10:00
Tim Allen
2eb50fd70b Update to v094r15 release.
byuu says:

Implemented the cheat database dialog, and most of the cheat editor
dialog. I still have to handle loading and saving the cheats.bml file
for each game. I wanted to finish it today, but I burned out. It's a ton
of really annoying work to support cheat codes. There's also some issue
with the width calculation for the "code(s)" column in hiro/GTK.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- finish cheat codes

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add overscan masking
- add timing configuration (video/audio sync)

Not planned:
- video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
  games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
2015-04-21 21:54:07 +10:00
Tim Allen
89d578bc7f Update to v094r14 release.
byuu says:

Man, over five weeks have passed without so much as touching the
codebase ... time is advancing so fast it's positively frightening. Oh
well, little by little, and we'll get there eventually.

Changelog:
- added save state slots (1-5 in the menu)
- added hotkeys settings dialog + mapping system
- added fullscreen toggle (with a cute aspect correction trick)

About three hours of work here.

Short-term:
- add input port changing support
- add other input types (mouse-based, etc)
- add cheat codes
- add timing configuration (video/audio sync)

Long-term:
- add slotted cart loader (SGB, BSX, ST)
- add DIP switch selection window (NSS)
- add cheat code database
- add state manager
- add overscan masking

Not planned:
- video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
- pixel shaders
- ananke integration (will need to make a command-line version to get my
  games in)
- fancy audio adjustment controls (resampler, latency, volume)
- input focus settings
- relocating game library (not hard, just don't feel like it)
- localization support (not enough users)
- window geometry memory
- anything else not in higan v094
2015-04-13 21:16:33 +10:00
Tim Allen
b4ba95242f Update to v094r13 release.
byuu says:

This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)

Also, it now compiles cleanly on Windows with GTK.

I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.

And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 21:21:47 +11:00
Tim Allen
a1b2fb0124 Update to v094r12 release.
byuu says:

Changelog:
* added driver selection
* added video scale + aspect correction settings
* added A/V sync + audio mute settings
* added configuration file
* fixed compilation bugs under Windows and Linux
* fixed window sizing
* removed HSU1
* the system menu stays as "System", because "Game Boy Advance" was too
  long a string for the smallest scale size
* some more stuff

You guys probably won't be ecstatic about the video sizing options, but
it's basically your choice of 1x, 2x or 4x scale with optional aspect
correction. 3x was intentionally skipped because it looks horrible on
hires SNES games. The window is resized and recentered upon loading
games. The window doesn't resize otherwise. I never really liked the way
v094 always left you with black screen areas and left you with
off-centered window positions.

I might go ahead and add the pseudo-fullscreen toggle that will jump
into 4x mode (respecting your aspect setting.)

Short-term:
* add input port changing support
* add other input types (mouse-based, etc)
* add save states
* add cheat codes
* add timing configuration (video/audio sync)
* add hotkeys (single state)

We can probably do a new release once the short-term items are
completed.

Long-term:
* add slotted cart loader (SGB, BSX, ST)
* add DIP switch selection window (NSS)
* add cheat code database
* add state manager
* add overscan masking

Not planned:
* video color adjustments (will allow emulated color vs raw color; but
  no more sliders)
* pixel shaders
* ananke integration (will need to make a command-line version to get my
  games in)
* fancy audio adjustment controls (resampler, latency, volume)
* input focus settings
* relocating game library (not hard, just don't feel like it)
* localization support (not enough users)
* window geometry memory
* anything else not in higan v094
2015-03-03 21:26:44 +11:00
Tim Allen
4a069761f9 Update to v094r11 release.
byuu says:

I've hooked up the input subsystem, and the input manager to assign
hotkeys.

So far I only have digital buttons working (keyboard only), and I'm not
planning on supporting input groups again (mapping multiple physical
buttons to one emulated button), but it's progress. As with the rest of
tomoko, the code's a lot more compact. The nice thing about redoing code
so many times is that each time you get a little bit better at it.

The input configuration is saved to ~/.config/tomoko/settings.bml (just
realized that I'm an idiot and need to rename it to input.bml)

Also hooked up game saves and cartridge unloading. Active controller
changing isn't hooked up yet, and I'll probably do it differently.

Oh, and I declared the ruby lines for other platforms.

Still need to add Cydrak's Windows compilation fixes. I am nothing if
not lazy :P
2015-03-03 21:26:44 +11:00
Tim Allen
80c1c9c2ef Update to v094r10 release.
byuu says:

This starts the tomoko UI. So far I have basic library loading and
video+audio output. Basically just enough to take the below screenshot.
(aside from Library, the menus are empty stubs.)

The .sys (system) game folders are now going under ~/Emulation/System,
to avoid needing root privileges to stick them into /usr/share. The game
library now shows all bootable media types, and the drop-down subtype is
gone. I'm going to display a separate modal dialog for loading slotted
games this time around. Much cleaner this way, less clutter.

tomoko's starting off a lot cleaner than ethos was, and I'm scaling back
the number of abstracted classes. What was Utility, Interface, etc are
now being merged all into Program. Of course, the real hell is the input
system. That has so many layers of bullshit that there's really no sane
way to write it.
2015-03-03 21:26:44 +11:00
Tim Allen
a512d14628 Update to v094r09 release.
byuu says:

This will easily be the biggest diff in the history of higan. And not in
a good way.

* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)

For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.

Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.

Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.

My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-28 12:52:53 +11:00
Tim Allen
1a7bc6bb87 Update to v094r08 release.
byuu says:

Lots of changes this time around. FreeBSD stability and compilation is
still a work in progress.

FreeBSD 10 + Clang 3.3 = 108fps
FreeBSD 10 + GCC 4.7 = 130fps

Errata 1: I've been fighting that god-damned endian.h header for the
past nine WIPs now. The above WIP isn't building now because FreeBSD
isn't including headers before using certain types, and you end up with
a trillion error messages. So just delete all the endian.h includes from
nall/intrinsics.hpp to build.

Errata 2: I was trying to match g++ and g++47, so I used $(findstring
g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix,
put Clang first and then else if g++ next. Not ideal, but oh well. All
it's doing for now is declaring -fwrapv twice, so you don't have to fix
it just yet. Probably just going to alias g++="g++47" and do exact
matching instead.

Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump
on BSD. No idea why. The resources are initialized and valid, but
releasing them crashes the application.

Changelog:
- nall/Makefile is more flexible with overriding $(compiler), so you can
  build with GCC or Clang on BSD (defaults to GCC now)
- PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with
  PLATFORM_LINUX or PLATFORM_BSD
  - PLATFORM_XORG probably isn't the best name ... still thinking about
    what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX)
- fixed a few legitimate Clang warning messages in nall
- Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL
- nall/platform includes nall/intrinsics first. Trying to move away from
  testing for _WIN32, etc directly in all files. Work in progress.
- nall turns off Clang warnings that I won't "fix", because they aren't
  broken. It's much less noisy to compile with warnings on now.
- phoenix gains the ability to set background and foreground colors on
  various text container widgets (GTK only for now.)
- rewrote a lot of the MSU1 code to try and simplify it. Really hope
  I didn't break anything ... I don't have any MSU1 test ROMs handy
- SNES coprocessor audio is now mixed as sclamp<16>(system_sample
  + coprocessor_sample) instead of sclamp<16>((sys + cop) / 2)
  - allows for greater chance of aliasing (still low, SNES audio is
    quiet), but doesn't cut base system volume in half anymore
- fixed Super Scope and Justifier cursor colors
- use input.xlib instead of input.x ... allows Xlib input driver to be
  visible on Linux and BSD once again
- make install and make uninstall must be run as root again; no longer
  using install but cp instead for BSD compatibility
- killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead
- you can now set text/background colors for the loki console via (eg):
 - settings.terminal.background-color 0x000000
 - settings.terminal.foreground-color 0xffffff
2014-02-24 20:39:09 +11:00
Tim Allen
ecc651c88b Update to v094r07 release.
byuu says:

Changelog for loki:
- added command aliases (match with * [sorry, regex lib isn't available
  everywhere yet], replace with {1}+)
- added command hotkeys
- added window geometry saving
- added save state support
- added power/reset commands
- added an input manager, so you can remap keys (limiting it to the
  keyboard for now though)

The combination of aliases and hotkeys really makes things shine. Save
states will temporarily disable your breakpoints (run/step are
technically temporary breakpoints) so as to ensure the state is captured
at a good time. In practice, this should pose about as much of a problem
as higan desyncing and breaking when capturing states ... should be
exceedingly rare to ever even notice this behavior at all, with 99.9% of
state captures happening in half an instruction boundary. But still,
keep it in mind, as you might see the CPU step one instruction ahead.
Tracing and usage map functionality is still enabled during state
synchronization.

So at this point, I have 100% of the essential stuff in. All that's left
now is to add polish / wishlist features like bass and mosaic
integration.
2014-02-09 17:05:58 +11:00
Tim Allen
3016e595f0 Update to v094r06 release.
byuu says:

New terminal is in. Much nicer to use now. Command history makes a major
difference in usability.

The SMP is now fully traceable and debuggable. Basically they act as
separate entities, you can trace both at the same time, but for the most
part running and stepping is performed on the chip you select.

I'm going to put off CPU+SMP interleave support for a while. I don't
actually think it'll be too hard. Will get trickier if/when we support
coprocessor debugging.

Remaining tasks:
- aliases
- hotkeys
- save states
- window geometry

Basically, the debugger's done. Just have to add the UI fluff.

I also removed tracing/memory export from higan. It was always meant to
be temporary until the debugger was remade.
2014-02-09 17:05:58 +11:00
Tim Allen
423a6c6bf8 Update to v094r05 release.
byuu says:

Commands can be prefixed with: (cpu|smp|ppu|dsp|apu|vram|oam|cgram)/ to
set their source. Eg "vram/hex 0800" or "smp/breakpoints.append execute
ffc0"; default is cpu.

These overlap a little bit in odd ways, but that's just the way the SNES
works: it's not a very orthogonal system. CPU is both a processor and
the main bus (ROM, RAM, WRAM, etc), APU is the shared memory by the
SMP+DSP (eg use it to catch writes from either chip); PPU probably won't
ever be used since it's broken down into three separate buses (VRAM,
OAM, CGRAM), but DSP could be useful for tracking bugs like we found in
Koushien 2 with the DSP echo buffer corrupting SMP opcodes. Technically
the PPU memory pools are only ever tripped by the CPU poking at them, as
the PPU doesn't ever write.

I now have run.for, run.to, step.for, step.to. The difference is that
run only prints the next instruction after running, whereas step prints
all of the instructions along the way as well. run.to acts the same as
"step over" here. Although it's not quite as nice, since you have to
specify the address of the next instruction.

Logging the Field/Vcounter/Hcounter on instruction listings now, good
for timing information.

Added in the tracer mask, as well as memory export, as well as
VRAM/OAM/CGRAM/SMP read/write/execute breakpoints, as well as an APU
usage map (it tracks DSP reads/writes separately, although I don't
currently have debugger callbacks on DSP accesses just yet.)

Have not hooked up actual SMP debugging just yet, but I plan to soon.
Still thinking about how I want to allow / block interleaving of
instructions (terminal output and tracing.)

So ... remaining tasks at this point:
- full SMP debugging
- CPU+SMP interleave support
- aliases
- hotkeys
- save states (will be kind of tricky ... will have to suppress
  breakpoints during synchronization, or abort a save in a break event.)
- keep track of window geometry between runs
2014-02-09 17:05:58 +11:00
Tim Allen
10e2a6d497 Update to v094r04 release.
byuu says:

Changelog:
- target-ethos/ is now target-higan/ (will unfortunately screw up diffs
  pretty badly at this point.)
- had a serious bug in nall::optional<T>::operator=, which is now fixed.
- added tracer (no masking just yet, I need to write a nall::bitvector
  class because I don't want to hard-code those anymore.)
- added usage logging (keep track of RWX/EP states for all bus
  addresses.)
- added read/write to poke at memory (hex also works for reading, but
  this one can poke at MMIO regs and is for one address only.)
- added both run.for (# of instructions) and run.to (program counter
  address.)
- added read/write/execute breakpoints with counters for a given
  address, and with an optional compare byte (for read/write modes.)

About the only major things left now for loki is support for trace
masking, memory export, and VRAM/OAM/CGRAM access.
For phoenix/Console, I really need to add a history to up+down arrows,
and I should support left/right insert-at.
2014-02-09 17:05:58 +11:00
Tim Allen
187ba0eec6 Update to v094r02 release.
byuu says:

Changelog:
- ethos: use nall::programpath() instead of realpath(argv[0]) to get
  executable path
- loki: add presentation window
- loki: add terminal window
- loki: add interface to emulation core
- loki: add ruby
- loki: add enough support to run games and save data on exit
    - load game folders via command-line (or drop folder onto binary),
      use "r" to start, "p" to pause ... temporary command names

I'll probably have to say this several times, but for now, loki is only
available on Linux/GTK+, due to the use of the Console widget. Support
for other platforms can come later easily enough.
2014-02-09 17:05:58 +11:00
Tim Allen
c54be74832 Ignore loki binary too. 2014-02-09 17:05:57 +11:00
Tim Allen
04986d2bf7 Update to v094r01 release.
byuu says:

Changelog:
- port: various compilation fixes for OS X [kode54]
- nall: added programpath() function to return path to process binary
  [todo: need to have ethos use this function]
- ruby: XAudio2 will select default game sound device instead of first
  sound device
- ruby: DirectInput device IDs are no longer ambiguous when VID+PID are
  identical
- ruby: OpenGL won't try and terminate if it hasn't been initialized
- gb: D-pad up+down/left+right not masked in SGB mode
- sfc: rewrote ICD2 video rendering to output in real-time, work with
  cycle-based Game Boy renderer
- sfc: rewrote Bus::reduce(), reduces game loading time by about 500ms
- ethos: store save states in {game}/higan/* instead of {game}/bsnes/*
- loki: added target-loki/ (blank stub for now)
- Makefile: purge out/* on make clean
2014-01-28 21:04:58 +11:00
Tim Allen
10464b8c54 Update to v094 release.
byuu says:

This release adds support for game libraries, and substantially improves
Game Boy and Game Boy Color emulation with cycle-based renderers. Many
other changes are also present.

It's very important to note that this release now defaults to optimal
drivers rather than safe drivers. This is particularly important if you
do not have strong OpenGL 3.2 drivers. If performance is bad, go to
Settings -> Configuration -> Advanced, change the video driver, and
restart higan. In the rare case that you have trouble opening higan, you
can edit settings.bml directly and change the setting there. The Windows
safe driver is Direct3D, and the Linux safe driver is XShm.

Also note that although display emulation shaders are now supported,
they have not been included in this release as they are not ready yet.
The support has been built-in anyway, so that they can be tested by
everyone. Once refined, future releases of higan will come with built-in
shaders for each emulated system that simulates the unique display
characteristics of each.

Changelog (since v093):
- sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
- sfc: remove random/ and config/, merge to system/ with better
  randomization
- gb: improved color emulation palette contrast
- gbc: do not sort sprites by X-priority
- gbc: allow transparency on BG priority pixels
- gbc: VRAM DMA timing and register fixes
- gbc: block invalid VRAM DMA transfer source and target addresses
- gba: added LCD color emulation (without it, colors are grossly
  over-saturated)
- gba: removed internal frame blending (use shaders to simulate motion
  blur if desired)
- gba: added Game Boy Player support (adds joypad rumble support to
  supported games)
- gba: SOUND_CTL_H is readable
- gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
- gb/gbc: OAM DMA runs in parallel with the CPU
- gb/gbc: only HRAM can be accessed during OAM DMA
- gb/gbc: fixed serialization of games with SRAM
- gb/gbc: disallow up+down or left+right at the same time
- gb/gbc: added weak hipass filter to remove DC bias
- gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
- gb/gbc: fixed underflow in window clamping
- gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does
  not affect accuracy)
- gb/gbc/gba: audio volume reduced for consistency with other systems
- fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted
  format
- ethos: replaced file loader with a proper game library
- ethos: added display emulation shader support
- ethos: added color emulation option to video settings
- ethos: program icon upgraded from 48x48 to 512x512
- ethos: settings and tools windows now use tab frames (less wasted
  screen space)
- ethos: default to optimal (video, audio, input) drivers instead of
  safest drivers
- ethos: input mapping system completely rewritten to support
  hotplugging and unique device mappings
- ruby: added fixes for OpenGL 3.2 on AMD graphics cards
- ruby: quark shaders now support user settings inside of manifest
- ruby: quark shaders can use integral textures (allows display
  emulation shaders to work with raw colors)
- ruby: add joypad rumble support
- ruby: XInput (Xbox 360) controllers now support hotplugging
- ruby: added Linux udev joypad driver with hotplug support
- phoenix: fixed a rare null pointer dereference issue on Windows
- port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU
  C++ extensions)
- port: added out-of-the-box compilation support for BSD/Clang 3.3+
- port: applied a few Debian upstream patches
- cheats: updated to mightymo's 2014-01-02 release; decrypted all Game
  Genie codes
2014-01-20 19:55:17 +11:00
Tim Allen
fe85679321 Update to v093r13 release.
byuu says:

This WIP removes nall/input.hpp entirely, and implements the new
universal cheat format for FC/SFC/GB/GBC/SGB.

GBA is going to be tricky since there's some consternation around
byte/word/dword overrides.

It's also not immediately obvious to me how to implement the code search
in logarithmic time, due to the optional compare value.

Lastly, the cheat values inside cheats.bml seem to be broken for the
SFC. Likely there's a bug somewhere in the conversion process. Obviously
I'll have to fix that before v094.

I received no feedback on the universal cheat format. If nobody adds
anything before v094, then I don't want to hear any complaining about
the formatting :P
2014-01-13 20:35:46 +11:00
Tim Allen
2b81b630cb Update to v093r12a release.
byuu says:

Not an official WIP (a WIP WIP? A meta-WIP?), just throwing in the new
fullscreen code, and I noticed that OpenGL colors in 30-bit mode are all
fucked up now for some strange reason. So I'm just using this snapshot
to debug the issue.
2014-01-05 20:59:17 +11:00
Tim Allen
3ce1d19f7a Update to v093r12 release.
byuu says:

I've completely redone the ethos InputManager and ruby to work on
HID::Device objects instead of one giant scancode pool.

Currently only the udev driver supports the changes to ruby, so only
Linux users will be able to compile and run this WIP build.

The nice thing about the new system is that it's now possible to
uniquely identify controllers, so if you swap out gamepads, you won't
end up with it working but with all the mappings all screwed up. Since
higan lets you map multiple physical inputs to one emulated input, you
can now configure your keyboard and multiple gamepads to the same
emulated input, and then just use whatever controller you want.

Because USB gamepad makers failed to provide unique serial#s with each
controller, we have to limit the mapping to specific USB ports.
Otherwise, we couldn't distinguish two otherwise identical gamepads. So
basically your computer USB ports act like real game console input port
numbers. Which is kind of neat, I guess.

And the really nice thing about the new system is that we now have the
capability to support hotplugging input devices. I haven't yet added
this to any drivers, but I'm definitely going to add it to udev for v094
official.

Finally, with the device ID (vendor ID + product ID) exposed, we gain
one last really cool feature that we may be able to develop more in the
future. Say we created a joypad.bml file to include with higan. In it,
we'd store the Xbox 360 controller, and pre-defined button mappings for
each emulated system. So if higan detects you have an Xbox 360
controller, you can just plug it in and use it. Even better, we can
clearly specify the difference between triggers and analog axes, and
name each individual input. So you'd see "Xbox 360 Gamepad #1: Left
Trigger" instead of higan v093's "JP0::Axis2.Hi"

Note: for right now, ethos' input manager isn't filtering the device IDs
to look pretty. So you're going to see a 64-bit hex value for a device
ID right now instead of something like Joypad#N for now.
2013-12-23 22:43:51 +11:00
Tim Allen
73be2e729c Update to v093r11 release.
byuu says:

Changelog:
- GBA: SOUND_CTL_H is readable, fixes sound effects in Mario&Luigi
  Superstar Saga [Cydrak] (note: game is still unplayable due to other
  bugs)
- phoenix/Windows: workaround for Win32 API ListView bug, fixes slot
  loading behavior
- ruby: added udev driver for Linux with rumble support, and added
  rumble support to existing RawInput driver for XInput and DirectInput
- ethos: added new "Rumble" mapping to GBA input assignment, use it to
  tell higan which controller to rumble (clear it to disable rumble)
- GBA: Game Boy Player rumble is now fully emulated
- core: added new normalized raw-color palette mode for Display
  Emulation shaders

The way rumble was added to ethos was somewhat hackish. The support
doesn't really exist in nall.

I need to redesign the entire input system, but that's not a change
I want to make so close to a release.
2013-12-21 21:45:58 +11:00
Tim Allen
84fab07756 Update to v093r10 release.
byuu says:

Changelog:
- Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143
  with display enabled
  - fixes backgrounds and text in Wacky Races
- Game Boy (Color): fixed underflow in window clamping
  - fixes Wacky Races, Prehistorik Man, Alleyway, etc
- Game Boy (Color): LCD OAM DMA was running too slow
  - fixes Shin Megami Tensei - Devichil - Kuro no Sho
- Game Boy Advance: removed built-in frame blending; display emulation
  shaders will handle this going forward
- Game Boy Advance: added Game Boy Player emulation
  - currently the screen is tinted red during rumble, no actual gamepad
    rumble support yet
  - this is going to be slow, as we have to hash the frame to detect the
    GBP logo, it'll be optional later on
- Emulator::Interface::Palette can now output a raw palette (for Display
  Emulation shaders only)
  - color channels are not yet split up, it's just the raw packed value
2013-12-20 22:40:39 +11:00
Tim Allen
926a39d701 Update to v093r09 release.
byuu says:

Changelog:
- GB/C OAM DMA now runs in parallel with the CPU
- CPU can only access HRAM during OAM DMA
- fixed SGB mode again
- brand new config files will default to the optimal drivers now
  (OpenGL, etc) instead of the safest
- hopefully fixed remaining Windows UI issues
2013-12-14 17:25:12 +11:00
Tim Allen
1361820dd8 Update to v093r08 release.
byuu says:

Changelog:
- Game Boy and Game Boy Color now have a weak hipass filter to remove DC
  bias (or whatever)
- Game Boy and Game Boy Color now have cycle-based PPU renderers instead
  of scanline-based renderers
- improved Game Boy color emulation palette contrast
- fixed GTK+ ListView selection bug
- fixed a typo when saving states (should say "Saved to slot N", not
  "Save to slot N")
2013-12-11 22:19:17 +11:00
Tim Allen
0f78acffd7 Update to v093r07 release.
byuu says:

Changelog:
- importing a game won't show message box on success
- importing a game will select the game that was imported in the list
  - caveat: GTK+ port doesn't seem to be removing focus from item 0 even
    though the selection is on item 2
- Game Boy audio reduced in volume by 50%
- Game Boy Advance audio reduced in volume by 50%
- Game Boy internally mixes audio at 2MHz now
- Game Boy Advance's Game Boy audio hardware internally mixes audio at
  2MHz now
- Game Boy Color doesn't sort sprites by X-coordinate
- Game Boy Color allows transparency on BGpriority pixels
  - caveat: this seems to allow sprites to appear on top of windows
- Game Boy Color VRAM DMA transfers 16 bytes in 8 clocks (or 16 clocks
  in double speed mode)
- Game Boy Color VRAM DMA masks low 4-bits of source and destination
  address
- Game Boy Color VRAM DMA only allows reads from ROM or RAM
- Game Boy Color VRAM DMA only allows writes to VRAM
- fixed a bug in dereferencing a nullptr from pObject::find(), should
  fix crash when pressing enter key on blank windows
- fixed Windows RadioItem selection
- Game Boy Advance color emulation code added
2013-12-10 23:12:54 +11:00
Tim Allen
35f1605829 Update to v093r06 release.
byuu says:

Changelog:
- Windows port should compile out-of-the-box
- InputManager::scancode[] initialized at startup
- Library menu shows item for each bootable media type (notably Game Boy
  Color)
- Display Emulation menu selection fix
- LibraryManager load button works now
- Added hotkey to show library manager (defaults to L)
- Added color emulation to video settings (missing on GBA for now)
- SFC loading SGB without GB cartridge no longer segfaults
- GB/GBC system.load() after cartridge.load()
- GB/GBC BG-over-OAM fix
- GB/GBC disallow up+down and left+right
2013-12-07 20:12:37 +11:00
Tim Allen
ed4e87f65e Update to v093r05 release.
byuu says:

Library concept has been refined as per the general forum discussion.
2013-12-03 21:01:59 +11:00
Tim Allen
b4f18c3b47 Update to v093r04 release.
byuu says:

This version replaces the old folder-browser with a proper game library.
2013-11-28 21:32:53 +11:00
Tim Allen
68eaf53691 Update to v093r03 release.
byuu says:

Updated to support latest phoenix changes.
Converted Settings and Tools to TabFrame views.

Errata:
- phoenix/Windows ComboButton wasn't calling parent
  pWidget::setGeometry() [fixed locally]
- TRACKBAR_CLASS draws COLOR_3DFACE for the background even when its
  parent is a WC_TABCONTROL
2013-11-28 21:29:01 +11:00
Tim Allen
8c0b0fa4ad Update to v093r02 release.
byuu says:

Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
  as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
  Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
  easier

So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.

As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 22:45:54 +11:00
Tim Allen
66f136718e Update to v093r01 release.
byuu says:

Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
  battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
  10+, notably)
- added new video shader, "Display Emulation", which changes the shader
  based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
  (prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
  (helps AMD cards)

The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"

To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd

I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
2013-10-21 22:45:39 +11:00
Tim Allen
4e2eb23835 Update to v093 release.
byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
2013-08-18 13:21:14 +10:00
Tim Allen
c74865e171 Update to v092r10 release.
byuu says:

Changelog:
- you can now drop game folders (not game files, sorry) onto higan's
  main window to load them
- audio buffer will clear on Windows when entering modal loop (entering
  menu, moving or resizing window)
  - this prevents DirectSound driver's audio repetition
- ruby defaults to the optimal driver for each platform, rather than the
  safest driver, now
- added Cydrak's gl_Position.zw change to ruby
- added fixes for all the changes to nall, ruby, phoenix over the past
  three months
2013-07-29 19:42:45 +10:00
Tim Allen
29ea5bd599 Update to v092r09 release.
byuu says:

This will be another massive diff from the previous version.

All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)

phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.

This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
2013-05-05 19:21:30 +10:00
Tim Allen
75dab443b4 Update to v092r08 release.
byuu says:

Changelog:
- fixed cartridge load window focus on Windows
- lots of updates to nall, ruby and phoenix
- ethos and Emulator::Interface updated from "foo &bar" to "foo& bar"
  syntax (work-in-progress)

Before I had mixed the two ways to declare variables/arguments all over
the place, so the goal is to unify them all for consistency. So the
changelog for this release will be massive (750KB >.>) due to the syntax
change. Yeah, that's what I spent the last three days working on ...
2013-05-02 21:25:45 +10:00
Tim Allen
177e222ca7 Update to v092r07 release.
byuu says:

- OpenGL should work on OS X now; it uses VAOs and VBOs, and is fully
  OpenGL 3.2 core compliant
- all configuration files are now stored in BML format, instead of CFG
  format (half the size, much more readable)
- some old nall libraries that were never used have been removed
- make install works with or without root now (copies core files to
  /usr/share/higan [non-configurable])
- make install also works on OS X (copies to /Library/Application
  Support/higan)
2013-04-14 18:52:47 +10:00
Tim Allen
0d75524791 Update to v092r06 release.
byuu says:

Changelog:
- added support for ruby shader folders (place in "Video Shaders/")
- higan now also looks in your shared folder for configuration files and
  system media folders
- added CFBundleExecutable key to OS X Info.plist

Shared folder locations:
- Windows XP: C:\Documents and Settings\All Users\Application Data\higan
- Windows 7: C:\ProgramData\higan
- OS X: /Library/Application Support/higan
- Linux: /etc/higan

Evaluation order:
- look for item in binary folder: if found, use this folder
- look for item in user folder: if found, use this folder
- look for item in shared folder: if found, use this folder
- create item in user folder

For people repackaging higan for other distros: you should chmod 777
/etc/higan. Failure to do so could result in higan breaking. No, I will
not copy the files from the shared path to the user path.
2013-04-09 23:31:46 +10:00
Tim Allen
5b4bbf5045 Update to v092r05 release.
byuu says:

This release should be polished enough for a general release.

This release should be polished enough for a general release.

Anyone with a real, clean Mac up for posting compiled binaries?
Preferably compile with "make profile=balanced" In fact, I'd like it if
someone were willing to host a "higan for Mac" page, with binaries of
each of the latest releases. Only really needed for major official
releases, but it'd be preferable to have the builds updated as soon as
possible after I post new builds.

Changelog:
- no more keyboard chimes when pressing keys
- status bar added, fully functional
- Label::minimumSize() takes frame into account (but note a few places
  hard-code raw Font::size(), so a few text labels are still clipped)
- resizing the main window looks smooth regardless of whether a game is
  running or not
  - currently, resizing the window pauses the emulation. Allowing it to
    run the main loop was lagging out the window resize process too much
    to be worth it

Additional OS X integration enhancements:
- closing the main window unloads the current game, but does not quit
  the application (quit via the main menu or the dock menu)
- clicking the icon in the dock will (re)display the main menu
2013-03-21 23:59:01 +11:00
Tim Allen
fdd3ea490e Update to v092r04 release.
byuu says:

This is the first release with full support for OS X, although it's
certainly still very buggy.

Known issues:
- window status bars are still unsupported (they just don't show up)
- you get the bad keypress chime when you use the keyboard
- window geometry and font metrics aren't perfect (bit of clipping here
  and there)
- list view headers that aren't auto-sized are sometimes too short (file
  browser)
- input assignment is really rough (assigning a key also moves around in
  the list or beeps at you)

Custom OS X integration support so far:
- 512x512 ICNS application icon: will look razor-sharp even on a retina
  display
- basic Info.plist added to application bundle
- program menu about, preferences, quit all connected
- Settings->Configuration removed (use higan->Preferences instead)
- global menubar

To compile and use this, you'll need:
- Xz Utils (to extract .tar.xz)
- Xcode 4.6
- Lion 10.7.4 or newer

    mkdir higan_v092r04
    tar -xJf higan_v092r04.tar.xz -C higan_v092r04
    cd higan_v092r04
    make -j 2

ananke is missing, and I haven't updated purify yet, so you'll have to
move game folders from Windows or Linux over, or make them by hand (a
not so enjoyable experience, to say the least.)
2013-03-19 19:48:50 +11:00
Tim Allen
b7c212de7e Update to v092r03 release.
byuu says:

This release adds the phoenix/Cocoa port, and rewrites a lot of the
higan user interface to work with all of the new changes (like blocking
in the main run loop and in modal windows.)

It doesn't yet modify the compilation flags to actually build on OS
X yet, and even then, we don't really have ruby drivers, so there'd be
no video, audio or input.

Two months between a single WIP point release ... for the first six
years, I never went more than a month without a full official release.
I guess I should be happy that it's become so refined, but I sure do
miss those halcyon days of exciting progress.
2013-03-16 00:11:33 +11:00
Tim Allen
d9400084c2 Update to v092r02 release.
byuu says:

Changelog:
- merged AWJ's hires color blending improvements (most notably: fixes
  Marvelous' text)
- created sfc/base/ to store base unit (expansion port device) emulation
- synchronized the markup of Satellaview and Sufami Turbo cartridge
  slots in the board markup
- fixed "Initializing ..." typo in timing settings

If at all possible, I'd really like to have heavy testing of games that
use hires graphics to check for any regressions.
I trust AWJ's code, and all of the test ROMs I have thrown at it all
appear to work great. But better safe than sorry. Same deal for any core
changes, it's a lot better to catch it now than after v093 is released.
2013-01-23 19:28:35 +11:00
Tim Allen
bbc33fe05f Update to higan v092r01, ananke v02r01 and purify v03r01 releases.
byuu says:

higan changelog:
- compiler is set to g++-4.7, subst(cc,++) rule is gone, C files compile
  with $(compiler) -x c
- make throws an error when you specify an invalid profile or compile on
  an unsupported platform (instead of hanging forever)
- added unverified.png to resources (causes too big of a speed hit to
  actually check for folder/unverified file ... so disabled for now)
- fixed default browser paths for Game Boy, Sufami Turbo and BS-X
  Satellaview (have to delete paths.cfg to see this)
- browser home button seeks to configpath()/higan/library.cfg
- settings->driver is now settings->advanced, and it adds game library
  path setting and profile information
- emulation cores now load manifest files internally, manifest.bml is
  not required for a game folder to be recognized by higan as such
- BS-X Satellaview and Sufami Turbo slot cartridge handling moved out of
  sfc/chip and into sfc/slot
- Video::StartFullScreen only sets fullscreen when a game is specified
  on the command-line

purify and ananke changelog:
- library output path shown in purify window
- added button to change library path
- squelch firmware warning windows to prevent multi-threading crash, but
  only via purify (they show up in higan still)
2013-01-21 23:27:15 +11:00
Tim Allen
65c4011bec Update to purify v03 release.
byuu says:

This release has an updated version of ananke. If you replace the higan
v092 ananke.dll with this new one, it will fix the SGB+TG3000+ToP+DKJM2
loading issues.
2013-01-21 19:57:04 +11:00
Tim Allen
a7c35a65b4 Update to ananke v01r01 release.
This version fixes a problem where ananke would leave out the
'information' section (that is, the game name) when converting a game to
a game folder, resulting in a folder named " (!)".

It also includes the latest version of nall.
2013-01-19 22:23:42 +11:00
Tim Allen
ba660600ad Update to purify v02r01 release.
Because byuu's Win32 compiler does not yet support the C++11 std::thread
API, he wrote his own portable wrapper library, so now the new purify
works on Windows too.
2013-01-19 22:20:25 +11:00
Tim Allen
b6575ca02a Update to purify v02 release.
byuu says:

purify has been rewritten. It now resembles the older snespurify, and
lets you import multiple game files+archives and regenerate manifests
for multiple game folders. It is also recursive.

So you can now import all of your games for all systems at once, or you
can update all of your bsnes v091 game folders to the new higan v092
format at once.

Caveats:

First, I am now using std::thread, so that the GUI doesn't freeze.
Instead, you get a nice progress bar. Unfortunately, I was mislead and
TDM/GCC 4.7 still does not have std::thread support. So ... sorry, but
I can't compile purify for Windows. I am sick and tired of not being
able to write multi-threaded code, so fuck it. If anyone can get it to
build on Windows, whether that be by using Windows threads, hacking in
std::thread support, skipping threading all together, whatever ...
that'll be great. Otherwise, sorry, purify is Linux only until MinGW can
get its god damned shit together and offers threading support.

Second, there's no way to regenerate Famicom (NES) manifests, because we
discard the iNES header. We are going to need a database for that. So,
all I can suggest is that if you use bsnes/higan, keep all your iNES
images around to re-import as new releases come out.

Third, when you purify game folders, it will back up the ROM and RAM
files only. Your save states, cheat codes, debug logs, etc will be wiped
out. There's a whole lot of reasons for this, the most pertinent is that
it's meant to clean up the folder to a pristine state. It also fixes the
game folder name, etc. So ... sorry, but this is how it works. New
releases rarely if ever allow old save states to work anyway.

Lastly, I am not going to have purify contain infinite backward
compatibility for updating manifests. You will want to keep up with
purifying the collection, otherwise you'll have to grab older purify
copies and convert your way along. Although hopefully the format won't
be so volatile and this won't be necessary very often.
2013-01-17 22:21:00 +11:00
Tim Allen
8d88337e28 Update to ananke v01 release.
byuu says:

This updated anake fixes all of the reported game issues thus far.
2013-01-17 22:20:53 +11:00
Tim Allen
6ac67c260b Update to v092 hotfix release.
byuu says:

For higan:
- I fixed the data ROM/RAM initialization for the Cx4, which would
  periodically cause a crash.
- I also moved the Satellaview MaskROM vs FlashROM detection into the
  Satellaview manifests, so Same Game - Character Data works now.
- I also re-added the driver filter to the video shaders, so the D3D
  driver won't show OGL shaders and vice versa.

For ananke:
- You can now generate the other SGB images by putting sgb.rom in the
  same folder as the BIOS images.
- I fixed the markup in the database and via heuristics for 5MB+ games
  (DKJM2, ToP)
- Sufami Turbo and BS-X Satellaview generate BML now instead of XML when
  using heuristics.
2013-01-15 21:51:49 +11:00
Tim Allen
032e924495 Update to v092 release.
In the release thread, byuu says:

    The first official release of higan has been posted. higan is the
    new name for bsnes, and it continues with the latter's version
    numbering.

    Note that as of now, bsnes still exists. It's a module distributed
    inside of higan. bsnes is now specific to my SNES emulator.

    Due to last minute changes to the emulator interface, and missing
    support in ananke, I wasn't able to include Cydrak's Nintendo DS
    emulator dasShiny in this build, but I hope to do so in the next
    release.

    http://code.google.com/p/higan/downloads/list

    For both new and experienced users, please read the higan user guide
    first:

    http://byuu.org/higan/user-guide

In the v091 WIP thread, byuu says:

    r15->r16:
    - BS-X MaskROM handling (partial ... need to split bsx/flash away
      from sfc/chip, restructure code - it requires tagging the base
      cart markup for now, but it needs to parse the slotted cart
      markup)
    - phoenixflags / phoenixlink += -m32
    - nall/sort stability
    - if(input.poll(scancode[activeScancode]) == false) return;
    - MSU1 / USART need to use interface->path(1)
    - MSU1 needs to use Markup::Document, not XML::Document
    - case-insensitive folder listings
    - remove nall/emulation/system.hpp files (move to ananke)
    - remove rom/ram id= checks with indexing
    X have cores ask for manifest.bml (skipped for v092's release, too
      big a change)
    - rename compatibility profile to balanced (so people don't assume
      it has better compatibility than accuracy)
2013-01-14 23:15:21 +11:00
Tim Allen
b389d17c9a Update to v091r15 release.
byuu says:

Changelog:
- all media types always show base name in the title now (eg Super Game
  Boy + Mega Man II)
- Game Boy loading via ananke has been fixed
- phoenix is dynamically linked on Windows now (needed for ananke)
- Linux port shows the higan program icon (once you install the program
  to get the bitmap into /usr/local/share/pixmaps)
- paths.cfg defaults to "userpath()/Emulation/System Name/" when it is
  created from scratch

[Later, after the v092 release, byuu posted this additional changelog:
    - new compilation rules for win32
    - OS::setName
    - default to ~/Emulation/media.name for paths.cfg
]
2013-01-14 23:14:44 +11:00
Tim Allen
d59ae34e12 Update to higan v091r14 and ananke v00r03 releases.
byuu says:

higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
  there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
  the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
  confusion to new users, but I don't like having a single-item menu,
  we'll just have to explain it to new users
- browser window redone to look like ananke
  - home button here goes to ~/Emulation rather than just ~ like ananke,
    since this is the home of game folders
  - game folder icon is now the executable icon for the Tango theme
    (orange diamond), meant to represent a complete game rather than
    a game file or archive

ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"

Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
  fails (need to make the full-path auto-detection ignore non-bootable
  systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
  of ~/Emulation, you will have to wait for a future version if that
  bothers you so greatly

[Later, after the v092 release, byuu posted this additional changelog:
    - kill laevateinn
    - add title()
    - add bootable, remove load
    - combine file, library
    - combine [][][] paths
    - fix SFC subtype handling XML->BML
    - update file browser to use buttons
    - update file browser keyboard handling
    - update system XML->BML
    - fix sufami turbo hashing
    - remove Cartridge::manifest
]
2013-01-14 23:13:48 +11:00
Tim Allen
85f2e9a6d4 Update to ananke v00r02 release.
byuu says:

This should be basically final now.

Works with all media types (nes, sfc, gb, gbc, gba, bs, st), strips
headers, can use internal or external firmware, imports saves on first
run.

Added a custom file dialog. It seems both GTK+ and Windows XP have
(un)intelligent file sorting, which puts eg "ActRaiser 2 (NA)" before
"ActRaiser (NA)". So, screw 'em.
2012-12-26 17:46:57 +11:00
Tim Allen
019fc1a2c6 Update to v091r13 release, and ananke v00r01.
byuu says (about higan):

- dropped release/ root node for individual games (still there in
  ananke's database.)
- Memory export uses smarter names (vram.rwm -> video.ram, etc.)
- cheat database moved from XML to BML (3.1MB to 1.9MB file size.)
- cheat codes moved from XML to BML
- resource manifest moved from XML to BML

What can I say, I like consistency. But I'll leave the shaders alone
until I get around to shader folders.

byuu says (about ananke):

Works with higan v091r13. Only does SNES stuff so far.
2012-12-26 17:46:57 +11:00
Tim Allen
84e98833ca Update to v091r11 release.
byuu says:

This release refines HSU1 support as a bidirectional protocol, nests SFC
manifests as "release/cartridge" and "release/information" (but release/
is not guaranteed to be finalized just yet), removes the database
integration, and adds support for ananke.

ananke represents inevitability. It's a library that, when installed,
higan can use to load files from the command-line, and also from a new
File -> Load Game menu option.

I need to change the build rules a bit for it to work on Windows (need
to make phoenix a DLL, basically), but it works now on Linux.

Right now, it only takes *.sfc file names, looks them up in the included
database, converts them to game folders, and returns the game folder
path for higan to load.

The idea is to continue expanding it to support everything we can that
I don't want in the higan core:
- load *.sfc, *.smc, *.swc, *.fig files
- remove SNES copier headers
- split apart merged firmware files
- pull in external firmware files (eg dsp1b.rom - these are staying
  merged, just as SPC7110 prg+dat are merged)
- load *.zip and *.7z archives
- prompt for selection on multi-file archives
- generate manifest files based on heuristics
- apply BPS patches

The "Load" menu option has been renamed to "Library", to represent games
in your library. I'm going to add some sort of suffix to indicate
unverified games, and use a different folder icon for those (eg
manifests built on heuristics rather than from the database.)

So basically, to future end users:
File -> Load Game will be how they play games.
Library -> (specific system) can be thought of as an infinitely-sized
    recent games list.

purify will likely become a simple stub that invokes ananke's functions.
No reason to duplicate all that code.
2012-12-26 17:46:57 +11:00
Tim Allen
d4751c5244 Update to v091r10 release.
byuu says:

This release adds HSU1 support, and fixes the reduce() memory mapping
function.
2012-12-26 17:46:57 +11:00
Tim Allen
ab345ff20c Update to v091r09 release.
[r07 and r08 were not posted to the WIP thread. -Ed.]

byuu says:

I'd appreciate it if you guys wouldn't mind testing out the database
functionality.

Save this file as database.bml (remove the date) inside
~/.config/higan/Super Famicom.sfc/ or %APPDATA%/higan/Super Famicom.sfc/

    http://byuu.org/snes/database/database_2012-10-21.bml

Now load any of the 20 games in the database from the file dialog. They
need to be named *.sfc, have no copier header, and have firmware
appended (for Mario Kart only so far.)

If anyone actually does test it, please let me know how it goes for you
and what you think. Note that future versions of higan will have the
database.bml file included with the release.
2012-12-26 17:46:57 +11:00
Tim Allen
c495c132a7 Update to v091r06 release.
byuu says:

This release adds initial database support.

The way it works is you can now load game folders as you always have, or
you can load a game file. If you load a game file, it tries to create
a game folder for you by looking up the file's sha256 in a database. If
it can't find it, sorry, the game won't play. I'm not hooking up the
oldschool "make up a manifest" code here. The easiest way to handle this
is to get me every game so I can dump it and add it to the database :D

The database entries are complete entries that can be copied directly.
So it describes the board, the information, file layout, etc. That'll be
what comes with higan releases in the future.

Internally, I'm separating the information and board descriptions, and
will use a tool to merge the two together.

Here's a current database copy, with one game in it. Still hammering out
some details, but it's mostly how it's going to look.

    cartridge region=NTSC
	board type=1CB5B-20
	    superfx revision=2
		rom name=program.rom size=0x200000
		ram name=save.rwm size=0x8000
		map id=io address=00-3f,80-bf:3000-32ff
		map id=rom address=00-3f:8000-ffff mask=0x8000
		map id=rom address=40-5f:0000-ffff
		map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
		map id=ram address=70-71:0000-ffff
	information
	    name:   Super Mario World 2 - Yoshi's Island (SNS) (1.1)
	    title:  Super Mario World 2: Yoshi's Island
	    sha256: bd763c1a56365c244be92e6cffefd318780a2a19eda7d5baf1c6d5bd6c1b3e06
	    board:  SHVC-1CB5B-20
	    rom:    0x200000
	    ram:    0x8000
	layout
	    file name=program.rom size=0x200000
2012-12-26 17:46:57 +11:00
Tim Allen
ef746bbda4 Update to v091r05 release.
[No prior releases were posted to the WIP thread. -Ed.]

byuu says:

Super Famicom mapping system has been reworked as discussed with the
mask= changes. offset becomes base, mode is gone. Also added support for
comma-separated fields in the address fields, to reduce the number of
map lines needed.

    <?xml version="1.0" encoding="UTF-8"?>
    <cartridge region="NTSC">
      <superfx revision="2">
	<rom name="program.rom" size="0x200000"/>
	<ram name="save.rwm" size="0x8000"/>
	<map id="io" address="00-3f,80-bf:3000-32ff"/>
	<map id="rom" address="00-3f:8000-ffff" mask="0x8000"/>
	<map id="rom" address="40-5f:0000-ffff"/>
	<map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/>
	<map id="ram" address="70-71:0000-ffff"/>
      </superfx>
    </cartridge>

Or in BML:

    cartridge region=NTSC
      superfx revision=2
	rom name=program.rom size=0x200000
	ram name=save.rwm size=0x8000
	map id=io address=00-3f,80-bf:3000-32ff
	map id=rom address=00-3f:8000-ffff mask=0x8000
	map id=rom address=40-5f:0000-ffff
	map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
	map id=ram address=70-71:0000-ffff

As a result of the changes, old mappings will no longer work. The above
XML example will run Super Mario World 2: Yoshi's Island. Otherwise,
you'll have to write your own.

All that's left now is to work some sort of database mapping system in,
so I can start dumping carts en masse.

The NES changes that FitzRoy asked for are mostly in as well.

Also, part of the reason I haven't released a WIP ... but fuck it, I'm
not going to wait forever to post a new WIP.

I've added a skeleton driver to emulate Campus Challenge '92 and
Powerfest '94. There's no actual emulation, except for the stuff I can
glean from looking at the pictures of the board. It has a DSP-1 (so
SR/DR registers), four ROMs that map in and out, RAM, etc.

I've also added preliminary mapping to upload high scores to a website,
but obviously I need the ROMs first.
2012-12-26 17:46:57 +11:00
Tim Allen
94b2538af5 Update to higan v091 release.
byuu says:

Basically just a project rename, with s/bsnes/higan and the new icon
from lowkee added in.

It won't compile on Windows because I forgot to update the resource.rc
file, and a path transform command isn't working on Windows.
It was really just meant as a starting point, so that v091 WIPs can flow
starting from .00 with the new name (it overshadows bsnes v091, so
publicly speaking this "shouldn't exist" and will probably be deleted
from Google Code when v092 is ready.)
2012-12-26 17:46:36 +11:00
Tim Allen
7f404e6edb Update to v091 release.
byuu says:

A few issues crept up in the last release, this should take care of
them.

First, it seems that the 32-bit runtime on 64-bit versions of Windows
have 64-bit time functions; whereas true 32-bit Windows does not. This
was causing a DLL error when attempting to load bsnes v090.

Second, when there were more than 2,000 files in the same folder on
Windows, it was lagging the file browser. With OV2's help, I've fixed
that and it'll now load the list instantly.

Lastly, I've included the missing video shaders this time.
2012-08-11 12:18:19 +10:00
Tim Allen
47dffcae85 Update to v090 release.
byuu says:

Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.

The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)

There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.

I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.

This release only loads game folders, not files. Use purify to load ROM
files in bsnes.

Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
2012-08-08 00:08:37 +10:00
Tim Allen
be625cc0fb Update to v089r18 release.
byuu says:

Changelog:
- fixed bsnes to let config files and system folders to be in the same
  folder as the executable
- fixed RawInput driver to compile again without linear_vector
- fixed phoenix/Windows to compile again without linear_vector
- fixed old vs new name warnings on MinGW w64 (technically the warnings
  were erroneous, but I worked around them anyway)
- added memory export hotkey (SNES driver only; mainly for FEoEZ
  translation)
- restored WRAM randomization for v090 stability (we can discuss that
  idea for v091+)
- fixed SuperFX / SA-1 "0x" prefix in the header generation (drop it
  into the latest purify if you want)
- added nall/Makefile uname support for UnxUtils (was breaking
  compilation with full UnxUtils in your path otherwise)
2012-08-07 23:28:00 +10:00
Tim Allen
4cb8b51606 Update to purify v00r07 release.
byuu says:

This update uses the latest manifest.xml mappings. It also adds a new
"Update Manifests" button that can be used to quickly regenerate all
manifests (sans Famicom games ... since I strip the iNES header, that
information is gone. We can't support Famicom manifest.xml updates until
we have a database.) This is different than the before wrapping of the
functionality on the convert games button. You can also trigger this on
the command-line with "purify synchronize"

g6672D, great catch. This was fixed, thank you.

[g6672D's bug was: "SA-1 and SuperFX are missing the "0x" for
program.rom/save.rwm size." - Ed.]
2012-07-23 22:53:28 +10:00
Tim Allen
87cb164f7c Update to v089r17 release.
byuu says:

This implements the spec from the XML part 3 thread:

    http://board.byuu.org/viewtopic.php?f=16&t=2998

It's also propagated the changes to nall and purify, so you can test
this one.

This is basically it, after years of effort I feel I finally have
a fully consistent and logical XML board format.
The only things left to change will be: modifications if emulation turns
out to be incorrect (eg we missed some MMIO mirrors, or mirrored too
much), and new additions.

And of course, I'm giving it a bit of time for good arguments against
the format.

Other than that, this release removes linear_vector and pointer_vector,
as vector is better than linear_vector and I've never used
pointer_vector.
vector also gets move(), which is a way to use move-semantics across
types. It lets you steal the underlying memory pool, effectively
destroying the vector without a copy.
This works really nicely with the move for read() functions to return
vector<uint8> instead of taking (uint8_t*&, unsigned&) parameters.
2012-07-22 22:27:18 +10:00
Tim Allen
c1318961d8 Update to v089r16 release.
byuu says:

Changelog:
- eliminated <mmio>, <mcu> tags [they are merged to their parent nodes
  now]
- added <ram name= size=> tag to EpsonRTC, SharpRTC
- added <firmware> tag to DSP-n, ST-01n, ST-018, Cx4
- interface->path(0) now returns the system folder, which can be used
  for storage now
- as a fun proof-of-concept, I've simulated SNES warm power cycles by
  saving and loading work RAM (same effect if you instantly swapped
  carts)
  - long-term, I'm not sure how I want to do this. The power menu option
    makes no sense with warm RAM
  - I like the idea of decaying RAM based on timestamp from last play;
    and power can just force the timestamp to 0 (which will corrupt all
    RAM)
- Interface::firmware is gone. The cores now load firmware inside their
  boot up routines
- you now get a message on the screen if the emulator can't find
  firmware, should help with "I just get a black screen" messages

I'd like to start preparing for a v090 release. I think we're almost
there now. Have to update nall/cartridge and purify to handle XML
changes first.
2012-07-22 22:27:14 +10:00
Tim Allen
791e64951b Update to v089r15 release.
byuu says:

Changelog:
- SuperFX has its own ROM and RAM
- Cx4 has its own ROM
- SPC7110 has its own ProgramROM, DataROM and RAM
- OBC1 has its own RAM
- BsxCartridge has its own ROM, RAM and PSRAM
- mapping changes to accommodate the above
2012-07-09 21:40:23 +10:00
Tim Allen
27af50099f Update to v089r14 release.
byuu says:

Changelog:
- NSS emulation improvement (DIP is 8-bits, not 16-bits; can be remapped
  via XML now like all the other chips)
- SA-1 memory map improvements (IRAM and BWRAM can be saved; ROM, IRAM
  and BWRAM are separate from Cartridge::ROM, RAM; no MCU)
- S-DD1 memory map improvements (ROM, RAM inside mapping; no MCU)
- SPC7110 memory map improvements (ROM, RAM inside mapping; no MCU; not
  finished yet [have to handle 8mbit expansion somehow now)

I have tried multiple times now to get the SuperFX core to use internal
ROM and RAM (separate from Cartridge::ROM, RAM) to no avail.
Not sure what the hell is going on there. Trace logs of 430MB are not
enticing ...

So right now: SuperFX, SPC7110 and BS-X cheat by mapping stuff to
Cartridge::ROM, RAM still. They need to not do that.
2012-07-08 12:57:34 +10:00
Tim Allen
fbd52c7e5f Update to v089r13 release.
[also, replace the old purify tool with the new tool by the same name.
There were some previous releases outside the WIP thread, but this is
the first one that actually works with a WIP release. -Ed.]

byuu says:

Fixes up loading issues with recent purify changes, and purify also
works on BS/ST file types now and should be a bit more crash-resistant.
2012-06-25 22:49:39 +10:00
Tim Allen
36795e8061 Update to v089r12 release.
byuu says:

Changelog:
- Game Boy XML uses <cartridge><board type="MBC3"/> instead of
  <cartridge mapper="MBC3">
- if you run bsnes with a filename argument, it will invoke "purify
  filename" and exit immediately
  - this chains: purify will turn the file into a game folder, and then
    invoke bsnes with the game folder name
    - net result: you can drag a ZIP file onto bsnes or associate SMC
      headered ROMs with bsnes and they'll just work
- new nall: unified usage of - vs _ vs nothing on filenames; fancier
  lstring; fancier image (constructor for creating from filename or from
  memory); etc
- new phoenix: images in ListView, GTK+ merges the check box into the
  first column like the other targets do, etc
- browser list now uses icons to differentiate system folders from game
  folders (the game folder icon sucks, I'm open to suggestions though,
  as long as it's available on Debian Squeeze in /usr/share/icons, no
  custom stuff please)
2012-06-18 20:13:51 +10:00
Tim Allen
ec8350794a Update to v089r11 release.
byuu says:

Changelog:
- SPC7110 $480b (and its settings in $4805-6 + $4807) is now fully
  emulated
- decompressor restructured and commented accordingly

The final parts remaining for the SPC7110 core, all within the
decompression engine:
- need to detect when 15+ input bytes are read for one output byte and
  simulate a crash somehow (don't have to perfectly simulate corrupted
  data stream)
- need to emulate time required to decompress data (doesn't have to be
  perfect, just something other than instantaneous)
- need to determine what $480c status flags d6-d0 are for, as best we
  can anyway
2012-06-06 19:57:53 +10:00
Tim Allen
4545e7c62d Update to v089r10 release.
byuu says:

Changelog:
- Cydrak merged all three SPC7110 decompression routines into one, cuts
  the size in half
- fixed masking of $4803.d7 and $4813.d7
- data port out of bounds accesses emulated correctly for app SPC7110
  boards
- all(?) data port $4810 reload cases now supported
- basic timing for $4805-6 seeking; reworked delay timing to work better
  as well
- fixed $480c.d7 flag (1 = ready, not busy)
- AbsoluteInput returns -32768 if presentation window lacks focus and
  you don't always allow input
2012-05-31 22:27:46 +10:00
Tim Allen
3302398907 Update to v089r09 release.
byuu says:

Changelog:
- SPC7110 data port emulation greatly improved
- SPC7110 $480b.d1 emulated (but $4805-4806 does not work right for mode
  2 decompression yet)
- MSU1 audio output will be muted when the S-DSP FLG ($6c).d6 (mute)
  flag is set
- MSU1 will read filenames from manifest now (defaults to msu1.rom and
  track-#.pcm if missing ... for now)
- bugfixes with MSU1 load state and track seek (and $4804 was wrapping
  into $4805 to change the track#)
- Link coprocessor removed (it was meant for ST018 HLE, which never
  happened)

Notes for things I forgot but need to address:
- $4813 needs to be uint7 for the set_data_offset() to not allow reading
  A23 as set ever (or we can mask)
- AbsoluteInput when window doesn't have focus should return -32768, not
  0
- need to support input ID lists that aren't linear (0-7), but arbitrary
  (0,1,6,7 or whatever)
2012-05-29 22:20:46 +10:00
Tim Allen
189e707594 Update to v089r08 release.
byuu says:

Changelog:
- Super Game Boy, BS-X Satellaview and Sufami Turbo cartridges all load
  manifests that specify their file names, and they all work
- Sufami Turbo can now properly handle carts without RAM, or empty slots
  entirely
- Emulator::Interface structures no longer specify any file names, ever
- exposed "capability.(cheats,states)" now. So far, this just means the
  GBA doesn't show the cheat editor, since it doesn't support cheat
  codes yet
- as such, state manager and cheat editor windows auto-hide (may be
  a tiny bit inconvenient, but it makes not having to sync them or deal
  with input when no cart is loaded easier)
- added "AbsoluteInput" type, which returns mouse coordinates from
  -32767,-32767 (top left) to +32767,+32767 (bottom right) or
  -32768,-32768 (offscreen)

AbsoluteInput is just something I'm toying with. Idea is to support eg
Super Scope or Justifier, or possibly some future Famicom controllers
that are absolute-indexed. The coordinates are scaled, so the bigger
your window, the more precise they are. But obviously you can't get more
precise than the emulated system, so 1x scale will behave the same
anyway. I haven't hooked it up yet, need to mess with the idea of custom
cursors via phoenix for that first. Also not sure if it will feel
smoother or not ... if you resize the window, your mouse will seem to
move slower. Still, not having to capture the mouse for SS/JS may be
nicer yet. But we'll see ... just experimenting for now.
2012-05-28 09:50:50 +10:00
Tim Allen
9a8a54c75e Update to v089r07 release.
byuu says:

Not even purify makes compatible images for this WIP.
Unless you want to figure it out yourself, I'd suggest waiting for an
updated tool before using subsequent WIPs.

Changelog:
- MSU1 initializes data port + audio track to 0
- MSU1 implements audio track error flag on $2000.d3
- manifest.xml now controls file names for cartridge folders ... mostly

Regressions:
- Super Game Boy support is broken
- Sufami Turbo support is broken

So, basically Emulator::Interface() now has:

    void load(const string &manifest);
    void save();

The first one will analyze the manifest, and call all the ROM + RAM
loadRequest() commands necessary to run the game.
The second one will call saveRequest() commands on all writable and
non-volatile storage (basically if it's a RAM type and has a filename
specified, it gets saved to disk.)
save() shrinks the size of Emulator::Interface() by hiding information
one is unlikely to care about. It also makes it much easier to save.
The core auto-calls this when you unload a game as well. So the only
time you ever have to worry about it is if you want to save RAM files
mid-game (in case you want to do periodic backups in case of a crash.)
2012-05-26 18:18:42 +10:00
Tim Allen
d418eda97c Update to v089r06 release.
[Yes, the release number is re-used. -Ed.]

byuu says:

I had some bugs in r07 that I couldn't track down, DKJM2's clock was
getting all out of sync.
So I just reverted to r05, blew away both RTCs entirely, and wrote them
cleanly from scratch (obviously looking off the old code.) A bit
extreme, but it worked.
I believe I found the error in the process, day and month were resetting
the counter to 0 instead of 1, it wasn't handling leap year, etc.
While I was at it, I fixed the day-of-week calculation. The SharpRTC
epoch is actually 1000-01-01, and not 1900-01-01.
I'm sure you guys will be really happy that if it ever becomes 1000AD
again and you're playing a ROM hack that uses the SharpRTC and relies on
its weekday value that it will show the correct day now ...
Kind of a pain to compute, but nothing compared to the seventh circle of
hell that was my IBM dBase III Julian<>Gregorian conversion functions :/
Also found a few bugs in the Epson code this way. And I moved the round
seconds actions and flag clear to +125us after flag set.

So, if you had the old r06 or r07, please delete those.

Unfortunately, this took all of my energy today, so the file names
inside manifest changes will have to be in the next WIP.

EDIT: ran a diff against old r07 and new r06.
- added if(days == 31) case twice in EpsonRTC::tick_day()
- forgot weekday = 0; in SharpRTC::load()
- need to move the cartridge+cheat objects up in sfc/Makefile again
- System::init() needs assert(interface != nullptr /* not 0 */)
2012-05-25 09:26:06 +10:00
Tim Allen
5dbd5f4d0f Update to v089r07 release.
byuu says:

Changelog:
- EpsonRTC emulation improved further (stop/pause blocks IRQs, verified
  secondhi >= 3 triggers 30-second adjust (even on invalid BCD),
  second-changed flag is mirrored to minute+hour+day+month+weekday,
  improved busy timing, etc.)
- SharpRTC rewritten, works like EpsonRTC now in that it has its own
  timing thread and ticks with the emulation
- won't attempt to read from an unopen file stream now (I think this is
  what was crashing Sufami Turbo without SRAM?)
- added Tools -> Synchronize Time option below load/save state options.
  Only appears when you play a game with an emulated RTC chip

Just realized that I used 125ms for the 30-second adjust instead of
125us, so I'll fix that in the next WIP.
Aside from that, this is as good as the emulation is going to get.
There's still a couple of absolutely psychopathic edge cases that are
just too damn difficult to simulate.
So that leaves us with data port control + decompression status
registers to investigate before SPC7110 will be finished.
2012-05-23 21:27:45 +10:00
Tim Allen
d6001a2df4 Update to v089r06 release.
byuu says:

Changelog:
- renamed SRTC -> SharpRTC
- renamed RTC4513 -> EpsonRTC (consistent with DSP naming schema)
- full emulation of invalid BCD values for EpsonRTC
- fixed EpsonRTC IRQ mask

Remaining SPC7110 tasks:
- RTC: test 30-second adjust with all values from 00-7f
- RTC: hold is supposed to tick the clock one second after being
  released?
- RTC: wait times are too long (need to use >32KHz oscillation to
  simulate it properly)
- Data Port: test $4818 more thoroughly (not too important)
- Decompression: test $480c more thoroughly (very important)
- Decompression: perform some tests on DMA transferring data, especially
  with $4807 set

Write-offs, at least for now:
- Decompression: emulation of the crash/glitch behavior seen on the real
  chip when fed invalid data
- Decompression: I can find no use of $4808
- ALU: Booth cycles for MUL/DIV (this could actually be rather important
  if the game reads simpler values quickly [some shoddy games did this
  with the CPU ALU])
- RTC: delay after hold release for $4841 accesses
- RTC: 125uS delay after 30-second adjust that will screw with registers
  in odd ways if your read or write too soon
- RTC: psychotic behavior of reading too early returning port address
  - 1
2012-05-22 22:10:00 +10:00
Tim Allen
bd61432322 Update to v089r05 release.
byuu says:

I split the RTC-4513 code from the SPC7110 code (and obviously in the
XML mapping as well), since they are separate chips on the FEoEZ PCB.
In this way, you can use just the RTC-4513 in homebrew now if you want.
It's a bit nicer than the Sharp RTC from Dai Kaijuu Monogatari II.
This was needed anyway, it has an internal oscillator that's not
divisible by the SNES clock used by the SPC7110; and both the RTC and
decompression code need to be running their own threads anyway.

In the process, I rewrote the way variables are stored to use named
integers rather than a block of memory. Makes the code a lot easier on
the eyes, and more importantly, will make emulating bad BCD values
a whole lot easier.
2012-05-21 20:56:48 +10:00
Tim Allen
0611fefefa Update to v089r04 release.
byuu says:

Changelog: (SPC7110)
- emulated $480b.d0 + $4807 deinterleave mode
- cleaned up decompression core (I'd still like to wipe out those static
  variables, those are bad for save states.)
- improved emulation of data port ($481a only increments, never reads)
- improved emulation of RTC (block appropriate bits in the hour register
  based on 12/24h mode select; $4840 modes != 1 all disable the chip;
  added MDR; etc.)
2012-05-19 16:28:54 +10:00
Tim Allen
6ac7b733bd Update to v089r03 release.
byuu says:

Substantial improvements to SPC7110 emulation. Added all of the findings
from http://byuu.org/temp/spc7110-mmio.txt that I understood.

I also completely rewrote the RTC. We only had about ~40% of the chip
emulated before. Turns out there's cool stuff like spare RAM, calendar
disable, 12-hour mode, IRQs, IRQ masking, duty cycles, etc. So I went
ahead and emulated all of it. The upper bits on hour+ don't work as
nocash described though, not sure what doc he was reading. The Epson
RTC-4513 manual I have doesn't explain any of the registers.
The new RTC core also ticks seconds based on the emulated clock, and not
on the system clock. This is going to suck for people wanting to keep
the in-game clock synced with their computer, who also abuse fast
forward and save states. Fast forward makes the clock run faster, and
save states will jump the clock to the time it was at when you took the
save state. (It will keep track of the number of seconds between
unloading the game and loading it again, so time passes normally there.)
This is required, however, and how I'm going to rearrange all of the
RTCs for all systems. Any other method can be detected by the game, and
is thus not faithful emulation. To help with this, I'll probably make an
RTC time tool so that you can adjust the time when the emulator isn't
running, but I don't intend to bundle that into bsnes.
New state format bit-packs the RTCRAM values, and it also uses a 64-bit
timestamp. So it's 16 bytes now instead of 20 bytes. S-RTC will drop
from 16 to 12 when it's done.
The RTC busy flag timing needs to be refined with more hardware tests,
there's a slim chance of the game hanging on save at the moment.

The SPC7110 ALU delays are emulated now, too. They may not be perfectly
accurate, but they get the basic gist down.
The only hack that needs to be removed now is the decompression busy
flag. That's ... not going to be fun.

I also redid the mouse emulation. I was polling the mouse position
multiple times per latch. So it should be a bit more precise now,
I hope.
I read it regardless of latch state, dunno if that's good or not.
2012-05-16 10:27:34 +10:00
Tim Allen
a1e4c67a05 Update to v089r02 release.
(r01 was not posted to the WIP thread)

byuu says:

r01 changelog:
- major improvements to SPC7110 MCU (memory controller unit)
- revised SPC7110 memory map to reflect aforementioned improvements
- added "Toggle Tracer" hotkey to target-ethos (only works for SFC so
  far, I plan to use this as a lightweight laevateinn for FEoEZ)

r02 changelog:
- quick fix: SRAM is mapped to 00-3f|80-bf:6000-7fff
- quick fix: $4830.d7 is SRAM chip enable, not SRAM write enable. Reads
  return 0x00 when this bit is clear
2012-05-14 23:32:55 +10:00
Tim Allen
73ebe093b8 Update to v089 release.
byuu says:

Changelog to v089:
- fix SA-1 Mini Yonku Shining Scorpion
- load from command-line
- remove SNES::Cartridge::NVRAM
- fix SGB save RAM
- update cheats.xml
- already mapped inputs cancel input assign

BS-X wasn't broken after all. I forgot that I ran purify on my BS-X
images, and that the BS Zelda ZIP I have has the disable ROM bit set.
Whoops.
2012-05-12 12:34:35 +10:00
Tim Allen
c3f9d421da Update to v088r16 release.
byuu says:

Changelog:
- fixed BGnxOFS to not cache when MOSAIC is not in effect [fixes Air
  Strike Patrol "Good Luck" text]
- added GameBoy::Interface::Hook for SGB bindings [SGB works again]
- do not create bsnes/ folder unless it is absolutely needed (eg you
  create a save state or state manager archive)
- SuperFX works [needed to call system.init() in Interface::Interface()]

Last chance for any bug reports, at this point I pretty much consider
ethos to be finished. It's shipping without BS-X BIOS game loading
support. Sorry, I can't figure that one out.
2012-05-10 09:35:29 +10:00
Tim Allen
689fc49047 Update to v088r15 release.
byuu says:

Changelog:
- default placement of presentation window optimized for 1024x768
  displays or larger (sorry if yours is smaller, move the window
  yourself.)
- Direct3D waits until a previous Vblank ends before waiting for the
  next Vblank to begin (fixes video timing analysis, and ---really---
  fast computers.)
- Window::setVisible(false) clears modality, but also fixed in Browser
  code as well (fixes loading images on Windows hanging)
- Browser won't consume full CPU resources (but timing analysis will,
  I don't want stalls to affect the results.)
- closing settings window while analyzing stops analysis
- you can load the SGB BIOS without a game (why the hell you would want
  to ...)
- escape closes the Browser window (it won't close other dialogs, it has
  to be hooked up per-window)
- just for fun, joypad hat up/down moves in Browser file list, any
  joypad button loads selected game [not very useful, lacks repeat, and
  there aren't GUI load file open buttons]
- Super Scope and Justifier crosshairs render correctly (probably
  doesn't belong in the core, but it's not something I suspect people
  want to do themselves ...)
- you can load GB, SGB, GB, SGB ... without problems (not happy with how
  I did this, but I don't want to add an Interface::setInterface()
  function yet)
- PAL timing works as I want now (if you want 50fps on a 60hz monitor,
  you must not use sync video) [needed to update the DSP frequency when
  toggling video/audio sync]
- not going to save input port selection for now (lot of work), but it
  will properly keep your port setting across cartridge loads at least
  [just goes to controller on emulator restart]
- SFC overscan on and off both work as expected now (off centers image,
  on shows entire image)
- laevateinn compiles properly now
- ethos goes to ~/.config/bsnes now that target-ui is dead [honestly,
  I recommend deleting the old folder and starting over]
- Emulator::Interface callbacks converted to virtual binding structure
  that GUI inherits from (simplifies binding callbacks)
    - this breaks Super Game Boy for a bit, I need to rethink
      system-specific bindings without direct inheritance

Timing analysis works spectacularly well on Windows, too. You won't get
your 100% perfect rate (unless maybe you leave the analysis running
overnight?), but it'll get really freaking close this way.
2012-05-08 09:29:03 +10:00
Tim Allen
cb97d98ad2 Update to v088r14 release.
byuu says:

Changelog:
- added NSS DIP switch settings window (when loading NSS carts with
  appropriate manifest.xml file)
- added video shader selection (they go in ~/.config/bsnes/Video
  Shaders/ now)
- added driver selection
- added timing settings (not only allows video/audio settings, also has
  code to dynamically compute the values for you ... and it actually
  works pretty good!)
- moved "None" controller device to bottom of list (it is the least
  likely to be used, after all)
- added Interface::path() to support MSU1, USART, Link
- input and hotkey mappings remember list position after assignment
- and more!

target-ethos now has all of the functionality of target-ui, and more.
Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui).
A ~67% reduction in code size, yet it does even more! And you can add or
remove an entire system with only three lines of code (Makefile include,
header include, interface append.)

The only problem left is that the BS-X BIOS won't load the BS Zelda no
Densetsu file.
I can't figure out why it's not working, would appreciate any
assistance, but otherwise I'm probably just going to leave it broken for
v089, sorry.

So the show stoppers for a new release at this point are:
- fix laevateinn to compile with the new interface changes (shouldn't be
  too hard, it'll still use the old, direct interface.)
- clean up Emulator::Interface as much as possible (trim down
  Information, mediaRequest should use an alternate struct designed to
  load firmware / slots separately)
- enhance purify to strip SNES ROM headers, and it really needs a GUI
  interface
- it would be highly desirable to make a launcher that can create
  a cartridge folder from an existing ROM set (* ethos will need to
  accept command-line arguments for this.)
- probably need to remember which controller was selected in each port
  for each system across runs
- need to fix the cursor for Super Scope / Justifier games (move from
  19-bit to 32-bit colors broke it)
- have to refactor that cache.(hv)offset thing to fix ASP
2012-05-07 09:27:42 +10:00
Tim Allen
3cb04b101b Update to v088r13 release.
byuu says:

Changelog:
- fixed Super Game Boy input
- Sufami Turbo prompts to load second slot now (you can cancel to leave
  it empty)
- NEC/Hitachi/ARM DSP firmware is loaded; NEC RAM is saved
- folders are grouped properly: Sufami Turbo save RAM saves to its slot
  folder, etc.
- title shows properly (SGB shows GB game name only, BS-X slotted shows
  game name and optional slot name, etc.)
    - above extends to saving cheats and such in their correct folders
      as well
- added cheat editor and cheat database
    - and hooked up the requisite SGB mode loads and can use GB cheats,
      because that's kinda cool
- added state manager
- input settings, cheat editor and state manager all have erase (one)
  and reset (all) buttons now
- lots of cleanup and restructuring on Emulator::Interface; *almost*
  finished with it now

Remaining:
- BS-X BIOS won't show the data pack
- need XML mapping information window
- need NSS DIP switch settings window
- need video shaders
- need driver selection
- need to hide controllers that have no inputs from the input mapping
  list (tempted to just remove "None" as a controller option ...)

ethos is currently 88KB of code, ui is 167KB. We're missing about 5-10KB
of code in ethos to complete it, so the rewrite nearly cut the GUI code
size in half, while support all of the same functionality and allowing
the easy addition and removal of entire systems.
2012-05-06 16:34:46 +10:00
Tim Allen
5d273c5265 Update to v088r12 release.
byuu says:

Changelog:
- all hotkeys from target-ui now exist in target-ethos
- controller port menus now show up when you load a system (hidden if
  there are no options to choose from)
- tools menu auto-hides with no game open ... not much point to it then
- since we aren't using RawInput's multi-KB/MS support anyway, input and
  hotkey mappings remove KB0:: and turn MS0:: into Mouse::, makes it
  a lot easier to read
- added mute audio, sync video, sync audio, mask overscan
- added video settings: saturation, gamma, luminance, overscan
  horizontal, overscan vertical
- added audio settings: frequency, latency, resampler, volume
- added input settings: when focus is lost [ ] pause emulator [ ] allow
  input
- pausing and autopausing works
- status messages hooked up (show a message in status bar for a few
  seconds, then revert to normal status text)
- sub systems (SGB, BSX, ST) sorted below primary systems list
- added geometry settings cache
- Emulator::Interface cleanups and simplifications
- save states go into (cart foldername.extension/bsnes/state-#.bsa) now.
  Idea is to put emulator-specific data in their own subfolders

Caveats / Missing:
- SGB input does not work
- Sufami Turbo second slot doesn't work yet
- BS-X BIOS won't show the data pack
- need XML mapping information window
- need cheat editor and cheat database
- need state manager
- need video shaders
- need driver selection
- need NSS DIP switch settings
- need to hide controllers that have no inputs from the input mapping
  list

So for video settings, I used to have contrast/brightness/gamma.
Contrast was just a multiplier on intensity of each channel, and
brightness was an addition or subtraction against each channel. They
kind of overlapped and weren't that effective. The new setup has
saturation, gamma and luminance.

Saturation of 100% is normal. If you lower it, color information goes
away. 0% = grayscale. If you raise it, color intensity increases (and
clamps.) This is wonderful for GBA games, since they are oversaturated
to fucking death. Of course we'll want to normalize that inside the
core, so the same sat. value works on all systems, but for now it's
nice. If you raise saturation above 100%, it basically acts like
contrast used to. It's just that lowering it fades to grayscale rather
than black.

Adding doesn't really work well for brightness, it throws off the
relative distance between channels and looks like shit.  So now we have
luminance, which takes over the old contrast <100% role, and just fades
the pixels toward black. Obviously, luminance > 100% would be the same
as saturation > 100%, so that isn't allowed, it caps at 100% now.
Gamma's the same old function. Gamma curve on the lower-half of the
color range.
Effects are applied in the order they appear in the GUI: color ->
saturate -> gammify -> luminate -> output.
2012-05-04 22:47:41 +10:00
Tim Allen
8703d57030 Update to v088r11 release.
byuu says:

Changelog:
- phoenix has added Window::setModal(bool modal = true);
- file dialog is now modal. This allows emulation cores to request data
  and get it immediately before continuing the loading process
- save data is hooked up for most systems, still need to handle
  subsystem slot saves (Sufami Turbo, basically.)
- toggle fullscreen key binding added (Alt+Enter for now. I think F11 is
  probably better though, Enter is often mapped to game start button.)
- video scaling is in (center, scale, stretch), works the same in
  windowed and fullscreen mode (stretch hides resize window option), all
  in the settings menu now
- enough structure to map all saved paths for the browser and to load
  BS-X slotted carts, BS-X carts, single Sufami Turbo carts

Caveats / Missing:
- Super Game Boy input doesn't work yet (due to change in callback
  binding)
- doesn't load secondary Sufami Turbo slot yet
- BS-X BIOS isn't show the data pack games to load for some reason (ugh,
  I hate the shit out of debugging BS-X stuff ...)
- need mute audio, sync audio+video toggle, save/load state menu and
  quick keys, XML mapping information window
- need cheat editor and cheat database
- need state manager
- need to sort subsystems below main systems in load menu (basically
  just see if media.slot.size() > 0)
- need video shaders (will probably leave off filters for the time being
  ... due to that 24/30-bit thing)
- need video adjustments (contrast etc, overscan masks)
- need audio adjustments (frequency, latency, resampler, volume,
  per-system frequency)
- need driver selection and input focus policy (driver crash detection
  would be nice too)
- need NSS DIP switch settings (that one will be really fun)
- need to save and load window geometry settings
- need to hook up controller selection (won't be fun), create a map to
  hide controllers with no inputs to reassign
2012-05-03 22:36:47 +10:00
Tim Allen
9ad8b7eaac Update to v088r10 release.
byuu says:

ethos is going to be absolutely amazing. You guys are in for a treat :D
I'm impressing the hell out of myself with how well-structured this code
is, it's allowing me to do amazing new things.

Just a small sampling of what's in store (and already implemented):

The file browser will display folders as "[ folder name ]", and
cartridge folders as "Game Name" (no extension, no /) [icons would be
nicer, but well ... phoenix.]
Folders are sorted above cartridge folders.
Cartridge folders for other systems do not show up in the list.
Not only are unique paths stored for each image type, your position in
the list is saved across runs.
Some voodoo was added to GTK+ so that all targets even scroll directly
to that item when you open the list. Load->System->Enter restarts your
last game.
That sounds really simple and obvious, but it makes an -incredible-
difference. Didn't realize it until I tried an implementation of it,
wow.

The input mapping list now lets you bind as many hotkeys as you want to
any given input.
So SFC::Port1::Joypad::B = Keyboard::Z or Joypad::Button1 ... no need to
remap everything to switch between keyboard and joypad. Either one
activates the key.
There is a separate Hotkeys tab now. This should hopefully end the
confusion about how to remap hotkeys that users experience.
Hotkeys are different, too. Instead of OR logic, they use AND logic.
So Fullscreen = Keyboard::Alt and Keyboard::Enter. Both must be pressed
to enter the key. This lets you easily implement "super" modifier keys.

The actual codebase has new features the old UI never had, and has about
~50% of the old functionality (so far, of course), yet is only ~25% as
much code.
The entire GUI no longer needs to pull in all the headers for each
emulated system. It just needs a small interface header file.
Then bind the entire system with exactly **two** lines of code.
Everything is dynamically generated for you after that.
2012-05-01 22:27:50 +10:00
Tim Allen
76553756a2 Update to v088r09 release.
byuu says:

Lots of work on ethos, nothing more.
Settings window is in, InputManager pulls all the inputs from all cores
and binds them to ruby inputs, main window adds menu and dynamically
maps in all systems and cartridge slots and options and such, file
browser's back in, RAM is loaded and saved, etc. It's barely usable, but
you have to set up your inputs from the config file by hand for now.
2012-05-01 22:27:50 +10:00
Tim Allen
4fd20f0ae0 Update to v088r08 release.
byuu says:

From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.

So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.

Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-05-01 22:27:48 +10:00
Tim Allen
bb4db22a7d Update to v088r07 release.
byuu says:

(r05 and r06 were save points between large core modifications)

I would really appreciate extensive regression testing (especially
around SuperFX, Cx4, ST018, DSP-n, ST-01n, NES, GB) at this point.
The most critical core changes should be completed now. And it was an
unbelievable amount of restructuring.

Changelog:
- SuperFX core moved to Processor::GSU
- SNES::CPU core moved to Processor::R65816
- SNES::SMP core moved to Processor::SPC700
- NES::CPU core renamed to Processor::R6502
- use filestream to load RAM files from interface
- save states store SHA256 instead of CRC32 (CRC32 usage removed
  entirely from bsnes)
- nes/ -> fc/ and NES -> FC
- snes/ -> sfc/ and SNES -> SFC
- SuperFamicom::MappedRAM::copy uses stream instead of data+size
- Linux port uses gcc-4.7 (still using only gcc-4.6 subset, so you can
  make a gcc-4.6 symlink for now if you like.)
- all profiles and all targets compile and work properly

All eight instruction set cores have been moved to processor/ now.
Consistency's a wonderful thing.
The last remnants of NES/SNES are now limited to target-ui code; and the
nall/(system) folder names.
I'm building with gcc-4.7 on my Linux box now because the resultant
binaries are up to 20% faster (seriously) than gcc-4.6.
2012-05-01 22:02:14 +10:00
Tim Allen
67c13f749f Update to v088r04 release.
byuu says:

This will hopefully be a short-lived WIP, I just want to save
a breakpoint before I attempt something else.
NES, GB, GBC and GBA all load via const stream& now.
NES CPU core moved to Processor::RP2A03.
2012-04-28 16:35:51 +10:00
Tim Allen
616372e96b Update to v088r03 release.
byuu says:

static vector<uint8_t> file::read(const string &filename); replaces:
static bool file::read(const string &filename, uint8_t *&data, unsigned
&size); This allows automatic deletion of the underlying data.

Added vectorstream, which is obviously a vector<uint8_t> wrapper for
a data stream.  Plan is for all data accesses inside my emulation cores
to take stream objects, especially MSU1.  This lets you feed the core
anything: memorystream, filestream, zipstream, gzipstream, httpstream,
etc.  There will still be exceptions for link and serial, those need
actual library files on disk. But those aren't official hardware devices
anyway.

So to help with speed a bit, I'm rethinking the video rendering path.

Previous system:
- core outputs system-native samples (SNES = 19-bit LRGB, NES = 9-bit
  emphasis+palette, DMG = 2-bit grayscale, etc.)
- interfaceSystem transforms samples to 30-bit via lookup table inside
  the emulation core
- interfaceSystem masks off overscan areas, if enabled
- interfaceUI runs filter to produce new target buffer, if enabled
- interfaceUI transforms 30-bit video to native display depth (24-bit or
  30-bit), and applies color-adjustments (gamma, etc) at the same time

New system:
- all cores now generate an internal palette, and call
  Interface::videoColor(uint32_t source, uint16_t red, uint16_t green,
  uint16_t blue) to get native display color post-adjusted (gamma, etc
  applied already.)
- all cores output to uint32_t* buffer now (output video.palette[color]
  instead of just color)
- interfaceUI runs filter to produce new target buffer, if enabled
- interfaceUI memcpy()'s buffer to the video card

videoColor() is pretty neat. source is the raw pixel (as per the
old-format, 19-bit SNES, 9-bit NES, etc), and you can create a color
from that if you really want to. Or return that value to get a buffer
just like v088 and below.  red, green, blue are 16-bits per channel,
because why the hell not, right? Just lop off all the bits you don't
want. If you have more bits on your display than that, fuck you :P

The last step is extremely difficult to avoid. Video cards can and do
have pitches that differ from the width of the texture.  Trying to make
the core account for this would be really awful. And even if we did
that, the emulation routine would need to write directly to a video card
RAM buffer.  Some APIs require you to lock the video buffer while
writing, so this would leave the video buffer locked for a long time.
Probably not catastrophic, but still awful.  And lastly, if the
emulation core tried writing directly to the display texture, software
filters would no longer be possible (unless you -really- jump through
hooks and divert to a memory buffer when a filter is enabled, but ...
fuck.)

Anyway, the point of all that work was to eliminate an extra video copy,
and the need for a really painful 30-bit to 24-bit conversion (three
shifts, three masks, three array indexes.) So this basically reverts us,
performance-wise, to where we were pre-30 bit support.

[...]

The downside to this is that we're going to need a filter for each
output depth. Since the array type is uint32_t*, and I don't intend to
support higher or lower depths, we really only need 24+30-bit versions
of each filter.  Kinda shitty, but oh well.
2012-04-27 22:12:53 +10:00
Tim Allen
bba597fc6f Update to v088r02 release.
byuu says:

Basically, the current implementation of nall/array is deprecated now.
The old method was for non-reference types, it acted like a vector for
POD types (raw memory allocation instead of placement new construction.)
And for reference types, it acted like an unordered set. Yeah, not good.

As of right now, nall/array is no longer used. The vector type usage was
replaced with actual vectors.
I've created nall/set, which now contains the specialization for
reference types.
nall/set basically acts much like std::unordered_set. No auto-sort, only
one of each type is allowed, automatic growth.
This will be the same both for reference and non-reference types ...
however, the non-reference type wasn't implemented just yet.
Future plans for nall/array are for it to be a statically allocated
block of memory, ala array<type, size>, which is meant for RAII memory
usage.
Have to work on the specifics, eg the size as a template parameter may
be problematic. I'd like to return allocated chunks of memory (eg
file::read) in this container so that I don't have to manually free the
data anymore.

I also removed nall/moduloarray, and moved that into the SNES DSP class,
since that's the only thing that uses it.
2012-04-26 20:56:15 +10:00
Tim Allen
abe639ea91 Update to v088r01 release.
byuu says:

- GB::CPU::Core -> Processor::LR35902
- Processor::LR35902 -> jump table to switch table
- GB::LCD -> GB::PPU
- static frequency for DMG (no multiplication on clock ticks)
- GB::PPU::interface->videoRefresh() moved outside scheduler (use host
  thread)
- namespace NES  -> Famicom
- namespace SNES -> SuperFamicom
- namespace GB   -> GameBoy
- namespace GBA  -> GameBoyAdvance
- removed boot.rom writeout in GB::System
2012-04-26 20:51:13 +10:00
Tim Allen
77bb5b7891 Update to v088 release.
byuu says:

Changes to v088:
- OBJ mosaic Y fix
- Laevateinn compilation
- Remove filebrowser extra code
- Fix -march=native on Windows
- Fix purify mkdir
- GBA sound volume
- Add .gbb
- free firmware memory after file load
- Add GBA game to profile list (Yoshi's Island should work)
2012-04-24 23:17:52 +10:00
Tim Allen
4b2944c39b Update to v087r30 release.
byuu says:

Changelog:
- DMA channel masks added (some are 27-bit source/target and some are
  14-bit length -- hooray, varuint_t class.)
- No more state.pending flags. Instead, we set dma.pending flag when we
  want a transfer (fixes GBA Video - Pokemon audio) [Cydrak]
- fixed OBJ Vmosaic [Cydrak, krom]
- OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at
  the top-left of some games)
- DMA timing should be much closer to hardware now, but probably not
  perfect
- PPU frame blending uses blargg's bit-perfect, rounded method (slower,
  but what can you do?)
- GBA carts really unload now
- added nall/gba/cartridge.hpp: used when there is no manifest. Scans
  ROMs for library tags, and selects the first valid one found
- added EEPROM auto-detection when EEPROM size=0. Forces disk/save state
  size to 8192 (otherwise states could crash between pre and post
  detect.)
    - detects first read after a set read address command when the size
      is zero, and sets all subsequent bit-lengths to that value, prints
      detected size to terminal
- added nall/nes/cartridge.hpp: moves iNES detection out of emulation
  core.

Important to note: long-term goal is to remove all
nall/(system)/cartridge.hpp detections from the core and replace with
databases. All in good time.
Anyway, the GBA workarounds should work for ~98.5% of the library, if my
pre-scanning was correct (~40 games with odd tags. I reject ones without
numeric versions now, too.)

I think we're basically at a point where we can release a new version
now. Compatibility should be relatively high (at least for a first
release), and fixes are only going to affect one or two games at a time.
I'd like to start doing some major cleaning house internally (rename
NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do
that on a .01 WIP to minimize regressions.

The main problems with a release now:
- speed is pretty bad, haven't really optimized much yet (not sure how
  much we can improve it yet, this usually isn't easy)
- sound isn't -great-, but the GBA audio sucks anyway :P
- couple of known bugs (Sonic X video, etc.)
2012-04-22 20:49:19 +10:00
Tim Allen
4c29e6fbab Update to v087r29 release.
byuu says:

Changelog:
- revised NES XML tag nesting
- program.rom is going to refer to PRG+CHR combined. Split is going to
  have to use different file names
- slot loader is gone (good riddance!)
- "Cartridge -> Load Game Boy Advance Cartridge ..." has become "Load ->
  Game Boy Advance ..."
- Load Satellaview Slotted Cartridge is gone. If you load an SNES
  cartridge and it sees <bsx><slot>, it asks if you want to load a BS-X
  data pack
- If you load a Sufami Turbo cartridge with <cartridge linkable="true">,
  it asks if you want to link in another Sufami Turbo cartridge
- if you try and load the same exact Sufami Turbo cartridge in both
  slots, it yells at you for being an idiot :P
2012-04-20 22:48:09 +10:00
Tim Allen
a454e9d927 Update to v087r28 release.
byuu says:

Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.

Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
  and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
  need to specify 512KB FlashROM with an appropriate ID, I used
  Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
  interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
  exist (probably not needed, but FlashROM likes to reset to 0xFF
  anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
  "gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
  the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/

Profiles are the major new feature. So far we have:

    Famicom.sys/{nothing (yet?)}
    Super Famicom.sys/{ipl.rom}
    Game Boy.sys/{boot.rom}
    Game Boy Color.sys/{boot.rom}
    Game Boy Advance.sys/{bios.rom[not included]}
    Super Game Boy.sfc/{boot.rom,program.rom[not included]}
    BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
    Sufami Turbo.sfc/{program.rom}

The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them.  So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP.  It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case.  ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.

My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present.  Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that.  If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog.  I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway.  Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 23:58:04 +10:00
Tim Allen
d2241f1931 Update to v087r27 release.
byuu says:

Changelog:
- serialize processor.pc.data, not processor.pc
- call CPU processor.setMode() in ARM serialize
- serialize BIOS.mdr
- support SRAM > 32KB
- EEPROM, FlashROM serialize
- EEPROM lose nall/bitarray.hpp
- noise line feed after envelope
- space out PSR read
- ST018 needs byte reads fixed (don't align) [fixes HNMS2]
- flush sram/eeprom/flashrom to 0 on cartridge load
- APU/PPU dont sync back to CPU if syncing for state
- fixed APU sync problems in GB/GBC core that could possibly wreck save
  states as well

Quite a lot of little problems there. I believe GBA save states are
fixed now.
2012-04-17 22:16:54 +10:00
Tim Allen
0cd0dcd811 Update to v087r26 release.
byuu says:

Changelog:
- fixed FIFO[1] reset behavior (fixes audio in Sword of Mana)
- added FlashROM emulation (both sizes)
- GBA parses RAM settings from manifest.xml now
- save RAM is written to disk now
- added save state support (it's currently broken, though)
- fixed ROM/RAM access timings
- open bus should mostly work (we don't do the PC+12 stuff yet)
- emulated the undocumented memory control register (mirror IWRAM,
  disable I+EWRAM, EWRAM wait state count)
- emulated keypad interrupts
- emulated STOP (freezes video, audio, DMA and timers; only breaks on
  keypad IRQs)
- probably a lot more, it was a long night ...

Show stoppers, missing things, broken things, etc:
- ST018 is still completely broken
- GBC audio sequencer apparently needs work
- GBA audio FIFO buffer seems too quiet
- PHI / ROM prefetch needs to be emulated (no idea on how to do this,
  especially PHI)
- SOUNDBIAS 64/128/256khz modes should output at that resolution
  (really, we need to simulate PWM properly, no idea on how to do this)
- object mosaic top-left coordinates are wrong (minor, fixing will
  actually make the effect look worse)
- need to emulate PPU greenswap and color palette distortion (no idea on
  how do this)
- need GBA save type database (I would also LIKE to blacklist
  / patch-out trainers, but that's a discussion for another day.)
- some ARM ops advance the prefetch buffer, so you can read PC+12 in
  some cases
2012-04-16 22:19:39 +10:00
Tim Allen
1c18812f47 Update to v087r25 release.
byuu says:

(r24 was a point release during merging of changes.)

This release is almost entirely Cydrak's direct work:
- Added ARM::sequential() and some WAITCNT timings
- Added Bus::io(uint32 pc), intended for prefetch timing
- Added ARM::load() with data rotation (fixed Mother 3 graphics)
- Added ARM::store() for data mirroring
- LDM, STM, and instruction fetch still use read/write()
- ARM::vector() no longer unmasks FIQs
- Set THUMB shifter flags via bit(), consistent with ARM
- Replace shifter loops with conditional tests

My changes:
- fixed sprite clipping on left-edge of screen
- added first system folder, GBA.system
- sudo make install is now make install
- make install will create GBA.system for you in your home folder

Windows users, take data/GBA.system and put it in the same folder as
bsnes.exe, and give it a BIOS named bios.rom
Or place it in your home folder (%APPDATA%/bsnes)
Also note that this is highly experimental, I'll probably be changing
things a lot before release.

EDIT: I botched the cartridge timing change. Will fix in r26. It'll
still run a bit too fast for now, unfortunately.
2012-04-15 16:49:56 +10:00
Tim Allen
28885db586 Update to v087r23 release.
byuu says:

Changelog:
- fixed cascading timers and readouts (speed hit from 320fps to 240fps;
  would be 155fps with r20 timers) (fixes Spyro)
- OBJ mode 3 acts like OBJ mode 2 now (may not be correct, but nobody
  has info on it)
- added background + object vertical+horizontal mosaic in all modes
  (linear+affine+bitmap)
- object mosaic uses sprite (0,0) for start coordinates, not screen
  (0,0) (again, nobody seems to have info on it)
- BIOS cannot be read by r(15)>=0x02000000; returns last BIOS read
  instead (I can't believe games rely on this to work ... fixes SMA
  Mario Bros.)

Mosaic is what concerns me the most, I've no idea if I'm doing it
correctly. But anything is probably better than nothing, so there's
that. I don't really notice the effect in Metroid Fusion. So either it's
broken, or it's really subtle.
2012-04-14 17:26:45 +10:00
Tim Allen
d423ae0a29 Update to v087r22 release.
byuu says:

Changelog:
- fixed below pixel green channel on color blending
- added semi-transparent objects [Exophase's method]
- added full support for windows (both inputs, OBJ windows, and output, with optional color effect disable)
- EEPROM uses nall::bitarray now to be friendlier to saving memory to disk
- removed incomplete mosaic support for now (too broken, untested)
- improved sprite priority. Hopefully it's right now.

Just about everything should look great now. It took 25 days, but we
finally have the BIOS rendering correctly.

In order to do OBJ windows, I had to drop my above/below buffers
entirely. I went with the nuclear option.  There's separate layers for
all BGs and objects. I build the OBJ window table during object
rendering.  So as a result, after rendering I go back and apply windows
(and the object window that now exists.) After that, I have to do
a painful Z-buffer select of the top two most important pixels.  Since
I now know the layers, the blending enable tests are a lot nicer, at
least.  But this obviously has quite a speed hit: 390fps to 325fps for
Mr. Driller 2 title screen.

TONC says that "bad" window coordinates do really insane things. GBAtek
says it's a simple y2 < y1 || y2 > 160 ? 160 : y2; x2 < x1 || x2 > 240
? 240 : x2; I like the GBAtek version more, so I went with that. I sure
hope it's right ... but my guess is the hardware does this with
a counter that wraps around or something.  Also, say you have two OBJ
mode 2 sprites that overlap each other, but with different priorities.
The lower (more important) priority sprite has a clear pixel, but the
higher priority sprite has a set pixel. Do we set the "inside OBJ
window" flag to true here? Eg does the value OR, or does it hold the
most important sprite's pixel value? Cydrak suspects it's OR-based,
I concur from what I can see.

Mosaic, I am at a loss. I really need a lot more information in order to
implement it.  For backgrounds, does it apply to the Vcounter of the
entire screen? Or does it apply post-scroll? Or does it even apply after
every adjust in affine/bitmap modes?  I'm betting the hcounter
background mosaic starts at the leftmost edge of the screen, and repeats
previous pixels to apply the effect. Like SNES, very simple.  For
sprites, the SNES didn't have this. Does the mosaic grid start at (0,0)
of the screen, or at (0,0) of each sprite? The latter will look a lot
nicer, but be a lot more complex. Is mosaic on affine objects any
different than mosaic of linear(tiled) objects?

With that out of the way, we still have to fix the CPU memory access
timing, add the rest of the CPU penalty cycles, the memory rotation
/ alignment / extend behavior needs to be fixed, the shifter desperately
needs to be moved from loops to single shift operations, and I need to
add flash memory support.
2012-04-13 21:50:53 +10:00
Tim Allen
303a0a67d0 Update to v087r21 release.
byuu says:

Timer speedup added. Boosts Mr. Driller 2 title from 170fps to 400fps.
Other games still benefit, but not as amazingly. I don't dip below
160fps ever here.
Reverted the memory speed to 2 for everything for now, to fix
Castlevania slowdown. We obviously need to add the N/S stuff before we
do that.
Added linear BG and linear OBJ mosaic-Y. Did not add mosaic-X, or any
mosaic to the affine/bitmap modes, because I'm not sure when to apply
the compensation.
Rewrote layer stuff. It now has two layers (above and below), and it
performs the four blending modes as needed.
Didn't add semi-transparent sprites because the docs are too confusing.
Added a blur filter directly into the PPU for now. This obviously
violates my interface, but F-Zero needed it for HUD display. We can
remove it when we have an official release with a blur filter available.
The filter still doesn't warp colors like a real GBA, because I don't
know the formula.
2012-04-10 21:41:35 +10:00
Tim Allen
01b4cb9919 Update to v087r20 release.
byuu says:

Changelog:
- HALT waits 16 cycles before testing IRQs instead of 1 (probably less
  precise, but provides a massive speedup) [we will need to work on this
  later]
- MMIO regs for CPU/PPU simplified by combining array accesses
- custom VRAM/PRAM/OAM read/write functions that emulate 8->16-bit
  writes
- 16-bit PRAM data (decent speedup)
- emulated memory access speed (but don't handle non-sequential
  penalties or PPU access penalties yet) [amazingly, doesn't help speed
  at all]
- misc. code cleanups

For this WIP, FPS for Mr. Driller 2 went from 88fps to 172fps.
Compatibility should be unchanged. Timers are still an interesting
avenue to increase performance, but will be very tough to handle the
16MHz timers with eg a period of 65535 (overflow every single tick.) And
that's basically the last major speed boost we'll be able to get.
Blending and windowing is going to hurt performance, but it remains to
be seen how much.
2012-04-09 16:41:27 +10:00
Tim Allen
17b5bae86a Update to v087r19 release.
byuu says:

Changelog:
- added FIFO buffer emulation (with DMA and all that jazz) [Cydrak]
- fixed timers and vcounter assign [Cydrak]
- emulated EEPROM (you have to change size manually for 14-bit mode, we
  need a database badly now) [SMA runs now]
- removed OAM array, now decoding directly to struct Object {} [128] and
  ObjectParam {} [32] (faster this way)
- check forceblank (still doesn't remove all garble between transitions,
  though??)
- lots of other stuff

Delete your settings.cfg, or manually change frequencyGBA to 32768, or
bad things will happen (this may change back to 256KHz-4MHz later.)

15 of 16 games are fully playable now, and look and sound great.
The major missing detail right now is PPU blending support, and we
really need to optimize the hell out of the code.
2012-04-09 16:19:32 +10:00
Tim Allen
6189c93f3d Update to v087r18 release.
byuu says:

Merged Cydrak's r17c changes:
- BG affine mode added
- BG bitmap mode added
- OBJ affine mode added
- fixed IRQ bug in THUMB mode (fixed almost every game)
- timers added (broke almost every game, whee.)

Cydrak is absolutely amazingly awesome and patient. This really wouldn't
be happening without him.

Also fixed some things from my end, including greatly improved sprite
priorities, and a much better priority sorter. Mr. Driller looks a lot
better now.
2012-04-07 18:17:49 +10:00
Tim Allen
1de484262c Update to v087r17 release.
byuu says:

Emulated GBC sound plus the new extensions to it.
I am kind of surprised by how little developers utilized the GBC audio
portion.
Mr. Driller now has sound effects, and Pinobee no Daibouken has BGM.
I still have yet to emulate the GBA extra sound channels and PWM. Need
to emulate timers and DMA 2 refresh mode before I can do that.

Also, I moved both GBC and GBA audio to use length = data; if(++length
== 0); rather than length = 64 - data; if(--length == 0); so that
I could return literal values for register reads.
I thought there was a good reason we used the latter version, but
I can't hear any audible difference even in GBC games, so oh well.
Lastly, I think the pattern[++offset] in the wave channel was a bug in
the DMG/GBC only. I really, really hope it doesn't apply to the GBA,
because that will make bank selection a serious pain in the ass.
2012-04-06 14:29:50 +10:00
Tim Allen
b8d0ec29b2 Update to v087r16 release.
byuu says:

Fixed the r15 mask per Cydrak.
Added DMA support (immediate + Vblank + Hblank + HDMA) with IRQ support.
Basically only missing FIFO reload mode for the APU on channel 2.
Added background linear renderer (tilemap mode.)
Added really inefficient pixel priority selector, so that all BGs+OBJ
could be visible onscreen at the same time.

As a result of the above:
* Mr. Driller is our first fully playable game
* Bakunetsu Dodge Ball Fighters is also fully playable
* Pinobee no Daibouken is also fully playable

Most games (15 of 16 tested) are now showing *something*, many things
look really really good in fact.

Absolutely essential missing components:
- APU
- CPU timers and their interrupts
- DMA FIFO mode
- OBJ affine mode
- BG affine mode
- BG bitmap mode
- PPU windows (BG and OBJ)
- PPU mosaic
- PPU blending modes
- SRAM / EEPROM (going to rely on a database, not heuristics. Homebrew
  will require a manifest file.)
2012-04-04 09:50:40 +10:00
Tim Allen
79a47d133a Update to v087r15 release.
byuu says:

Added linear (eg non-affine) sprite rendering, 4bpp and 8bpp with hflip
and vflip. Nothing else.
You can now see the Nintendo logo and Gameboy text at the end of the BIOS.
It's a start =)
2012-04-03 10:47:28 +10:00
Tim Allen
c8bb4949b1 Update to v087r14 release.
byuu says:

Fixed aforementioned issues.

[From a previous post:
- mul was using r(d) instead of r(n) for accumulate.
- mull didn't remove c/v clear.
- APU register mask was broken, so SOUNDBIAS was reading out wrong.
- APU was only mapping 0x088 and not 0x089 as well.
- Halfword reads in CPU+PPU+APU were all reading from the low address
  each time.]

All CPU+PPU registers are now hooked up (not that they do anything.)
SOUNDBIAS for APU was hooked up, got tired of working on it for the rest :P
I recall from the GB APU that you can't just assign values for the APU
MMIO regs. They do odd reload things as well.
Also, was using MMIO read code like this:

    return (
       (flaga << 0)
    || (flagb << 1)
    || (flagc << 2)
    );

Logical or doesn't work so well with building flags :P
Bad habit from how I split multiple conditionals across several lines.

So ... r14 is basically what r13 should have been yesterday, delaying my
schedule by yet another day :(
2012-04-01 11:41:15 +10:00
Tim Allen
f587cb0dcc Update to v087r13 release.
byuu says:

Contains all of Cydrak's fixes, sans PPU.
On the PPU front, I've hooked up 100% of read and write registers.
All three DISPSTAT IRQs (Vblank, Hblank, Vcoincidence) are connected now
as well.
Super Mario Advance now runs without *appearing* to crash, although it's
hard to tell since I have no video or sound :P
ARM Wrestler is known to run, as is the BIOS.
2012-03-31 19:17:36 +11:00
Tim Allen
ea086fe33f Update to v087r12 release.
byuu says:

Enough to get through the BIOS and into cartridge ROM.
I am a bit annoyed that I was basically told that the GBA PPU wasn't
that bad. Sprites are a clusterfuck, easily worse than Mode7, docs don't
even begin to explain them in enough detail.
This is going to be fun.
2012-03-31 19:14:31 +11:00
Tim Allen
c66cc73374 Update to v087r11 release.
byuu says:

Added all of the above fixes and changes. [A lot of individual fixes for
the ARM core from Cydrak - Ed.] Also new is pipeline_decode() to fetch
data, and IME/IE/IF support, and an ARM::processor.irqline flag that
triggers IRQs at 0x18. Only Vblank is hooked up, which is what SWI 4 was
waiting on previously.
I'm sure my interrupt support is horribly broken and wrong. I was never
able to really figure out IE/IF on the Game Boy, so there's no question
this is even worse.
It's now going crazy and writing 0 to IE forever now after the Vblank
IRQ triggers.
2012-03-29 22:58:10 +11:00
Tim Allen
5a1dcf5079 Update to v087r10 release.
byuu says:

Changelog:
- fixed THUMB hi immediate reads (immediate * 4)
- cartridge is properly mirrored to 32MB (eg 12mbit repeats as
  lo8+hi4+hi4+lo8+hi4+hi4) [so it's a bit slower than a standard memcpy
  fill]
- added ARM - load/store halfword register offset
- added ARM - load/store halfword immediate offset
- added ARM - load signed halfword/byte register offset
- added ARM - load signed halfword/byte immediate offset
- added decode() function to make opcode bit testing a lot clearer
  (didn't apply it to the debugger yet)

All ARMv4M and all THUMBv4 instructions should now be implemented.
Although I'm not sure if my implementations of the new instructions are
correct.
2012-03-27 22:02:57 +11:00
Tim Allen
e16dd58184 Update to v087r09 release.
byuu says:

Split apart necdsp: core is now in processor/upd96050 (wish I had
a better name for it, but there's no family name that is maskable.)
I would like to support the uPD7720 in the core as well, just for
completeness' sake, but I'll have to modify the decoder to drop one bit
from each mode.
So ... I'll do that later. Worst part is even if I do, I won't be able
to test it :(

Added all of Cydrak's changes. I also simplified LDMIA/STMIA and
PUSH/POP by merging the outer loops.
Probably infinitesimally slower, but less code is nicer. Maybe GCC
optimization will expand it, who knows.
2012-03-26 21:13:02 +11:00
Tim Allen
395e5a5639 Update to v087r08 release.
byuu says:

Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.

I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.

GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...

I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 18:52:36 +11:00
Tim Allen
ec939065bd Update to v087r07 release.
There was a "v087r07pre" release that I unfortunately missed.

byuu says (about v087r07pre):

Creates the bsnes/processor folder. This has a shared ARM core there
which both the GBA and ST018 inherit.
There are going to be separate decoders, and revision-specific checks,
to support the differences between v3+.
In the future, I also want to move the other processor cores here:
- GBZ80 (GB, GBC)
- 65816 (SNES CPU, SA-1)
- NEC uPD (7725, 96050, maybe 7720 just for fun)
- Hitachi HG51B169
- SuperFX
- SPC700
- 65(C?)02

Basically, the GBA/ST018 forces my hand to start coding a bit more like
a multi-system emulator.

Right now, the ST018 is broken. Hence the pre. Apparently the GBA core
being used now has some bugs. So this'll be a nice way to stress-test
the GBA core a bit before we make it to ARMwrestler.

byuu says (about v087r07):

Both snes/chip/armdsp and gba/cpu use processor/arm now.
Fixed THUMB to execute the BL prefix and suffix separately. I can now
get the GBA BIOS stuck in some kind of infinite loop. Hooray ...
I guess?
2012-03-23 21:43:39 +11:00
Tim Allen
77578cd0a4 Update to v087r06 release.
byuu says:

I believe I've implemented every THUMB instruction now, although I'm
sure there are dozens of bugs in the implementation.

It seems that the last jump taken is ending up being off-by-two. It's
probably due to not masking/adjusting PC correctly at certain points.

I don't know if any other bugs are being hit prior to this or not.
I don't implement any I/O registers yet, and the BIOS seems to be poking
at a few of them along the way, so ... who knows.
I could also be reading the log wrong, but it looks to me like there's
some PSR setting the mode flag register to 0, which is supposed to be an
undefined behavior mode ... perhaps mrs has no effect on the m/t bits,
and it just affects the i/f bits?
2012-03-22 22:47:25 +11:00
Tim Allen
04087a74b0 Update to v087r05 release.
byuu says:

Implemented all of the ARMv3 instructions, and the bx rm instruction as
well. Already hit THUMB mode right at the start of the BIOS, sigh.
Implemented the first THUMB instruction to get that rolling. Also tried
to support the S flag to LDM/STM, but not sure how successful I was.
2012-03-21 22:08:16 +11:00
Tim Allen
6701403745 Update to v087r04 release.
byuu says:

GBA stuff re-added. Only thing missing that was there before is the ARM
branch opcode.
Since we're going to be staring at it for a very long time, I added
a more interesting test video pattern.

Went from 6fps to 912fps. Amazing what being able to divide can do for
a frame rate.
2012-03-19 22:19:53 +11:00
Tim Allen
95c62f92ac Update to v087r03 release.
byuu says:

Fixing the PPU stepping increased FPS to 250. Promising, at least, since
the ARM core is still severely overclocked.
However, I reverted back to r02. This one patches gameboy/ and GameBoy::
to gb/ and GB:: and that's it.
Sorry, I just couldn't shake this bad feeling about the code. There were
some poorly hacked-together constructs. I'd rather just redo two days of
work than feel bad about the codebase for the next several years. Going
to attempt the GBA bridge again. Third time's a charm, I suppose (there
was a pre-r03 WIP I abandoned as well.)
This isn't unprecedented, GB core took a few attempts like this as well.
2012-03-19 21:27:40 +11:00
Tim Allen
0f54be93b7 Update to v087r04 release.
byuu says:

Changelog:
- gameboy/ -> gb/
- GameBoy -> GB
- basic memory map for GBA
- enough code to execute the first BIOS instruction (b 0x68)

I have the code resetting r(15) to 0 on an exception just as a test.
Since that flushes the pipeline, that means we're basically executing "b
0x68" at 8MHz, and nothing else.
... and I am getting __6 motherfucking FPS__ at 4.4GHz on an i7.

Something is seriously, horribly, unfuckingbelievably wrong here, and
I can't figure out what it is.
My *fully complete* ARM core on the ST018 is even less efficient and
runs at 21.47MHz, and yet I get 60fps even after emulating the SNES
CPU+PPU @ 10+MHz each as well.

... I'm stuck. I can't proceed until we figure out what in the holy fuck
is going on here. So ... if anyone can help, please do. If we can't fix
this, the GBA emulation is dead.
I was able to profile on Windows, and I've included that in this WIP
under out/log.txt.
But it looks normal to me. But yeah, there's NO. FUCKING. WAY. This code
should be running this slowly.
2012-03-18 23:35:53 +11:00
Tim Allen
8db134843f Update to v087r03 release.
byuu says:

I wanted to keep this a secret, but unlike other recent additions, this
will easily take several weeks, maybe months, to show anything.
Assuming I can even pull it off. Nothing technically overwhelming here,
I'm more worried about the near-impossibility of debugging the CPU.
2012-03-18 12:04:22 +11:00
Tim Allen
06e83c6154 Update to v087r02 release.
byuu says:

Changelog:
- extended USART with quit(), readable(), writable() [both emulation and
  hardware]
    - quit() returns true on hardware when Ctrl+C (SIGINT) is generated
      (breaks main loop); no effect under emulation yet (hard to
      simulate)
    - readable() returns true when data is ready to be read
      (non-blocking support for read())
    - writable() returns true when data can be written (non-blocking
      support for write()) [always true under emulation, since we have
      no buffer size limit]
2012-03-10 23:47:19 +11:00
Tim Allen
cbfbec4dc3 Update to v087r01 release.
byuu says:

Changelog:
- fixes ARM core unaligned memory reads (fixes HNMS2 AI, hopefully completely,
  we'll see though) [Cydrak]
- ARM 40000010 writes are now connected to d2 rather than the timer
- ARM bus_readbyte() removed (would love to do the same for writebyte if
  we can ... then we can drop back to bus_read + bus_write only)
- USART with IObit set acts as a regular gamepad now (don't have this
  hooked up with real hardware, but oh well, it's technically possible
  so there's that)
- OpenGL/GLX will use 30-bit when you have a 30-bit display; no need for
  config file video.depth anymore
2012-03-10 23:37:36 +11:00
Tim Allen
386ac87d21 Update to v087 release.
byuu says:

This release adds ST018 emulation. As this was the final unsupported
SNES coprocessor, this means that bsnes v087 is the first SNES emulator
to be able to claim 100% known compatibility with all officially
released games. And it does this with absolutely no hacks.

Again, I really have to stress the word known. No emulator is perfect.
No emulator ever really can be perfect for a system of this complexity.
The concept doesn't even really exist, since every SNES behaves subtly
different. What I mean by this, is that every single game ever
officially sold has been tested, and zero bugs (of any severity level)
are currently known.

It is of course extremely likely that bugs will be found in this
release, as well as in future releases. But this will always be
a problem for every emulator ever made: there is no way to test every
possible codepath of every single game to guarantee perfection. I will,
of course, continue to do my best to fix newfound bugs so long as I'm
around.

I'd really like to thank Cydrak and LostTemplar for their assistance in
emulating the ST018. I could not have done it without their help.

The ST018 ROM, like the other coprocessor ROMs, is copyrighted. This
means I am unable to distribute the image.

Changelog (since v086):
- emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi
  Nidan Morita Shougi 2
- fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in
  Moryo Senki Madara 2
- fixed saving and loading of Super Game Boy save RAM
- NEC uPD7725,96050 ROMs now stored in little-endian format for
  consistency
- cartridge folder concept has been reworked to use fixed file names
- added emulation of serial USART interface (replaces asynchronous UART
  support previously)
2012-03-08 00:29:38 +11:00
Tim Allen
533aa97011 Update to v086r16 release.
byuu says:

Cydrak, I moved the step from the opcode decoder and opcodes themselves
into bus_(read,write)(byte,word), to minimize code.
If that's not feasible for some reason, please let me know and I'll
change it back to your latest WIP.
This has your carry flag fix, the timer skeleton (doesn't really work
yet), the Booth two-bit steps, and the carry flag clear thing inside
multiply ops.
Also added the aforementioned reset delay and reset bit stuff, and fixed
the steps to 21MHz for instructions and 64KHz for reset pulse.
I wasn't sure about the shifter extra cycles. I only saw it inside one
of the four (or was it three?) opcodes that have shifter functions.
Shouldn't it be in all of them?

The game does indeed appear to be fully playable now, but the AI doesn't
exactly match my real cartridge.
This could be for any number of reasons: ARM CPU bug, timer behavior
bug, oscillator differences between my real hardware and the emulator,
etc.
However ... the AI is 100% predictable every time, both under emulation
and on real hardware.

- For the first step, move 九-1 to 八-1.
- The opponent moves 三-3 to 四-3.
- Now move 七-1 to 六-1.
- The opponent moves 二-2 to 八-8.
  However, on my real SNES, the opponent moves 一-3 to 二-4.
2012-03-08 00:03:15 +11:00
Tim Allen
d118b70b30 Update to v086r15 release.
byuu says:

Most importantly ... I'm now using "st018.rom" which is the program ROM
+ data ROM in one "firmware" file. Since all three Seta DSPs have the
ST01N stamp, unlike some of the arcade variants, I'm just going to go
with ST01N from now on instead of ST-001N. I was using the latter as
that's what Overload called them.

Moving on ...
The memory map should match real hardware now, and I even match the open
bus read results.
I also return the funky 0x40404001 for 60000000-7fffffff, for whatever
that's worth.
The CPU-side registers are also mirrored correctly, as they were in the
last WIP, so we should be good there.
I also simulate the reset pulse now, and a 0->!0 transition of $3804
will destroy the ARM CPU thread.
It will wait until the value is set back to zero to resume execution.
At startup, the ARM CPU will sleep for a while, thus simulating the
reset delay behavior.
Still need to figure out the exact cycle length, but that's really not
important for emulation.

Note in registers.hpp, the |4 in status() is basically what allows the
CPU program to keep going, and hit the checkmate condition.
If we remove that, the CPU deadlocks. Still need to figure out how and
when d4 is set on $3804 reads.
I can run any test program on both real hardware and in my emulator and
compare results, so by all means ... if you can come up with a test,
I'll run it.
2012-03-02 22:07:17 +11:00
Tim Allen
aa8ac7bbb8 Update to v086r14 release.
byuu says:

Attempted to fix the bugs pointed out by Cydrak for the shifter carry
and subtraction flags. No way to know if I was successful.
The memory map should exactly match real hardware now.
Also simplified bus reading/writing: we can get fancy when it works,
I suppose.
Reduced some of the code repetition to try and minimize the chances for
bugs.
I hopefully fixed up register-based ror shifting to what the docs were
saying.
And lastly, the disassembler should handle every opcode in every mode
now.
ldr rn,[pc,n] adds (pc,n) [absolute address] after opcode. I didn't want
to actually read from ROM here (in case it ever touches I/O or
something), but I suppose we could try anyway.
At startup, it will write out "disassembly.txt" which is a disassembly
of the entire program ROM.
If anyone wants to look for disassembly errors, I'll go ahead and fix
them. Just note that I won't do common substitutions like mov pc,lr ==
ret.

At this point, we can make two moves and then the game tells us that
we've won.
So ... I'm back to thinking the problem is with bugs in the ARM core,
and that our bidirectional communication is strong enough to play the
game.
Although that's not perfect. The game definitely looks at d4 (and
possibly others later), but my hardware tests can't get anything but
d0/d3 set.
2012-03-01 23:23:05 +11:00
Tim Allen
ad71e18e02 Update to v086r13 release.
byuu says:

That's my best implementation of the shifter carry. It's horribly
inefficient and possibly wrong (especially on ROR by register, but that
doesn't ever appear to be used in this program), but oh well. It's the
best I can do.

Game is basically getting stuck after a board upload and issuing another
command. It's sitting in a loop waiting on $3804.d0 to be set, meaning
the ARM is never writing anything for the CPU to read. There's some
chance that my $3804/r40000000 flags are wrong. Short of guessing
though, I'm not sure how we can get more info on how those work.

... I really can't debug this any better than I have. If no one else
sees anything, then we're going to have to give up and wait for MESS to
create opcode logs for us to compare against.
2012-02-29 23:59:48 +11:00
Tim Allen
a00c7cb639 Update to v086r12 release.
byuu says:

Attract demonstration game is fully playable.
2012-02-29 23:56:21 +11:00
Tim Allen
112520cf45 Update to v086r11 release.
byuu says:

More ARM work. Can get in-game, and upload the board (0xaa) successfully.
Bug in checkmate command makes the CPU really difficult to defeat :P
2012-02-28 22:21:18 +11:00
Tim Allen
11d6f09359 Update to v086r10 release.
byuu says:

More ARM work. ARM core now begins to act upon initial 0xf1 command, but
hangs.
2012-02-28 22:10:02 +11:00
Tim Allen
3ed42af8a1 Update to v086r09 release.
byuu says:

A lot more work on the ARMv3 core.
2012-02-27 11:18:50 +11:00
Tim Allen
482b4119f6 Update to v086r08 release.
byuu says:

Contains the fledgling beginnings of an ARM CPU core, which can execute
the first three and a half instructions of the ST-0018.
It's a start, I guess.
2012-02-26 18:59:44 +11:00
Tim Allen
f1d6325bcd Update to v086r07 release.
byuu says:

USART improvements. The clock pulse from reading data() drives both
reading and writing.
Also added a usart_init() to bind the initializer functions, so all you
need now is:
extern "C" usartproc void usart_main() { ... }
And inside, you use usart_read(), usart_write(), etc.
So we can add all the new functions we want (eg I'd like to have
usart_readable() to check if data is available) without changing the
entry point signature.

blargg enhanced his Teensy driver to ignore frame error reads, as well.
2012-02-25 20:12:08 +11:00
Tim Allen
e48671694e Update to v086r06 release.
byuu says:

It is done. bsnes can now emulate sending and receiving data via USART.
As such, the UART code has been removed.
The final UART code can be downloaded here: http://byuu.org/snes/uart/
I won't maintain it going forward, because nobody ever used it, and
USART is superior in every way.

I've also verified both sending and receiving on the real SNES now :D
It's so easy ... a caveman with electrical engineering and computer
programming experience can do it.
2012-02-25 20:03:11 +11:00
Tim Allen
338f13e57b Update to v086r05 release.
byuu says:

USART implements reading and writing, but I don't yet have code to test
SNES reading yet.
So ... obviously I need to do that next.

Went ahead and required nall::function, so the modules will have to be
C++11. I don't see anyone else making these, and it avoids the annoyance
of deducing the correct controller port based on dynamic casting the
active thread.
Apparently a library can have a main() function to no ill effect, so
there's no need for USART_HARDWARE. Same exact code with different flags
will make the binary and the library.
2012-02-25 19:52:42 +11:00
Tim Allen
6cbc312f11 Update to v086r04 release.
byuu says:

There will probably be a series of small WIPs as I experiment here.

snes/controller/serial is now snes/controller/uart. Asynchronous serial
communications, typically capped at 57,600 baud.
snes/controller/usart is new. It aims to emulate the SNES connected to
a Teensy++ board, and can easily handle 524,288 baud.
And much more importantly, it's synchronous, so there are no timing
issues anymore. Just bit-bang as fast as you can.

Right now, the USART code is just enough for SNES->PC to transfer data
to ... well, nothing yet.

Unless anyone is actually using the UART stuff, I'll be removing it once
the USART is totally up and running.
No sense maintaining code that is 10x slower, more error prone, and used
by nobody.

Note: this is all thanks to blargg being absolutely amazing.
2012-02-25 19:49:27 +11:00
Tim Allen
7a96321e78 Update to v086r03 release.
byuu says:

Cart unload save path was using the new game rather than the old game.
Caused by trying to allow a failed cartridge load to not unload the
current game.
But that's so uncommon that it's not worth worrying about. It'll always
unload before trying to load a new game now.

Removed the TM/TS disable speedup, to fix Madara 2's text boxes.
This actually did cause a slight performance penalty on games that
disable layers via TM/TS. Zelda 3 inside Link's house is a good example.
It knocked the FPS from 98.5 to 94.5. So to counter that, I removed
conditionals from tiledata loading and decoding, and used fall through
switches.
This boosted us back to 97.0. The -march=native flag apparently works
better with SB now, so that was added, putting us up to 99.0fps.
So it should be the same speed in the worst case, and slightly faster in
the best case.

Bumped the pre-render time to 68 clocks from 60 clocks. Adjusted sprite
tile fetch time from 22 to 14 to compensate.
This should give us perfectly stable Dai Kaijuu Monogatari 2 battles.
2012-02-18 18:49:52 +11:00
Tim Allen
6cfb9e89e7 Update to v086r02 release.
byuu says:

Fixed Super Game Boy RAM saving and loading. It plainly wasn't hooked up
at all. Was apparently hard-coded before it became a multi-emulator.
I also fixed a crashing issue when loading Satellaview-slotted or
Satellaview games without specifying the sub-cart, wasn't setting
has_bsx_slot = true, so the raw memory wasn't being allocated internally
when it wasn't mapped in. Of course a better fix would be to just not
physically map the ranges if the things aren't present. Kind of a lazy
hack to map blank cartridges there, but oh well.  Oh, fixed title
displays as well; and did the best I could for now with regards to
multi-file path saving.
2012-02-16 23:48:05 +11:00
Tim Allen
a37ce1cb2f Update to v086r01 release.
byuu says:

The goals for v087 are to have a unified cartridge-folder concept, as
well as a more functional SNES debugger.

Starting with the cartridge folders. What I have so far:

Code:
NES:
- program.rom
- character.rom
- program.ram
- …

SNES:
- program.rom
- program.rtc
- data.rom (SPC7110)
- { dsp1.rom, dsp1b.rom, cx4.rom, … }
- msu1.rom
- track-#.pcm

Game Boy, Game Boy Color:
- program.rom
- program.ram
- program.rtc

Sub-cartridges (BS-X, Sufami Turbo, …) are stored as separate folders
Folder names must be UTF-8 based, with all-lowercase extensions
File names must be all-lowercase

SNES:
- "program.ram" (.srm, .sts)
- "msu1.rom" (name.msu)
- "track-#.pcm" (name-#.pcm)
- "upd96050.ram" -> "name.ram"
- "bsx.ram" (.bss)
- "bsx.psram" (.bsp)
- "serial.so" -> "libserial.so" (broken)

Need:
- Super Game Boy (not even sure how this loads and saves memory, it's
  obviously broken)

And I need to think of some way of handling multi-cart loaded games.
Eg Satellaview-slotted and Sufami Turbo. It was { base + slot ( + slot
... } }, but this gets trickier with folders and fixed names.
Actual markup for the NES needs to change as well.
2012-02-16 01:01:22 +11:00
Tim Allen
10fd29e7bb Update to v086 release.
byuu says:

The main focus of this release is Laevateinn, which is the new bsnes
debugger. Unlike previous debuggers, Laevateinn is a standalone
application with its own GUI entirely focused on debugging.

Changelog:
- created ui-debugger target (Laevateinn)
- fixed multitap ports 2-4 [quequotion]
- fixed ui-libsnes target compilation
- fixed a crashing issue with NSS XML markup
- improved cartridge-folder loading support
- NES can now load .fc (headerless NES) or .prg+.chr (split NES) images
- fixed cursor being visible in fullscreen mode when using
  Linux/Metacity window manager [ncbncb]
- show normal cursor when using Linux/SDL video driver [ncbncb]
- added menu accelerators
- fixed a bug in performance profile SMP incw/decw instructions
- SNES core can now optionally be built without Game Boy emulation core
- added 2012-02-04 cheats.xml database [mightymo]
2012-02-13 22:44:02 +11:00
Tim Allen
0370229444 Update to v085r09 release.
byuu says:

Added VRAM viewer (mouse over to get tile# and VRAM address), CPU+SMP
register editors, settings.cfg to cache path+sync audio+mute audio
settings (Windows Vista+ ignore my request for the default folder
because they are fucking stupid, so they always default to your home
folder. I'm going to have to recommend using a batch file to start
laevateinn there. Sorry, blame Microsoft for being fuck-ups),
geometry.cfg to remember where you placed windows and what size you made
them (a bug in Qt prevents me from making some windows fixed-size for
now, but that'll change when I can work around the Qt issue), usage map
invalidation if the ROM was modified after the usage files, that empty
line insertion thing creaothceann wanted on emulation resume, all chips
now synchronize immediately rather than just-in-time, which is important
for a debugger.

Going to postpone the properties viewer until after v086.

So this is pretty much ready for release. Please bug-test. I don't care
so much about little frills like "oh the memory editor window should
default to a little bigger", you can work around that by resizing it.
I care about things like, "VRAM write breakpoints don't work at all."

If we miss any bugs and it gets released, not the end of the world, but
you'll be waiting a while for the next release to address any missed
bugs now.
2012-02-12 20:58:04 +11:00
Tim Allen
82afd511fc Update to v085r08 release.
byuu says:

Changelog:
- follow the Laevateinn topic to get most of it
- also added NMI, IRQ step buttons to CPU debugger
- also added trace masking + trace mask reset
- also added memory export
- cartridge loading is entirely folder-based now

FitzRoy, I'll go ahead and make a second compromise with you for v086:
I'll match the following:

    /path/to/SNES.sfc/*.sfc
    /path/to/NES.fc/*.prg, *.chr (split format)
    /path/to/NES.fc/*.fc (merged format)
    /path/to/GB.gb/*.gb
    /path/to/GBC.gbc/*.gbc

Condition will be that there can only be one of each file. If there's
more than one, it'll abort. That lets me name my ROMs as
"Game.fc/Game.fc", and you can name yours as "Game.fc/cartridge.prg,
cartridge.chr". Or whatever you want.
We'll just go with that, see what fares out as the most popular, and
then restrict it back to that method.
The folder must have the .fc, etc extension though. That will be how we
avoid false-positive folder matches.

[Editor's note - the Laevateinn topic mentions these changes for
v085r08:

    Added SMP/PPU breakpoints, SMP debugger, SMP stepping / tracing,
    memory editing on APU-bus / VRAM / OAM / CGRAM, save state menu,
    WRAM mirroring on breakpoints, protected MMIO memory regions
    (otherwise, viewing $002100 could crash your game.)

    Major missing components:
    - trace mask
    - trace mask clear / usage map clear
    - window geometry caching / sizing improvements
    - VRAM viewer
    - properties viewer
    - working memory export button

    The rest will most likely appear after v086 is released.
]
2012-02-12 16:35:40 +11:00
Tim Allen
ad3eafd735 Update to v085r07 release.
byuu says:

Changelog:
- stuff

[Editor's note - pretty much just more debugger implementation]
2012-02-12 16:07:24 +11:00
Tim Allen
4bc5f66aa5 Update to v085r06 release.
byuu says:

Lots of debugger enhancements. Memory editor works for CPU-bus only,
breakpoint editor does nothing yet.
Tracing works, writes to 001-999 files sequentially. Stepping works,
too. But only on the CPU.
Added "privileged", which becomes "public" if DEBUGGER is defined,
"private" otherwise.
Meant so the debugger can stab deeply into the cores for state
manipulation. Interface is guaranteed to be unstable and dependent upon
the accuracy core.
The about screen logo adds 100KB onto the source download (won't affect
regular bsnes binaries), but too bad. I want some visual flair this
time.
2012-02-09 23:53:55 +11:00
Tim Allen
730e6ae4cc Update to v085r04 release.
byuu says:

Changelog:
- added base/ folder
- base/base.hpp defines the version number for all UI targets, all the
  varint-types, and a hook() class for debugger functions (see below)
- fixed compatibility profile compilation
- removed within<> template from the SNES target
- the SNES core can be built without Game Boy support now, if you so
  choose (my SNES debugger is not going to support debugging the GBZ80,
  sorry.)
- added ui-debugger; not at all useful right now, will be a long while
  to get something usable ready

So hook is a class wrapper around nall::function. It allows you to
invoke potentially empty functions (and as such, the return type must
have a trivial constructor.)
It also doesn't actually perform the test+invocation when DEBUGGER
(options=debugger) is not defined. So you should have no overhead in
regular builds.
The core classes now have a subclass with all the debugging hooks, so
you'll see eg:

    void CPU::op_step() {
      debugger.op_exec(regs.pc);
      (this->*opcode_table[op_read()])();
    }

Clear what it's doing, clear what it's for. A whole lot less work than
inheriting the whole CPU core and virtualizing the functions we want to
hook.
All the logic for what to do inside these callbacks will be handled by
individual debuggers, so they can have all the functionality they want.
2012-02-06 23:03:45 +11:00
Tim Allen
892bb3ab01 Update to v085r03 release.
byuu says:

Changelog:
- fixed cursor being visible under Metacity window manager (hopefully
  doesn't cause regression with other WMs)
- show normal cursor when using SDL video driver
- added menu accelerators (meh, why not?)
- removed debugvirtual, ChipDebugger and chip/debugger functionality
  entirely
- alt/smp disassembler moved up
- fixed alt/smp incw/decw instructions (unsigned->uint16 for internal
  variables)

My plan going forward for a debugger is not to hardcode functionality
that causes the 10-15% slowdown right into the emulator itself.
Instead, I'm going to make a callback class, which will be a specialized
version of nall::function:
- can call function even if not assigned (results in no-op, return type
  must have a trivial default constructor)
- if compiled without #define DEBUGGER, the entire thing turns into
  a huge no-op; and will be eliminated entirely when compiled
- strategically place the functions: cb_step, cb_read, cb_write, etc.

From here, the ui-debugger GUI will bind the callbacks, implement
breakpoint checking, usage table generation, etc itself.
I'll probably have to add some breakout commands to exit the emulation
core prior to a frame event in some cases as well.

I didn't initially want any debugger-related stuff in the base cores,
but the #if debugger sCPUDebugger #else sCPU #endif stuff was already
more of a burden than this will be.
2012-02-04 20:23:53 +11:00
Tim Allen
e4e50308d2 Update to v085r02 release.
byuu says:

Fixed NSS XML crashing issue.
Improved folder-loading support.
NES can now load game.fc/game.fc, or game.fc/game.prg+game.chr.
Both types should have no iNES header at all.
And both types require an XML file (until we have a built-in database.)
2012-01-26 17:50:09 +11:00
Tim Allen
cc518dcc3c Update to v085r01 release.
byuu says:

Changelog:
- updated bsnes to use the newest versions of nall and phoenix
- fixed ui-libsnes compilation (testing would be a good idea, especially
  the cheat codes. I just copy-pasted that from the regular UI.)
- fixed multitap controllers 2-4 [quequotion]
2012-01-15 19:29:57 +11:00
Tim Allen
ba081d309e Update to v085 release.
byuu says:

A new release for the new year.

Changelog:
fixed auto joypad polling edge case; fixes Ys 5 controls
fixed Justifier polling code; Lethal Enforcers should be fully
responsive once again
rewrote SNES S-SMP processor core (~20% code reduction)
fixed Game Boy 8x16 sprite mode; fixed some sprites in Zelda: Link's
Awakening
treat Game Boy HuC1 RAM enable flag as writable flag instead; fixes
Pokemon Card GB
created far faster XML parser; bsnes can now load XML files once again
updated to mightymo's most recent cheat code database
internal color calculations now performed at 30-bits per pixel
gamma slider now acts as fine-tuned gamma ramp option
Linux OpenGL driver will output at 30bpp on capable displays
Linux port defaults to GTK+ now instead of Qt (both are still available)
2012-01-04 00:10:46 +11:00
Tim Allen
1bf9265b7c Update to v084r08 release.
byuu says:

Okay, everything can now load XML again, including board layouts for all
three systems. New is the ability to load external Game Boy layouts (not
really that useful, but it's there.)
I'd like to aim for a v085 release soon. I've included a binary, so I'd
appreciate testing. I had to redo all of the XML mappings for every
system (I like consistency), so basically the following things need to
be tested:
* load one of every type of game for every system (every NES board type,
* every Game Boy MBC type, every SNES chip and layout type.)
* test cheat codes and the cheat database
* test pixel shaders for OpenGL and Direct3D (sepia for the win)
* test anything else for v085 release
2011-12-31 20:24:58 +11:00
Tim Allen
f947d84309 Update to v084r07 release.
byuu says:

Added the new super-fast XML parser. So far, the shaders, cheat files,
and cheat database have been updated to allow XML mode once again. Which
is sure to please Screwtape =)
So it's down to just the cartridge mapping files now, which are always
a major pain.

I still think BML is better for parsing simplicity, memory usage, disk
size, lack of red tape and speed (but horrendously bad for ease of
creating files manually), but since the base API is identical, there's
no reason not to support both. Especially since the pixel shaders have
kind of taken on a life of their own.
2011-12-30 17:41:29 +11:00
Tim Allen
0bd21185b8 Update to v084r06 release.
byuu says:

Changelog:
- fixed sprite tile masking for 8x16 mode (fixes Zelda: DX sprites)
- HuC1 flag sets RAM writable, not RAM enable (fixes Pokemon Card)
- removed within<> template, didn't turn out to be all that useful

I would be almost certain no games would break by allowing reads when it
is disabled, no game would rely on that behavior.
I prefer to be overly restrictive. Better to not allow valid behavior
than to allow invalid behavior. The latter is what gives us a dozen
broken SNES translations.
2011-12-26 21:49:48 +11:00
Tim Allen
6227974bf6 Update to v084r05 release.
(note: before the post announcing this release, there had been
a discussion of a performance optimisation that made the Super Scope
emulation a lot faster, but caused problems for the Justifier perpheral)

byuu says:

Spent a good two hours trying things to no avail.
I was trying to allow the CPU to run ahead, and sync on accesses to
$4016/4017/4201/4213, but that doesn't work because the controllers have
access to strobe IObit at will.
The codebase is really starting to get difficult to work with. I am
guessing because the days of massive development are long over, and the
code is starting to age.
Jonas' fix works 98% of the time, but there's still a few missed shots
here and there. So that's not going to work either.
So ... I give up. I've disabled the speed hack, so that it works 100% of
the time.
Did the same for the Super Scope: it may not have the same problem, but
I like consistency and don't feel like taking the chance.
This doesn't affect the mouse, since the mouse does not latch the
counters to indicate its X/Y position.
Speed hit is 92->82fps (accuracy profile), but only for Super Scope and
Justifier games.
But ... at least it works now. Slow and working is better than fast and
broken.

I appreciate the help in researching the issue, Jonas and krom.

Also pulled in phoenix/Makefile, which simplifies ui/Makefile.
Linux port defaults to GTK+ now. I can't get QGtkStyle to look good on
Debian.
2011-12-18 14:19:45 +11:00
Tim Allen
ea95eaca3c Update to v084r04 release.
byuu says:

Fixed the Ys 5 input bug in the auto joypad polling code. Can't
guarantee it's hardware-accurate (I have no way to extensively test it),
but I can guarantee it is closer to being correct now.
Also uses updated version of phoenix.

The justifier input is indeed all fucked up now. Seems like it stops
updating input after firing for a few frames.
I really don't want to debug that code anymore ... anyone want to make
$10 by fixing it? :P
2011-12-12 21:59:53 +11:00
Tim Allen
ad0805b168 Update to v084r03 release.
(r02 was not posted to the WIP thread)

byuu says:

Internally, all color is processed with 30-bit precision. The filters
also operate at 30-bit depth.
There's a new config file setting, video.depth, which defaults to 24.
This causes the final output to downsample to 24-bit, as most will
require.
If you set it to 30-bit, the downsampling will not occur, and bsnes will
ask ruby for a 30-bit surface. If you don't have one available, you're
going to get bad colors. Or maybe even a crash with OpenGL.
I don't yet have detection code to make sure you have an appropriate
visual in place.

30-bit mode will really only work if you are running Linux, running Xorg
at Depth 30, use the OpenGL or XShm driver, have an nVidia Quadro or AMD
FireGL card with the official drivers, and have a 30-bit capable
monitor.
Lots of planning and work for very little gain here, but it's nice that
it's finally finished.

Oh, I had to change the contrast/brightness formulas a tiny bit, but
they still work and look nice.
2011-12-03 14:22:54 +11:00
Tim Allen
2cc077e12b Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.

Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.

Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.

(Note to self: need to re-enable snes.random before v085 official.)

EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 23:05:35 +11:00
Tim Allen
ae6c3c377d Update to v084 ninja bug-fix.
byuu says:

Hiding the viewport is necessary on Windows to prevent it from
overlapping the status bar. I've changed it to set the size to 1,1 when
nothing is loaded.
That still puts a 1x1 pixel over the status bar when you resize the
window to 1xHeight, but ... you know, don't do that.
Also corrected the mask overscan option for NES/SNES.

Silently updated the bsnes_v084-source.tar.bz2 archive with those fixes,
there were only 48 downloads.
2011-11-08 22:58:50 +11:00
Tim Allen
01750e9c83 Update to v084 release.
byuu says:

This release adds preliminary Game Boy Color emulation. Due to lack of
technical information, this is undoubtedly the least stable module
I provide at this time; but improvements should continue as it is
developed.

This release also polishes the NES emulation and user interface code.

Changelog (since v083):
- added preliminary Game Boy Color emulation
- NES: added MMC6, VRC1, VRC2, VRC3 emulation
- NES: fixed MMC5 banking and added split-screen support [Cydrak]
- NES: pass all of blargg's ppu_vbl_nmi tests, pass more sprite tests
- NES: palette is now generated algorithmically [Bisqwit]
- SNES: fixed SA-1 IRQ regression caused by code refactoring
- Game Boy: rewrote audio channel mixing code; sound output is greatly
  improved as a result
- Game Boy: uses DMG boot ROM instead of SGB boot ROM
- Game Boy: fixed potential bug when loading save states
- phoenix: fixed ListView focus issue [X-Fi6]
- phoenix: fixed dialog message parsing [X-Fi6]
- ui: video output is truly 24-bit now; SNES luma=0 edge case emulated
- ui: audio frequency, latency, resampler are now user configurable
- ui: gamma ramp is dynamically adjustable
- ui: all filters ported to 24-bit mode (speed hit to HQ2x)
- ui: added turbo button mappings for all generic controllers
- ui: fixed audio volume on unmute via menu [Ver Greeneyes]
- ui: shrink window option does nothing when no cartridge is loaded
- ui: re-added compositor disable, driver verification from v082
2011-11-08 00:04:58 +11:00
Tim Allen
891f1ab7af Update to v083r10 release.
byuu says:

Changelog:
- NES: added VRC1, VRC2, VRC3, MMC6 emulation
- shrink window doesn't do anything when no cartridge is loaded
- phoenix Horizontal,VerticalLayout use const Size& instead of unsigned
  width,height [for consistency]

So, all official NES ASICs are supported now. Just need sound output for
MMC5+VRC7 to complete them; and then some board re-arrangement stuff for
VRC2+MMC3.

Note that MMC6 uses the same mapper ID as MMC3, and VRC2 uses the same
ID as VRC4, so you have to make a BML board mapping or toggle which type
is chosen in the source file to use these two chips.

Side note: NES overscan clamping is obviously still assuming 16-bit, as
only half the lines are erased. Need to fix that.
2011-11-04 22:57:54 +11:00
Tim Allen
bf78e66027 Update to v083r09 release.
byuu says:

Added frequency, latency, resampler selection to the audio settings
panel (I really only wanted it there for resampler selection ... having
three options matches the driver selection style though, so whatever.)
The linear/hermite sampler will double the framerate when running Game
Boy games, and sounds the same. Same framerate and sound quality on
SNES. But it will cause buzzing in many NES titles.
Also re-added the composition { never, fullscreen, always } modes.
I think that option is clutter, but it's just impossible to get good
audio+video on Windows 7 without it ...
Lastly, HQ2x was ported over, but not very well. I just convert source
pixels from RGB888 to RGB555, and output pixels in the opposite
direction.
Need someone good to port the diff() and blend functions over to RGB888
in a way that's not terribly slow.
2011-10-31 20:55:48 +11:00
Tim Allen
483f9f8f20 Update to v083r08 release.
byuu says:

Fixed SA-1 IRQ regression for Super Mario RPG
Added turbo B,A to NES+GB; B,A,X,Y to SNES (please don't ask for turbo
L,R; you never use those keys rapidly.)
Re-added video color adjustments, which are now done in full 8-bit
colorspace for more precision

Gamma ramp option is gone. It's now the gamma option, which now only
affects the lower-half of the colors.
A value of 1.0 gives you the original, washed out colors. 1.75 is what
the gamma ramp checkbox used to do (roughly).
The new default is 1.5, which still prevents color washout, but isn't as
overly dark as before.

I wanted to make the core/interface stuff abstract the complexity of
setting up a new C++ class, but it really didn't make anything easier.
It was all one-line stubs to internal functions, and there was just too
many platform-specific things that needed to be captured, so I did away
with that. Made a base class for the ui/interface stuff to get rid of
a lot of switch(mode()) stuff, still a work in progress.
2011-10-29 18:32:20 +11:00
Tim Allen
f3feaa3e86 Update to v083r07 release.
byuu says:

Game Boy: audio should sound a lot better, eg Zelda: DX first opening
scene
Game Boy Color: now uses cothread Processor::frequency to dynamically
clock GB-CPU to 8MHz. Proper OAM DMA and timer speed. Fixes SMT: DC - WB
audio.
Added the break; statements to phoenix/windows/platform message loop
Added audio latency/frequency to config file only
2011-10-28 20:51:43 +11:00
Tim Allen
aaffd000a4 Update to v083r06 release.
byuu says:

All cores: Video classes have internal->{RGB30,24,16,15} palette
generation support
All cores: video output is now RGB24, all filters except HQ2x were
updated to reflect this (HQ2x will be very hard)
NES: MMC5 CHR mapping fixes (Bandit Kings, RTK2, Uchuu Keibitai SDF)
[Cydrak]
NES: MMC5 vertical split screen support (Uchuu Keibitai SDF) [Cydrak]
Game Boy + Game Boy Color: fixed a potential freezing bug when loading
save states (re-create cothreads on state load; was implied when using
SGB mode.)
Game Boy Color: fixed freezing bug with Zelda: LA opening (SVBK is
readable.)
Game Boy Color: more accurate colors (better than GiiBii, probably worse
than KiGB)
SNES: luminance of zero is no longer pure black, as on real hardware.
This is possible thanks to using RGB888 output now.

The current major problems I'd like to solve:
- Zelda: Link's Awakening music when Link first wakes up in the house is
  atrociously bad
- Shin Megami Tensei: Devil Children - White Book (Shiro no Sho) plays
  music at 50% speed; yet Black Book (Kuro no Sho) does not ... one of
  my favorite games, so it'd be great to fix it
2011-10-28 00:30:19 +11:00
Tim Allen
118a393c4c Update to v083r05 release.
(r04 was not posted to the WIP thread)

byuu says:

NES: passes ppu_sprite_overflow tests 01, 02, 05.
Game Boy: uses DMG BIOS (the one with the slow title scroll) or SGB
BIOS, based upon how you load the game.
Game Boy Color: Everything except the IR port is emulated. I don't have
any plans to allow linking two instances of bsnes. And that's frankly
never going to happen over netplay anyway, due to latency requirements
of the serial/IR ports.
The new DMA stuff is possibly incorrect, my test games don't seem to use
it.
Zelda: DX usually resets or crashes on the intro right before the beach
scene. I'm not sure why. Skip the intro and the game plays fine.

This is the best I can do when the most up-to-date GB/C reference
document is over ten years old and half-assed (pandocs.)
I could really use some help from anyone who understands the system.
Probably the worst part of my emulation at the moment is the interrupt
system.
Lots of things real hardware doesn't allow (DMA outside HRAM, CGB DMA to
invalid addresses, etc) isn't blocked yet.
LCD renderer is still scanline-based, which is just terrible. Doesn't
seem to be any good docs on cycle-level operation. I only know that it's
incredibly pathological and variable.
2011-10-27 11:00:17 +11:00
Tim Allen
6b708de893 Update to v083r03 release.
byuu says:

Lots of phoenix issues fixed, especially for Windows and GTK+.
NES emulation passes all ten ppu_vbl_nmi tests from blargg.
Sprite timing is nowhere near accurate yet (always consumes four clocks
per sprite), but oh well.
2011-10-24 22:35:34 +11:00
Tim Allen
db5e2107b4 Update to v083r02 release.
byuu says:

It seems impossible to pass blargg's NES ppu_vbl_nmi test 03 and 07 at
the same time. Wrote up a description of the problem here:
http://nesdev.parodius.com/bbs/viewtopic.php?p=85156#85156
2011-10-18 21:05:29 +11:00
Tim Allen
13ac6104e3 Update to v083r01 release.
byuu says:

This adds Bisqwit's NES palette generation code:

    http://nesdev.parodius.com/bbs/viewtopic.php?p=85060#85060

I set the saturation to 2.0 to closer match the existing "bright"
palette, although it still has a greater contrast range (some colors are
darker.) The gamma ramp option works now. Like SNES, best to also set
gamma to 0.8 afterward.  Once I think of a good way to expose the
saturation/hue settings, I'll do so.

I've also merged in the updated nall. Adds Cygwin uname check, and
replaces linear_vector with vector in lstring and the GUI.
2011-10-16 20:44:48 +11:00
Tim Allen
7fa8ad755d Update to v083 release.
byuu says:

This release adds preliminary Nintendo / Famicom emulation. It's only
a week or two old, so a lot of work still needs to be done before it can
compete with the most popular NES emulators.

It's important to clarify: bsnes is primarily an SNES emulator. That
will always be its forte and my core focus. I have added Game Boy
support previously for Super Game Boy emulation, and I've added NES
support mostly for something fun to work on to break up the monotony of
working on one system for seven years now. Obviously, I'd like the
emulation to be accurate and highly compatible, but I simply cannot
afford to invest the same amount of time and money into any other
systems.

Still, either way the NES and GB emulation serve as fun side-diversions,
and allow for a unified emulator interface with all of bsnes' unique
features applied to all systems. My personal favorite feature is
mightymo's extended built-in cheat code database that now also includes
NES and Game Boy codes. And it even works in Super Game Boy mode now,
too!

I'm also not worried about speed at all: so long as NES/GB are faster
than SNES/compatibility, it's fine by me. Note that due to the NES audio
running at 1.78MHz, and Game Boy audio at 4MHz stereo, a more
sophisticated audio resampler was needed: Ryphecha (Mednafen author) has
graciously written a first-rate resampler: it is a band-limited
Kaiser-windowed polyphase sinc resampler. It is combined with two
highpass filters to remove DC bias. The filter itself is SSE optimized,
but even still, approximately 50% of CPU usage for NES/GB emulation goes
to the audio filtering alone. However, you now have the best sound
possible for NES and Game Boy emulation as a result.

The GUI has also been heavily re-structured to accommodate multiple
emulators from the same interface. As such, it's quite likely a few bugs
are still lurking here and there. Please report them and I'll iron them
out for the next release.

Changelog:
- license is now GPLv3
- re-structured GUI as a multi-system emulator
- added NES emulation [byuu, Ryphecha]
- added NES ICs: MMC1, MMC2, MMC3, MMC4, MMC5, VRC4, VRC6+audio, VRC7,
  Sunsoft-5B+audio, Bandai-LZ93D50
- added NES boards: AxROM, BNROM, CNROM, ExROM, FxROM, GxROM, NROM,
  PxROM, SxROM, TxROM, UxROM
- Game Boy emulation improvements [Jonas Quinn]
- SNES core outputs full 19-bit color (4-bit luma included) for more
  accurate color reproduction (~5% speed hit)
- audio resampler is now a band-limited polyphase resampler [Ryphecha]
- cheat database includes NES+GB codes as well [mightymo, tukuyomi]
- lots of other changes
2011-10-14 21:05:25 +11:00
Tim Allen
ef85f7ccb0 Update to v082r33 release.
byuu says:

Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/

I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.

So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
  more unused channels I'd like to support anyway (they aren't
  documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
  of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
  (they require external WAV packs.)
2011-10-12 23:03:58 +11:00
Tim Allen
b8d607d16b Update to v082r32 release.
byuu says:

Added delay to MMC1 register writes, to fix Bill & Ted's Godawful
Adventure.
Fixed up MMC5 RAM+fill mode, and added EXRAM mode support (8x8
tiles/attributes.)
Just Breed is fully playable now.

MMC5 is a total pain in the ass, the documentation on it is just
terrible. I basically just tried seven hundred variations until
something worked.
I still need to add MMC5 vertical split screen (for one single game's
attract screen, ugh), and the extra sound channels.
Would like to rework the NES APU first. Since the pulse channels are
identical sans sweep, it'd be nice to just inherit those and mask out
the sweep register bit writes.
So that probably won't make it into the first release, at least.

Still, overall I think it'll be an impressive showing of complex mappers
for a first release: MMC3, MMC5, VRC6 and 5B. The latter two with full
audio. The only other really, really hard bit is the VRC7 audio,
supposedly.
2011-10-08 18:34:16 +11:00
Tim Allen
4c47cc203f Update to v082r31 release.
byuu says:

Enable Overscan->Mask Overscan [best I'm doing]
Video settings -> Overscan mask: (horizontal, vertical: 0-16 on each
side) [only works on NES+SNES]
BPS patching works for NES+SNES+GB; note that long-term I want BPS to
only patch headerless PRG+CHR files, but we'll need a database
/ completed board mapping system first.
MMC1 splits the board/chip markups a bit better. My attempts to emulate
the extra CHR bits per hardware fail repeatedly. Docs do not explain how
it works at all.
Emulated enough of the MMC5 to play Castlevania 3.

The MMC5 is easily the most complicated mapper the NES has to offer, and
of course, has the most pitifully vague and difficult documentation of
any mapper around.
It seems the only way anyone is able to emulate this chip is
empirically.
Everyone else apparently hooks the MMC5 right into the PPU core, which
I of course cannot do. So I had to come up with my own (probably wrong)
way to synchronize the PPU simply by observing CHR bus accesses.

I must say, I over-estimated how well fleshed out the NES hardware
documentation was. Shit hits the fan right after MMC3.
It's miles beyond the GB scene, but I find myself wanting for someone
with the technical writing ability of anomie.
I can't find anything at all on how we're supposed to support the $2007
port reads/writes without it extra-clocking the PPU's bus, which could
throw off mapper timing.
Absolutely nothing at all on the subject anywhere, something everybody
is required to do for all cycle-based emulators and ... nada.

Anyway, I'd like to refine the MMC5 a bit, getting Just Breed playable
even without sound would be really nice (it's a fun game.)
Then we need to get libsnes building again (ugh, getting worn out in
backporting changes to it.)
Once v083 is public, we can start discussing a new API for multiple
emulators.
2011-10-06 20:53:16 +11:00
Tim Allen
4cbaf4e4ec Update to v082r30 release.
byuu says:

cheats.xml -> cheats.bml, includes NES+SNES+GB codes now. Absolutely
awesome, thanks to mightymo and tukuyomi.

I also added Sunsoft-FME7/5B (with sound) emulation. Really only useful
for playing the Japanese release of Gimmick!
Fun game, but balls to the wall hard.
2011-10-05 20:37:00 +11:00
Tim Allen
21f9fe4cd5 Update to v082r29 release.
byuu says:

I doubt anyone is going to like these changes, but oh well.

The base height output for NES+SNES is now always 256x240. The Enable
Overscan option blanks out borders around the screen. This eliminates
the need for an overscan software filter. For NES, it's 16px from the
top and bottom, and 8px from the left and right. Anything less and you
get scrolling artifacts in countless games. For the SNES, it's only 16px
from the top and bottom. Main point is that most NTSC SNES games are
224-height games, so you'll have black borders. Oh well, hack the source
if you want. Game Boy overscan option does nothing.

Everything except for the cheats.xml file now uses BML markup. I need to
write a converter for cheats.xml still. Cut the SNES board parsing code
in half, 30KB->16KB. Much cleaner now.
Took the opportunity to fix a mistake I made back with the XML spec: all
numbers are integers, but can be prefixed with 0x to become hexadecimal.
Before, offset/size values defaulted to hex-mode even without a prefix,
unlike frequency/etc values.

The XML shaders have gone in their own direction anyway, with most being
multi-pass and incompatible with bsnes. So that said, please don't
extend the BML functionality from your end. But f eel free to add to the
XML spec, since other emulators now use that as well. And don't
misunderstand, I love the work that's being done there. It's pretty
awesome to see multi-pass shader capabilities, and the RAM watching
stuff is just amazing.
If there are any really awesome single-pass shaders that people would
like, I can convert it from XML and include it with future releases.
On that topic, I removed the watercolor/hdr-tv ones from the binary
packages (still in the source archive) ... they are neat, but not very
useful for actual gaming.
If we had more than one, I'd remove the Direct3D sepia one. Not going to
use shaders from a certain bipolar manic, because I'd never hear the end
of it if I did :/

Oh, one change I think people will like: MSU1 no longer requires
a memory map specification, so MSU1 authors won't have to keep updating
to my newer revisions of board markups. Basically, if there's not
a board with an msu1 section, it'll check if "gamename.msu" exists. If
it does, MSU1 gets mapped to 00-3f,80-bf:2000-2007. If all you want is
music, make a blank, zero-byte gamename.msu file.
2011-10-04 22:55:39 +11:00
Tim Allen
b629a46779 Update to v082r28 release.
byuu says:

Was mostly working on BML. Still working on the spec.
Added NES-BNROM, NES-GNROM/NES-MHROM boards. I don't even know why. The
latter games do not work very well without Zapper support.
2011-10-02 21:05:45 +11:00
Tim Allen
ba2e6b5789 Update to v082r27 release.
byuu says:

Finished porting over all mappers to board/chip disambiguations. Had to
nearly rewrite the MMC1 code to do it, but all variants should be
supported.
iNES1 is too stupid to express them all, so you'll need a board markup
if you want to play the >8KB PRG RAM games.
For whatever reason, they call VRC6's memory WRAM, and MMC1's PRG RAM.
I am calling them all PRG RAM, since it's the same damn thing.
Board spec is not going to be stable until I have a hell of a lot more
mappers implemented, so be wary of that.
Anyway, at this time, all games can be loaded sans iNES header, if you
have the board markup. I'd also like to have a board database for all
commercial titles.
I'm treating *.fc as PRG-ROM(+CHR-ROM). Will work on loading the split
files later possibly.
2011-10-01 22:06:48 +10:00
Tim Allen
7115047d85 Update to v082r26 release.
byuu says:

.cht files now use BML-formatted data. I'm still going to request the
cheats.xml file as-is, and will write my own converter for embedding
during releases.
This is where parsing 2MB markup files in 10ms is really going to be
nice. Had to use an evil hack before for actually searching for games.

This has the start of the board/chip separation from mappers for NES,
and it has a barebones iNES->board markup converter.
You can specify your own board markup and bypass the need for an iNES
header, so in other words it will load No-Intro style games with
a proper board file.
Long-term, we'll have an internal database for commercial boards, and
probably folder.fc/prg.rom{,chr.rom} loading support.

Since they can't co-exist, the mappers are currently disabled, and I've
only ported the easy ones. So no MMC1/MMC3/VRC6 in this release. I need
to make them into chips first.
2011-10-01 21:16:57 +10:00
Tim Allen
e8b1af0917 Update to v082r25 release.
byuu says:

Ryphecha fixed Gun Nac, it was some sort of problem with blank sprite
address fetching messing with the MMC3
I've started on an XML parser for iNES-free loading, but it's pretty
barebones right now. Only NROM-256 loads, and you have to make it
a compile-time thing (so other games work for now.)
Updated nall with nullptr stuff.
nall/detect is now nall/intrinsic and has both #defines + static
constants that can be used to detect the platform (allows for run-time
platform checks where practical.)
ruby has a Makefile now, that makes using it in other projects a lot
easier
2011-09-29 22:08:22 +10:00
Tim Allen
1d4f778176 Update to v082r24 release.
byuu says:

Upgraded to GCC 4.6.1.
Removed nall/foreach and nall/concept, upgraded iterator support on all
of my containers, and replaced everything with range-for.
Fixed up Qt geometry a good bit, should at least create windows now without bouncing around.
Added some initial nullptr / constexpr changes.
Some other minor cleanups ... removing foreach() took about 6-8 hours
alone.
2011-09-27 21:55:02 +10:00
Tim Allen
875ed46d79 Update to v082r23 release.
byuu says:

Ryphecha fixed the FF1 glitch, added two highpass filters to NES audio
output (still working on a lowpass), and fixed VRC6 audio issues.
I reduced the complexity of all eight supported mapping modes, and
standardized them; and added in an overscan filter (not in archive) for
chopping off all the NES edge garbage (8 pixels on the left and right,
16 on the top and bottom.)
It's extreme, but anything less shows junk. I may make this part of the
menu option, just clip off more on NES mode than SNES mode.
2011-09-26 21:38:57 +10:00
Tim Allen
046e478d86 Update to v082r22 release.
byuu says:

Mappers are now optionally threaded.
Fixed up MMC3 emulation, SMB3 and MM3-6 are all fully playable. However,
many unusual variants of this chip are not supported still.
Added UNROM+UOROM for Contra and MM1, allowing all six MM games to play
now.
Added VRC6 with sound emulation, because I wanted to get audio mixing in
place.

Chose VRC6 because it has Esper Dream 2, which is an absolutely amazing
game that everyone should play :D
The game didn't use sawtooth, and I didn't test any other VRC6 games, so
hopefully that is emulated passably well enough.
2011-09-26 21:27:06 +10:00
Tim Allen
82a17ac0f5 Update to v082r21 release.
byuu says:

2-6% speed hit in SNES core for outputting 19-bit (rounded to 32-bit ...
sigh) video, so that luma non-linearity can eventually be emulated
properly.
Now using sinc audio resampler, massive speed hit of course to NES+GB
only, but it's required to get rid of aliasing (buzzing) present in
many, many games otherwise.
Fixed fast forward and none/blur select.
Finally fixed texture clearing for changing pixel shaders and video
filters.
Some realllly basic NES MMC3, extremely broken so don't bug me about it.
Other stuff, probably.
2011-09-24 19:51:08 +10:00
Tim Allen
979aa640af Update to v082r20 release.
byuu says:

NES now has save state support.
NES A/B buttons were indeed swapped, so that's fixed now.
nall/dsp now puts resamplers into separate classes, so that each can
have their own state information.
opengl.hpp uses GL_RGBA internal format and doesn't regenerate textures
on resize. No speedup, no fix to junk on resize, so I will be very
unhappy if this breaks things for anyone.
GLSL shaders use <fragment filter="nearest/point"> as you guys wanted.
ui-snes was removed.
2011-09-23 21:13:57 +10:00
Tim Allen
98ec338285 Update snesfilter to release 20110920.
This was released beside bsnes v082r19. byuu didn't mention it in the
v082r19 release notes, but in a previous post mentioned that a number of
filters stopped working when bsnes switched to using RGB555 for all its
internal data.
2011-09-22 10:03:11 +10:00
Tim Allen
5b4dcbfdfe Update to v082r19 release.
byuu says:

This will be the last release with the ui-snes folder (it's broken now
anyway.)
Re-added cheat code database searching + add window. It hashes
NES+SNES+GB images now and will look them up in the database.
Re-added filter support, all filters now output at RGB555. Stacking is
possible, but I don't currently allow it.
Removed mouse capture + test options from tools menu.
Removed smooth video output from settings menu.
There are now two built-in "shaders": "None" (point filtering) and
"Blur" (linear filtering).
OpenGL shaders can now use <shader language="GLSL" filter="point"> (or
"linear") to specify their filtering mode.
Individual emulator versions are gone, and names are hidden from the
GUI: you just see bsnes v082.19 now. A new release bumps all core
versions.

I cannot for the life of me get the video to clear properly when
toggling the shaders. Say you set pixellate2x filter, then turn on
curvature shader, then turn off the filter, you get junk at the bottom
right.
I have tried clearing and flipping the OpenGL surface 64x in a row ...
I don't know where the hell it's getting the data from. If anyone can
make a small patch to fix that, I'd greatly appreciate it.
2011-09-22 10:00:21 +10:00
Tim Allen
101c9507b1 Update to v082r18 release.
byuu says:

There we go, the GUI is nearly feature-complete once again.

All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.

So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)

Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-21 00:04:43 +10:00
Tim Allen
69ed35db99 Update to v082r17 release.
byuu says:

Adds BS-X/Slotted/SufamiTurbo/SGB cartridge loading. Calling it
Satellaview as I'm more partial to that at the moment.
FileBrowser now remembers your folders per filter type like before, and
will keep your place in the list if you don't switch away.
I wanted there to be ONE slot loader, so the loader will show a grayed
out secondary slot on non-ST loading, but it's more consistent to only
have one window instead of two for geometry placement.
Removed help menu. Will try and work it in somewhere unobtrusive later
on I suppose.
Added timed messages and the usual "no cart loaded / paused" messages
and such.
2011-09-19 22:34:18 +10:00
Tim Allen
5c2d16828c Update to v082r16 release.
byuu says:

Binary output is once again called bsnes. No versioning on the title
without a system cartridge loaded. Still saving config files to
.config/batch for now.
Finally fixed NES APU frame IRQ clearing on $4015 reads.
Added mouse button/axis binding through buttons on the input capture
window.
Added advanced settings window with driver selection and focus policy
settings. Will show your default driver properly if none are selected
now, unlike old bsnes.
That exposed a small bug where phoenix isn't removing widgets on
Layout::remove, worked around it for now by hiding the panels. Damn,
sick of working on phoenix.
Added all missing input controllers, which can all now be mapped, and
bound them to the main menu, and added NES support for selecting "no
connected controller."
Added mouse capture and the requisite tools menu option for it.
Added WindowManager class that keeps track of both position and size now
(eg full geometry), so now you can resize your windows and save the
settings, unlike old bsnes.
WindowManager has more stringent geometry checks. The *client area* (not
the window border) can't be below 0,0 or above the width/height of three
30" monitors. If you have 4+ 30" monitors, then fuck you :P
settings.cfg is now also saved, captures all currently available
settings. Right now, there's only one path for the file browser to
remember. I will probably make this per-system later.
FileBrowser has been made a bit more friendly. The bottom left tells you
what type of files the list is filtered by (so you see "*.sfc" for
SNES), and the bottom right has an open button that can enter folders or
load files.
Added video shader support.
Fixed nall/dsp variadic-channel support, was only outputting the left
channel.
2011-09-19 22:25:56 +10:00
Tim Allen
382ae1e61e Update to v082r15 release.
byuu says:

7.5 hours of power coding. Das Keyboard definitely helped (but didn't
eliminate) RSI, neato.

Okay, the NES resampler was using 315 / 88.8 by mistake, so the output
rate was wrong, causing way more video/audio stuttering than necessary.
STILL forgot the NES APU frame IRQ clear thing on $4015 reads, blah. Why
do I always remember things right after uploading the WIPs?
Recreated the input manager with a new design, works much nicer than the
old one, a whole lot less duplicated code.
Recreated the input settings window to work with the new multi-system
emulation.
All input settings are saved to their own configuration file, input.cfg.
Going to batch folder for now.

Okay, so the new input settings window ... basically there are now three
drop-downs, and I'm not even trying to label them anymore.
They are primary, secondary, tertiary selectors for the listed group
below. Examples:
"NES -> Controller Port 1 -> Gamepad"
"SNES -> Controller Port 2 -> Super Scope"
"User Interface -> Hotkeys -> Save States"

I am aware that "Clear" gets disabled when assigning. I will work on
that later, being lazy for now and disabling the entire window. Have to
add the mouse binders back, too.
Escape and modifiers are both mappable as individual keys now. If you
want to clear, click the damn clear button :P

Oh, and all input goes to all windows for now. That'll be fixed too when
input focus stuff is re-added.
2011-09-17 16:42:17 +10:00
Tim Allen
7619805266 Update to v082r14 release.
byuu says:

Emulates DMC channel (sound effect when Link gets hit in Zelda 1, for
instance), fixes up bugs in rectangle/sweep and triangle channels, adds
DMC/frame APU IRQs, adds proper stalling for DMC ROM reads (should even
be cycle accurate, but has one extra cycle when triggered during OAM
DMA, I think), but forgets the frame IRQ acknowledge clear on $4015 read
(will fix next WIP.) All sound courtesy of Ryphecha.

Made template configuration settings window (empty for now.) Simplified
SNES cheat.cpp code. Some other stuff.

Further developed RSI.
2011-09-16 21:44:07 +10:00
Tim Allen
e3c7bbfb63 Update to v082r13 release.
byuu says:

I've updated the {System}::Interface classes to encapsulate all common
functionality, so they are C++ equivalents of libsnes now.
The idea being, use the interface class and you'll never have to reach
into core objects (unless you really want to.)
Not guaranteeing as stable an API as I do with libsnes for that, though.
C++ doesn't make for nice dynamic libraries, anyway.

Added back the state manager, and it now works for both SNES and Game
Boy. NES save states aren't in yet.
Anyway, this should give you a pretty good feel for what the combined UI
is going to be like: same as before, everything works the same. Only
difference is the dynamic system menu and cartridge menu with more load
options. The settings window will be mostly the same as well, but will
obviously have options that only apply to some systems.
2011-09-16 21:30:45 +10:00
Tim Allen
5f099b8ad0 Update to v082r12 release.
byuu says:

Merged Ryphecha's APU emulation, so NES has sound output now. We are
still missing the DMC memory fetch, so there will be missing sound
effects here and there.
2011-09-15 22:33:26 +10:00
Tim Allen
cb3460a673 Update to v082r11 release.
byuu says:

Emulates grayscale and color emphasis modes, improves sprite timing and
PPU bus fetching behavior with the PPU disabled.
2011-09-15 22:27:34 +10:00
Tim Allen
278cf8462c Update to v082r10 release.
byuu says:

Emulated the Game Genie for the NES and Game Boy, and wrote a new cheat
editor that doesn't reach into specific emulation cores so that it would
work.
Before you ask: yes, long-term I'd like Super Game Boy mode to accept
Game Boy codes. But that's not high on the priority list.
Renamed the mappers toward board names, LZ...->BandaiFCG,
LS161...->AOROM, added CNROM emulation (Adventure Island, Gradius, etc.)
Added the tools menu load/save state stuff, but note that the NES
doesn't have save state support yet (waiting for the interface to
stabilize a bit more first.)

Note: this will be the last release to have the ui-gameboy folder, it's
been deleted locally from my end, as the new multi-GUI does all that it
does and more now.
2011-09-15 22:23:13 +10:00
Tim Allen
7f4381b505 Update to v082r09 release.
byuu says:

Skip this build if you can, it's CPU+PPU timing improvements that should
not visibly affect anything.
2011-09-15 22:14:07 +10:00
Tim Allen
c668d10ac7 Update to v082r08 release.
byuu says:

Fixed up the PPU to be as close to cycle-perfect as possible. Fixed RMW
to write twice instead of read twice. Ryphecha added AOROM and fixed up
MMC1. Have CNROM too, but I need to rethink the mapper/board
distinction. Apparently the same logic IC is used in both AOROM and
CNROM, and it's just a matter of routing the pins to it. I need to
consider how crazy it'd be to emulate the logic IC and have boards
simply reroute pins to it. If it's too much work, we'll just treat
mappers as board + logic IC combinations. We'll see.
2011-09-12 20:30:44 +10:00
Tim Allen
7fc78dae07 Update to v082r07 release.
byuu says:

Wrote a cycle-based PPU renderer, ~95% hardware accurate for BGs, not so
much for sprites yet. Mednafen has been helping out a lot.
2011-09-12 20:17:12 +10:00
Tim Allen
4ca051a22f Update to v082r06 release.
byuu says:

Emulated MMC1, currently defaults to B2 configuration. Fixed a whole
bunch of timing things, render things, nametable mirroring things, etc.
Zelda and Mega Man II are fully playable, but they have odd vertical
scrolling issues that make it a not so fun experience.
Not sure what the problem is there, yet. The Y scroll register writes
seem to be wonky ... I don't know.

Keeping the Cartridge menu always visible now, so it's faster to load
carts, but I am still hiding the non-loaded system menus.
2011-09-12 19:44:22 +10:00
Tim Allen
8618334356 Update to v082r05 release.
byuu says:

Okay, I fixed up many outstanding phoenix issues.
* Windows/GTK+ fixed by using processEvents instead of main(); Windows can run unthrottled, and GTK+ shows the window contents now
* fixed keyboard beeping once and for all on Windows: I now whitelist tabbable controls
* fixed main menubar setVisible calls
* Qt and GTK+ now allow you to resize windows smaller than they initially were

Both Qt and GTK+ still fuck up the geometry a bit when toggling fullscreen mode. I have tried, and tried, and tried and tried and tried to fix it all. Nothing works. I give up.
Easier to destroy and recreate the fucking window than figure out how to resize it on Linux (and no, I can't do that. ruby would not like the handle changing.)

As for the GUI:
* file browser is back in, still need remember place and open folder code; that needs to be extended to handle multiple systems now
* shrink window command added to tools menu.
2011-09-09 14:16:25 +10:00
Tim Allen
ec7e4087fb Update to v082r04 release.
byuu says:

So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.

So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:

At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.

The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.

The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.

Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
  looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
  [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
  800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)

Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 14:08:38 +10:00
Tim Allen
496708cffe Update to v082r03 release.
byuu says:

Couple more fixes to audio from Jonas, and I converted all types from
"unsigned" to the smallest sizes possible, which simplified a bit of the
code. Love variable-length integers.

Audio core should be really good now. Not perfect, but pretty close for
99% of games. Also fixed the window stuff for Cool World and such.
2011-09-05 13:56:22 +10:00
Tim Allen
a86c5ee59d Update to v082r02 release.
byuu says:

Has Jonas Quinn's many Game Boy APU fixes, and two more from blargg's
notes that I added.

It also has the new dynamic phoenix. So yeah, it'll crash on bsnes/Qt
exit. If anyone can fix it *properly* and wants the money, I'll pay them
$20 for the trouble =)
2011-09-05 13:48:23 +10:00
Tim Allen
d8f9204e18 Update to v082r01 release.
byuu says:

Changelog:
- if config file window coordinates are >= 30000, it snaps them back to
  128,128; should end the "why aren't windows visible?" posts
- updated GUI code to match new phoenix changes
- phoenix: Layout and Widget inherit from Sizable; directional layouts
  make no distinction between widgets and layouts
- phoenix: individual widgets / layout can maintain visible/hidden
  status in spite of their parents' visibility
2011-08-22 21:27:04 +10:00
2417 changed files with 215401 additions and 156591 deletions

2
.gitignore vendored Normal file
View File

@@ -0,0 +1,2 @@
ananke/libananke.so
icarus/icarus

111
GNUmakefile Normal file
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@@ -0,0 +1,111 @@
include nall/GNUmakefile
fc := fc
sfc := sfc
gb := gb
gba := gba
profile := accuracy
target := tomoko
# arch := x86
# console := true
# compiler
flags += -I. -O3
objects := libco
# profile-guided optimization mode
# pgo := instrument
# pgo := optimize
ifeq ($(pgo),instrument)
flags += -fprofile-generate
link += -lgcov
else ifeq ($(pgo),optimize)
flags += -fprofile-use
endif
# platform
ifeq ($(platform),windows)
ifeq ($(arch),x86)
flags += -m32
link += -m32
endif
ifeq ($(console),true)
link += -mconsole
else
link += -mwindows
endif
link += -mthreads -luuid -lkernel32 -luser32 -lgdi32 -lcomctl32 -lcomdlg32 -lshell32 -lole32 -lws2_32
link += -Wl,-enable-auto-import
link += -Wl,-enable-runtime-pseudo-reloc
else ifeq ($(platform),macosx)
flags += -march=native
else ifeq ($(platform),linux)
flags += -march=native -fopenmp
link += -fopenmp
link += -Wl,-export-dynamic
link += -lX11 -lXext -ldl
else ifeq ($(platform),bsd)
flags += -march=native -fopenmp
link += -fopenmp
link += -Wl,-export-dynamic
link += -lX11 -lXext
else
$(error unsupported platform.)
endif
ui := target-$(target)
# implicit rules
compile = \
$(strip \
$(if $(filter %.c,$<), \
$(compiler) $(cflags) $(flags) $1 -c $< -o $@, \
$(if $(filter %.cpp,$<), \
$(compiler) $(cppflags) $(flags) $1 -c $< -o $@ \
) \
) \
)
%.o: $<; $(call compile)
all: build;
obj/libco.o: libco/libco.c libco/*
include $(ui)/GNUmakefile
flags := $(flags) $(foreach o,$(call strupper,$(options)),-D$o)
# targets
clean:
-@$(call delete,out/*)
-@$(call delete,obj/*.o)
-@$(call delete,obj/*.a)
-@$(call delete,obj/*.so)
-@$(call delete,obj/*.dylib)
-@$(call delete,obj/*.dll)
archive:
if [ -f higan.tar.xz ]; then rm higan.tar.xz; fi
tar -cJf higan.tar.xz `ls`
sync:
ifeq ($(shell id -un),byuu)
if [ -d ./libco ]; then rm -r ./libco; fi
if [ -d ./nall ]; then rm -r ./nall; fi
if [ -d ./ruby ]; then rm -r ./ruby; fi
if [ -d ./hiro ]; then rm -r ./hiro; fi
cp -r ../libco ./libco
cp -r ../nall ./nall
cp -r ../ruby ./ruby
cp -r ../hiro ./hiro
rm -r libco/doc
rm -r libco/-test
rm -r nall/-test
rm -r ruby/-test
rm -r hiro/-test
endif
help:;

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@@ -1,79 +0,0 @@
include nall/Makefile
snes := snes
gameboy := gameboy
profile := accuracy
ui := ui
# options += debugger
# compiler
c := $(compiler) -std=gnu99
cpp := $(subst cc,++,$(compiler)) -std=gnu++0x
flags := -O3 -fomit-frame-pointer -I.
link :=
objects := libco
# profile-guided optimization mode
# pgo := instrument
# pgo := optimize
ifeq ($(pgo),instrument)
flags += -fprofile-generate
link += -lgcov
else ifeq ($(pgo),optimize)
flags += -fprofile-use
endif
flags := $(flags) $(foreach o,$(call strupper,$(options)),-D$o)
# platform
ifeq ($(platform),x)
link += -s -ldl -lX11 -lXext
else ifeq ($(platform),osx)
else ifeq ($(platform),win)
link += -mwindows
# link += -mconsole
link += -mthreads -s -luuid -lkernel32 -luser32 -lgdi32 -lcomctl32 -lcomdlg32 -lshell32 -lole32
link += -enable-stdcall-fixup -Wl,-enable-auto-import -Wl,-enable-runtime-pseudo-reloc
else
unknown_platform: help;
endif
# implicit rules
compile = \
$(strip \
$(if $(filter %.c,$<), \
$(c) $(flags) $1 -c $< -o $@, \
$(if $(filter %.cpp,$<), \
$(cpp) $(flags) $1 -c $< -o $@ \
) \
) \
)
%.o: $<; $(call compile)
all: build;
obj/libco.o: libco/libco.c libco/*
include $(ui)/Makefile
# targets
clean:
-@$(call delete,obj/*.o)
-@$(call delete,obj/*.a)
-@$(call delete,obj/*.so)
-@$(call delete,obj/*.dylib)
-@$(call delete,obj/*.dll)
-@$(call delete,*.res)
-@$(call delete,*.pgd)
-@$(call delete,*.pgc)
-@$(call delete,*.ilk)
-@$(call delete,*.pdb)
-@$(call delete,*.manifest)
archive-all:
tar -cjf bsnes.tar.bz2 data gameboy libco nall obj out phoenix ruby snes ui ui-gameboy ui-libsnes Makefile cc.bat clean.bat sync.sh
help:;

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@@ -1,2 +0,0 @@
@mingw32-make -j 8
@pause

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@@ -1 +0,0 @@
@mingw32-make clean

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@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
<assemblyIdentity type="win32" name="bsnes" version="1.0.0.0" processorArchitecture="*"/>
<dependency>
<dependentAssembly>
<assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" processorArchitecture="*" publicKeyToken="6595b64144ccf1df" language="*"/>
</dependentAssembly>
</dependency>
</assembly>

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@@ -1,8 +0,0 @@
[Desktop Entry]
Name=bsnes
Comment=SNES emulator
Exec=bsnes
Icon=bsnes
Terminal=false
Type=Application
Categories=Game;Emulator;

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@@ -1,12 +0,0 @@
gameboy_objects := gameboy-system gameboy-scheduler
gameboy_objects += gameboy-memory gameboy-cartridge
gameboy_objects += gameboy-cpu gameboy-apu gameboy-lcd
objects += $(gameboy_objects)
obj/gameboy-system.o: $(gameboy)/system/system.cpp $(call rwildcard,$(gameboy)/system/)
obj/gameboy-scheduler.o: $(gameboy)/scheduler/scheduler.cpp $(call rwildcard,$(gameboy)/scheduler/)
obj/gameboy-cartridge.o: $(gameboy)/cartridge/cartridge.cpp $(call rwildcard,$(gameboy)/cartridge/)
obj/gameboy-memory.o: $(gameboy)/memory/memory.cpp $(call rwildcard,$(gameboy)/memory/)
obj/gameboy-cpu.o: $(gameboy)/cpu/cpu.cpp $(call rwildcard,$(gameboy)/cpu/)
obj/gameboy-apu.o: $(gameboy)/apu/apu.cpp $(call rwildcard,$(gameboy)/apu/)
obj/gameboy-lcd.o: $(gameboy)/lcd/lcd.cpp $(call rwildcard,$(gameboy)/lcd/)

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@@ -1,105 +0,0 @@
#include <gameboy/gameboy.hpp>
#define APU_CPP
namespace GameBoy {
#include "square1/square1.cpp"
#include "square2/square2.cpp"
#include "wave/wave.cpp"
#include "noise/noise.cpp"
#include "master/master.cpp"
#include "serialization.cpp"
APU apu;
void APU::Main() {
apu.main();
}
void APU::main() {
while(true) {
if(scheduler.sync == Scheduler::SynchronizeMode::All) {
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
}
if(sequencer_base == 0) { //512hz
if(sequencer_step == 0 || sequencer_step == 2 || sequencer_step == 4 || sequencer_step == 6) { //256hz
square1.clock_length();
square2.clock_length();
wave.clock_length();
noise.clock_length();
}
if(sequencer_step == 2 || sequencer_step == 6) { //128hz
square1.clock_sweep();
}
if(sequencer_step == 7) { //64hz
square1.clock_envelope();
square2.clock_envelope();
noise.clock_envelope();
}
sequencer_step++;
}
sequencer_base++;
square1.run();
square2.run();
wave.run();
noise.run();
master.run();
system.interface->audio_sample(master.center, master.left, master.right);
if(++clock >= 0) co_switch(scheduler.active_thread = cpu.thread);
}
}
void APU::power() {
create(Main, 4194304);
for(unsigned n = 0xff10; n <= 0xff3f; n++) bus.mmio[n] = this;
foreach(n, mmio_data) n = 0x00;
sequencer_base = 0;
sequencer_step = 0;
square1.power();
square2.power();
wave.power();
noise.power();
master.power();
}
uint8 APU::mmio_read(uint16 addr) {
static const uint8 table[48] = {
0x80, 0x3f, 0x00, 0xff, 0xbf, //square1
0xff, 0x3f, 0x00, 0xff, 0xbf, //square2
0x7f, 0xff, 0x9f, 0xff, 0xbf, //wave
0xff, 0xff, 0x00, 0x00, 0xbf, //noise
0x00, 0x00, 0x70, //master
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, //unmapped
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, //wave pattern
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, //wave pattern
};
if(addr == 0xff26) {
uint8 data = master.enable << 7;
if(square1.counter && square1.length) data |= 0x01;
if(square2.counter && square2.length) data |= 0x02;
if( wave.counter && wave.length) data |= 0x04;
if( noise.counter && noise.length) data |= 0x08;
return data | table[addr - 0xff10];
}
if(addr >= 0xff10 && addr <= 0xff3f) return mmio_data[addr - 0xff10] | table[addr - 0xff10];
return 0xff;
}
void APU::mmio_write(uint16 addr, uint8 data) {
if(addr >= 0xff10 && addr <= 0xff3f) mmio_data[addr - 0xff10] = data;
if(addr >= 0xff10 && addr <= 0xff14) return square1.write (addr - 0xff10, data);
if(addr >= 0xff15 && addr <= 0xff19) return square2.write (addr - 0xff15, data);
if(addr >= 0xff1a && addr <= 0xff1e) return wave.write (addr - 0xff1a, data);
if(addr >= 0xff1f && addr <= 0xff23) return noise.write (addr - 0xff1f, data);
if(addr >= 0xff24 && addr <= 0xff26) return master.write (addr - 0xff24, data);
if(addr >= 0xff30 && addr <= 0xff3f) return wave.write_pattern(addr - 0xff30, data);
}
}

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@@ -1,28 +0,0 @@
struct APU : Processor, MMIO {
#include "square1/square1.hpp"
#include "square2/square2.hpp"
#include "wave/wave.hpp"
#include "noise/noise.hpp"
#include "master/master.hpp"
uint8 mmio_data[48];
uint13 sequencer_base;
uint3 sequencer_step;
Square1 square1;
Square2 square2;
Wave wave;
Noise noise;
Master master;
static void Main();
void main();
void power();
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void serialize(serializer&);
};
extern APU apu;

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@@ -1,132 +0,0 @@
#ifdef APU_CPP
void APU::Master::run() {
if(enable == false) {
center = 0;
left = 0;
right = 0;
return;
}
signed sample = 0, channels;
sample += apu.square1.output;
sample += apu.square2.output;
sample += apu.wave.output;
sample += apu.noise.output;
sample >>= 2;
center = sclamp<16>(sample);
if(left_enable == false && right_enable == false) {
left = center;
right = center;
return;
}
sample = 0;
channels = 0;
if(channel1_left_enable) { sample += apu.square1.output; channels++; }
if(channel2_left_enable) { sample += apu.square2.output; channels++; }
if(channel3_left_enable) { sample += apu.wave.output; channels++; }
if(channel4_left_enable) { sample += apu.noise.output; channels++; }
if(channels) sample /= channels;
left = sclamp<16>(sample);
switch(left_volume) {
case 0: left >>= 3; break; // 12.5%
case 1: left >>= 2; break; // 25.0%
case 2: left = (left >> 2) + (left >> 3); break; // 37.5%
case 3: left >>= 1; break; // 50.0%
case 4: left = (left >> 1) + (left >> 3); break; // 62.5%
case 5: left -= (left >> 2); break; // 75.0%
case 6: left -= (left >> 3); break; // 87.5%
//case 7: break; //100.0%
}
if(left_enable == false) left = 0;
sample = 0;
channels = 0;
if(channel1_right_enable) { sample += apu.square1.output; channels++; }
if(channel2_right_enable) { sample += apu.square2.output; channels++; }
if(channel3_right_enable) { sample += apu.wave.output; channels++; }
if(channel4_right_enable) { sample += apu.noise.output; channels++; }
if(channels) sample /= channels;
right = sclamp<16>(sample);
switch(right_volume) {
case 0: right >>= 3; break; // 12.5%
case 1: right >>= 2; break; // 25.0%
case 2: right = (right >> 2) + (right >> 3); break; // 37.5%
case 3: right >>= 1; break; // 50.0%
case 4: right = (right >> 1) + (right >> 3); break; // 62.5%
case 5: right -= (right >> 2); break; // 75.0%
case 6: right -= (right >> 3); break; // 87.5%
//case 7: break; //100.0%
}
if(right_enable == false) right = 0;
}
void APU::Master::write(unsigned r, uint8 data) {
if(r == 0) {
left_enable = data & 0x80;
left_volume = (data >> 4) & 7;
right_enable = data & 0x08;
right_volume = (data >> 0) & 7;
}
if(r == 1) {
channel4_left_enable = data & 0x80;
channel3_left_enable = data & 0x40;
channel2_left_enable = data & 0x20;
channel1_left_enable = data & 0x10;
channel4_right_enable = data & 0x08;
channel3_right_enable = data & 0x04;
channel2_right_enable = data & 0x02;
channel1_right_enable = data & 0x01;
}
if(r == 2) {
enable = data & 0x80;
}
}
void APU::Master::power() {
left_enable = 0;
left_volume = 0;
right_enable = 0;
right_volume = 0;
channel4_left_enable = 0;
channel3_left_enable = 0;
channel2_left_enable = 0;
channel1_left_enable = 0;
channel4_right_enable = 0;
channel3_right_enable = 0;
channel2_right_enable = 0;
channel1_right_enable = 0;
enable = 0;
center = 0;
left = 0;
right = 0;
}
void APU::Master::serialize(serializer &s) {
s.integer(left_enable);
s.integer(left_volume);
s.integer(right_enable);
s.integer(right_volume);
s.integer(channel4_left_enable);
s.integer(channel3_left_enable);
s.integer(channel2_left_enable);
s.integer(channel1_left_enable);
s.integer(channel4_right_enable);
s.integer(channel3_right_enable);
s.integer(channel2_right_enable);
s.integer(channel1_right_enable);
s.integer(enable);
s.integer(center);
s.integer(left);
s.integer(right);
}
#endif

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@@ -1,24 +0,0 @@
struct Master {
bool left_enable;
unsigned left_volume;
bool right_enable;
unsigned right_volume;
bool channel4_left_enable;
bool channel3_left_enable;
bool channel2_left_enable;
bool channel1_left_enable;
bool channel4_right_enable;
bool channel3_right_enable;
bool channel2_right_enable;
bool channel1_right_enable;
bool enable;
int16 center;
int16 left;
int16 right;
void run();
void write(unsigned r, uint8 data);
void power();
void serialize(serializer&);
};

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@@ -1,99 +0,0 @@
#ifdef APU_CPP
void APU::Noise::run() {
if(period && --period == 0) {
period = divisor << frequency;
if(frequency < 14) {
bool bit = (lfsr ^ (lfsr >> 1)) & 1;
lfsr = (lfsr >> 1) ^ (bit << (narrow_lfsr ? 6 : 14));
}
}
uint4 sample = (lfsr & 1) ? 0 : volume;
if(counter && length == 0) sample = 0;
output = (sample * 4369) - 32768;
}
void APU::Noise::clock_length() {
if(counter && length) length--;
}
void APU::Noise::clock_envelope() {
if(envelope_period && --envelope_period == 0) {
envelope_period = envelope_frequency;
if(envelope_direction == 0 && volume > 0) volume--;
if(envelope_direction == 1 && volume < 15) volume++;
}
}
void APU::Noise::write(unsigned r, uint8 data) {
if(r == 1) {
initial_length = 64 - (data & 0x3f);
length = initial_length;
}
if(r == 2) {
envelope_volume = data >> 4;
envelope_direction = data & 0x08;
envelope_frequency = data & 0x07;
}
if(r == 3) {
frequency = data >> 4;
narrow_lfsr = data & 0x08;
divisor = (data & 0x07) << 4;
if(divisor == 0) divisor = 8;
period = divisor << frequency;
}
if(r == 4) {
bool initialize = data & 0x80;
counter = data & 0x40;
if(initialize) {
lfsr = ~0U;
length = initial_length;
envelope_period = envelope_frequency;
volume = envelope_volume;
}
}
}
void APU::Noise::power() {
envelope_volume = 0;
envelope_direction = 0;
envelope_frequency = 0;
frequency = 0;
narrow_lfsr = 0;
divisor = 0;
counter = 0;
output = 0;
initial_length = 0;
length = 0;
envelope_period = 0;
volume = 0;
period = 0;
lfsr = 0;
}
void APU::Noise::serialize(serializer &s) {
s.integer(envelope_volume);
s.integer(envelope_direction);
s.integer(envelope_frequency);
s.integer(frequency);
s.integer(narrow_lfsr);
s.integer(divisor);
s.integer(counter);
s.integer(output);
s.integer(initial_length);
s.integer(length);
s.integer(envelope_period);
s.integer(volume);
s.integer(period);
s.integer(lfsr);
}
#endif

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@@ -1,24 +0,0 @@
struct Noise {
unsigned envelope_volume;
bool envelope_direction;
unsigned envelope_frequency;
unsigned frequency;
bool narrow_lfsr;
unsigned divisor;
bool counter;
int16 output;
unsigned initial_length;
unsigned length;
unsigned envelope_period;
unsigned volume;
unsigned period;
uint15 lfsr;
void run();
void clock_length();
void clock_envelope();
void write(unsigned r, uint8 data);
void power();
void serialize(serializer&);
};

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@@ -1,15 +0,0 @@
#ifdef APU_CPP
void APU::serialize(serializer &s) {
s.array(mmio_data);
s.integer(sequencer_base);
s.integer(sequencer_step);
square1.serialize(s);
square2.serialize(s);
wave.serialize(s);
noise.serialize(s);
master.serialize(s);
}
#endif

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@@ -1,150 +0,0 @@
#ifdef APU_CPP
void APU::Square1::run() {
if(period && --period == 0) {
period = 4 * (2048 - frequency);
phase = (phase + 1) & 7;
switch(duty) {
case 0: duty_output = (phase == 6); break; //______-_
case 1: duty_output = (phase >= 6); break; //______--
case 2: duty_output = (phase >= 4); break; //____----
case 3: duty_output = (phase <= 5); break; //------__
}
}
uint4 sample = (duty_output ? volume : 0);
if(counter && length == 0) sample = 0;
output = (sample * 4369) - 32768;
}
void APU::Square1::sweep() {
if(enable == false) return;
signed offset = frequency_shadow >> sweep_shift;
if(sweep_direction) offset = -offset;
frequency_shadow += offset;
if(frequency_shadow < 0) {
frequency_shadow = 0;
} else if(frequency_shadow > 2047) {
frequency_shadow = 2048;
enable = false;
}
if(frequency_shadow <= 2047 && sweep_shift) {
frequency = frequency_shadow;
period = 4 * (2048 - frequency);
}
}
void APU::Square1::clock_length() {
if(counter && length) length--;
}
void APU::Square1::clock_sweep() {
if(sweep_frequency && sweep_period && --sweep_period == 0) {
sweep_period = sweep_frequency;
sweep();
}
}
void APU::Square1::clock_envelope() {
if(envelope_period && --envelope_period == 0) {
envelope_period = envelope_frequency;
if(envelope_direction == 0 && volume > 0) volume--;
if(envelope_direction == 1 && volume < 15) volume++;
}
}
void APU::Square1::write(unsigned r, uint8 data) {
if(r == 0) {
sweep_frequency = (data >> 4) & 7;
sweep_direction = data & 0x08;
sweep_shift = data & 0x07;
}
if(r == 1) {
duty = data >> 6;
initial_length = 64 - (data & 0x3f);
length = initial_length;
}
if(r == 2) {
envelope_volume = data >> 4;
envelope_direction = data & 0x08;
envelope_frequency = data & 0x07;
}
if(r == 3) {
frequency = (frequency & 0x0700) | data;
}
if(r == 4) {
bool initialize = data & 0x80;
counter = data & 0x40;
frequency = ((data & 7) << 8) | (frequency & 0x00ff);
if(initialize) {
length = initial_length;
envelope_period = envelope_frequency;
volume = envelope_volume;
frequency_shadow = frequency;
sweep_period = sweep_frequency;
enable = sweep_period || sweep_shift;
if(sweep_shift) sweep();
}
}
period = 4 * (2048 - frequency);
}
void APU::Square1::power() {
sweep_frequency = 0;
sweep_direction = 0;
sweep_shift = 0;
duty = 0;
initial_length = 0;
length = 0;
envelope_volume = 0;
envelope_direction = 0;
envelope_frequency = 0;
frequency = 0;
counter = 0;
output = 0;
duty_output = 0;
phase = 0;
period = 0;
envelope_period = 0;
sweep_period = 0;
frequency_shadow = 0;
enable = 0;
volume = 0;
}
void APU::Square1::serialize(serializer &s) {
s.integer(sweep_frequency);
s.integer(sweep_direction);
s.integer(sweep_shift);
s.integer(duty);
s.integer(initial_length);
s.integer(length);
s.integer(envelope_volume);
s.integer(envelope_direction);
s.integer(envelope_frequency);
s.integer(frequency);
s.integer(counter);
s.integer(output);
s.integer(duty_output);
s.integer(phase);
s.integer(period);
s.integer(envelope_period);
s.integer(sweep_period);
s.integer(frequency_shadow);
s.integer(enable);
s.integer(volume);
}
#endif

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@@ -1,32 +0,0 @@
struct Square1 {
unsigned sweep_frequency;
unsigned sweep_direction;
unsigned sweep_shift;
unsigned duty;
unsigned initial_length;
unsigned length;
unsigned envelope_volume;
unsigned envelope_direction;
unsigned envelope_frequency;
unsigned frequency;
unsigned counter;
int16 output;
bool duty_output;
unsigned phase;
unsigned period;
unsigned envelope_period;
unsigned sweep_period;
signed frequency_shadow;
bool enable;
unsigned volume;
void run();
void sweep();
void clock_length();
void clock_sweep();
void clock_envelope();
void write(unsigned r, uint8 data);
void power();
void serialize(serializer&);
};

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@@ -1,101 +0,0 @@
#ifdef APU_CPP
void APU::Square2::run() {
if(period && --period == 0) {
period = 4 * (2048 - frequency);
phase = (phase + 1) & 7;
switch(duty) {
case 0: duty_output = (phase == 6); break; //______-_
case 1: duty_output = (phase >= 6); break; //______--
case 2: duty_output = (phase >= 4); break; //____----
case 3: duty_output = (phase <= 5); break; //------__
}
}
uint4 sample = (duty_output ? volume : 0);
if(counter && length == 0) sample = 0;
output = (sample * 4369) - 32768;
}
void APU::Square2::clock_length() {
if(counter && length) length--;
}
void APU::Square2::clock_envelope() {
if(envelope_period && --envelope_period == 0) {
envelope_period = envelope_frequency;
if(envelope_direction == 0 && volume > 0) volume--;
if(envelope_direction == 1 && volume < 15) volume++;
}
}
void APU::Square2::write(unsigned r, uint8 data) {
if(r == 1) {
duty = data >> 6;
initial_length = 64 - (data & 0x3f);
length = initial_length;
}
if(r == 2) {
envelope_volume = data >> 4;
envelope_direction = data & 0x08;
envelope_frequency = data & 0x07;
}
if(r == 3) {
frequency = (frequency & 0x0700) | data;
}
if(r == 4) {
bool initialize = data & 0x80;
counter = data & 0x40;
frequency = ((data & 7) << 8) | (frequency & 0x00ff);
if(initialize) {
length = initial_length;
envelope_period = envelope_frequency;
volume = envelope_volume;
}
}
period = 4 * (2048 - frequency);
}
void APU::Square2::power() {
duty = 0;
initial_length = 0;
length = 0;
envelope_volume = 0;
envelope_direction = 0;
envelope_frequency = 0;
frequency = 0;
counter = 0;
output = 0;
duty_output = 0;
phase = 0;
period = 0;
envelope_period = 0;
volume = 0;
}
void APU::Square2::serialize(serializer &s) {
s.integer(duty);
s.integer(initial_length);
s.integer(length);
s.integer(envelope_volume);
s.integer(envelope_direction);
s.integer(envelope_frequency);
s.integer(frequency);
s.integer(counter);
s.integer(output);
s.integer(duty_output);
s.integer(phase);
s.integer(period);
s.integer(envelope_period);
s.integer(volume);
}
#endif

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@@ -1,24 +0,0 @@
struct Square2 {
unsigned duty;
unsigned initial_length;
unsigned length;
unsigned envelope_volume;
unsigned envelope_direction;
unsigned envelope_frequency;
unsigned frequency;
unsigned counter;
int16 output;
bool duty_output;
unsigned phase;
unsigned period;
unsigned envelope_period;
unsigned volume;
void run();
void clock_length();
void clock_envelope();
void write(unsigned r, uint8 data);
void power();
void serialize(serializer&);
};

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@@ -1,102 +0,0 @@
#ifdef APU_CPP
void APU::Wave::run() {
if(period && --period == 0) {
period = 2 * (2048 - frequency);
pattern_offset = (pattern_offset + 1) & 31;
pattern_sample = pattern[pattern_offset];
}
uint4 sample = pattern_sample;
if(counter && length == 0) sample = 0;
if(enable == false) sample = 0;
output = (sample * 4369) - 32768;
output >>= volume;
}
void APU::Wave::clock_length() {
if(counter && length) length--;
}
void APU::Wave::write(unsigned r, uint8 data) {
if(r == 0) {
dac_enable = data & 0x80;
if(dac_enable == false) enable = false;
}
if(r == 1) {
initial_length = 256 - data;
length = initial_length;
}
if(r == 2) {
switch((data >> 5) & 3) {
case 0: volume = 16; break; // 0%
case 1: volume = 0; break; //100%
case 2: volume = 1; break; // 50%
case 3: volume = 2; break; // 25%
}
}
if(r == 3) {
frequency = (frequency & 0x0700) | data;
}
if(r == 4) {
bool initialize = data & 0x80;
counter = data & 0x40;
frequency = ((data & 7) << 8) | (frequency & 0x00ff);
if(initialize && dac_enable) {
enable = true;
pattern_offset = 0;
length = initial_length;
}
}
period = 2 * (2048 - frequency);
}
void APU::Wave::write_pattern(unsigned p, uint8 data) {
p <<= 1;
pattern[p + 0] = (data >> 4) & 15;
pattern[p + 1] = (data >> 0) & 15;
}
void APU::Wave::power() {
dac_enable = 0;
volume = 0;
frequency = 0;
counter = 0;
random_lfsr r;
foreach(n, pattern) n = r() & 15;
output = 0;
enable = 0;
initial_length = 0;
length = 0;
period = 0;
pattern_offset = 0;
pattern_sample = 0;
}
void APU::Wave::serialize(serializer &s) {
s.integer(dac_enable);
s.integer(volume);
s.integer(frequency);
s.integer(counter);
s.array(pattern);
s.integer(output);
s.integer(enable);
s.integer(initial_length);
s.integer(length);
s.integer(period);
s.integer(pattern_offset);
s.integer(pattern_sample);
}
#endif

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@@ -1,22 +0,0 @@
struct Wave {
bool dac_enable;
unsigned volume;
unsigned frequency;
bool counter;
uint8 pattern[32];
int16 output;
bool enable;
unsigned initial_length;
unsigned length;
unsigned period;
unsigned pattern_offset;
unsigned pattern_sample;
void run();
void clock_length();
void write(unsigned r, uint8 data);
void write_pattern(unsigned p, uint8 data);
void power();
void serialize(serializer&);
};

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@@ -1,156 +0,0 @@
#include <gameboy/gameboy.hpp>
#include <nall/crc32.hpp>
#define CARTRIDGE_CPP
namespace GameBoy {
#include "mbc0/mbc0.cpp"
#include "mbc1/mbc1.cpp"
#include "mbc2/mbc2.cpp"
#include "mbc3/mbc3.cpp"
#include "mbc5/mbc5.cpp"
#include "mmm01/mmm01.cpp"
#include "huc1/huc1.cpp"
#include "huc3/huc3.cpp"
#include "serialization.cpp"
Cartridge cartridge;
void Cartridge::load(const string &xml, const uint8_t *data, unsigned size) {
if(size == 0) size = 32768;
romdata = allocate<uint8>(romsize = size, 0xff);
if(data) memcpy(romdata, data, size);
//uint32_t crc = crc32_calculate(data, size);
//print("CRC32 = ", hex<4>(crc), "\n");
info.mapper = Mapper::Unknown;
info.ram = false;
info.battery = false;
info.rtc = false;
info.rumble = false;
info.romsize = 0;
info.ramsize = 0;
xml_element document = xml_parse(xml);
foreach(head, document.element) {
if(head.name == "cartridge") {
foreach(attr, head.attribute) {
if(attr.name == "mapper") {
if(attr.content == "none") info.mapper = Mapper::MBC0;
if(attr.content == "MBC1") info.mapper = Mapper::MBC1;
if(attr.content == "MBC2") info.mapper = Mapper::MBC2;
if(attr.content == "MBC3") info.mapper = Mapper::MBC3;
if(attr.content == "MBC5") info.mapper = Mapper::MBC5;
if(attr.content == "MMM01") info.mapper = Mapper::MMM01;
if(attr.content == "HuC1") info.mapper = Mapper::HuC1;
if(attr.content == "HuC3") info.mapper = Mapper::HuC3;
}
if(attr.name == "rtc") info.rtc = (attr.content == "true" ? true : false);
if(attr.name == "rumble") info.rumble = (attr.content == "true" ? true : false);
}
foreach(elem, head.element) {
if(elem.name == "rom") {
foreach(attr, elem.attribute) {
if(attr.name == "size") info.romsize = hex(attr.content);
}
}
if(elem.name == "ram") {
info.ram = true;
foreach(attr, elem.attribute) {
if(attr.name == "size") info.ramsize = hex(attr.content);
if(attr.name == "battery") info.battery = (attr.content == "true" ? true : false);
}
}
}
}
}
switch(info.mapper) { default:
case Mapper::MBC0: mapper = &mbc0; break;
case Mapper::MBC1: mapper = &mbc1; break;
case Mapper::MBC2: mapper = &mbc2; break;
case Mapper::MBC3: mapper = &mbc3; break;
case Mapper::MBC5: mapper = &mbc5; break;
case Mapper::MMM01: mapper = &mmm01; break;
case Mapper::HuC1: mapper = &huc1; break;
case Mapper::HuC3: mapper = &huc3; break;
}
ramdata = new uint8_t[ramsize = info.ramsize]();
system.load();
loaded = true;
}
void Cartridge::unload() {
if(loaded == false) return;
if(romdata) { delete[] romdata; romdata = 0; }
if(ramdata) { delete[] ramdata; ramdata = 0; }
loaded = false;
}
uint8 Cartridge::rom_read(unsigned addr) {
if(addr >= romsize) addr %= romsize;
return romdata[addr];
}
void Cartridge::rom_write(unsigned addr, uint8 data) {
if(addr >= romsize) addr %= romsize;
romdata[addr] = data;
}
uint8 Cartridge::ram_read(unsigned addr) {
if(ramsize == 0) return 0x00;
if(addr >= ramsize) addr %= ramsize;
return ramdata[addr];
}
void Cartridge::ram_write(unsigned addr, uint8 data) {
if(ramsize == 0) return;
if(addr >= ramsize) addr %= ramsize;
ramdata[addr] = data;
}
uint8 Cartridge::mmio_read(uint16 addr) {
if(bootrom_enable && within<0x0000, 0x00ff>(addr)) return System::BootROM::sgb[addr];
return mapper->mmio_read(addr);
}
void Cartridge::mmio_write(uint16 addr, uint8 data) {
if(bootrom_enable && addr == 0xff50) bootrom_enable = false;
mapper->mmio_write(addr, data);
}
void Cartridge::power() {
bootrom_enable = true;
mbc0.power();
mbc1.power();
mbc2.power();
mbc3.power();
mbc5.power();
mmm01.power();
huc1.power();
huc3.power();
for(unsigned n = 0x0000; n <= 0x7fff; n++) bus.mmio[n] = this;
for(unsigned n = 0xa000; n <= 0xbfff; n++) bus.mmio[n] = this;
bus.mmio[0xff50] = this;
}
Cartridge::Cartridge() {
loaded = false;
romdata = 0;
ramdata = 0;
}
Cartridge::~Cartridge() {
unload();
}
}

View File

@@ -1,65 +0,0 @@
struct Cartridge : MMIO, property<Cartridge> {
#include "mbc0/mbc0.hpp"
#include "mbc1/mbc1.hpp"
#include "mbc2/mbc2.hpp"
#include "mbc3/mbc3.hpp"
#include "mbc5/mbc5.hpp"
#include "mmm01/mmm01.hpp"
#include "huc1/huc1.hpp"
#include "huc3/huc3.hpp"
enum Mapper : unsigned {
MBC0,
MBC1,
MBC2,
MBC3,
MBC5,
MMM01,
HuC1,
HuC3,
Unknown,
};
struct Information {
string xml;
Mapper mapper;
bool ram;
bool battery;
bool rtc;
bool rumble;
unsigned romsize;
unsigned ramsize;
} info;
readonly<bool> loaded;
uint8_t *romdata;
unsigned romsize;
uint8_t *ramdata;
unsigned ramsize;
MMIO *mapper;
bool bootrom_enable;
void load(const string &xml, const uint8_t *data, unsigned size);
void unload();
uint8 rom_read(unsigned addr);
void rom_write(unsigned addr, uint8 data);
uint8 ram_read(unsigned addr);
void ram_write(unsigned addr, uint8 data);
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void power();
void serialize(serializer&);
Cartridge();
~Cartridge();
};
extern Cartridge cartridge;

View File

@@ -1,53 +0,0 @@
#ifdef CARTRIDGE_CPP
uint8 Cartridge::HuC1::mmio_read(uint16 addr) {
if(within<0x0000, 0x3fff>(addr)) {
return cartridge.rom_read(addr);
}
if(within<0x4000, 0x7fff>(addr)) {
return cartridge.rom_read((rom_select << 14) | (addr & 0x3fff));
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) return cartridge.ram_read((ram_select << 13) | (addr & 0x1fff));
return 0x00;
}
return 0x00;
}
void Cartridge::HuC1::mmio_write(uint16 addr, uint8 data) {
if(within<0x0000, 0x1fff>(addr)) {
ram_enable = (data & 0x0f) == 0x0a;
return;
}
if(within<0x2000, 0x3fff>(addr)) {
rom_select = data;
return;
}
if(within<0x4000, 0x5fff>(addr)) {
ram_select = data;
return;
}
if(within<0x6000, 0x7fff>(addr)) {
//unknown purpose
return;
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) cartridge.ram_write((ram_select << 13) | (addr & 0x1fff), data);
return;
}
}
void Cartridge::HuC1::power() {
ram_enable = false;
rom_select = 0x01;
ram_select = 0x00;
}
#endif

View File

@@ -1,9 +0,0 @@
struct HuC1 : MMIO {
bool ram_enable; //0000-1fff
uint8 rom_select; //2000-3fff
uint8 ram_select; //4000-5fff
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void power();
} huc1;

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@@ -1,53 +0,0 @@
#ifdef CARTRIDGE_CPP
uint8 Cartridge::HuC3::mmio_read(uint16 addr) {
if(within<0x0000, 0x3fff>(addr)) {
return cartridge.rom_read(addr);
}
if(within<0x4000, 0x7fff>(addr)) {
return cartridge.rom_read((rom_select << 14) | (addr & 0x3fff));
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) return cartridge.ram_read((ram_select << 13) | (addr & 0x1fff));
return 0x00;
}
return 0x00;
}
void Cartridge::HuC3::mmio_write(uint16 addr, uint8 data) {
if(within<0x0000, 0x1fff>(addr)) {
ram_enable = (data & 0x0f) == 0x0a;
return;
}
if(within<0x2000, 0x3fff>(addr)) {
rom_select = data;
return;
}
if(within<0x4000, 0x5fff>(addr)) {
ram_select = data;
return;
}
if(within<0x6000, 0x7fff>(addr)) {
//unknown purpose
return;
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) cartridge.ram_write((ram_select << 13) | (addr & 0x1fff), data);
return;
}
}
void Cartridge::HuC3::power() {
ram_enable = false;
rom_select = 0x01;
ram_select = 0x00;
}
#endif

View File

@@ -1,9 +0,0 @@
struct HuC3 : MMIO {
bool ram_enable; //0000-1fff
uint8 rom_select; //2000-3fff
uint8 ram_select; //4000-5fff
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void power();
} huc3;

View File

@@ -1,25 +0,0 @@
#ifdef CARTRIDGE_CPP
uint8 Cartridge::MBC0::mmio_read(uint16 addr) {
if(within<0x0000, 0x7fff>(addr)) {
return cartridge.rom_read(addr);
}
if(within<0xa000, 0xbfff>(addr)) {
return cartridge.ram_read(addr & 0x1fff);
}
return 0x00;
}
void Cartridge::MBC0::mmio_write(uint16 addr, uint8 data) {
if(within<0xa000, 0xbfff>(addr)) {
cartridge.ram_write(addr & 0x1fff, data);
return;
}
}
void Cartridge::MBC0::power() {
}
#endif

View File

@@ -1,10 +0,0 @@
struct MBC1 : MMIO {
bool ram_enable; //0000-1fff
uint8 rom_select; //2000-3fff
uint8 ram_select; //4000-5fff
bool mode_select; //6000-7fff
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void power();
} mbc1;

View File

@@ -1,42 +0,0 @@
#ifdef CARTRIDGE_CPP
uint8 Cartridge::MBC2::mmio_read(uint16 addr) {
if(within<0x0000, 0x3fff>(addr)) {
return cartridge.rom_read(addr);
}
if(within<0x4000, 0x7fff>(addr)) {
return cartridge.rom_read((rom_select << 14) | (addr & 0x3fff));
}
if(within<0xa000, 0xa1ff>(addr)) {
if(ram_enable) return cartridge.ram_read(addr & 0x1ff);
return 0x00;
}
return 0x00;
}
void Cartridge::MBC2::mmio_write(uint16 addr, uint8 data) {
if(within<0x0000, 0x1fff>(addr)) {
if(!(addr & 0x0100)) ram_enable = (data & 0x0f) == 0x0a;
return;
}
if(within<0x2000, 0x3fff>(addr)) {
if( (addr & 0x0100)) rom_select = (data & 0x0f) + ((data & 0x0f) == 0);
return;
}
if(within<0xa000, 0xa1ff>(addr)) {
if(ram_enable) cartridge.ram_write(addr & 0x1ff, data & 0x0f);
return;
}
}
void Cartridge::MBC2::power() {
ram_enable = false;
rom_select = 0x01;
}
#endif

View File

@@ -1,8 +0,0 @@
struct MBC2 : MMIO {
bool ram_enable; //0000-1fff
uint8 rom_select; //2000-3fff
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void power();
} mbc2;

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@@ -1,53 +0,0 @@
#ifdef CARTRIDGE_CPP
uint8 Cartridge::MBC5::mmio_read(uint16 addr) {
if(within<0x0000, 0x3fff>(addr)) {
return cartridge.rom_read(addr);
}
if(within<0x4000, 0x7fff>(addr)) {
return cartridge.rom_read((rom_select << 14) | (addr & 0x3fff));
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) return cartridge.ram_read((ram_select << 13) | (addr & 0x1fff));
return 0x00;
}
return 0x00;
}
void Cartridge::MBC5::mmio_write(uint16 addr, uint8 data) {
if(within<0x0000, 0x1fff>(addr)) {
ram_enable = (data & 0x0f) == 0x0a;
return;
}
if(within<0x2000, 0x2fff>(addr)) {
rom_select = (rom_select & 0x0100) | data;
return;
}
if(within<0x3000, 0x3fff>(addr)) {
rom_select = ((data & 1) << 8) | (rom_select & 0x00ff);
return;
}
if(within<0x4000, 0x5fff>(addr)) {
ram_select = data & 0x0f;
return;
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) cartridge.ram_write((ram_select << 13) | (addr & 0x1fff), data);
return;
}
}
void Cartridge::MBC5::power() {
ram_enable = false;
rom_select = 0x001;
ram_select = 0x00;
}
#endif

View File

@@ -1,9 +0,0 @@
struct MBC5 : MMIO {
bool ram_enable; //0000-1fff
uint16 rom_select; //2000-2fff + 3000-3fff
uint8 ram_select; //4000-5fff
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);
void power();
} mbc5;

View File

@@ -1,65 +0,0 @@
#ifdef CARTRIDGE_CPP
uint8 Cartridge::MMM01::mmio_read(uint16 addr) {
if(within<0x0000, 0x7fff>(addr)) {
if(rom_mode == 0) return cartridge.rom_read(addr);
}
if(within<0x0000, 0x3fff>(addr)) {
return cartridge.rom_read(0x8000 + (rom_base << 14) + (addr & 0x3fff));
}
if(within<0x4000, 0x7fff>(addr)) {
return cartridge.rom_read(0x8000 + (rom_base << 14) + (rom_select << 14) + (addr & 0x3fff));
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) return cartridge.ram_read((ram_select << 13) + (addr & 0x1fff));
return 0x00;
}
return 0x00;
}
void Cartridge::MMM01::mmio_write(uint16 addr, uint8 data) {
if(within<0x0000, 0x1fff>(addr)) {
if(rom_mode == 0) {
rom_mode = 1;
} else {
ram_enable = (data & 0x0f) == 0x0a;
}
}
if(within<0x2000, 0x3fff>(addr)) {
if(rom_mode == 0) {
rom_base = data & 0x3f;
} else {
rom_select = data;
}
}
if(within<0x4000, 0x5fff>(addr)) {
if(rom_mode == 1) {
ram_select = data;
}
}
if(within<0x6000, 0x7fff>(addr)) {
//unknown purpose
}
if(within<0xa000, 0xbfff>(addr)) {
if(ram_enable) cartridge.ram_write((ram_select << 13) + (addr & 0x1fff), data);
}
}
void Cartridge::MMM01::power() {
rom_mode = 0;
rom_base = 0;
ram_enable = false;
rom_select = 0x01;
ram_select = 0x00;
}
#endif

View File

@@ -1,53 +0,0 @@
#ifdef CARTRIDGE_CPP
void Cartridge::serialize(serializer &s) {
if(info.battery) s.array(ramdata, ramsize);
s.integer(bootrom_enable);
s.integer(mbc1.ram_enable);
s.integer(mbc1.rom_select);
s.integer(mbc1.ram_select);
s.integer(mbc1.mode_select);
s.integer(mbc2.ram_enable);
s.integer(mbc2.rom_select);
s.integer(mbc3.ram_enable);
s.integer(mbc3.rom_select);
s.integer(mbc3.ram_select);
s.integer(mbc3.rtc_latch);
s.integer(mbc3.rtc_halt);
s.integer(mbc3.rtc_second);
s.integer(mbc3.rtc_minute);
s.integer(mbc3.rtc_hour);
s.integer(mbc3.rtc_day);
s.integer(mbc3.rtc_day_carry);
s.integer(mbc3.rtc_latch_second);
s.integer(mbc3.rtc_latch_minute);
s.integer(mbc3.rtc_latch_hour);
s.integer(mbc3.rtc_latch_day);
s.integer(mbc3.rtc_latch_day_carry);
s.integer(mbc5.ram_enable);
s.integer(mbc5.rom_select);
s.integer(mbc5.ram_select);
s.integer(mmm01.rom_mode);
s.integer(mmm01.rom_base);
s.integer(mmm01.ram_enable);
s.integer(mmm01.rom_select);
s.integer(mmm01.ram_select);
s.integer(huc1.ram_enable);
s.integer(huc1.rom_select);
s.integer(huc1.ram_select);
s.integer(huc3.ram_enable);
s.integer(huc3.rom_select);
s.integer(huc3.ram_select);
}
#endif

View File

@@ -1,675 +0,0 @@
#ifdef CPU_CPP
#include "table.cpp"
#include "disassembler.cpp"
void CPU::op_xx() {
}
void CPU::op_cb() {
uint8 opcode = op_read(r[PC]++);
(this->*opcode_table_cb[opcode])();
}
//8-bit load commands
template<unsigned x, unsigned y> void CPU::op_ld_r_r() {
r[x] = r[y];
}
template<unsigned x> void CPU::op_ld_r_n() {
r[x] = op_read(r[PC]++);
}
template<unsigned x> void CPU::op_ld_r_hl() {
r[x] = op_read(r[HL]);
}
template<unsigned x> void CPU::op_ld_hl_r() {
op_write(r[HL], r[x]);
}
void CPU::op_ld_hl_n() {
op_write(r[HL], op_read(r[PC]++));
}
template<unsigned x> void CPU::op_ld_a_rr() {
r[A] = op_read(r[x]);
}
void CPU::op_ld_a_nn() {
uint8 lo = op_read(r[PC]++);
uint8 hi = op_read(r[PC]++);
r[A] = op_read((hi << 8) | (lo << 0));
}
template<unsigned x> void CPU::op_ld_rr_a() {
op_write(r[x], r[A]);
}
void CPU::op_ld_nn_a() {
uint8 lo = op_read(r[PC]++);
uint8 hi = op_read(r[PC]++);
op_write((hi << 8) | (lo << 0), r[A]);
}
void CPU::op_ld_a_ffn() {
r[A] = op_read(0xff00 + op_read(r[PC]++));
}
void CPU::op_ld_ffn_a() {
op_write(0xff00 + op_read(r[PC]++), r[A]);
}
void CPU::op_ld_a_ffc() {
r[A] = op_read(0xff00 + r[C]);
}
void CPU::op_ld_ffc_a() {
op_write(0xff00 + r[C], r[A]);
}
void CPU::op_ldi_hl_a() {
op_write(r[HL], r[A]);
r[HL]++;
}
void CPU::op_ldi_a_hl() {
r[A] = op_read(r[HL]);
r[HL]++;
}
void CPU::op_ldd_hl_a() {
op_write(r[HL], r[A]);
r[HL]--;
}
void CPU::op_ldd_a_hl() {
r[A] = op_read(r[HL]);
r[HL]--;
}
//16-bit load commands
template<unsigned x> void CPU::op_ld_rr_nn() {
r[x] = op_read(r[PC]++) << 0;
r[x] |= op_read(r[PC]++) << 8;
}
void CPU::op_ld_nn_sp() {
uint16 addr = op_read(r[PC]++) << 0;
addr |= op_read(r[PC]++) << 8;
op_write(addr + 0, r[SP] >> 0);
op_write(addr + 1, r[SP] >> 8);
}
void CPU::op_ld_sp_hl() {
r[SP] = r[HL];
op_io();
}
template<unsigned x> void CPU::op_push_rr() {
op_write(--r[SP], r[x] >> 8);
op_write(--r[SP], r[x] >> 0);
op_io();
}
template<unsigned x> void CPU::op_pop_rr() {
r[x] = op_read(r[SP]++) << 0;
r[x] |= op_read(r[SP]++) << 8;
}
//8-bit arithmetic commands
void CPU::opi_add_a(uint8 x) {
uint16 rh = r[A] + x;
uint16 rl = (r[A] & 0x0f) + (x & 0x0f);
r[A] = rh;
r.f.z = (uint8)rh == 0;
r.f.n = 0;
r.f.h = rl > 0x0f;
r.f.c = rh > 0xff;
}
template<unsigned x> void CPU::op_add_a_r() { opi_add_a(r[x]); }
void CPU::op_add_a_n() { opi_add_a(op_read(r[PC]++)); }
void CPU::op_add_a_hl() { opi_add_a(op_read(r[HL])); }
void CPU::opi_adc_a(uint8 x) {
uint16 rh = r[A] + x + r.f.c;
uint16 rl = (r[A] & 0x0f) + (x & 0x0f) + r.f.c;
r[A] = rh;
r.f.z = (uint8)rh == 0;
r.f.n = 0;
r.f.h = rl > 0x0f;
r.f.c = rh > 0xff;
}
template<unsigned x> void CPU::op_adc_a_r() { opi_adc_a(r[x]); }
void CPU::op_adc_a_n() { opi_adc_a(op_read(r[PC]++)); }
void CPU::op_adc_a_hl() { opi_adc_a(op_read(r[HL])); }
void CPU::opi_sub_a(uint8 x) {
uint16 rh = r[A] - x;
uint16 rl = (r[A] & 0x0f) - (x & 0x0f);
r[A] = rh;
r.f.z = (uint8)rh == 0;
r.f.n = 1;
r.f.h = rl > 0x0f;
r.f.c = rh > 0xff;
}
template<unsigned x> void CPU::op_sub_a_r() { opi_sub_a(r[x]); }
void CPU::op_sub_a_n() { opi_sub_a(op_read(r[PC]++)); }
void CPU::op_sub_a_hl() { opi_sub_a(op_read(r[HL])); }
void CPU::opi_sbc_a(uint8 x) {
uint16 rh = r[A] - x - r.f.c;
uint16 rl = (r[A] & 0x0f) - (x & 0x0f) - r.f.c;
r[A] = rh;
r.f.z = (uint8)rh == 0;
r.f.n = 1;
r.f.h = rl > 0x0f;
r.f.c = rh > 0xff;
}
template<unsigned x> void CPU::op_sbc_a_r() { opi_sbc_a(r[x]); }
void CPU::op_sbc_a_n() { opi_sbc_a(op_read(r[PC]++)); }
void CPU::op_sbc_a_hl() { opi_sbc_a(op_read(r[HL])); }
void CPU::opi_and_a(uint8 x) {
r[A] &= x;
r.f.z = r[A] == 0;
r.f.n = 0;
r.f.h = 1;
r.f.c = 0;
}
template<unsigned x> void CPU::op_and_a_r() { opi_and_a(r[x]); }
void CPU::op_and_a_n() { opi_and_a(op_read(r[PC]++)); }
void CPU::op_and_a_hl() { opi_and_a(op_read(r[HL])); }
void CPU::opi_xor_a(uint8 x) {
r[A] ^= x;
r.f.z = r[A] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = 0;
}
template<unsigned x> void CPU::op_xor_a_r() { opi_xor_a(r[x]); }
void CPU::op_xor_a_n() { opi_xor_a(op_read(r[PC]++)); }
void CPU::op_xor_a_hl() { opi_xor_a(op_read(r[HL])); }
void CPU::opi_or_a(uint8 x) {
r[A] |= x;
r.f.z = r[A] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = 0;
}
template<unsigned x> void CPU::op_or_a_r() { opi_or_a(r[x]); }
void CPU::op_or_a_n() { opi_or_a(op_read(r[PC]++)); }
void CPU::op_or_a_hl() { opi_or_a(op_read(r[HL])); }
void CPU::opi_cp_a(uint8 x) {
uint16 rh = r[A] - x;
uint16 rl = (r[A] & 0x0f) - (x & 0x0f);
r.f.z = (uint8)rh == 0;
r.f.n = 1;
r.f.h = rl > 0x0f;
r.f.c = rh > 0xff;
}
template<unsigned x> void CPU::op_cp_a_r() { opi_cp_a(r[x]); }
void CPU::op_cp_a_n() { opi_cp_a(op_read(r[PC]++)); }
void CPU::op_cp_a_hl() { opi_cp_a(op_read(r[HL])); }
template<unsigned x> void CPU::op_inc_r() {
r[x]++;
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = (r[x] & 0x0f) == 0x00;
}
void CPU::op_inc_hl() {
uint8 n = op_read(r[HL]);
op_write(r[HL], ++n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = (n & 0x0f) == 0x00;
}
template<unsigned x> void CPU::op_dec_r() {
r[x]--;
r.f.z = r[x] == 0;
r.f.n = 1;
r.f.h = (r[x] & 0x0f) == 0x0f;
}
void CPU::op_dec_hl() {
uint8 n = op_read(r[HL]);
op_write(r[HL], --n);
r.f.z = n == 0;
r.f.n = 1;
r.f.h = (n & 0x0f) == 0x0f;
}
void CPU::op_daa() {
uint16 a = r[A];
if(r.f.n == 0) {
if(r.f.h || (a & 0x0f) > 0x09) a += 0x06;
if(r.f.c || (a ) > 0x9f) a += 0x60;
} else {
if(r.f.h) {
a -= 0x06;
if(r.f.c == 0) a &= 0xff;
}
if(r.f.c) a -= 0x60;
}
r[A] = a;
r.f.z = r[A] == 0;
r.f.h = 0;
r.f.c |= a & 0x100;
}
void CPU::op_cpl() {
r[A] ^= 0xff;
r.f.n = 1;
r.f.h = 1;
}
//16-bit arithmetic commands
template<unsigned x> void CPU::op_add_hl_rr() {
op_io();
uint32 rb = (r[HL] + r[x]);
uint32 rn = (r[HL] & 0xfff) + (r[x] & 0xfff);
r[HL] = rb;
r.f.n = 0;
r.f.h = rn > 0x0fff;
r.f.c = rb > 0xffff;
}
template<unsigned x> void CPU::op_inc_rr() {
op_io();
r[x]++;
}
template<unsigned x> void CPU::op_dec_rr() {
op_io();
r[x]--;
}
void CPU::op_add_sp_n() {
op_io();
op_io();
signed n = (int8)op_read(r[PC]++);
r.f.z = 0;
r.f.n = 0;
r.f.h = ((r[SP] & 0x0f) + (n & 0x0f)) > 0x0f;
r.f.c = ((r[SP] & 0xff) + (n & 0xff)) > 0xff;
r[SP] += n;
}
void CPU::op_ld_hl_sp_n() {
op_io();
signed n = (int8)op_read(r[PC]++);
r.f.z = 0;
r.f.n = 0;
r.f.h = ((r[SP] & 0x0f) + (n & 0x0f)) > 0x0f;
r.f.c = ((r[SP] & 0xff) + (n & 0xff)) > 0xff;
r[HL] = r[SP] + n;
}
//rotate/shift commands
void CPU::op_rlca() {
r[A] = (r[A] << 1) | (r[A] >> 7);
r.f.z = 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = r[A] & 0x01;
}
void CPU::op_rla() {
bool c = r[A] & 0x80;
r[A] = (r[A] << 1) | (r.f.c << 0);
r.f.z = 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
void CPU::op_rrca() {
r[A] = (r[A] >> 1) | (r[A] << 7);
r.f.z = 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = r[A] & 0x80;
}
void CPU::op_rra() {
bool c = r[A] & 0x01;
r[A] = (r[A] >> 1) | (r.f.c << 7);
r.f.z = 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
template<unsigned x> void CPU::op_rlc_r() {
r[x] = (r[x] << 1) | (r[x] >> 7);
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = r[x] & 0x01;
}
void CPU::op_rlc_hl() {
uint8 n = op_read(r[HL]);
n = (n << 1) | (n >> 7);
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = n & 0x01;
}
template<unsigned x> void CPU::op_rl_r() {
bool c = r[x] & 0x80;
r[x] = (r[x] << 1) | (r.f.c << 0);
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
void CPU::op_rl_hl() {
uint8 n = op_read(r[HL]);
bool c = n & 0x80;
n = (n << 1) | (r.f.c << 0);
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
template<unsigned x> void CPU::op_rrc_r() {
r[x] = (r[x] >> 1) | (r[x] << 7);
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = r[x] & 0x80;
}
void CPU::op_rrc_hl() {
uint8 n = op_read(r[HL]);
n = (n >> 1) | (n << 7);
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = n & 0x80;
}
template<unsigned x> void CPU::op_rr_r() {
bool c = r[x] & 0x01;
r[x] = (r[x] >> 1) | (r.f.c << 7);
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
void CPU::op_rr_hl() {
uint8 n = op_read(r[HL]);
bool c = n & 0x01;
n = (n >> 1) | (r.f.c << 7);
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
template<unsigned x> void CPU::op_sla_r() {
bool c = r[x] & 0x80;
r[x] <<= 1;
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
void CPU::op_sla_hl() {
uint8 n = op_read(r[HL]);
bool c = n & 0x80;
n <<= 1;
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
template<unsigned x> void CPU::op_swap_r() {
r[x] = (r[x] << 4) | (r[x] >> 4);
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = 0;
}
void CPU::op_swap_hl() {
uint8 n = op_read(r[HL]);
n = (n << 4) | (n >> 4);
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = 0;
}
template<unsigned x> void CPU::op_sra_r() {
bool c = r[x] & 0x01;
r[x] = (int8)r[x] >> 1;
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
void CPU::op_sra_hl() {
uint8 n = op_read(r[HL]);
bool c = n & 0x01;
n = (int8)n >> 1;
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
template<unsigned x> void CPU::op_srl_r() {
bool c = r[x] & 0x01;
r[x] >>= 1;
r.f.z = r[x] == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
void CPU::op_srl_hl() {
uint8 n = op_read(r[HL]);
bool c = n & 0x01;
n >>= 1;
op_write(r[HL], n);
r.f.z = n == 0;
r.f.n = 0;
r.f.h = 0;
r.f.c = c;
}
//single-bit commands
template<unsigned b, unsigned x> void CPU::op_bit_n_r() {
r.f.z = (r[x] & (1 << b)) == 0;
r.f.n = 0;
r.f.h = 1;
}
template<unsigned b> void CPU::op_bit_n_hl() {
uint8 n = op_read(r[HL]);
r.f.z = (n & (1 << b)) == 0;
r.f.n = 0;
r.f.h = 1;
}
template<unsigned b, unsigned x> void CPU::op_set_n_r() {
r[x] |= 1 << b;
}
template<unsigned b> void CPU::op_set_n_hl() {
uint8 n = op_read(r[HL]);
n |= 1 << b;
op_write(r[HL], n);
}
template<unsigned b, unsigned x> void CPU::op_res_n_r() {
r[x] &= ~(1 << b);
}
template<unsigned b> void CPU::op_res_n_hl() {
uint8 n = op_read(r[HL]);
n &= ~(1 << b);
op_write(r[HL], n);
}
//control commands
void CPU::op_ccf() {
r.f.n = 0;
r.f.h = 0;
r.f.c = !r.f.c;
}
void CPU::op_scf() {
r.f.n = 0;
r.f.h = 0;
r.f.c = 1;
}
void CPU::op_nop() {
}
void CPU::op_halt() {
status.halt = true;
while(status.halt == true) op_io();
}
void CPU::op_stop() {
status.stop = true;
while(status.stop == true) op_io();
}
void CPU::op_di() {
status.ime = 0;
}
void CPU::op_ei() {
status.ei = true;
//status.ime = 1;
}
//jump commands
void CPU::op_jp_nn() {
uint8 lo = op_read(r[PC]++);
uint8 hi = op_read(r[PC]++);
r[PC] = (hi << 8) | (lo << 0);
op_io();
}
void CPU::op_jp_hl() {
r[PC] = r[HL];
}
template<unsigned x, bool y> void CPU::op_jp_f_nn() {
uint8 lo = op_read(r[PC]++);
uint8 hi = op_read(r[PC]++);
if(r.f[x] == y) {
r[PC] = (hi << 8) | (lo << 0);
op_io();
}
}
void CPU::op_jr_n() {
int8 n = op_read(r[PC]++);
r[PC] += n;
op_io();
}
template<unsigned x, bool y> void CPU::op_jr_f_n() {
int8 n = op_read(r[PC]++);
if(r.f[x] == y) {
r[PC] += n;
op_io();
}
}
void CPU::op_call_nn() {
uint8 lo = op_read(r[PC]++);
uint8 hi = op_read(r[PC]++);
op_write(--r[SP], r[PC] >> 8);
op_write(--r[SP], r[PC] >> 0);
r[PC] = (hi << 8) | (lo << 0);
op_io();
}
template<unsigned x, bool y> void CPU::op_call_f_nn() {
uint8 lo = op_read(r[PC]++);
uint8 hi = op_read(r[PC]++);
if(r.f[x] == y) {
op_write(--r[SP], r[PC] >> 8);
op_write(--r[SP], r[PC] >> 0);
r[PC] = (hi << 8) | (lo << 0);
op_io();
}
}
void CPU::op_ret() {
uint8 lo = op_read(r[SP]++);
uint8 hi = op_read(r[SP]++);
r[PC] = (hi << 8) | (lo << 0);
op_io();
}
template<unsigned x, bool y> void CPU::op_ret_f() {
op_io();
if(r.f[x] == y) {
uint8 lo = op_read(r[SP]++);
uint8 hi = op_read(r[SP]++);
r[PC] = (hi << 8) | (lo << 0);
op_io();
}
}
void CPU::op_reti() {
uint8 lo = op_read(r[SP]++);
uint8 hi = op_read(r[SP]++);
r[PC] = (hi << 8) | (lo << 0);
op_io();
status.ime = 1;
}
template<unsigned n> void CPU::op_rst_n() {
op_write(--r[SP], r[PC] >> 8);
op_write(--r[SP], r[PC] >> 0);
r[PC] = n;
op_io();
}
#endif

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@@ -1,145 +0,0 @@
#include "registers.hpp"
void (CPU::*opcode_table[256])();
void (CPU::*opcode_table_cb[256])();
void initialize_opcode_table();
void op_xx();
void op_cb();
//8-bit load commands
template<unsigned x, unsigned y> void op_ld_r_r();
template<unsigned x> void op_ld_r_n();
template<unsigned x> void op_ld_r_hl();
template<unsigned x> void op_ld_hl_r();
void op_ld_hl_n();
template<unsigned x> void op_ld_a_rr();
void op_ld_a_nn();
template<unsigned x> void op_ld_rr_a();
void op_ld_nn_a();
void op_ld_a_ffn();
void op_ld_ffn_a();
void op_ld_a_ffc();
void op_ld_ffc_a();
void op_ldi_hl_a();
void op_ldi_a_hl();
void op_ldd_hl_a();
void op_ldd_a_hl();
//16-bit load commands
template<unsigned x> void op_ld_rr_nn();
void op_ld_nn_sp();
void op_ld_sp_hl();
template<unsigned x> void op_push_rr();
template<unsigned x> void op_pop_rr();
//8-bit arithmetic commands
void opi_add_a(uint8 x);
template<unsigned x> void op_add_a_r();
void op_add_a_n();
void op_add_a_hl();
void opi_adc_a(uint8 x);
template<unsigned x> void op_adc_a_r();
void op_adc_a_n();
void op_adc_a_hl();
void opi_sub_a(uint8 x);
template<unsigned x> void op_sub_a_r();
void op_sub_a_n();
void op_sub_a_hl();
void opi_sbc_a(uint8 x);
template<unsigned x> void op_sbc_a_r();
void op_sbc_a_n();
void op_sbc_a_hl();
void opi_and_a(uint8 x);
template<unsigned x> void op_and_a_r();
void op_and_a_n();
void op_and_a_hl();
void opi_xor_a(uint8 x);
template<unsigned x> void op_xor_a_r();
void op_xor_a_n();
void op_xor_a_hl();
void opi_or_a(uint8 x);
template<unsigned x> void op_or_a_r();
void op_or_a_n();
void op_or_a_hl();
void opi_cp_a(uint8 x);
template<unsigned x> void op_cp_a_r();
void op_cp_a_n();
void op_cp_a_hl();
template<unsigned x> void op_inc_r();
void op_inc_hl();
template<unsigned x> void op_dec_r();
void op_dec_hl();
void op_daa();
void op_cpl();
//16-bit arithmetic commands
template<unsigned x> void op_add_hl_rr();
template<unsigned x> void op_inc_rr();
template<unsigned x> void op_dec_rr();
void op_add_sp_n();
void op_ld_hl_sp_n();
//rotate/shift commands
void op_rlca();
void op_rla();
void op_rrca();
void op_rra();
template<unsigned x> void op_rlc_r();
void op_rlc_hl();
template<unsigned x> void op_rl_r();
void op_rl_hl();
template<unsigned x> void op_rrc_r();
void op_rrc_hl();
template<unsigned x> void op_rr_r();
void op_rr_hl();
template<unsigned x> void op_sla_r();
void op_sla_hl();
template<unsigned x> void op_swap_r();
void op_swap_hl();
template<unsigned x> void op_sra_r();
void op_sra_hl();
template<unsigned x> void op_srl_r();
void op_srl_hl();
//single-bit commands
template<unsigned b, unsigned x> void op_bit_n_r();
template<unsigned b> void op_bit_n_hl();
template<unsigned b, unsigned x> void op_set_n_r();
template<unsigned b> void op_set_n_hl();
template<unsigned b, unsigned x> void op_res_n_r();
template<unsigned b> void op_res_n_hl();
//control commands
void op_ccf();
void op_scf();
void op_nop();
void op_halt();
void op_stop();
void op_di();
void op_ei();
//jump commands
void op_jp_nn();
void op_jp_hl();
template<unsigned x, bool y> void op_jp_f_nn();
void op_jr_n();
template<unsigned x, bool y> void op_jr_f_n();
void op_call_nn();
template<unsigned x, bool y> void op_call_f_nn();
void op_ret();
template<unsigned x, bool y> void op_ret_f();
void op_reti();
template<unsigned n> void op_rst_n();
//disassembler.cpp
string disassemble(uint16 pc);
string disassemble_opcode(uint16 pc);
string disassemble_opcode_cb(uint16 pc);

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@@ -1,560 +0,0 @@
#ifdef CPU_CPP
string CPU::disassemble(uint16 pc) {
char output[80];
memset(output, ' ', sizeof output);
output[79] = 0;
string opcode = disassemble_opcode(pc);
string registers = {
" AF:", hex<4>(r[AF]),
" BC:", hex<4>(r[BC]),
" DE:", hex<4>(r[DE]),
" HL:", hex<4>(r[HL]),
" SP:", hex<4>(r[SP])
};
memcpy(output + 0, hex<4>(pc), 4);
memcpy(output + 6, opcode, opcode.length());
memcpy(output + 23, registers, registers.length());
output[63] = 0;
return output;
}
string CPU::disassemble_opcode(uint16 pc) {
uint8 opcode = bus.read(pc);
uint8 p0 = bus.read(pc + 1);
uint8 p1 = bus.read(pc + 2);
uint8 p2 = bus.read(pc + 3);
switch(opcode) {
case 0x00: return { "nop" };
case 0x01: return { "ld bc,$", hex<2>(p1), hex<2>(p0) };
case 0x02: return { "ld (bc),a" };
case 0x03: return { "inc bc" };
case 0x04: return { "inc b" };
case 0x05: return { "dec b" };
case 0x06: return { "ld b,$", hex<2>(p0) };
case 0x07: return { "rlc a" };
case 0x08: return { "ld ($", hex<2>(p1), hex<2>(p0), "),sp" };
case 0x09: return { "add hl,bc" };
case 0x0a: return { "ld a,(bc)" };
case 0x0b: return { "dec bc" };
case 0x0c: return { "inc c" };
case 0x0d: return { "dec c" };
case 0x0e: return { "ld c,$", hex<2>(p0) };
case 0x0f: return { "rrc a" };
case 0x10: return { "stop" };
case 0x11: return { "ld de,$", hex<2>(p1), hex<2>(p0) };
case 0x12: return { "ld (de),a" };
case 0x13: return { "inc de" };
case 0x14: return { "inc d" };
case 0x15: return { "dec d" };
case 0x16: return { "ld d,$", hex<2>(p0) };
case 0x17: return { "rl a" };
case 0x18: return { "jr $", hex<4>(r[PC] + 2 + (int8)p0) };
case 0x19: return { "add hl,de" };
case 0x1a: return { "ld a,(de)" };
case 0x1b: return { "dec de" };
case 0x1c: return { "inc e" };
case 0x1d: return { "dec e" };
case 0x1e: return { "ld e,$", hex<2>(p0) };
case 0x1f: return { "rr a" };
case 0x20: return { "jr nz,$", hex<4>(r[PC] + 2 + (int8)p0) };
case 0x21: return { "ld hl,$", hex<2>(p1), hex<2>(p0) };
case 0x22: return { "ldi (hl),a" };
case 0x23: return { "inc hl" };
case 0x24: return { "inc h" };
case 0x25: return { "dec h" };
case 0x26: return { "ld h,$", hex<2>(p0) };
case 0x27: return { "daa" };
case 0x28: return { "jr z,$", hex<4>(r[PC] + 2 + (int8)p0) };
case 0x29: return { "add hl,hl" };
case 0x2a: return { "ldi a,(hl)" };
case 0x2b: return { "dec hl" };
case 0x2c: return { "inc l" };
case 0x2d: return { "dec l" };
case 0x2e: return { "ld l,$", hex<2>(p0) };
case 0x2f: return { "cpl" };
case 0x30: return { "jr nc,$", hex<4>(r[PC] + 2 + (int8)p0) };
case 0x31: return { "ld sp,$", hex<2>(p1), hex<2>(p0) };
case 0x32: return { "ldd (hl),a" };
case 0x33: return { "inc sp" };
case 0x34: return { "inc (hl)" };
case 0x35: return { "dec (hl)" };
case 0x36: return { "ld (hl),$", hex<2>(p0) };
case 0x37: return { "scf" };
case 0x38: return { "jr c,$", hex<4>(r[PC] + 2 + (int8)p0) };
case 0x39: return { "add hl,sp" };
case 0x3a: return { "ldd a,(hl)" };
case 0x3b: return { "dec sp" };
case 0x3c: return { "inc a" };
case 0x3d: return { "dec a" };
case 0x3e: return { "ld a,$", hex<2>(p0) };
case 0x3f: return { "ccf" };
case 0x40: return { "ld b,b" };
case 0x41: return { "ld b,c" };
case 0x42: return { "ld b,d" };
case 0x43: return { "ld b,e" };
case 0x44: return { "ld b,h" };
case 0x45: return { "ld b,l" };
case 0x46: return { "ld b,(hl)" };
case 0x47: return { "ld b,a" };
case 0x48: return { "ld c,b" };
case 0x49: return { "ld c,c" };
case 0x4a: return { "ld c,d" };
case 0x4b: return { "ld c,e" };
case 0x4c: return { "ld c,h" };
case 0x4d: return { "ld c,l" };
case 0x4e: return { "ld c,(hl)" };
case 0x4f: return { "ld c,a" };
case 0x50: return { "ld d,b" };
case 0x51: return { "ld d,c" };
case 0x52: return { "ld d,d" };
case 0x53: return { "ld d,e" };
case 0x54: return { "ld d,h" };
case 0x55: return { "ld d,l" };
case 0x56: return { "ld d,(hl)" };
case 0x57: return { "ld d,a" };
case 0x58: return { "ld e,b" };
case 0x59: return { "ld e,c" };
case 0x5a: return { "ld e,d" };
case 0x5b: return { "ld e,e" };
case 0x5c: return { "ld e,h" };
case 0x5d: return { "ld e,l" };
case 0x5e: return { "ld e,(hl)" };
case 0x5f: return { "ld e,a" };
case 0x60: return { "ld h,b" };
case 0x61: return { "ld h,c" };
case 0x62: return { "ld h,d" };
case 0x63: return { "ld h,e" };
case 0x64: return { "ld h,h" };
case 0x65: return { "ld h,l" };
case 0x66: return { "ld h,(hl)" };
case 0x67: return { "ld h,a" };
case 0x68: return { "ld l,b" };
case 0x69: return { "ld l,c" };
case 0x6a: return { "ld l,d" };
case 0x6b: return { "ld l,e" };
case 0x6c: return { "ld l,h" };
case 0x6d: return { "ld l,l" };
case 0x6e: return { "ld l,(hl)" };
case 0x6f: return { "ld l,a" };
case 0x70: return { "ld (hl),b" };
case 0x71: return { "ld (hl),c" };
case 0x72: return { "ld (hl),d" };
case 0x73: return { "ld (hl),e" };
case 0x74: return { "ld (hl),h" };
case 0x75: return { "ld (hl),l" };
case 0x76: return { "halt" };
case 0x77: return { "ld (hl),a" };
case 0x78: return { "ld a,b" };
case 0x79: return { "ld a,c" };
case 0x7a: return { "ld a,d" };
case 0x7b: return { "ld a,e" };
case 0x7c: return { "ld a,h" };
case 0x7d: return { "ld a,l" };
case 0x7e: return { "ld a,(hl)" };
case 0x7f: return { "ld a,a" };
case 0x80: return { "add a,b" };
case 0x81: return { "add a,c" };
case 0x82: return { "add a,d" };
case 0x83: return { "add a,e" };
case 0x84: return { "add a,h" };
case 0x85: return { "add a,l" };
case 0x86: return { "add a,(hl)" };
case 0x87: return { "add a,a" };
case 0x88: return { "adc a,b" };
case 0x89: return { "adc a,c" };
case 0x8a: return { "adc a,d" };
case 0x8b: return { "adc a,e" };
case 0x8c: return { "adc a,h" };
case 0x8d: return { "adc a,l" };
case 0x8e: return { "adc a,(hl)" };
case 0x8f: return { "adc a,a" };
case 0x90: return { "sub a,b" };
case 0x91: return { "sub a,c" };
case 0x92: return { "sub a,d" };
case 0x93: return { "sub a,e" };
case 0x94: return { "sub a,h" };
case 0x95: return { "sub a,l" };
case 0x96: return { "sub a,(hl)" };
case 0x97: return { "sub a,a" };
case 0x98: return { "sbc a,b" };
case 0x99: return { "sbc a,c" };
case 0x9a: return { "sbc a,d" };
case 0x9b: return { "sbc a,e" };
case 0x9c: return { "sbc a,h" };
case 0x9d: return { "sbc a,l" };
case 0x9e: return { "sbc a,(hl)" };
case 0x9f: return { "sbc a,a" };
case 0xa0: return { "and a,b" };
case 0xa1: return { "and a,c" };
case 0xa2: return { "and a,d" };
case 0xa3: return { "and a,e" };
case 0xa4: return { "and a,h" };
case 0xa5: return { "and a,l" };
case 0xa6: return { "and a,(hl)" };
case 0xa7: return { "and a,a" };
case 0xa8: return { "xor a,b" };
case 0xa9: return { "xor a,c" };
case 0xaa: return { "xor a,d" };
case 0xab: return { "xor a,e" };
case 0xac: return { "xor a,h" };
case 0xad: return { "xor a,l" };
case 0xae: return { "xor a,(hl)" };
case 0xaf: return { "xor a,a" };
case 0xb0: return { "or a,b" };
case 0xb1: return { "or a,c" };
case 0xb2: return { "or a,d" };
case 0xb3: return { "or a,e" };
case 0xb4: return { "or a,h" };
case 0xb5: return { "or a,l" };
case 0xb6: return { "or a,(hl)" };
case 0xb7: return { "or a,a" };
case 0xb8: return { "cp a,b" };
case 0xb9: return { "cp a,c" };
case 0xba: return { "cp a,d" };
case 0xbb: return { "cp a,e" };
case 0xbc: return { "cp a,h" };
case 0xbd: return { "cp a,l" };
case 0xbe: return { "cp a,(hl)" };
case 0xbf: return { "cp a,a" };
case 0xc0: return { "ret nz" };
case 0xc1: return { "pop bc" };
case 0xc2: return { "jp nz,$", hex<2>(p1), hex<2>(p0) };
case 0xc3: return { "jp $", hex<2>(p1), hex<2>(p0) };
case 0xc4: return { "call nz,$", hex<2>(p1), hex<2>(p0) };
case 0xc5: return { "push bc" };
case 0xc6: return { "add a,$", hex<2>(p0) };
case 0xc7: return { "rst $0000" };
case 0xc8: return { "ret z" };
case 0xc9: return { "ret" };
case 0xca: return { "jp z,$", hex<2>(p1), hex<2>(p0) };
case 0xcb: return disassemble_opcode_cb(pc + 1);
case 0xcc: return { "call z,$", hex<2>(p1), hex<2>(p0) };
case 0xcd: return { "call $", hex<2>(p1), hex<2>(p0) };
case 0xce: return { "adc a,$", hex<2>(p0) };
case 0xcf: return { "rst $0008" };
case 0xd0: return { "ret nc" };
case 0xd1: return { "pop de" };
case 0xd2: return { "jp nc,$", hex<2>(p1), hex<2>(p0) };
case 0xd3: return { "xx" };
case 0xd4: return { "call nc,$", hex<2>(p1), hex<2>(p0) };
case 0xd5: return { "push de" };
case 0xd6: return { "sub a,$", hex<2>(p0) };
case 0xd7: return { "rst $0010" };
case 0xd8: return { "ret c" };
case 0xd9: return { "reti" };
case 0xda: return { "jp c,$", hex<2>(p1), hex<2>(p0) };
case 0xdb: return { "xx" };
case 0xdc: return { "call c,$", hex<2>(p1), hex<2>(p0) };
case 0xdd: return { "xx" };
case 0xde: return { "sbc a,$", hex<2>(p0) };
case 0xdf: return { "rst $0018" };
case 0xe0: return { "ld ($ff", hex<2>(p0), "),a" };
case 0xe1: return { "pop hl" };
case 0xe2: return { "ld ($ff00+c),a" };
case 0xe3: return { "xx" };
case 0xe4: return { "xx" };
case 0xe5: return { "push hl" };
case 0xe6: return { "and a,$", hex<2>(p0) };
case 0xe7: return { "rst $0020" };
case 0xe8: return { "add sp,$", hex<4>((int8)p0) };
case 0xe9: return { "jp hl" };
case 0xea: return { "ld ($", hex<2>(p1), hex<2>(p0), "),a" };
case 0xeb: return { "xx" };
case 0xec: return { "xx" };
case 0xed: return { "xx" };
case 0xee: return { "xor a,$", hex<2>(p0) };
case 0xef: return { "rst $0028" };
case 0xf0: return { "ld a,($ff", hex<2>(p0), ")" };
case 0xf1: return { "pop af" };
case 0xf2: return { "ld a,($ff00+c)" };
case 0xf3: return { "di" };
case 0xf4: return { "xx" };
case 0xf5: return { "push af" };
case 0xf6: return { "or a,$", hex<2>(p0) };
case 0xf7: return { "rst $0030" };
case 0xf8: return { "ld hl,sp+$", hex<4>((int8)p0) };
case 0xf9: return { "ld sp,hl" };
case 0xfa: return { "ld a,($", hex<2>(p1), hex<2>(p0), ")" };
case 0xfb: return { "ei" };
case 0xfc: return { "xx" };
case 0xfd: return { "xx" };
case 0xfe: return { "cp a,$", hex<2>(p0) };
case 0xff: return { "rst $0038" };
}
return "";
}
string CPU::disassemble_opcode_cb(uint16 pc) {
uint8 opcode = bus.read(pc);
uint8 p0 = bus.read(pc + 1);
uint8 p1 = bus.read(pc + 2);
uint8 p2 = bus.read(pc + 3);
switch(opcode) {
case 0x00: return { "rlc b" };
case 0x01: return { "rlc c" };
case 0x02: return { "rlc d" };
case 0x03: return { "rlc e" };
case 0x04: return { "rlc h" };
case 0x05: return { "rlc l" };
case 0x06: return { "rlc (hl)" };
case 0x07: return { "rlc a" };
case 0x08: return { "rrc b" };
case 0x09: return { "rrc c" };
case 0x0a: return { "rrc d" };
case 0x0b: return { "rrc e" };
case 0x0c: return { "rrc h" };
case 0x0d: return { "rrc l" };
case 0x0e: return { "rrc (hl)" };
case 0x0f: return { "rrc a" };
case 0x10: return { "rl b" };
case 0x11: return { "rl c" };
case 0x12: return { "rl d" };
case 0x13: return { "rl e" };
case 0x14: return { "rl h" };
case 0x15: return { "rl l" };
case 0x16: return { "rl (hl)" };
case 0x17: return { "rl a" };
case 0x18: return { "rr b" };
case 0x19: return { "rr c" };
case 0x1a: return { "rr d" };
case 0x1b: return { "rr e" };
case 0x1c: return { "rr h" };
case 0x1d: return { "rr l" };
case 0x1e: return { "rr (hl)" };
case 0x1f: return { "rr a" };
case 0x20: return { "sla b" };
case 0x21: return { "sla c" };
case 0x22: return { "sla d" };
case 0x23: return { "sla e" };
case 0x24: return { "sla h" };
case 0x25: return { "sla l" };
case 0x26: return { "sla (hl)" };
case 0x27: return { "sla a" };
case 0x28: return { "sra b" };
case 0x29: return { "sra c" };
case 0x2a: return { "sra d" };
case 0x2b: return { "sra e" };
case 0x2c: return { "sra h" };
case 0x2d: return { "sra l" };
case 0x2e: return { "sra (hl)" };
case 0x2f: return { "sra a" };
case 0x30: return { "swap b" };
case 0x31: return { "swap c" };
case 0x32: return { "swap d" };
case 0x33: return { "swap e" };
case 0x34: return { "swap h" };
case 0x35: return { "swap l" };
case 0x36: return { "swap (hl)" };
case 0x37: return { "swap a" };
case 0x38: return { "srl b" };
case 0x39: return { "srl c" };
case 0x3a: return { "srl d" };
case 0x3b: return { "srl e" };
case 0x3c: return { "srl h" };
case 0x3d: return { "srl l" };
case 0x3e: return { "srl (hl)" };
case 0x3f: return { "srl a" };
case 0x40: return { "bit 0,b" };
case 0x41: return { "bit 0,c" };
case 0x42: return { "bit 0,d" };
case 0x43: return { "bit 0,e" };
case 0x44: return { "bit 0,h" };
case 0x45: return { "bit 0,l" };
case 0x46: return { "bit 0,(hl)" };
case 0x47: return { "bit 0,a" };
case 0x48: return { "bit 1,b" };
case 0x49: return { "bit 1,c" };
case 0x4a: return { "bit 1,d" };
case 0x4b: return { "bit 1,e" };
case 0x4c: return { "bit 1,h" };
case 0x4d: return { "bit 1,l" };
case 0x4e: return { "bit 1,(hl)" };
case 0x4f: return { "bit 1,a" };
case 0x50: return { "bit 2,b" };
case 0x51: return { "bit 2,c" };
case 0x52: return { "bit 2,d" };
case 0x53: return { "bit 2,e" };
case 0x54: return { "bit 2,h" };
case 0x55: return { "bit 2,l" };
case 0x56: return { "bit 2,(hl)" };
case 0x57: return { "bit 2,a" };
case 0x58: return { "bit 3,b" };
case 0x59: return { "bit 3,c" };
case 0x5a: return { "bit 3,d" };
case 0x5b: return { "bit 3,e" };
case 0x5c: return { "bit 3,h" };
case 0x5d: return { "bit 3,l" };
case 0x5e: return { "bit 3,(hl)" };
case 0x5f: return { "bit 3,a" };
case 0x60: return { "bit 4,b" };
case 0x61: return { "bit 4,c" };
case 0x62: return { "bit 4,d" };
case 0x63: return { "bit 4,e" };
case 0x64: return { "bit 4,h" };
case 0x65: return { "bit 4,l" };
case 0x66: return { "bit 4,(hl)" };
case 0x67: return { "bit 4,a" };
case 0x68: return { "bit 5,b" };
case 0x69: return { "bit 5,c" };
case 0x6a: return { "bit 5,d" };
case 0x6b: return { "bit 5,e" };
case 0x6c: return { "bit 5,h" };
case 0x6d: return { "bit 5,l" };
case 0x6e: return { "bit 5,(hl)" };
case 0x6f: return { "bit 5,a" };
case 0x70: return { "bit 6,b" };
case 0x71: return { "bit 6,c" };
case 0x72: return { "bit 6,d" };
case 0x73: return { "bit 6,e" };
case 0x74: return { "bit 6,h" };
case 0x75: return { "bit 6,l" };
case 0x76: return { "bit 6,(hl)" };
case 0x77: return { "bit 6,a" };
case 0x78: return { "bit 7,b" };
case 0x79: return { "bit 7,c" };
case 0x7a: return { "bit 7,d" };
case 0x7b: return { "bit 7,e" };
case 0x7c: return { "bit 7,h" };
case 0x7d: return { "bit 7,l" };
case 0x7e: return { "bit 7,(hl)" };
case 0x7f: return { "bit 7,a" };
case 0x80: return { "res 0,b" };
case 0x81: return { "res 0,c" };
case 0x82: return { "res 0,d" };
case 0x83: return { "res 0,e" };
case 0x84: return { "res 0,h" };
case 0x85: return { "res 0,l" };
case 0x86: return { "res 0,(hl)" };
case 0x87: return { "res 0,a" };
case 0x88: return { "res 1,b" };
case 0x89: return { "res 1,c" };
case 0x8a: return { "res 1,d" };
case 0x8b: return { "res 1,e" };
case 0x8c: return { "res 1,h" };
case 0x8d: return { "res 1,l" };
case 0x8e: return { "res 1,(hl)" };
case 0x8f: return { "res 1,a" };
case 0x90: return { "res 2,b" };
case 0x91: return { "res 2,c" };
case 0x92: return { "res 2,d" };
case 0x93: return { "res 2,e" };
case 0x94: return { "res 2,h" };
case 0x95: return { "res 2,l" };
case 0x96: return { "res 2,(hl)" };
case 0x97: return { "res 2,a" };
case 0x98: return { "res 3,b" };
case 0x99: return { "res 3,c" };
case 0x9a: return { "res 3,d" };
case 0x9b: return { "res 3,e" };
case 0x9c: return { "res 3,h" };
case 0x9d: return { "res 3,l" };
case 0x9e: return { "res 3,(hl)" };
case 0x9f: return { "res 3,a" };
case 0xa0: return { "res 4,b" };
case 0xa1: return { "res 4,c" };
case 0xa2: return { "res 4,d" };
case 0xa3: return { "res 4,e" };
case 0xa4: return { "res 4,h" };
case 0xa5: return { "res 4,l" };
case 0xa6: return { "res 4,(hl)" };
case 0xa7: return { "res 4,a" };
case 0xa8: return { "res 5,b" };
case 0xa9: return { "res 5,c" };
case 0xaa: return { "res 5,d" };
case 0xab: return { "res 5,e" };
case 0xac: return { "res 5,h" };
case 0xad: return { "res 5,l" };
case 0xae: return { "res 5,(hl)" };
case 0xaf: return { "res 5,a" };
case 0xb0: return { "res 6,b" };
case 0xb1: return { "res 6,c" };
case 0xb2: return { "res 6,d" };
case 0xb3: return { "res 6,e" };
case 0xb4: return { "res 6,h" };
case 0xb5: return { "res 6,l" };
case 0xb6: return { "res 6,(hl)" };
case 0xb7: return { "res 6,a" };
case 0xb8: return { "res 7,b" };
case 0xb9: return { "res 7,c" };
case 0xba: return { "res 7,d" };
case 0xbb: return { "res 7,e" };
case 0xbc: return { "res 7,h" };
case 0xbd: return { "res 7,l" };
case 0xbe: return { "res 7,(hl)" };
case 0xbf: return { "res 7,a" };
case 0xc0: return { "set 0,b" };
case 0xc1: return { "set 0,c" };
case 0xc2: return { "set 0,d" };
case 0xc3: return { "set 0,e" };
case 0xc4: return { "set 0,h" };
case 0xc5: return { "set 0,l" };
case 0xc6: return { "set 0,(hl)" };
case 0xc7: return { "set 0,a" };
case 0xc8: return { "set 1,b" };
case 0xc9: return { "set 1,c" };
case 0xca: return { "set 1,d" };
case 0xcb: return { "set 1,e" };
case 0xcc: return { "set 1,h" };
case 0xcd: return { "set 1,l" };
case 0xce: return { "set 1,(hl)" };
case 0xcf: return { "set 1,a" };
case 0xd0: return { "set 2,b" };
case 0xd1: return { "set 2,c" };
case 0xd2: return { "set 2,d" };
case 0xd3: return { "set 2,e" };
case 0xd4: return { "set 2,h" };
case 0xd5: return { "set 2,l" };
case 0xd6: return { "set 2,(hl)" };
case 0xd7: return { "set 2,a" };
case 0xd8: return { "set 3,b" };
case 0xd9: return { "set 3,c" };
case 0xda: return { "set 3,d" };
case 0xdb: return { "set 3,e" };
case 0xdc: return { "set 3,h" };
case 0xdd: return { "set 3,l" };
case 0xde: return { "set 3,(hl)" };
case 0xdf: return { "set 3,a" };
case 0xe0: return { "set 4,b" };
case 0xe1: return { "set 4,c" };
case 0xe2: return { "set 4,d" };
case 0xe3: return { "set 4,e" };
case 0xe4: return { "set 4,h" };
case 0xe5: return { "set 4,l" };
case 0xe6: return { "set 4,(hl)" };
case 0xe7: return { "set 4,a" };
case 0xe8: return { "set 5,b" };
case 0xe9: return { "set 5,c" };
case 0xea: return { "set 5,d" };
case 0xeb: return { "set 5,e" };
case 0xec: return { "set 5,h" };
case 0xed: return { "set 5,l" };
case 0xee: return { "set 5,(hl)" };
case 0xef: return { "set 5,a" };
case 0xf0: return { "set 6,b" };
case 0xf1: return { "set 6,c" };
case 0xf2: return { "set 6,d" };
case 0xf3: return { "set 6,e" };
case 0xf4: return { "set 6,h" };
case 0xf5: return { "set 6,l" };
case 0xf6: return { "set 6,(hl)" };
case 0xf7: return { "set 6,a" };
case 0xf8: return { "set 7,b" };
case 0xf9: return { "set 7,c" };
case 0xfa: return { "set 7,d" };
case 0xfb: return { "set 7,e" };
case 0xfc: return { "set 7,h" };
case 0xfd: return { "set 7,l" };
case 0xfe: return { "set 7,(hl)" };
case 0xff: return { "set 7,a" };
}
return "";
}
#endif

View File

@@ -1,101 +0,0 @@
enum {
A, F, AF,
B, C, BC,
D, E, DE,
H, L, HL,
SP, PC,
};
enum {
ZF, NF, HF, CF,
};
//register base class
//the idea here is to have all registers derive from a single base class.
//this allows construction of opcodes that can take any register as input or output,
//despite the fact that behind-the-scenes, special handling is done for eg: F, AF, HL, etc.
//registers can also be chained together: eg af = 0x0000 writes both a and f.
struct Register {
virtual operator unsigned() const = 0;
virtual unsigned operator=(unsigned x) = 0;
Register& operator=(const Register &x) { operator=((unsigned)x); return *this; }
unsigned operator++(int) { unsigned r = *this; operator=(*this + 1); return r; }
unsigned operator--(int) { unsigned r = *this; operator=(*this - 1); return r; }
unsigned operator++() { return operator=(*this + 1); }
unsigned operator--() { return operator=(*this - 1); }
unsigned operator |=(unsigned x) { return operator=(*this | x); }
unsigned operator ^=(unsigned x) { return operator=(*this ^ x); }
unsigned operator &=(unsigned x) { return operator=(*this & x); }
unsigned operator<<=(unsigned x) { return operator=(*this << x); }
unsigned operator>>=(unsigned x) { return operator=(*this >> x); }
unsigned operator +=(unsigned x) { return operator=(*this + x); }
unsigned operator -=(unsigned x) { return operator=(*this - x); }
unsigned operator *=(unsigned x) { return operator=(*this * x); }
unsigned operator /=(unsigned x) { return operator=(*this / x); }
unsigned operator %=(unsigned x) { return operator=(*this % x); }
};
struct Register8 : Register {
uint8 data;
operator unsigned() const { return data; }
unsigned operator=(unsigned x) { return data = x; }
};
struct RegisterF : Register {
bool z, n, h, c;
operator unsigned() const { return (z << 7) | (n << 6) | (h << 5) | (c << 4); }
unsigned operator=(unsigned x) { z = x & 0x80; n = x & 0x40; h = x & 0x20; c = x & 0x10; return *this; }
bool& operator[](unsigned r) {
static bool* table[] = { &z, &n, &h, &c };
return *table[r];
}
};
struct Register16 : Register {
uint16 data;
operator unsigned() const { return data; }
unsigned operator=(unsigned x) { return data = x; }
};
struct RegisterAF : Register {
Register8 &hi;
RegisterF &lo;
operator unsigned() const { return (hi << 8) | (lo << 0); }
unsigned operator=(unsigned x) { hi = x >> 8; lo = x >> 0; return *this; }
RegisterAF(Register8 &hi, RegisterF &lo) : hi(hi), lo(lo) {}
};
struct RegisterW : Register {
Register8 &hi, &lo;
operator unsigned() const { return (hi << 8) | (lo << 0); }
unsigned operator=(unsigned x) { hi = x >> 8; lo = x >> 0; return *this; }
RegisterW(Register8 &hi, Register8 &lo) : hi(hi), lo(lo) {}
};
struct Registers {
Register8 a;
RegisterF f;
RegisterAF af;
Register8 b;
Register8 c;
RegisterW bc;
Register8 d;
Register8 e;
RegisterW de;
Register8 h;
Register8 l;
RegisterW hl;
Register16 sp;
Register16 pc;
Register& operator[](unsigned r) {
static Register* table[] = { &a, &f, &af, &b, &c, &bc, &d, &e, &de, &h, &l, &hl, &sp, &pc };
return *table[r];
}
Registers() : af(a, f), bc(b, c), de(d, e), hl(h, l) {}
} r;

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@@ -1,519 +0,0 @@
#ifdef CPU_CPP
void CPU::initialize_opcode_table() {
opcode_table[0x00] = &CPU::op_nop;
opcode_table[0x01] = &CPU::op_ld_rr_nn<BC>;
opcode_table[0x02] = &CPU::op_ld_rr_a<BC>;
opcode_table[0x03] = &CPU::op_inc_rr<BC>;
opcode_table[0x04] = &CPU::op_inc_r<B>;
opcode_table[0x05] = &CPU::op_dec_r<B>;
opcode_table[0x06] = &CPU::op_ld_r_n<B>;
opcode_table[0x07] = &CPU::op_rlca;
opcode_table[0x08] = &CPU::op_ld_nn_sp;
opcode_table[0x09] = &CPU::op_add_hl_rr<BC>;
opcode_table[0x0a] = &CPU::op_ld_a_rr<BC>;
opcode_table[0x0b] = &CPU::op_dec_rr<BC>;
opcode_table[0x0c] = &CPU::op_inc_r<C>;
opcode_table[0x0d] = &CPU::op_dec_r<C>;
opcode_table[0x0e] = &CPU::op_ld_r_n<C>;
opcode_table[0x0f] = &CPU::op_rrca;
opcode_table[0x10] = &CPU::op_stop;
opcode_table[0x11] = &CPU::op_ld_rr_nn<DE>;
opcode_table[0x12] = &CPU::op_ld_rr_a<DE>;
opcode_table[0x13] = &CPU::op_inc_rr<DE>;
opcode_table[0x14] = &CPU::op_inc_r<D>;
opcode_table[0x15] = &CPU::op_dec_r<D>;
opcode_table[0x16] = &CPU::op_ld_r_n<D>;
opcode_table[0x17] = &CPU::op_rla;
opcode_table[0x18] = &CPU::op_jr_n;
opcode_table[0x19] = &CPU::op_add_hl_rr<DE>;
opcode_table[0x1a] = &CPU::op_ld_a_rr<DE>;
opcode_table[0x1b] = &CPU::op_dec_rr<DE>;
opcode_table[0x1c] = &CPU::op_inc_r<E>;
opcode_table[0x1d] = &CPU::op_dec_r<E>;
opcode_table[0x1e] = &CPU::op_ld_r_n<E>;
opcode_table[0x1f] = &CPU::op_rra;
opcode_table[0x20] = &CPU::op_jr_f_n<ZF, 0>;
opcode_table[0x21] = &CPU::op_ld_rr_nn<HL>;
opcode_table[0x22] = &CPU::op_ldi_hl_a;
opcode_table[0x23] = &CPU::op_inc_rr<HL>;
opcode_table[0x24] = &CPU::op_inc_r<H>;
opcode_table[0x25] = &CPU::op_dec_r<H>;
opcode_table[0x26] = &CPU::op_ld_r_n<H>;
opcode_table[0x27] = &CPU::op_daa;
opcode_table[0x28] = &CPU::op_jr_f_n<ZF, 1>;
opcode_table[0x29] = &CPU::op_add_hl_rr<HL>;
opcode_table[0x2a] = &CPU::op_ldi_a_hl;
opcode_table[0x2b] = &CPU::op_dec_rr<HL>;
opcode_table[0x2c] = &CPU::op_inc_r<L>;
opcode_table[0x2d] = &CPU::op_dec_r<L>;
opcode_table[0x2e] = &CPU::op_ld_r_n<L>;
opcode_table[0x2f] = &CPU::op_cpl;
opcode_table[0x30] = &CPU::op_jr_f_n<CF, 0>;
opcode_table[0x31] = &CPU::op_ld_rr_nn<SP>;
opcode_table[0x32] = &CPU::op_ldd_hl_a;
opcode_table[0x33] = &CPU::op_inc_rr<SP>;
opcode_table[0x34] = &CPU::op_inc_hl;
opcode_table[0x35] = &CPU::op_dec_hl;
opcode_table[0x36] = &CPU::op_ld_hl_n;
opcode_table[0x37] = &CPU::op_scf;
opcode_table[0x38] = &CPU::op_jr_f_n<CF, 1>;
opcode_table[0x39] = &CPU::op_add_hl_rr<SP>;
opcode_table[0x3a] = &CPU::op_ldd_a_hl;
opcode_table[0x3b] = &CPU::op_dec_rr<SP>;
opcode_table[0x3c] = &CPU::op_inc_r<A>;
opcode_table[0x3d] = &CPU::op_dec_r<A>;
opcode_table[0x3e] = &CPU::op_ld_r_n<A>;
opcode_table[0x3f] = &CPU::op_ccf;
opcode_table[0x40] = &CPU::op_ld_r_r<B, B>;
opcode_table[0x41] = &CPU::op_ld_r_r<B, C>;
opcode_table[0x42] = &CPU::op_ld_r_r<B, D>;
opcode_table[0x43] = &CPU::op_ld_r_r<B, E>;
opcode_table[0x44] = &CPU::op_ld_r_r<B, H>;
opcode_table[0x45] = &CPU::op_ld_r_r<B, L>;
opcode_table[0x46] = &CPU::op_ld_r_hl<B>;
opcode_table[0x47] = &CPU::op_ld_r_r<B, A>;
opcode_table[0x48] = &CPU::op_ld_r_r<C, B>;
opcode_table[0x49] = &CPU::op_ld_r_r<C, C>;
opcode_table[0x4a] = &CPU::op_ld_r_r<C, D>;
opcode_table[0x4b] = &CPU::op_ld_r_r<C, E>;
opcode_table[0x4c] = &CPU::op_ld_r_r<C, H>;
opcode_table[0x4d] = &CPU::op_ld_r_r<C, L>;
opcode_table[0x4e] = &CPU::op_ld_r_hl<C>;
opcode_table[0x4f] = &CPU::op_ld_r_r<C, A>;
opcode_table[0x50] = &CPU::op_ld_r_r<D, B>;
opcode_table[0x51] = &CPU::op_ld_r_r<D, C>;
opcode_table[0x52] = &CPU::op_ld_r_r<D, D>;
opcode_table[0x53] = &CPU::op_ld_r_r<D, E>;
opcode_table[0x54] = &CPU::op_ld_r_r<D, H>;
opcode_table[0x55] = &CPU::op_ld_r_r<D, L>;
opcode_table[0x56] = &CPU::op_ld_r_hl<D>;
opcode_table[0x57] = &CPU::op_ld_r_r<D, A>;
opcode_table[0x58] = &CPU::op_ld_r_r<E, B>;
opcode_table[0x59] = &CPU::op_ld_r_r<E, C>;
opcode_table[0x5a] = &CPU::op_ld_r_r<E, D>;
opcode_table[0x5b] = &CPU::op_ld_r_r<E, E>;
opcode_table[0x5c] = &CPU::op_ld_r_r<E, H>;
opcode_table[0x5d] = &CPU::op_ld_r_r<E, L>;
opcode_table[0x5e] = &CPU::op_ld_r_hl<E>;
opcode_table[0x5f] = &CPU::op_ld_r_r<E, A>;
opcode_table[0x60] = &CPU::op_ld_r_r<H, B>;
opcode_table[0x61] = &CPU::op_ld_r_r<H, C>;
opcode_table[0x62] = &CPU::op_ld_r_r<H, D>;
opcode_table[0x63] = &CPU::op_ld_r_r<H, E>;
opcode_table[0x64] = &CPU::op_ld_r_r<H, H>;
opcode_table[0x65] = &CPU::op_ld_r_r<H, L>;
opcode_table[0x66] = &CPU::op_ld_r_hl<H>;
opcode_table[0x67] = &CPU::op_ld_r_r<H, A>;
opcode_table[0x68] = &CPU::op_ld_r_r<L, B>;
opcode_table[0x69] = &CPU::op_ld_r_r<L, C>;
opcode_table[0x6a] = &CPU::op_ld_r_r<L, D>;
opcode_table[0x6b] = &CPU::op_ld_r_r<L, E>;
opcode_table[0x6c] = &CPU::op_ld_r_r<L, H>;
opcode_table[0x6d] = &CPU::op_ld_r_r<L, L>;
opcode_table[0x6e] = &CPU::op_ld_r_hl<L>;
opcode_table[0x6f] = &CPU::op_ld_r_r<L, A>;
opcode_table[0x70] = &CPU::op_ld_hl_r<B>;
opcode_table[0x71] = &CPU::op_ld_hl_r<C>;
opcode_table[0x72] = &CPU::op_ld_hl_r<D>;
opcode_table[0x73] = &CPU::op_ld_hl_r<E>;
opcode_table[0x74] = &CPU::op_ld_hl_r<H>;
opcode_table[0x75] = &CPU::op_ld_hl_r<L>;
opcode_table[0x76] = &CPU::op_halt;
opcode_table[0x77] = &CPU::op_ld_hl_r<A>;
opcode_table[0x78] = &CPU::op_ld_r_r<A, B>;
opcode_table[0x79] = &CPU::op_ld_r_r<A, C>;
opcode_table[0x7a] = &CPU::op_ld_r_r<A, D>;
opcode_table[0x7b] = &CPU::op_ld_r_r<A, E>;
opcode_table[0x7c] = &CPU::op_ld_r_r<A, H>;
opcode_table[0x7d] = &CPU::op_ld_r_r<A, L>;
opcode_table[0x7e] = &CPU::op_ld_r_hl<A>;
opcode_table[0x7f] = &CPU::op_ld_r_r<A, A>;
opcode_table[0x80] = &CPU::op_add_a_r<B>;
opcode_table[0x81] = &CPU::op_add_a_r<C>;
opcode_table[0x82] = &CPU::op_add_a_r<D>;
opcode_table[0x83] = &CPU::op_add_a_r<E>;
opcode_table[0x84] = &CPU::op_add_a_r<H>;
opcode_table[0x85] = &CPU::op_add_a_r<L>;
opcode_table[0x86] = &CPU::op_add_a_hl;
opcode_table[0x87] = &CPU::op_add_a_r<A>;
opcode_table[0x88] = &CPU::op_adc_a_r<B>;
opcode_table[0x89] = &CPU::op_adc_a_r<C>;
opcode_table[0x8a] = &CPU::op_adc_a_r<D>;
opcode_table[0x8b] = &CPU::op_adc_a_r<E>;
opcode_table[0x8c] = &CPU::op_adc_a_r<H>;
opcode_table[0x8d] = &CPU::op_adc_a_r<L>;
opcode_table[0x8e] = &CPU::op_adc_a_hl;
opcode_table[0x8f] = &CPU::op_adc_a_r<A>;
opcode_table[0x90] = &CPU::op_sub_a_r<B>;
opcode_table[0x91] = &CPU::op_sub_a_r<C>;
opcode_table[0x92] = &CPU::op_sub_a_r<D>;
opcode_table[0x93] = &CPU::op_sub_a_r<E>;
opcode_table[0x94] = &CPU::op_sub_a_r<H>;
opcode_table[0x95] = &CPU::op_sub_a_r<L>;
opcode_table[0x96] = &CPU::op_sub_a_hl;
opcode_table[0x97] = &CPU::op_sub_a_r<A>;
opcode_table[0x98] = &CPU::op_sbc_a_r<B>;
opcode_table[0x99] = &CPU::op_sbc_a_r<C>;
opcode_table[0x9a] = &CPU::op_sbc_a_r<D>;
opcode_table[0x9b] = &CPU::op_sbc_a_r<E>;
opcode_table[0x9c] = &CPU::op_sbc_a_r<H>;
opcode_table[0x9d] = &CPU::op_sbc_a_r<L>;
opcode_table[0x9e] = &CPU::op_sbc_a_hl;
opcode_table[0x9f] = &CPU::op_sbc_a_r<A>;
opcode_table[0xa0] = &CPU::op_and_a_r<B>;
opcode_table[0xa1] = &CPU::op_and_a_r<C>;
opcode_table[0xa2] = &CPU::op_and_a_r<D>;
opcode_table[0xa3] = &CPU::op_and_a_r<E>;
opcode_table[0xa4] = &CPU::op_and_a_r<H>;
opcode_table[0xa5] = &CPU::op_and_a_r<L>;
opcode_table[0xa6] = &CPU::op_and_a_hl;
opcode_table[0xa7] = &CPU::op_and_a_r<A>;
opcode_table[0xa8] = &CPU::op_xor_a_r<B>;
opcode_table[0xa9] = &CPU::op_xor_a_r<C>;
opcode_table[0xaa] = &CPU::op_xor_a_r<D>;
opcode_table[0xab] = &CPU::op_xor_a_r<E>;
opcode_table[0xac] = &CPU::op_xor_a_r<H>;
opcode_table[0xad] = &CPU::op_xor_a_r<L>;
opcode_table[0xae] = &CPU::op_xor_a_hl;
opcode_table[0xaf] = &CPU::op_xor_a_r<A>;
opcode_table[0xb0] = &CPU::op_or_a_r<B>;
opcode_table[0xb1] = &CPU::op_or_a_r<C>;
opcode_table[0xb2] = &CPU::op_or_a_r<D>;
opcode_table[0xb3] = &CPU::op_or_a_r<E>;
opcode_table[0xb4] = &CPU::op_or_a_r<H>;
opcode_table[0xb5] = &CPU::op_or_a_r<L>;
opcode_table[0xb6] = &CPU::op_or_a_hl;
opcode_table[0xb7] = &CPU::op_or_a_r<A>;
opcode_table[0xb8] = &CPU::op_cp_a_r<B>;
opcode_table[0xb9] = &CPU::op_cp_a_r<C>;
opcode_table[0xba] = &CPU::op_cp_a_r<D>;
opcode_table[0xbb] = &CPU::op_cp_a_r<E>;
opcode_table[0xbc] = &CPU::op_cp_a_r<H>;
opcode_table[0xbd] = &CPU::op_cp_a_r<L>;
opcode_table[0xbe] = &CPU::op_cp_a_hl;
opcode_table[0xbf] = &CPU::op_cp_a_r<A>;
opcode_table[0xc0] = &CPU::op_ret_f<ZF, 0>;
opcode_table[0xc1] = &CPU::op_pop_rr<BC>;
opcode_table[0xc2] = &CPU::op_jp_f_nn<ZF, 0>;
opcode_table[0xc3] = &CPU::op_jp_nn;
opcode_table[0xc4] = &CPU::op_call_f_nn<ZF, 0>;
opcode_table[0xc5] = &CPU::op_push_rr<BC>;
opcode_table[0xc6] = &CPU::op_add_a_n;
opcode_table[0xc7] = &CPU::op_rst_n<0x00>;
opcode_table[0xc8] = &CPU::op_ret_f<ZF, 1>;
opcode_table[0xc9] = &CPU::op_ret;
opcode_table[0xca] = &CPU::op_jp_f_nn<ZF, 1>;
opcode_table[0xcb] = &CPU::op_cb;
opcode_table[0xcc] = &CPU::op_call_f_nn<ZF, 1>;
opcode_table[0xcd] = &CPU::op_call_nn;
opcode_table[0xce] = &CPU::op_adc_a_n;
opcode_table[0xcf] = &CPU::op_rst_n<0x08>;
opcode_table[0xd0] = &CPU::op_ret_f<CF, 0>;
opcode_table[0xd1] = &CPU::op_pop_rr<DE>;
opcode_table[0xd2] = &CPU::op_jp_f_nn<CF, 0>;
opcode_table[0xd3] = &CPU::op_xx;
opcode_table[0xd4] = &CPU::op_call_f_nn<CF, 0>;
opcode_table[0xd5] = &CPU::op_push_rr<DE>;
opcode_table[0xd6] = &CPU::op_sub_a_n;
opcode_table[0xd7] = &CPU::op_rst_n<0x10>;
opcode_table[0xd8] = &CPU::op_ret_f<CF, 1>;
opcode_table[0xd9] = &CPU::op_reti;
opcode_table[0xda] = &CPU::op_jp_f_nn<CF, 1>;
opcode_table[0xdb] = &CPU::op_xx;
opcode_table[0xdc] = &CPU::op_call_f_nn<CF, 1>;
opcode_table[0xdd] = &CPU::op_xx;
opcode_table[0xde] = &CPU::op_sbc_a_n;
opcode_table[0xdf] = &CPU::op_rst_n<0x18>;
opcode_table[0xe0] = &CPU::op_ld_ffn_a;
opcode_table[0xe1] = &CPU::op_pop_rr<HL>;
opcode_table[0xe2] = &CPU::op_ld_ffc_a;
opcode_table[0xe3] = &CPU::op_xx;
opcode_table[0xe4] = &CPU::op_xx;
opcode_table[0xe5] = &CPU::op_push_rr<HL>;
opcode_table[0xe6] = &CPU::op_and_a_n;
opcode_table[0xe7] = &CPU::op_rst_n<0x20>;
opcode_table[0xe8] = &CPU::op_add_sp_n;
opcode_table[0xe9] = &CPU::op_jp_hl;
opcode_table[0xea] = &CPU::op_ld_nn_a;
opcode_table[0xeb] = &CPU::op_xx;
opcode_table[0xec] = &CPU::op_xx;
opcode_table[0xed] = &CPU::op_xx;
opcode_table[0xee] = &CPU::op_xor_a_n;
opcode_table[0xef] = &CPU::op_rst_n<0x28>;
opcode_table[0xf0] = &CPU::op_ld_a_ffn;
opcode_table[0xf1] = &CPU::op_pop_rr<AF>;
opcode_table[0xf2] = &CPU::op_ld_a_ffc;
opcode_table[0xf3] = &CPU::op_di;
opcode_table[0xf4] = &CPU::op_xx;
opcode_table[0xf5] = &CPU::op_push_rr<AF>;
opcode_table[0xf6] = &CPU::op_or_a_n;
opcode_table[0xf7] = &CPU::op_rst_n<0x30>;
opcode_table[0xf8] = &CPU::op_ld_hl_sp_n;
opcode_table[0xf9] = &CPU::op_ld_sp_hl;
opcode_table[0xfa] = &CPU::op_ld_a_nn;
opcode_table[0xfb] = &CPU::op_ei;
opcode_table[0xfc] = &CPU::op_xx;
opcode_table[0xfd] = &CPU::op_xx;
opcode_table[0xfe] = &CPU::op_cp_a_n;
opcode_table[0xff] = &CPU::op_rst_n<0x38>;
opcode_table_cb[0x00] = &CPU::op_rlc_r<B>;
opcode_table_cb[0x01] = &CPU::op_rlc_r<C>;
opcode_table_cb[0x02] = &CPU::op_rlc_r<D>;
opcode_table_cb[0x03] = &CPU::op_rlc_r<E>;
opcode_table_cb[0x04] = &CPU::op_rlc_r<H>;
opcode_table_cb[0x05] = &CPU::op_rlc_r<L>;
opcode_table_cb[0x06] = &CPU::op_rlc_hl;
opcode_table_cb[0x07] = &CPU::op_rlc_r<A>;
opcode_table_cb[0x08] = &CPU::op_rrc_r<B>;
opcode_table_cb[0x09] = &CPU::op_rrc_r<C>;
opcode_table_cb[0x0a] = &CPU::op_rrc_r<D>;
opcode_table_cb[0x0b] = &CPU::op_rrc_r<E>;
opcode_table_cb[0x0c] = &CPU::op_rrc_r<H>;
opcode_table_cb[0x0d] = &CPU::op_rrc_r<L>;
opcode_table_cb[0x0e] = &CPU::op_rrc_hl;
opcode_table_cb[0x0f] = &CPU::op_rrc_r<A>;
opcode_table_cb[0x10] = &CPU::op_rl_r<B>;
opcode_table_cb[0x11] = &CPU::op_rl_r<C>;
opcode_table_cb[0x12] = &CPU::op_rl_r<D>;
opcode_table_cb[0x13] = &CPU::op_rl_r<E>;
opcode_table_cb[0x14] = &CPU::op_rl_r<H>;
opcode_table_cb[0x15] = &CPU::op_rl_r<L>;
opcode_table_cb[0x16] = &CPU::op_rl_hl;
opcode_table_cb[0x17] = &CPU::op_rl_r<A>;
opcode_table_cb[0x18] = &CPU::op_rr_r<B>;
opcode_table_cb[0x19] = &CPU::op_rr_r<C>;
opcode_table_cb[0x1a] = &CPU::op_rr_r<D>;
opcode_table_cb[0x1b] = &CPU::op_rr_r<E>;
opcode_table_cb[0x1c] = &CPU::op_rr_r<H>;
opcode_table_cb[0x1d] = &CPU::op_rr_r<L>;
opcode_table_cb[0x1e] = &CPU::op_rr_hl;
opcode_table_cb[0x1f] = &CPU::op_rr_r<A>;
opcode_table_cb[0x20] = &CPU::op_sla_r<B>;
opcode_table_cb[0x21] = &CPU::op_sla_r<C>;
opcode_table_cb[0x22] = &CPU::op_sla_r<D>;
opcode_table_cb[0x23] = &CPU::op_sla_r<E>;
opcode_table_cb[0x24] = &CPU::op_sla_r<H>;
opcode_table_cb[0x25] = &CPU::op_sla_r<L>;
opcode_table_cb[0x26] = &CPU::op_sla_hl;
opcode_table_cb[0x27] = &CPU::op_sla_r<A>;
opcode_table_cb[0x28] = &CPU::op_sra_r<B>;
opcode_table_cb[0x29] = &CPU::op_sra_r<C>;
opcode_table_cb[0x2a] = &CPU::op_sra_r<D>;
opcode_table_cb[0x2b] = &CPU::op_sra_r<E>;
opcode_table_cb[0x2c] = &CPU::op_sra_r<H>;
opcode_table_cb[0x2d] = &CPU::op_sra_r<L>;
opcode_table_cb[0x2e] = &CPU::op_sra_hl;
opcode_table_cb[0x2f] = &CPU::op_sra_r<A>;
opcode_table_cb[0x30] = &CPU::op_swap_r<B>;
opcode_table_cb[0x31] = &CPU::op_swap_r<C>;
opcode_table_cb[0x32] = &CPU::op_swap_r<D>;
opcode_table_cb[0x33] = &CPU::op_swap_r<E>;
opcode_table_cb[0x34] = &CPU::op_swap_r<H>;
opcode_table_cb[0x35] = &CPU::op_swap_r<L>;
opcode_table_cb[0x36] = &CPU::op_swap_hl;
opcode_table_cb[0x37] = &CPU::op_swap_r<A>;
opcode_table_cb[0x38] = &CPU::op_srl_r<B>;
opcode_table_cb[0x39] = &CPU::op_srl_r<C>;
opcode_table_cb[0x3a] = &CPU::op_srl_r<D>;
opcode_table_cb[0x3b] = &CPU::op_srl_r<E>;
opcode_table_cb[0x3c] = &CPU::op_srl_r<H>;
opcode_table_cb[0x3d] = &CPU::op_srl_r<L>;
opcode_table_cb[0x3e] = &CPU::op_srl_hl;
opcode_table_cb[0x3f] = &CPU::op_srl_r<A>;
opcode_table_cb[0x40] = &CPU::op_bit_n_r<0, B>;
opcode_table_cb[0x41] = &CPU::op_bit_n_r<0, C>;
opcode_table_cb[0x42] = &CPU::op_bit_n_r<0, D>;
opcode_table_cb[0x43] = &CPU::op_bit_n_r<0, E>;
opcode_table_cb[0x44] = &CPU::op_bit_n_r<0, H>;
opcode_table_cb[0x45] = &CPU::op_bit_n_r<0, L>;
opcode_table_cb[0x46] = &CPU::op_bit_n_hl<0>;
opcode_table_cb[0x47] = &CPU::op_bit_n_r<0, A>;
opcode_table_cb[0x48] = &CPU::op_bit_n_r<1, B>;
opcode_table_cb[0x49] = &CPU::op_bit_n_r<1, C>;
opcode_table_cb[0x4a] = &CPU::op_bit_n_r<1, D>;
opcode_table_cb[0x4b] = &CPU::op_bit_n_r<1, E>;
opcode_table_cb[0x4c] = &CPU::op_bit_n_r<1, H>;
opcode_table_cb[0x4d] = &CPU::op_bit_n_r<1, L>;
opcode_table_cb[0x4e] = &CPU::op_bit_n_hl<1>;
opcode_table_cb[0x4f] = &CPU::op_bit_n_r<1, A>;
opcode_table_cb[0x50] = &CPU::op_bit_n_r<2, B>;
opcode_table_cb[0x51] = &CPU::op_bit_n_r<2, C>;
opcode_table_cb[0x52] = &CPU::op_bit_n_r<2, D>;
opcode_table_cb[0x53] = &CPU::op_bit_n_r<2, E>;
opcode_table_cb[0x54] = &CPU::op_bit_n_r<2, H>;
opcode_table_cb[0x55] = &CPU::op_bit_n_r<2, L>;
opcode_table_cb[0x56] = &CPU::op_bit_n_hl<2>;
opcode_table_cb[0x57] = &CPU::op_bit_n_r<2, A>;
opcode_table_cb[0x58] = &CPU::op_bit_n_r<3, B>;
opcode_table_cb[0x59] = &CPU::op_bit_n_r<3, C>;
opcode_table_cb[0x5a] = &CPU::op_bit_n_r<3, D>;
opcode_table_cb[0x5b] = &CPU::op_bit_n_r<3, E>;
opcode_table_cb[0x5c] = &CPU::op_bit_n_r<3, H>;
opcode_table_cb[0x5d] = &CPU::op_bit_n_r<3, L>;
opcode_table_cb[0x5e] = &CPU::op_bit_n_hl<3>;
opcode_table_cb[0x5f] = &CPU::op_bit_n_r<3, A>;
opcode_table_cb[0x60] = &CPU::op_bit_n_r<4, B>;
opcode_table_cb[0x61] = &CPU::op_bit_n_r<4, C>;
opcode_table_cb[0x62] = &CPU::op_bit_n_r<4, D>;
opcode_table_cb[0x63] = &CPU::op_bit_n_r<4, E>;
opcode_table_cb[0x64] = &CPU::op_bit_n_r<4, H>;
opcode_table_cb[0x65] = &CPU::op_bit_n_r<4, L>;
opcode_table_cb[0x66] = &CPU::op_bit_n_hl<4>;
opcode_table_cb[0x67] = &CPU::op_bit_n_r<4, A>;
opcode_table_cb[0x68] = &CPU::op_bit_n_r<5, B>;
opcode_table_cb[0x69] = &CPU::op_bit_n_r<5, C>;
opcode_table_cb[0x6a] = &CPU::op_bit_n_r<5, D>;
opcode_table_cb[0x6b] = &CPU::op_bit_n_r<5, E>;
opcode_table_cb[0x6c] = &CPU::op_bit_n_r<5, H>;
opcode_table_cb[0x6d] = &CPU::op_bit_n_r<5, L>;
opcode_table_cb[0x6e] = &CPU::op_bit_n_hl<5>;
opcode_table_cb[0x6f] = &CPU::op_bit_n_r<5, A>;
opcode_table_cb[0x70] = &CPU::op_bit_n_r<6, B>;
opcode_table_cb[0x71] = &CPU::op_bit_n_r<6, C>;
opcode_table_cb[0x72] = &CPU::op_bit_n_r<6, D>;
opcode_table_cb[0x73] = &CPU::op_bit_n_r<6, E>;
opcode_table_cb[0x74] = &CPU::op_bit_n_r<6, H>;
opcode_table_cb[0x75] = &CPU::op_bit_n_r<6, L>;
opcode_table_cb[0x76] = &CPU::op_bit_n_hl<6>;
opcode_table_cb[0x77] = &CPU::op_bit_n_r<6, A>;
opcode_table_cb[0x78] = &CPU::op_bit_n_r<7, B>;
opcode_table_cb[0x79] = &CPU::op_bit_n_r<7, C>;
opcode_table_cb[0x7a] = &CPU::op_bit_n_r<7, D>;
opcode_table_cb[0x7b] = &CPU::op_bit_n_r<7, E>;
opcode_table_cb[0x7c] = &CPU::op_bit_n_r<7, H>;
opcode_table_cb[0x7d] = &CPU::op_bit_n_r<7, L>;
opcode_table_cb[0x7e] = &CPU::op_bit_n_hl<7>;
opcode_table_cb[0x7f] = &CPU::op_bit_n_r<7, A>;
opcode_table_cb[0x80] = &CPU::op_res_n_r<0, B>;
opcode_table_cb[0x81] = &CPU::op_res_n_r<0, C>;
opcode_table_cb[0x82] = &CPU::op_res_n_r<0, D>;
opcode_table_cb[0x83] = &CPU::op_res_n_r<0, E>;
opcode_table_cb[0x84] = &CPU::op_res_n_r<0, H>;
opcode_table_cb[0x85] = &CPU::op_res_n_r<0, L>;
opcode_table_cb[0x86] = &CPU::op_res_n_hl<0>;
opcode_table_cb[0x87] = &CPU::op_res_n_r<0, A>;
opcode_table_cb[0x88] = &CPU::op_res_n_r<1, B>;
opcode_table_cb[0x89] = &CPU::op_res_n_r<1, C>;
opcode_table_cb[0x8a] = &CPU::op_res_n_r<1, D>;
opcode_table_cb[0x8b] = &CPU::op_res_n_r<1, E>;
opcode_table_cb[0x8c] = &CPU::op_res_n_r<1, H>;
opcode_table_cb[0x8d] = &CPU::op_res_n_r<1, L>;
opcode_table_cb[0x8e] = &CPU::op_res_n_hl<1>;
opcode_table_cb[0x8f] = &CPU::op_res_n_r<1, A>;
opcode_table_cb[0x90] = &CPU::op_res_n_r<2, B>;
opcode_table_cb[0x91] = &CPU::op_res_n_r<2, C>;
opcode_table_cb[0x92] = &CPU::op_res_n_r<2, D>;
opcode_table_cb[0x93] = &CPU::op_res_n_r<2, E>;
opcode_table_cb[0x94] = &CPU::op_res_n_r<2, H>;
opcode_table_cb[0x95] = &CPU::op_res_n_r<2, L>;
opcode_table_cb[0x96] = &CPU::op_res_n_hl<2>;
opcode_table_cb[0x97] = &CPU::op_res_n_r<2, A>;
opcode_table_cb[0x98] = &CPU::op_res_n_r<3, B>;
opcode_table_cb[0x99] = &CPU::op_res_n_r<3, C>;
opcode_table_cb[0x9a] = &CPU::op_res_n_r<3, D>;
opcode_table_cb[0x9b] = &CPU::op_res_n_r<3, E>;
opcode_table_cb[0x9c] = &CPU::op_res_n_r<3, H>;
opcode_table_cb[0x9d] = &CPU::op_res_n_r<3, L>;
opcode_table_cb[0x9e] = &CPU::op_res_n_hl<3>;
opcode_table_cb[0x9f] = &CPU::op_res_n_r<3, A>;
opcode_table_cb[0xa0] = &CPU::op_res_n_r<4, B>;
opcode_table_cb[0xa1] = &CPU::op_res_n_r<4, C>;
opcode_table_cb[0xa2] = &CPU::op_res_n_r<4, D>;
opcode_table_cb[0xa3] = &CPU::op_res_n_r<4, E>;
opcode_table_cb[0xa4] = &CPU::op_res_n_r<4, H>;
opcode_table_cb[0xa5] = &CPU::op_res_n_r<4, L>;
opcode_table_cb[0xa6] = &CPU::op_res_n_hl<4>;
opcode_table_cb[0xa7] = &CPU::op_res_n_r<4, A>;
opcode_table_cb[0xa8] = &CPU::op_res_n_r<5, B>;
opcode_table_cb[0xa9] = &CPU::op_res_n_r<5, C>;
opcode_table_cb[0xaa] = &CPU::op_res_n_r<5, D>;
opcode_table_cb[0xab] = &CPU::op_res_n_r<5, E>;
opcode_table_cb[0xac] = &CPU::op_res_n_r<5, H>;
opcode_table_cb[0xad] = &CPU::op_res_n_r<5, L>;
opcode_table_cb[0xae] = &CPU::op_res_n_hl<5>;
opcode_table_cb[0xaf] = &CPU::op_res_n_r<5, A>;
opcode_table_cb[0xb0] = &CPU::op_res_n_r<6, B>;
opcode_table_cb[0xb1] = &CPU::op_res_n_r<6, C>;
opcode_table_cb[0xb2] = &CPU::op_res_n_r<6, D>;
opcode_table_cb[0xb3] = &CPU::op_res_n_r<6, E>;
opcode_table_cb[0xb4] = &CPU::op_res_n_r<6, H>;
opcode_table_cb[0xb5] = &CPU::op_res_n_r<6, L>;
opcode_table_cb[0xb6] = &CPU::op_res_n_hl<6>;
opcode_table_cb[0xb7] = &CPU::op_res_n_r<6, A>;
opcode_table_cb[0xb8] = &CPU::op_res_n_r<7, B>;
opcode_table_cb[0xb9] = &CPU::op_res_n_r<7, C>;
opcode_table_cb[0xba] = &CPU::op_res_n_r<7, D>;
opcode_table_cb[0xbb] = &CPU::op_res_n_r<7, E>;
opcode_table_cb[0xbc] = &CPU::op_res_n_r<7, H>;
opcode_table_cb[0xbd] = &CPU::op_res_n_r<7, L>;
opcode_table_cb[0xbe] = &CPU::op_res_n_hl<7>;
opcode_table_cb[0xbf] = &CPU::op_res_n_r<7, A>;
opcode_table_cb[0xc0] = &CPU::op_set_n_r<0, B>;
opcode_table_cb[0xc1] = &CPU::op_set_n_r<0, C>;
opcode_table_cb[0xc2] = &CPU::op_set_n_r<0, D>;
opcode_table_cb[0xc3] = &CPU::op_set_n_r<0, E>;
opcode_table_cb[0xc4] = &CPU::op_set_n_r<0, H>;
opcode_table_cb[0xc5] = &CPU::op_set_n_r<0, L>;
opcode_table_cb[0xc6] = &CPU::op_set_n_hl<0>;
opcode_table_cb[0xc7] = &CPU::op_set_n_r<0, A>;
opcode_table_cb[0xc8] = &CPU::op_set_n_r<1, B>;
opcode_table_cb[0xc9] = &CPU::op_set_n_r<1, C>;
opcode_table_cb[0xca] = &CPU::op_set_n_r<1, D>;
opcode_table_cb[0xcb] = &CPU::op_set_n_r<1, E>;
opcode_table_cb[0xcc] = &CPU::op_set_n_r<1, H>;
opcode_table_cb[0xcd] = &CPU::op_set_n_r<1, L>;
opcode_table_cb[0xce] = &CPU::op_set_n_hl<1>;
opcode_table_cb[0xcf] = &CPU::op_set_n_r<1, A>;
opcode_table_cb[0xd0] = &CPU::op_set_n_r<2, B>;
opcode_table_cb[0xd1] = &CPU::op_set_n_r<2, C>;
opcode_table_cb[0xd2] = &CPU::op_set_n_r<2, D>;
opcode_table_cb[0xd3] = &CPU::op_set_n_r<2, E>;
opcode_table_cb[0xd4] = &CPU::op_set_n_r<2, H>;
opcode_table_cb[0xd5] = &CPU::op_set_n_r<2, L>;
opcode_table_cb[0xd6] = &CPU::op_set_n_hl<2>;
opcode_table_cb[0xd7] = &CPU::op_set_n_r<2, A>;
opcode_table_cb[0xd8] = &CPU::op_set_n_r<3, B>;
opcode_table_cb[0xd9] = &CPU::op_set_n_r<3, C>;
opcode_table_cb[0xda] = &CPU::op_set_n_r<3, D>;
opcode_table_cb[0xdb] = &CPU::op_set_n_r<3, E>;
opcode_table_cb[0xdc] = &CPU::op_set_n_r<3, H>;
opcode_table_cb[0xdd] = &CPU::op_set_n_r<3, L>;
opcode_table_cb[0xde] = &CPU::op_set_n_hl<3>;
opcode_table_cb[0xdf] = &CPU::op_set_n_r<3, A>;
opcode_table_cb[0xe0] = &CPU::op_set_n_r<4, B>;
opcode_table_cb[0xe1] = &CPU::op_set_n_r<4, C>;
opcode_table_cb[0xe2] = &CPU::op_set_n_r<4, D>;
opcode_table_cb[0xe3] = &CPU::op_set_n_r<4, E>;
opcode_table_cb[0xe4] = &CPU::op_set_n_r<4, H>;
opcode_table_cb[0xe5] = &CPU::op_set_n_r<4, L>;
opcode_table_cb[0xe6] = &CPU::op_set_n_hl<4>;
opcode_table_cb[0xe7] = &CPU::op_set_n_r<4, A>;
opcode_table_cb[0xe8] = &CPU::op_set_n_r<5, B>;
opcode_table_cb[0xe9] = &CPU::op_set_n_r<5, C>;
opcode_table_cb[0xea] = &CPU::op_set_n_r<5, D>;
opcode_table_cb[0xeb] = &CPU::op_set_n_r<5, E>;
opcode_table_cb[0xec] = &CPU::op_set_n_r<5, H>;
opcode_table_cb[0xed] = &CPU::op_set_n_r<5, L>;
opcode_table_cb[0xee] = &CPU::op_set_n_hl<5>;
opcode_table_cb[0xef] = &CPU::op_set_n_r<5, A>;
opcode_table_cb[0xf0] = &CPU::op_set_n_r<6, B>;
opcode_table_cb[0xf1] = &CPU::op_set_n_r<6, C>;
opcode_table_cb[0xf2] = &CPU::op_set_n_r<6, D>;
opcode_table_cb[0xf3] = &CPU::op_set_n_r<6, E>;
opcode_table_cb[0xf4] = &CPU::op_set_n_r<6, H>;
opcode_table_cb[0xf5] = &CPU::op_set_n_r<6, L>;
opcode_table_cb[0xf6] = &CPU::op_set_n_hl<6>;
opcode_table_cb[0xf7] = &CPU::op_set_n_r<6, A>;
opcode_table_cb[0xf8] = &CPU::op_set_n_r<7, B>;
opcode_table_cb[0xf9] = &CPU::op_set_n_r<7, C>;
opcode_table_cb[0xfa] = &CPU::op_set_n_r<7, D>;
opcode_table_cb[0xfb] = &CPU::op_set_n_r<7, E>;
opcode_table_cb[0xfc] = &CPU::op_set_n_r<7, H>;
opcode_table_cb[0xfd] = &CPU::op_set_n_r<7, L>;
opcode_table_cb[0xfe] = &CPU::op_set_n_hl<7>;
opcode_table_cb[0xff] = &CPU::op_set_n_r<7, A>;
}
#endif

View File

@@ -1,157 +0,0 @@
#include <gameboy/gameboy.hpp>
#define CPU_CPP
namespace GameBoy {
#include "core/core.cpp"
#include "mmio/mmio.cpp"
#include "timing/timing.cpp"
#include "serialization.cpp"
CPU cpu;
void CPU::Main() {
cpu.main();
}
void CPU::main() {
while(true) {
if(scheduler.sync == Scheduler::SynchronizeMode::CPU) {
scheduler.sync = Scheduler::SynchronizeMode::All;
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
}
if(trace) print(disassemble(r[PC]), "\n");
interrupt_test();
uint8 opcode = op_read(r[PC]++);
(this->*opcode_table[opcode])();
}
}
void CPU::interrupt_raise(CPU::Interrupt id) {
if(id == Interrupt::Vblank) {
status.interrupt_request_vblank = 1;
if(status.interrupt_enable_vblank) status.halt = false;
}
if(id == Interrupt::Stat) {
status.interrupt_request_stat = 1;
if(status.interrupt_enable_stat) status.halt = false;
}
if(id == Interrupt::Timer) {
status.interrupt_request_timer = 1;
if(status.interrupt_enable_timer) status.halt = false;
}
if(id == Interrupt::Serial) {
status.interrupt_request_serial = 1;
if(status.interrupt_enable_serial) status.halt = false;
}
if(id == Interrupt::Joypad) {
status.interrupt_request_joypad = 1;
if(status.interrupt_enable_joypad) status.halt = status.stop = false;
}
}
void CPU::interrupt_test() {
if(status.ime) {
if(status.interrupt_request_vblank && status.interrupt_enable_vblank) {
status.interrupt_request_vblank = 0;
return interrupt_exec(0x0040);
}
if(status.interrupt_request_stat && status.interrupt_enable_stat) {
status.interrupt_request_stat = 0;
return interrupt_exec(0x0048);
}
if(status.interrupt_request_timer && status.interrupt_enable_timer) {
status.interrupt_request_timer = 0;
return interrupt_exec(0x0050);
}
if(status.interrupt_request_serial && status.interrupt_enable_serial) {
status.interrupt_request_serial = 0;
return interrupt_exec(0x0058);
}
if(status.interrupt_request_joypad && status.interrupt_enable_joypad) {
status.interrupt_request_joypad = 0;
return interrupt_exec(0x0060);
}
}
}
void CPU::interrupt_exec(uint16 pc) {
status.ime = 0;
op_write(--r[SP], r[PC] >> 8);
op_write(--r[SP], r[PC] >> 0);
r[PC] = pc;
op_io();
op_io();
op_io();
}
void CPU::power() {
create(Main, 4194304);
for(unsigned n = 0xc000; n <= 0xdfff; n++) bus.mmio[n] = this; //WRAM
for(unsigned n = 0xe000; n <= 0xfdff; n++) bus.mmio[n] = this; //WRAM (mirror)
for(unsigned n = 0xff00; n <= 0xff0f; n++) bus.mmio[n] = this; //MMIO
for(unsigned n = 0xff80; n <= 0xffff; n++) bus.mmio[n] = this; //HRAM+IE
for(unsigned n = 0; n < 8192; n++) wram[n] = 0x00;
for(unsigned n = 0; n < 128; n++) hram[n] = 0x00;
r[PC] = 0x0000;
r[SP] = 0x0000;
r[AF] = 0x0000;
r[BC] = 0x0000;
r[DE] = 0x0000;
r[HL] = 0x0000;
status.clock = 0;
status.halt = false;
status.stop = false;
status.ei = false;
status.ime = 0;
status.p15 = 0;
status.p14 = 0;
status.joyp = 0;
status.mlt_req = 0;
status.serial_data = 0;
status.serial_bits = 0;
status.serial_transfer = 0;
status.serial_clock = 0;
status.div = 0;
status.tima = 0;
status.tma = 0;
status.timer_enable = 0;
status.timer_clock = 0;
status.interrupt_request_joypad = 0;
status.interrupt_request_serial = 0;
status.interrupt_request_timer = 0;
status.interrupt_request_stat = 0;
status.interrupt_request_vblank = 0;
status.interrupt_enable_joypad = 0;
status.interrupt_enable_serial = 0;
status.interrupt_enable_timer = 0;
status.interrupt_enable_stat = 0;
status.interrupt_enable_vblank = 0;
}
CPU::CPU() : trace(false) {
initialize_opcode_table();
}
}

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@@ -1,79 +0,0 @@
struct CPU : Processor, MMIO {
#include "core/core.hpp"
#include "mmio/mmio.hpp"
#include "timing/timing.hpp"
bool trace;
enum class Interrupt : unsigned {
Vblank,
Stat,
Timer,
Serial,
Joypad,
};
struct Status {
unsigned clock;
bool halt;
bool stop;
bool ei;
bool ime;
//$ff00 JOYP
bool p15;
bool p14;
uint8 joyp;
uint8 mlt_req;
//$ff01 SB
uint8 serial_data;
unsigned serial_bits;
//$ff02 SC
bool serial_transfer;
bool serial_clock;
//$ff04 DIV
uint8 div;
//$ff05 TIMA
uint8 tima;
//$ff06 TMA
uint8 tma;
//$ff07 TAC
bool timer_enable;
unsigned timer_clock;
//$ff0f IF
bool interrupt_request_joypad;
bool interrupt_request_serial;
bool interrupt_request_timer;
bool interrupt_request_stat;
bool interrupt_request_vblank;
//$ffff IE
bool interrupt_enable_joypad;
bool interrupt_enable_serial;
bool interrupt_enable_timer;
bool interrupt_enable_stat;
bool interrupt_enable_vblank;
} status;
uint8 wram[8192];
uint8 hram[128];
static void Main();
void main();
void interrupt_raise(Interrupt id);
void interrupt_test();
void interrupt_exec(uint16 pc);
void power();
void serialize(serializer&);
CPU();
};
extern CPU cpu;

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@@ -1,144 +0,0 @@
#ifdef CPU_CPP
void CPU::mmio_joyp_poll() {
unsigned button = 0, dpad = 0;
button |= system.interface->input_poll((unsigned)Input::Start) << 3;
button |= system.interface->input_poll((unsigned)Input::Select) << 2;
button |= system.interface->input_poll((unsigned)Input::B) << 1;
button |= system.interface->input_poll((unsigned)Input::A) << 0;
dpad |= system.interface->input_poll((unsigned)Input::Down) << 3;
dpad |= system.interface->input_poll((unsigned)Input::Up) << 2;
dpad |= system.interface->input_poll((unsigned)Input::Left) << 1;
dpad |= system.interface->input_poll((unsigned)Input::Right) << 0;
status.joyp = 0x0f;
if(status.p15 == 1 && status.p14 == 1) status.joyp -= status.mlt_req;
if(status.p15 == 0) status.joyp &= button ^ 0x0f;
if(status.p14 == 0) status.joyp &= dpad ^ 0x0f;
if(status.joyp != 0x0f) interrupt_raise(Interrupt::Joypad);
}
uint8 CPU::mmio_read(uint16 addr) {
if(addr >= 0xc000 && addr <= 0xdfff) return wram[addr & 0x1fff];
if(addr >= 0xe000 && addr <= 0xfdff) return wram[addr & 0x1fff];
if(addr >= 0xff80 && addr <= 0xfffe) return hram[addr & 0x7f];
if(addr == 0xff00) { //JOYP
return (status.p15 << 5)
| (status.p14 << 4)
| (status.joyp << 0);
}
if(addr == 0xff01) { //SB
return 0xff;
}
if(addr == 0xff02) { //SC
return (status.serial_transfer << 7)
| (status.serial_clock << 0);
}
if(addr == 0xff04) { //DIV
return status.div;
}
if(addr == 0xff05) { //TIMA
return status.tima;
}
if(addr == 0xff06) { //TMA
return status.tma;
}
if(addr == 0xff07) { //TAC
return (status.timer_enable << 2)
| (status.timer_clock << 0);
}
if(addr == 0xff0f) { //IF
return (status.interrupt_request_joypad << 4)
| (status.interrupt_request_serial << 3)
| (status.interrupt_request_timer << 2)
| (status.interrupt_request_stat << 1)
| (status.interrupt_request_vblank << 0);
}
if(addr == 0xffff) { //IE
return (status.interrupt_enable_joypad << 4)
| (status.interrupt_enable_serial << 3)
| (status.interrupt_enable_timer << 2)
| (status.interrupt_enable_stat << 1)
| (status.interrupt_enable_vblank << 0);
}
return 0x00;
}
void CPU::mmio_write(uint16 addr, uint8 data) {
if(addr >= 0xc000 && addr <= 0xdfff) { wram[addr & 0x1fff] = data; return; }
if(addr >= 0xe000 && addr <= 0xfdff) { wram[addr & 0x1fff] = data; return; }
if(addr >= 0xff80 && addr <= 0xfffe) { hram[addr & 0x7f] = data; return; }
if(addr == 0xff00) { //JOYP
status.p15 = data & 0x20;
status.p14 = data & 0x10;
system.interface->joyp_write(status.p15, status.p14);
mmio_joyp_poll();
return;
}
if(addr == 0xff01) { //SB
status.serial_data = data;
return;
}
if(addr == 0xff02) { //SC
status.serial_transfer = data & 0x80;
status.serial_clock = data & 0x01;
if(status.serial_transfer) status.serial_bits = 8;
return;
}
if(addr == 0xff04) { //DIV
status.div = 0;
return;
}
if(addr == 0xff05) { //TIMA
status.tima = data;
return;
}
if(addr == 0xff06) { //TMA
status.tma = data;
return;
}
if(addr == 0xff07) { //TAC
status.timer_enable = data & 0x04;
status.timer_clock = data & 0x03;
return;
}
if(addr == 0xff0f) { //IF
status.interrupt_request_joypad = data & 0x10;
status.interrupt_request_serial = data & 0x08;
status.interrupt_request_timer = data & 0x04;
status.interrupt_request_stat = data & 0x02;
status.interrupt_request_vblank = data & 0x01;
return;
}
if(addr == 0xffff) { //IE
status.interrupt_enable_joypad = data & 0x10;
status.interrupt_enable_serial = data & 0x08;
status.interrupt_enable_timer = data & 0x04;
status.interrupt_enable_stat = data & 0x02;
status.interrupt_enable_vblank = data & 0x01;
return;
}
}
#endif

View File

@@ -1,3 +0,0 @@
void mmio_joyp_poll();
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);

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@@ -1,57 +0,0 @@
#ifdef CPU_CPP
void CPU::serialize(serializer &s) {
s.array(wram);
s.array(hram);
s.integer(r.a.data);
s.integer(r.f.z);
s.integer(r.f.n);
s.integer(r.f.h);
s.integer(r.f.c);
s.integer(r.b.data);
s.integer(r.c.data);
s.integer(r.d.data);
s.integer(r.e.data);
s.integer(r.h.data);
s.integer(r.l.data);
s.integer(r.sp.data);
s.integer(r.pc.data);
s.integer(status.clock);
s.integer(status.halt);
s.integer(status.stop);
s.integer(status.ei);
s.integer(status.ime);
s.integer(status.p15);
s.integer(status.p14);
s.integer(status.joyp);
s.integer(status.mlt_req);
s.integer(status.serial_data);
s.integer(status.serial_bits);
s.integer(status.serial_transfer);
s.integer(status.serial_clock);
s.integer(status.div);
s.integer(status.tima);
s.integer(status.tma);
s.integer(status.timer_enable);
s.integer(status.timer_clock);
s.integer(status.interrupt_request_joypad);
s.integer(status.interrupt_request_serial);
s.integer(status.interrupt_request_timer);
s.integer(status.interrupt_request_stat);
s.integer(status.interrupt_request_vblank);
s.integer(status.interrupt_enable_joypad);
s.integer(status.interrupt_enable_serial);
s.integer(status.interrupt_enable_timer);
s.integer(status.interrupt_enable_stat);
s.integer(status.interrupt_enable_vblank);
}
#endif

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@@ -1,28 +0,0 @@
#ifdef CPU_CPP
void CPU::op_io() {
cycle_edge();
add_clocks(4);
}
uint8 CPU::op_read(uint16 addr) {
cycle_edge();
uint8 r = bus.read(addr);
add_clocks(4);
return r;
}
void CPU::op_write(uint16 addr, uint8 data) {
cycle_edge();
bus.write(addr, data);
add_clocks(4);
}
void CPU::cycle_edge() {
if(status.ei) {
status.ei = false;
status.ime = 1;
}
}
#endif

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@@ -1,82 +0,0 @@
//4194304hz (4 * 1024 * 1024)
//70224 clocks/frame
// 456 clocks/scanline
// 154 scanlines/frame
#ifdef CPU_CPP
#include "opcode.cpp"
void CPU::add_clocks(unsigned clocks) {
system.clocks_executed += clocks;
scheduler.exit(Scheduler::ExitReason::StepEvent);
status.clock += clocks;
if(status.clock >= 4194304) {
status.clock -= 4194304;
cartridge.mbc3.second();
}
//4194304 / N(hz) - 1 = mask
if((status.clock & 15) == 0) timer_262144hz();
if((status.clock & 63) == 0) timer_65536hz();
if((status.clock & 255) == 0) timer_16384hz();
if((status.clock & 511) == 0) timer_8192hz();
if((status.clock & 1023) == 0) timer_4096hz();
lcd.clock -= clocks;
if(lcd.clock <= 0) co_switch(scheduler.active_thread = lcd.thread);
apu.clock -= clocks;
if(apu.clock <= 0) co_switch(scheduler.active_thread = apu.thread);
}
void CPU::timer_262144hz() {
if(status.timer_enable && status.timer_clock == 1) {
if(++status.tima == 0) {
status.tima = status.tma;
interrupt_raise(Interrupt::Timer);
}
}
}
void CPU::timer_65536hz() {
if(status.timer_enable && status.timer_clock == 2) {
if(++status.tima == 0) {
status.tima = status.tma;
interrupt_raise(Interrupt::Timer);
}
}
}
void CPU::timer_16384hz() {
if(status.timer_enable && status.timer_clock == 3) {
if(++status.tima == 0) {
status.tima = status.tma;
interrupt_raise(Interrupt::Timer);
}
}
status.div++;
}
void CPU::timer_8192hz() {
if(status.serial_transfer && status.serial_clock) {
if(--status.serial_bits == 0) {
status.serial_transfer = 0;
interrupt_raise(Interrupt::Serial);
}
}
}
void CPU::timer_4096hz() {
if(status.timer_enable && status.timer_clock == 0) {
if(++status.tima == 0) {
status.tima = status.tma;
interrupt_raise(Interrupt::Timer);
}
}
}
#endif

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@@ -1,12 +0,0 @@
void add_clocks(unsigned clocks);
void timer_262144hz();
void timer_65536hz();
void timer_16384hz();
void timer_8192hz();
void timer_4096hz();
//opcode.cpp
void op_io();
uint8 op_read(uint16 addr);
void op_write(uint16 addr, uint8 data);
void cycle_edge();

View File

@@ -1,96 +0,0 @@
//bgameboy
//author: byuu
//project started: 2010-12-27
namespace GameBoy {
namespace Info {
static const char Name[] = "bgameboy";
static const char Version[] = "000.21";
static unsigned SerializerVersion = 2;
}
}
#include <libco/libco.h>
#include <nall/foreach.hpp>
#include <nall/platform.hpp>
#include <nall/property.hpp>
#include <nall/random.hpp>
#include <nall/serializer.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
#include <nall/varint.hpp>
using namespace nall;
namespace GameBoy {
typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;
typedef uint_t< 1> uint1;
typedef uint_t< 2> uint2;
typedef uint_t< 3> uint3;
typedef uint_t< 4> uint4;
typedef uint_t< 5> uint5;
typedef uint_t< 6> uint6;
typedef uint_t< 7> uint7;
typedef uint_t< 9> uint9;
typedef uint_t<10> uint10;
typedef uint_t<11> uint11;
typedef uint_t<12> uint12;
typedef uint_t<13> uint13;
typedef uint_t<14> uint14;
typedef uint_t<15> uint15;
typedef uint_t<17> uint17;
typedef uint_t<18> uint18;
typedef uint_t<19> uint19;
typedef uint_t<20> uint20;
typedef uint_t<21> uint21;
typedef uint_t<22> uint22;
typedef uint_t<23> uint23;
typedef uint_t<24> uint24;
typedef uint_t<25> uint25;
typedef uint_t<26> uint26;
typedef uint_t<27> uint27;
typedef uint_t<28> uint28;
typedef uint_t<29> uint29;
typedef uint_t<30> uint30;
typedef uint_t<31> uint31;
template<uint16 lo, uint16 hi>
alwaysinline bool within(uint16 addr) {
static const uint16 mask = ~(hi ^ lo);
return (addr & mask) == lo;
}
struct Processor {
cothread_t thread;
unsigned frequency;
int64 clock;
inline void create(void (*entrypoint_)(), unsigned frequency_) {
if(thread) co_delete(thread);
thread = co_create(65536 * sizeof(void*), entrypoint_);
frequency = frequency_;
clock = 0;
}
inline Processor() : thread(0) {}
};
#include <gameboy/memory/memory.hpp>
#include <gameboy/system/system.hpp>
#include <gameboy/scheduler/scheduler.hpp>
#include <gameboy/cartridge/cartridge.hpp>
#include <gameboy/cpu/cpu.hpp>
#include <gameboy/apu/apu.hpp>
#include <gameboy/lcd/lcd.hpp>
};

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@@ -1,12 +0,0 @@
class Interface {
public:
virtual void lcd_scanline() {}
virtual void joyp_write(bool p15, bool p14) {}
virtual void video_refresh(const uint8_t *data) {}
virtual void audio_sample(int16_t center, int16_t left, int16_t right) {}
virtual void input_poll() {}
virtual bool input_poll(unsigned id) {}
virtual void message(const string &text) { print(text, "\n"); }
};

View File

@@ -1,251 +0,0 @@
#include <gameboy/gameboy.hpp>
#define LCD_CPP
namespace GameBoy {
#include "mmio/mmio.cpp"
#include "serialization.cpp"
LCD lcd;
void LCD::Main() {
lcd.main();
}
void LCD::main() {
while(true) {
if(scheduler.sync == Scheduler::SynchronizeMode::All) {
scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
}
add_clocks(4);
status.lx += 4;
if(status.lx >= 456) scanline();
if(status.display_enable && status.lx == 0) {
if(status.interrupt_oam) cpu.interrupt_raise(CPU::Interrupt::Stat);
}
if(status.display_enable && status.lx == 252) {
if(status.interrupt_hblank) cpu.interrupt_raise(CPU::Interrupt::Stat);
}
}
}
void LCD::add_clocks(unsigned clocks) {
clock += clocks;
if(clock >= 0 && scheduler.sync != Scheduler::SynchronizeMode::All) {
co_switch(scheduler.active_thread = cpu.thread);
}
}
void LCD::scanline() {
status.lx -= 456;
if(++status.ly == 154) frame();
if(status.display_enable && status.interrupt_lyc == true) {
if(status.ly == status.lyc) cpu.interrupt_raise(CPU::Interrupt::Stat);
}
if(status.ly < 144) render();
if(status.display_enable && status.ly == 144) {
cpu.interrupt_raise(CPU::Interrupt::Vblank);
if(status.interrupt_vblank) cpu.interrupt_raise(CPU::Interrupt::Stat);
}
}
void LCD::frame() {
system.interface->video_refresh(screen);
system.interface->input_poll();
cpu.mmio_joyp_poll();
status.ly = 0;
scheduler.exit(Scheduler::ExitReason::FrameEvent);
}
void LCD::render() {
for(unsigned n = 0; n < 160; n++) {
line[n] = 0x00;
origin[n] = Origin::None;
}
if(status.display_enable == true) {
if(status.bg_enable == true) render_bg();
if(status.window_display_enable == true) render_window();
if(status.obj_enable == true) render_obj();
}
uint8_t *output = screen + status.ly * 160;
for(unsigned n = 0; n < 160; n++) output[n] = (3 - line[n]) * 0x55;
system.interface->lcd_scanline();
}
uint16 LCD::read_tile(bool select, unsigned x, unsigned y) {
unsigned tmaddr = 0x1800 + (select << 10), tdaddr;
tmaddr += (((y >> 3) << 5) + (x >> 3)) & 0x03ff;
if(status.bg_tiledata_select == 0) {
tdaddr = 0x1000 + ((int8)vram[tmaddr] << 4);
} else {
tdaddr = 0x0000 + (vram[tmaddr] << 4);
}
tdaddr += (y & 7) << 1;
return (vram[tdaddr + 0] << 0) | (vram[tdaddr + 1] << 8);
}
void LCD::render_bg() {
unsigned iy = (status.ly + status.scy) & 255;
unsigned ix = status.scx, tx = ix & 7;
unsigned data = read_tile(status.bg_tilemap_select, ix, iy);
for(unsigned ox = 0; ox < 160; ox++) {
uint8 palette = ((data & (0x0080 >> tx)) ? 1 : 0)
| ((data & (0x8000 >> tx)) ? 2 : 0);
line[ox] = status.bgp[palette];
origin[ox] = Origin::BG;
ix = (ix + 1) & 255;
tx = (tx + 1) & 7;
if(tx == 0) data = read_tile(status.bg_tilemap_select, ix, iy);
}
}
void LCD::render_window() {
if(status.ly - status.wy >= 144U) return;
unsigned iy = status.ly - status.wy;
unsigned ix = (7 - status.wx) & 255, tx = ix & 7;
unsigned data = read_tile(status.window_tilemap_select, ix, iy);
for(unsigned ox = 0; ox < 160; ox++) {
uint8 palette = ((data & (0x0080 >> tx)) ? 1 : 0)
| ((data & (0x8000 >> tx)) ? 2 : 0);
if(ox - (status.wx - 7) < 160U) {
line[ox] = status.bgp[palette];
origin[ox] = Origin::Window;
}
ix = (ix + 1) & 255;
tx = (tx + 1) & 7;
if(tx == 0) data = read_tile(status.window_tilemap_select, ix, iy);
}
}
void LCD::render_obj() {
enum : unsigned { Priority = 0x80, YFlip = 0x40, XFlip = 0x20, Palette = 0x10 };
unsigned obj_size = (status.obj_size == 0 ? 8 : 16);
unsigned sprite[10], sprites = 0;
//find first ten sprites on this scanline
for(unsigned s = 0; s < 40; s++) {
unsigned sy = oam[(s << 2) + 0] - 16;
unsigned sx = oam[(s << 2) + 1] - 8;
sy = status.ly - sy;
if(sy >= obj_size) continue;
sprite[sprites++] = s;
if(sprites == 10) break;
}
//sort by X-coordinate, when equal, lower address comes first
for(unsigned x = 0; x < sprites; x++) {
for(unsigned y = x + 1; y < sprites; y++) {
signed sx = oam[(sprite[x] << 2) + 1] - 8;
signed sy = oam[(sprite[y] << 2) + 1] - 8;
if(sy < sx) {
sprite[x] ^= sprite[y];
sprite[y] ^= sprite[x];
sprite[x] ^= sprite[y];
}
}
}
//render backwards, so that first sprite has highest priority
for(signed s = sprites - 1; s >= 0; s--) {
unsigned n = sprite[s] << 2;
unsigned sy = oam[n + 0] - 16;
unsigned sx = oam[n + 1] - 8;
unsigned tile = oam[n + 2];
unsigned attribute = oam[n + 3];
sy = status.ly - sy;
if(sy >= obj_size) continue;
if(attribute & YFlip) sy ^= (obj_size - 1);
unsigned tdaddr = (tile << 4) + (sy << 1);
uint8 d0 = vram[tdaddr + 0];
uint8 d1 = vram[tdaddr + 1];
unsigned xflip = attribute & XFlip ? 7 : 0;
for(unsigned tx = 0; tx < 8; tx++) {
uint8 palette = ((d0 & (0x80 >> tx)) ? 1 : 0)
| ((d1 & (0x80 >> tx)) ? 2 : 0);
if(palette == 0) continue;
palette = status.obp[(bool)(attribute & Palette)][palette];
unsigned ox = sx + (tx ^ xflip);
if(ox <= 159) {
if(attribute & Priority) {
if(origin[ox] == Origin::BG || origin[ox] == Origin::Window) {
if(line[ox] > 0) continue;
}
}
line[ox] = palette;
origin[ox] = Origin::OBJ;
}
}
}
}
void LCD::power() {
create(Main, 4194304);
for(unsigned n = 0x8000; n <= 0x9fff; n++) bus.mmio[n] = this; //VRAM
for(unsigned n = 0xff40; n <= 0xff4b; n++) bus.mmio[n] = this; //MMIO
for(unsigned n = 0xfe00; n <= 0xfe9f; n++) bus.mmio[n] = this; //OAM
for(unsigned n = 0; n < 8192; n++) vram[n] = 0x00;
for(unsigned n = 0; n < 160; n++) oam [n] = 0x00;
for(unsigned n = 0; n < 160 * 144; n++) screen[n] = 0x00;
status.lx = 0;
status.display_enable = 0;
status.window_tilemap_select = 0;
status.window_display_enable = 0;
status.bg_tiledata_select = 0;
status.bg_tilemap_select = 0;
status.obj_size = 0;
status.obj_enable = 0;
status.bg_enable = 0;
status.interrupt_lyc = 0;
status.interrupt_oam = 0;
status.interrupt_vblank = 0;
status.interrupt_hblank = 0;
status.scy = 0;
status.scx = 0;
status.ly = 0;
status.lyc = 0;
for(unsigned n = 0; n < 4; n++) {
status.bgp[n] = n;
status.obp[0][n] = n;
status.obp[1][n] = n;
}
status.wy = 0;
status.wx = 0;
}
LCD::LCD() {
}
}

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@@ -1,74 +0,0 @@
struct LCD : Processor, MMIO {
#include "mmio/mmio.hpp"
struct Status {
unsigned lx;
//$ff40 LCDC
bool display_enable;
bool window_tilemap_select;
bool window_display_enable;
bool bg_tiledata_select;
bool bg_tilemap_select;
bool obj_size;
bool obj_enable;
bool bg_enable;
//$ff41 STAT
bool interrupt_lyc;
bool interrupt_oam;
bool interrupt_vblank;
bool interrupt_hblank;
//$ff42 SCY
uint8 scy;
//$ff43 SCX
uint8 scx;
//$ff44 LY
uint8 ly;
//$ff45 LYC
uint8 lyc;
//$ff47 BGP
uint8 bgp[4];
//$ff48 OBP0
//$ff49 OBP1
uint8 obp[2][4];
//$ff4a WY
uint8 wy;
//$ff4b WX
uint8 wx;
} status;
uint8 screen[160 * 144];
uint8 vram[8192];
uint8 oam[160];
uint8 line[160];
struct Origin { enum : unsigned { None, BG, Window, OBJ }; };
uint8 origin[160];
static void Main();
void main();
void add_clocks(unsigned clocks);
void scanline();
void frame();
void render();
uint16 read_tile(bool select, unsigned x, unsigned y);
void render_bg();
void render_window();
void render_obj();
void power();
void serialize(serializer&);
LCD();
};
extern LCD lcd;

View File

@@ -1,169 +0,0 @@
#ifdef LCD_CPP
uint8 LCD::mmio_read(uint16 addr) {
if(addr >= 0x8000 && addr <= 0x9fff) return vram[addr & 0x1fff];
if(addr >= 0xfe00 && addr <= 0xfe9f) return oam[addr & 0xff];
if(addr == 0xff40) { //LCDC
return (status.display_enable << 7)
| (status.window_tilemap_select << 6)
| (status.window_display_enable << 5)
| (status.bg_tiledata_select << 4)
| (status.bg_tilemap_select << 3)
| (status.obj_size << 2)
| (status.obj_enable << 1)
| (status.bg_enable << 0);
}
if(addr == 0xff41) { //STAT
unsigned mode;
if(status.ly >= 144) mode = 1; //Vblank
else if(status.lx < 80) mode = 2; //OAM
else if(status.lx < 252) mode = 3; //LCD
else mode = 0; //Hblank
return (status.interrupt_lyc << 6)
| (status.interrupt_oam << 5)
| (status.interrupt_vblank << 4)
| (status.interrupt_hblank << 3)
| ((status.ly == status.lyc) << 2)
| (mode << 0);
}
if(addr == 0xff42) { //SCY
return status.scy;
}
if(addr == 0xff43) { //SCX
return status.scx;
}
if(addr == 0xff44) { //LY
return status.ly;
}
if(addr == 0xff45) { //LYC
return status.lyc;
}
if(addr == 0xff47) { //BGP
return (status.bgp[3] << 6)
| (status.bgp[2] << 4)
| (status.bgp[1] << 2)
| (status.bgp[0] << 0);
}
if(addr == 0xff48) { //OBP0
return (status.obp[0][3] << 6)
| (status.obp[0][2] << 4)
| (status.obp[0][1] << 2)
| (status.obp[0][0] << 0);
}
if(addr == 0xff49) { //OBP1
return (status.obp[1][3] << 6)
| (status.obp[1][2] << 4)
| (status.obp[1][1] << 2)
| (status.obp[1][0] << 0);
}
if(addr == 0xff4a) { //WY
return status.wy;
}
if(addr == 0xff4b) { //WX
return status.wx;
}
return 0x00;
}
void LCD::mmio_write(uint16 addr, uint8 data) {
if(addr >= 0x8000 && addr <= 0x9fff) { vram[addr & 0x1fff] = data; return; }
if(addr >= 0xfe00 && addr <= 0xfe9f) { oam[addr & 0xff] = data; return; }
if(addr == 0xff40) { //LCDC
if(status.display_enable == false && (data & 0x80)) {
status.lx = 0; //unverified behavior; fixes Super Mario Land 2 - Tree Zone
}
status.display_enable = data & 0x80;
status.window_tilemap_select = data & 0x40;
status.window_display_enable = data & 0x20;
status.bg_tiledata_select = data & 0x10;
status.bg_tilemap_select = data & 0x08;
status.obj_size = data & 0x04;
status.obj_enable = data & 0x02;
status.bg_enable = data & 0x01;
return;
}
if(addr == 0xff41) { //STAT
status.interrupt_lyc = data & 0x40;
status.interrupt_oam = data & 0x20;
status.interrupt_vblank = data & 0x10;
status.interrupt_hblank = data & 0x08;
return;
}
if(addr == 0xff42) { //SCY
status.scy = data;
return;
}
if(addr == 0xff43) { //SCX
status.scx = data;
return;
}
if(addr == 0xff44) { //LY
status.ly = 0;
return;
}
if(addr == 0xff45) { //LYC
status.lyc = data;
return;
}
if(addr == 0xff46) { //DMA
for(unsigned n = 0x00; n <= 0x9f; n++) bus.write(0xfe00 + n, bus.read((data << 8) + n));
return;
}
if(addr == 0xff47) { //BGP
status.bgp[3] = (data >> 6) & 3;
status.bgp[2] = (data >> 4) & 3;
status.bgp[1] = (data >> 2) & 3;
status.bgp[0] = (data >> 0) & 3;
return;
}
if(addr == 0xff48) { //OBP0
status.obp[0][3] = (data >> 6) & 3;
status.obp[0][2] = (data >> 4) & 3;
status.obp[0][1] = (data >> 2) & 3;
status.obp[0][0] = (data >> 0) & 3;
return;
}
if(addr == 0xff49) { //OBP1
status.obp[1][3] = (data >> 6) & 3;
status.obp[1][2] = (data >> 4) & 3;
status.obp[1][1] = (data >> 2) & 3;
status.obp[1][0] = (data >> 0) & 3;
return;
}
if(addr == 0xff4a) { //WY
status.wy = data;
return;
}
if(addr == 0xff4b) { //WX
status.wx = data;
return;
}
}
#endif

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@@ -1,2 +0,0 @@
uint8 mmio_read(uint16 addr);
void mmio_write(uint16 addr, uint8 data);

View File

@@ -1,39 +0,0 @@
#ifdef LCD_CPP
void LCD::serialize(serializer &s) {
s.integer(status.lx);
s.integer(status.display_enable);
s.integer(status.window_tilemap_select);
s.integer(status.window_display_enable);
s.integer(status.bg_tiledata_select);
s.integer(status.bg_tilemap_select);
s.integer(status.obj_size);
s.integer(status.obj_enable);
s.integer(status.bg_enable);
s.integer(status.interrupt_lyc);
s.integer(status.interrupt_oam);
s.integer(status.interrupt_vblank);
s.integer(status.interrupt_hblank);
s.integer(status.scy);
s.integer(status.scx);
s.integer(status.ly);
s.integer(status.lyc);
s.array(status.bgp);
s.array(status.obp[0]);
s.array(status.obp[1]);
s.integer(status.wy);
s.integer(status.wx);
s.array(screen);
s.array(vram);
s.array(oam);
s.array(line);
s.array(origin);
}
#endif

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@@ -1,56 +0,0 @@
#include <gameboy/gameboy.hpp>
#define MEMORY_CPP
namespace GameBoy {
Unmapped unmapped;
Bus bus;
uint8_t& Memory::operator[](unsigned addr) {
return data[addr];
}
void Memory::allocate(unsigned size_) {
free();
size = size_;
data = new uint8_t[size]();
}
void Memory::copy(const uint8_t *data_, unsigned size_) {
free();
size = size_;
data = new uint8_t[size];
memcpy(data, data_, size);
}
void Memory::free() {
if(data) {
delete[] data;
data = 0;
}
}
Memory::Memory() {
data = 0;
size = 0;
}
Memory::~Memory() {
free();
}
//
uint8 Bus::read(uint16 addr) {
return mmio[addr]->mmio_read(addr);
}
void Bus::write(uint16 addr, uint8 data) {
mmio[addr]->mmio_write(addr, data);
}
void Bus::power() {
for(unsigned n = 0x0000; n <= 0xffff; n++) mmio[n] = &unmapped;
}
}

View File

@@ -1,32 +0,0 @@
struct Memory {
uint8_t *data;
unsigned size;
uint8_t& operator[](unsigned addr);
void allocate(unsigned size);
void copy(const uint8_t *data, unsigned size);
void free();
Memory();
~Memory();
};
struct MMIO {
virtual uint8 mmio_read(uint16 addr) = 0;
virtual void mmio_write(uint16 addr, uint8 data) = 0;
};
struct Unmapped : MMIO {
uint8 mmio_read(uint16) { return 0x00; }
void mmio_write(uint16, uint8) {}
};
struct Bus {
MMIO *mmio[65536];
uint8 read(uint16 addr);
void write(uint16 addr, uint8 data);
void power();
};
extern Unmapped unmapped;
extern Bus bus;

View File

@@ -1,35 +0,0 @@
#include <gameboy/gameboy.hpp>
#define SCHEDULER_CPP
namespace GameBoy {
Scheduler scheduler;
void Scheduler::enter() {
host_thread = co_active();
co_switch(active_thread);
}
void Scheduler::exit(ExitReason reason) {
exit_reason = reason;
active_thread = co_active();
co_switch(host_thread);
}
void Scheduler::swapto(Processor &p) {
active_thread = p.thread;
co_switch(active_thread);
}
void Scheduler::init() {
host_thread = co_active();
active_thread = cpu.thread;
}
Scheduler::Scheduler() {
exit_reason = ExitReason::UnknownEvent;
host_thread = 0;
active_thread = 0;
}
}

View File

@@ -1,17 +0,0 @@
struct Scheduler : property<Scheduler> {
enum class SynchronizeMode : unsigned { None, CPU, All } sync;
enum class ExitReason : unsigned { UnknownEvent, StepEvent, FrameEvent, SynchronizeEvent };
readonly<ExitReason> exit_reason;
cothread_t host_thread;
cothread_t active_thread;
void enter();
void exit(ExitReason);
void swapto(Processor&);
void init();
Scheduler();
};
extern Scheduler scheduler;

View File

@@ -1,23 +0,0 @@
#ifdef SYSTEM_CPP
//MD5SUM = 32fbbd84168d3482956eb3c5051637f5
const uint8_t System::BootROM::dmg[256] = {
0x31,0xfe,0xff,0xaf,0x21,0xff,0x9f,0x32,0xcb,0x7c,0x20,0xfb,0x21,0x26,0xff,0x0e,
0x11,0x3e,0x80,0x32,0xe2,0x0c,0x3e,0xf3,0xe2,0x32,0x3e,0x77,0x77,0x3e,0xfc,0xe0,
0x47,0x11,0x04,0x01,0x21,0x10,0x80,0x1a,0xcd,0x95,0x00,0xcd,0x96,0x00,0x13,0x7b,
0xfe,0x34,0x20,0xf3,0x11,0xd8,0x00,0x06,0x08,0x1a,0x13,0x22,0x23,0x05,0x20,0xf9,
0x3e,0x19,0xea,0x10,0x99,0x21,0x2f,0x99,0x0e,0x0c,0x3d,0x28,0x08,0x32,0x0d,0x20,
0xf9,0x2e,0x0f,0x18,0xf3,0x67,0x3e,0x64,0x57,0xe0,0x42,0x3e,0x91,0xe0,0x40,0x04,
0x1e,0x02,0x0e,0x0c,0xf0,0x44,0xfe,0x90,0x20,0xfa,0x0d,0x20,0xf7,0x1d,0x20,0xf2,
0x0e,0x13,0x24,0x7c,0x1e,0x83,0xfe,0x62,0x28,0x06,0x1e,0xc1,0xfe,0x64,0x20,0x06,
0x7b,0xe2,0x0c,0x3e,0x87,0xe2,0xf0,0x42,0x90,0xe0,0x42,0x15,0x20,0xd2,0x05,0x20,
0x4f,0x16,0x20,0x18,0xcb,0x4f,0x06,0x04,0xc5,0xcb,0x11,0x17,0xc1,0xcb,0x11,0x17,
0x05,0x20,0xf5,0x22,0x23,0x22,0x23,0xc9,0xce,0xed,0x66,0x66,0xcc,0x0d,0x00,0x0b,
0x03,0x73,0x00,0x83,0x00,0x0c,0x00,0x0d,0x00,0x08,0x11,0x1f,0x88,0x89,0x00,0x0e,
0xdc,0xcc,0x6e,0xe6,0xdd,0xdd,0xd9,0x99,0xbb,0xbb,0x67,0x63,0x6e,0x0e,0xec,0xcc,
0xdd,0xdc,0x99,0x9f,0xbb,0xb9,0x33,0x3e,0x3c,0x42,0xb9,0xa5,0xb9,0xa5,0x42,0x3c,
0x21,0x04,0x01,0x11,0xa8,0x00,0x1a,0x13,0xbe,0x20,0xfe,0x23,0x7d,0xfe,0x34,0x20,
0xf5,0x06,0x19,0x78,0x86,0x23,0x05,0x20,0xfb,0x86,0x20,0xfe,0x3e,0x01,0xe0,0x50,
};
#endif

View File

@@ -1,23 +0,0 @@
#ifdef SYSTEM_CPP
//MD5SUM = d574d4f9c12f305074798f54c091a8b4
const uint8_t System::BootROM::sgb[256] = {
0x31,0xfe,0xff,0x3e,0x30,0xe0,0x00,0xaf,0x21,0xff,0x9f,0x32,0xcb,0x7c,0x20,0xfb,
0x21,0x26,0xff,0x0e,0x11,0x3e,0x80,0x32,0xe2,0x0c,0x3e,0xf3,0xe2,0x32,0x3e,0x77,
0x77,0x3e,0xfc,0xe0,0x47,0x21,0x5f,0xc0,0x0e,0x08,0xaf,0x32,0x0d,0x20,0xfc,0x11,
0x4f,0x01,0x3e,0xfb,0x0e,0x06,0xf5,0x06,0x00,0x1a,0x1b,0x32,0x80,0x47,0x0d,0x20,
0xf8,0x32,0xf1,0x32,0x0e,0x0e,0xd6,0x02,0xfe,0xef,0x20,0xea,0x11,0x04,0x01,0x21,
0x10,0x80,0x1a,0xcd,0xd3,0x00,0xcd,0xd4,0x00,0x13,0x7b,0xfe,0x34,0x20,0xf3,0x11,
0xe6,0x00,0x06,0x08,0x1a,0x13,0x22,0x23,0x05,0x20,0xf9,0x3e,0x19,0xea,0x10,0x99,
0x21,0x2f,0x99,0x0e,0x0c,0x3d,0x28,0x08,0x32,0x0d,0x20,0xf9,0x2e,0x0f,0x18,0xf3,
0x3e,0x91,0xe0,0x40,0x21,0x00,0xc0,0x0e,0x00,0x3e,0x00,0xe2,0x3e,0x30,0xe2,0x06,
0x10,0x1e,0x08,0x2a,0x57,0xcb,0x42,0x3e,0x10,0x20,0x02,0x3e,0x20,0xe2,0x3e,0x30,
0xe2,0xcb,0x1a,0x1d,0x20,0xef,0x05,0x20,0xe8,0x3e,0x20,0xe2,0x3e,0x30,0xe2,0xcd,
0xc2,0x00,0x7d,0xfe,0x60,0x20,0xd2,0x0e,0x13,0x3e,0xc1,0xe2,0x0c,0x3e,0x07,0xe2,
0x18,0x3a,0x16,0x04,0xf0,0x44,0xfe,0x90,0x20,0xfa,0x1e,0x00,0x1d,0x20,0xfd,0x15,
0x20,0xf2,0xc9,0x4f,0x06,0x04,0xc5,0xcb,0x11,0x17,0xc1,0xcb,0x11,0x17,0x05,0x20,
0xf5,0x22,0x23,0x22,0x23,0xc9,0x3c,0x42,0xb9,0xa5,0xb9,0xa5,0x42,0x3c,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x3e,0x01,0xe0,0x50,
};
#endif

View File

@@ -1,63 +0,0 @@
#ifdef SYSTEM_CPP
serializer System::serialize() {
serializer s(serialize_size);
unsigned signature = 0x31545342, version = Info::SerializerVersion, crc32 = 0;
char description[512];
memset(&description, 0, sizeof description);
s.integer(signature);
s.integer(version);
s.integer(crc32);
s.array(description);
serialize_all(s);
return s;
}
bool System::unserialize(serializer &s) {
unsigned signature, version, crc32;
char description[512];
s.integer(signature);
s.integer(version);
s.integer(crc32);
s.array(description);
if(signature != 0x31545342) return false;
if(version != Info::SerializerVersion) return false;
//if(crc32 != 0) return false;
serialize_all(s);
return true;
}
void System::serialize(serializer &s) {
s.integer(clocks_executed);
}
void System::serialize_all(serializer &s) {
cartridge.serialize(s);
system.serialize(s);
cpu.serialize(s);
apu.serialize(s);
lcd.serialize(s);
}
void System::serialize_init() {
serializer s;
unsigned signature = 0, version = 0, crc32 = 0;
char description[512];
s.integer(signature);
s.integer(version);
s.integer(crc32);
s.array(description);
serialize_all(s);
serialize_size = s.size();
}
#endif

View File

@@ -1,55 +0,0 @@
#include <gameboy/gameboy.hpp>
#define SYSTEM_CPP
namespace GameBoy {
#include "bootrom-dmg.cpp"
#include "bootrom-sgb.cpp"
#include "serialization.cpp"
System system;
void System::run() {
scheduler.sync = Scheduler::SynchronizeMode::None;
scheduler.enter();
if(scheduler.exit_reason() == Scheduler::ExitReason::FrameEvent) {
}
}
void System::runtosave() {
scheduler.sync = Scheduler::SynchronizeMode::CPU;
runthreadtosave();
scheduler.active_thread = lcd.thread;
runthreadtosave();
}
void System::runthreadtosave() {
while(true) {
scheduler.enter();
if(scheduler.exit_reason() == Scheduler::ExitReason::SynchronizeEvent) break;
if(scheduler.exit_reason() == Scheduler::ExitReason::FrameEvent) {
}
}
}
void System::init(Interface *interface_) {
interface = interface_;
}
void System::load() {
serialize_init();
}
void System::power() {
bus.power();
cartridge.power();
cpu.power();
apu.power();
lcd.power();
scheduler.init();
clocks_executed = 0;
}
}

View File

@@ -1,37 +0,0 @@
class Interface;
enum class Input : unsigned {
Up, Down, Left, Right, B, A, Select, Start,
};
struct System {
struct BootROM {
static const uint8 dmg[256];
static const uint8 sgb[256];
} bootROM;
void run();
void runtosave();
void runthreadtosave();
void init(Interface*);
void load();
void power();
Interface *interface;
unsigned clocks_executed;
//serialization.cpp
unsigned serialize_size;
serializer serialize();
bool unserialize(serializer&);
void serialize(serializer&);
void serialize_all(serializer&);
void serialize_init();
};
#include <gameboy/interface/interface.hpp>
extern System system;

View File

@@ -1,104 +0,0 @@
/*
libco.amd64 (2009-10-12)
author: byuu
license: public domain
*/
#define LIBCO_C
#include "libco.h"
#include <assert.h>
#include <stdlib.h>
#ifdef __cplusplus
extern "C" {
#endif
static thread_local long long co_active_buffer[64];
static thread_local cothread_t co_active_handle = 0;
static void (*co_swap)(cothread_t, cothread_t) = 0;
#ifdef _WIN32
//ABI: Win64
static unsigned char co_swap_function[] = {
0x48, 0x89, 0x22, 0x48, 0x8B, 0x21, 0x58, 0x48, 0x89, 0x6A, 0x08, 0x48, 0x89, 0x72, 0x10, 0x48,
0x89, 0x7A, 0x18, 0x48, 0x89, 0x5A, 0x20, 0x4C, 0x89, 0x62, 0x28, 0x4C, 0x89, 0x6A, 0x30, 0x4C,
0x89, 0x72, 0x38, 0x4C, 0x89, 0x7A, 0x40, 0x48, 0x81, 0xC2, 0x80, 0x00, 0x00, 0x00, 0x48, 0x83,
0xE2, 0xF0, 0x0F, 0x29, 0x32, 0x0F, 0x29, 0x7A, 0x10, 0x44, 0x0F, 0x29, 0x42, 0x20, 0x44, 0x0F,
0x29, 0x4A, 0x30, 0x44, 0x0F, 0x29, 0x52, 0x40, 0x44, 0x0F, 0x29, 0x5A, 0x50, 0x44, 0x0F, 0x29,
0x62, 0x60, 0x44, 0x0F, 0x29, 0x6A, 0x70, 0x44, 0x0F, 0x29, 0xB2, 0x80, 0x00, 0x00, 0x00, 0x44,
0x0F, 0x29, 0xBA, 0x90, 0x00, 0x00, 0x00, 0x48, 0x8B, 0x69, 0x08, 0x48, 0x8B, 0x71, 0x10, 0x48,
0x8B, 0x79, 0x18, 0x48, 0x8B, 0x59, 0x20, 0x4C, 0x8B, 0x61, 0x28, 0x4C, 0x8B, 0x69, 0x30, 0x4C,
0x8B, 0x71, 0x38, 0x4C, 0x8B, 0x79, 0x40, 0x48, 0x81, 0xC1, 0x80, 0x00, 0x00, 0x00, 0x48, 0x83,
0xE1, 0xF0, 0x0F, 0x29, 0x31, 0x0F, 0x29, 0x79, 0x10, 0x44, 0x0F, 0x29, 0x41, 0x20, 0x44, 0x0F,
0x29, 0x49, 0x30, 0x44, 0x0F, 0x29, 0x51, 0x40, 0x44, 0x0F, 0x29, 0x59, 0x50, 0x44, 0x0F, 0x29,
0x61, 0x60, 0x44, 0x0F, 0x29, 0x69, 0x70, 0x44, 0x0F, 0x29, 0xB1, 0x80, 0x00, 0x00, 0x00, 0x44,
0x0F, 0x29, 0xB9, 0x90, 0x00, 0x00, 0x00, 0xFF, 0xE0,
};
#include <windows.h>
void co_init() {
DWORD old_privileges;
VirtualProtect(co_swap_function, sizeof co_swap_function, PAGE_EXECUTE_READWRITE, &old_privileges);
}
#else
//ABI: SystemV
static unsigned char co_swap_function[] = {
0x48, 0x89, 0x26, 0x48, 0x8B, 0x27, 0x58, 0x48, 0x89, 0x6E, 0x08, 0x48, 0x89, 0x5E, 0x10, 0x4C,
0x89, 0x66, 0x18, 0x4C, 0x89, 0x6E, 0x20, 0x4C, 0x89, 0x76, 0x28, 0x4C, 0x89, 0x7E, 0x30, 0x48,
0x8B, 0x6F, 0x08, 0x48, 0x8B, 0x5F, 0x10, 0x4C, 0x8B, 0x67, 0x18, 0x4C, 0x8B, 0x6F, 0x20, 0x4C,
0x8B, 0x77, 0x28, 0x4C, 0x8B, 0x7F, 0x30, 0xFF, 0xE0,
};
#include <unistd.h>
#include <sys/mman.h>
void co_init() {
unsigned long long addr = (unsigned long long)co_swap_function;
unsigned long long base = addr - (addr % sysconf(_SC_PAGESIZE));
unsigned long long size = (addr - base) + sizeof co_swap_function;
mprotect((void*)base, size, PROT_READ | PROT_WRITE | PROT_EXEC);
}
#endif
static void crash() {
assert(0); /* called only if cothread_t entrypoint returns */
}
cothread_t co_active() {
if(!co_active_handle) co_active_handle = &co_active_buffer;
return co_active_handle;
}
cothread_t co_create(unsigned int size, void (*entrypoint)(void)) {
cothread_t handle;
if(!co_swap) {
co_init();
co_swap = (void (*)(cothread_t, cothread_t))co_swap_function;
}
if(!co_active_handle) co_active_handle = &co_active_buffer;
size += 512; /* allocate additional space for storage */
size &= ~15; /* align stack to 16-byte boundary */
if(handle = (cothread_t)malloc(size)) {
long long *p = (long long*)((char*)handle + size); /* seek to top of stack */
*--p = (long long)crash; /* crash if entrypoint returns */
*--p = (long long)entrypoint; /* start of function */
*(long long*)handle = (long long)p; /* stack pointer */
}
return handle;
}
void co_delete(cothread_t handle) {
free(handle);
}
void co_switch(cothread_t handle) {
register cothread_t co_previous_handle = co_active_handle;
co_swap(co_active_handle = handle, co_previous_handle);
}
#ifdef __cplusplus
}
#endif

View File

@@ -1,23 +0,0 @@
/*
libco
auto-selection module
license: public domain
*/
#if defined(__GNUC__) && defined(__i386__)
#include "x86.c"
#elif defined(__GNUC__) && defined(__amd64__)
#include "amd64.c"
#elif defined(__GNUC__) && defined(_ARCH_PPC)
#include "ppc.c"
#elif defined(__GNUC__)
#include "sjlj.c"
#elif defined(_MSC_VER) && defined(_M_IX86)
#include "x86.c"
#elif defined(_MSC_VER) && defined(_M_AMD64)
#include "amd64.c"
#elif defined(_MSC_VER)
#include "fiber.c"
#else
#error "libco: unsupported processor, compiler or operating system"
#endif

View File

@@ -1,93 +0,0 @@
/*
libco.x86 (2009-10-12)
author: byuu
license: public domain
*/
#define LIBCO_C
#include "libco.h"
#include <assert.h>
#include <stdlib.h>
#ifdef __cplusplus
extern "C" {
#endif
#if defined(_MSC_VER)
#define fastcall __fastcall
#elif defined(__GNUC__)
#define fastcall __attribute__((fastcall))
#else
#error "libco: please define fastcall macro"
#endif
static thread_local long co_active_buffer[64];
static thread_local cothread_t co_active_handle = 0;
static void (fastcall *co_swap)(cothread_t, cothread_t) = 0;
//ABI: fastcall
static unsigned char co_swap_function[] = {
0x89, 0x22, 0x8B, 0x21, 0x58, 0x89, 0x6A, 0x04, 0x89, 0x72, 0x08, 0x89, 0x7A, 0x0C, 0x89, 0x5A,
0x10, 0x8B, 0x69, 0x04, 0x8B, 0x71, 0x08, 0x8B, 0x79, 0x0C, 0x8B, 0x59, 0x10, 0xFF, 0xE0,
};
#ifdef _WIN32
#include <windows.h>
void co_init() {
DWORD old_privileges;
VirtualProtect(co_swap_function, sizeof co_swap_function, PAGE_EXECUTE_READWRITE, &old_privileges);
}
#else
#include <unistd.h>
#include <sys/mman.h>
void co_init() {
unsigned long addr = (unsigned long)co_swap_function;
unsigned long base = addr - (addr % sysconf(_SC_PAGESIZE));
unsigned long size = (addr - base) + sizeof co_swap_function;
mprotect((void*)base, size, PROT_READ | PROT_WRITE | PROT_EXEC);
}
#endif
static void crash() {
assert(0); /* called only if cothread_t entrypoint returns */
}
cothread_t co_active() {
if(!co_active_handle) co_active_handle = &co_active_buffer;
return co_active_handle;
}
cothread_t co_create(unsigned int size, void (*entrypoint)(void)) {
cothread_t handle;
if(!co_swap) {
co_init();
co_swap = (void (fastcall*)(cothread_t, cothread_t))co_swap_function;
}
if(!co_active_handle) co_active_handle = &co_active_buffer;
size += 256; /* allocate additional space for storage */
size &= ~15; /* align stack to 16-byte boundary */
if(handle = (cothread_t)malloc(size)) {
long *p = (long*)((char*)handle + size); /* seek to top of stack */
*--p = (long)crash; /* crash if entrypoint returns */
*--p = (long)entrypoint; /* start of function */
*(long*)handle = (long)p; /* stack pointer */
}
return handle;
}
void co_delete(cothread_t handle) {
free(handle);
}
void co_switch(cothread_t handle) {
register cothread_t co_previous_handle = co_active_handle;
co_swap(co_active_handle = handle, co_previous_handle);
}
#ifdef __cplusplus
}
#endif

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@@ -1,109 +0,0 @@
# Makefile
# author: byuu
# license: public domain
[A-Z] = A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
[a-z] = a b c d e f g h i j k l m n o p q r s t u v w x y z
[0-9] = 0 1 2 3 4 5 6 7 8 9
[markup] = ` ~ ! @ \# $$ % ^ & * ( ) - _ = + [ { ] } \ | ; : ' " , < . > / ?
[all] = $([A-Z]) $([a-z]) $([0-9]) $([markup])
[space] :=
[space] +=
#####
# platform detection
#####
ifeq ($(platform),)
uname := $(shell uname -a)
ifeq ($(uname),)
platform := win
delete = del $(subst /,\,$1)
else ifneq ($(findstring Darwin,$(uname)),)
platform := osx
delete = rm -f $1
else
platform := x
delete = rm -f $1
endif
endif
ifeq ($(compiler),)
ifeq ($(platform),win)
compiler := gcc
else ifeq ($(platform),osx)
compiler := gcc-mp-4.5
else
compiler := gcc-4.5
endif
endif
ifeq ($(prefix),)
prefix := /usr/local
endif
#####
# function rwildcard(directory, pattern)
#####
rwildcard = \
$(strip \
$(filter $(if $2,$2,%), \
$(foreach f, \
$(wildcard $1*), \
$(eval t = $(call rwildcard,$f/)) \
$(if $t,$t,$f) \
) \
) \
)
#####
# function strtr(source, from, to)
#####
strtr = \
$(eval __temp := $1) \
$(strip \
$(foreach c, \
$(join $(addsuffix :,$2),$3), \
$(eval __temp := \
$(subst $(word 1,$(subst :, ,$c)),$(word 2,$(subst :, ,$c)),$(__temp)) \
) \
) \
$(__temp) \
)
#####
# function strupper(source)
#####
strupper = $(call strtr,$1,$([a-z]),$([A-Z]))
#####
# function strlower(source)
#####
strlower = $(call strtr,$1,$([A-Z]),$([a-z]))
#####
# function strlen(source)
#####
strlen = \
$(eval __temp := $(subst $([space]),_,$1)) \
$(words \
$(strip \
$(foreach c, \
$([all]), \
$(eval __temp := \
$(subst $c,$c ,$(__temp)) \
) \
) \
$(__temp) \
) \
)
#####
# function streq(source)
#####
streq = $(if $(filter-out xx,x$(subst $1,,$2)$(subst $2,,$1)x),,1)
#####
# function strne(source)
#####
strne = $(if $(filter-out xx,x$(subst $1,,$2)$(subst $2,,$1)x),1,)

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@@ -1,17 +0,0 @@
#ifndef NALL_ALGORITHM_HPP
#define NALL_ALGORITHM_HPP
#undef min
#undef max
namespace nall {
template<typename T, typename U> T min(const T &t, const U &u) {
return t < u ? t : u;
}
template<typename T, typename U> T max(const T &t, const U &u) {
return t > u ? t : u;
}
}
#endif

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@@ -1,74 +0,0 @@
#ifndef NALL_ANY_HPP
#define NALL_ANY_HPP
#include <typeinfo>
#include <type_traits>
#include <nall/static.hpp>
namespace nall {
class any {
public:
bool empty() const { return container; }
const std::type_info& type() const { return container ? container->type() : typeid(void); }
template<typename T> any& operator=(const T& value_) {
typedef typename static_if<
std::is_array<T>::value,
typename std::remove_extent<typename std::add_const<T>::type>::type*,
T
>::type auto_t;
if(type() == typeid(auto_t)) {
static_cast<holder<auto_t>*>(container)->value = (auto_t)value_;
} else {
if(container) delete container;
container = new holder<auto_t>((auto_t)value_);
}
return *this;
}
any() : container(0) {}
template<typename T> any(const T& value_) : container(0) { operator=(value_); }
private:
struct placeholder {
virtual const std::type_info& type() const = 0;
} *container;
template<typename T> struct holder : placeholder {
T value;
const std::type_info& type() const { return typeid(T); }
holder(const T& value_) : value(value_) {}
};
template<typename T> friend T any_cast(any&);
template<typename T> friend T any_cast(const any&);
template<typename T> friend T* any_cast(any*);
template<typename T> friend const T* any_cast(const any*);
};
template<typename T> T any_cast(any &value) {
typedef typename std::remove_reference<T>::type nonref;
if(value.type() != typeid(nonref)) throw;
return static_cast<any::holder<nonref>*>(value.container)->value;
}
template<typename T> T any_cast(const any &value) {
typedef const typename std::remove_reference<T>::type nonref;
if(value.type() != typeid(nonref)) throw;
return static_cast<any::holder<nonref>*>(value.container)->value;
}
template<typename T> T* any_cast(any *value) {
if(!value || value->type() != typeid(T)) return 0;
return &static_cast<any::holder<T>*>(value->container)->value;
}
template<typename T> const T* any_cast(const any *value) {
if(!value || value->type() != typeid(T)) return 0;
return &static_cast<any::holder<T>*>(value->container)->value;
}
}
#endif

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@@ -1,151 +0,0 @@
#ifndef NALL_ARRAY_HPP
#define NALL_ARRAY_HPP
#include <stdlib.h>
#include <initializer_list>
#include <type_traits>
#include <utility>
#include <nall/algorithm.hpp>
#include <nall/bit.hpp>
#include <nall/concept.hpp>
#include <nall/foreach.hpp>
#include <nall/utility.hpp>
namespace nall {
//dynamic vector array
//neither constructor nor destructor is ever invoked;
//thus, this should only be used for POD objects.
template<typename T> class array {
protected:
T *pool;
unsigned poolsize, buffersize;
public:
unsigned size() const { return buffersize; }
unsigned capacity() const { return poolsize; }
void reset() {
if(pool) free(pool);
pool = 0;
poolsize = 0;
buffersize = 0;
}
void reserve(unsigned newsize) {
if(newsize == poolsize) return;
pool = (T*)realloc(pool, newsize * sizeof(T));
poolsize = newsize;
buffersize = min(buffersize, newsize);
}
void resize(unsigned newsize) {
if(newsize > poolsize) reserve(bit::round(newsize)); //round reserve size up to power of 2
buffersize = newsize;
}
T* get(unsigned minsize = 0) {
if(minsize > buffersize) resize(minsize);
if(minsize > buffersize) throw "array[] out of bounds";
return pool;
}
void append(const T data) {
operator[](buffersize) = data;
}
void remove() {
if(size > 0) resize(size - 1); //remove last element only
}
template<typename U> void insert(unsigned index, const U list) {
unsigned listsize = container_size(list);
resize(buffersize + listsize);
memmove(pool + index + listsize, pool + index, (buffersize - index) * sizeof(T));
foreach(item, list) pool[index++] = item;
}
void insert(unsigned index, const T item) {
insert(index, array<T>{ item });
}
void remove(unsigned index, unsigned count = 1) {
for(unsigned i = index; count + i < buffersize; i++) {
pool[i] = pool[count + i];
}
if(count + index >= buffersize) resize(index); //every element >= index was removed
else resize(buffersize - count);
}
optional<unsigned> find(const T data) {
for(unsigned i = 0; i < size(); i++) if(pool[i] == data) return { true, i };
return { false, 0 };
}
void clear() {
memset(pool, 0, buffersize * sizeof(T));
}
array() : pool(0), poolsize(0), buffersize(0) {
}
array(std::initializer_list<T> list) : pool(0), poolsize(0), buffersize(0) {
for(const T *p = list.begin(); p != list.end(); ++p) append(*p);
}
~array() {
reset();
}
//copy
array& operator=(const array &source) {
if(pool) free(pool);
buffersize = source.buffersize;
poolsize = source.poolsize;
pool = (T*)malloc(sizeof(T) * poolsize); //allocate entire pool size,
memcpy(pool, source.pool, sizeof(T) * buffersize); //... but only copy used pool objects
return *this;
}
array(const array &source) : pool(0), poolsize(0), buffersize(0) {
operator=(source);
}
//move
array& operator=(array &&source) {
if(pool) free(pool);
pool = source.pool;
poolsize = source.poolsize;
buffersize = source.buffersize;
source.pool = 0;
source.reset();
return *this;
}
array(array &&source) : pool(0), poolsize(0), buffersize(0) {
operator=(std::move(source));
}
//index
inline T& operator[](unsigned index) {
if(index >= buffersize) resize(index + 1);
if(index >= buffersize) throw "array[] out of bounds";
return pool[index];
}
inline const T& operator[](unsigned index) const {
if(index >= buffersize) throw "array[] out of bounds";
return pool[index];
}
//iteration
T* begin() { return &pool[0]; }
T* end() { return &pool[buffersize]; }
const T* begin() const { return &pool[0]; }
const T* end() const { return &pool[buffersize]; }
};
template<typename T> struct has_size<array<T>> { enum { value = true }; };
}
#endif

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@@ -1,91 +0,0 @@
#ifndef NALL_BASE64_HPP
#define NALL_BASE64_HPP
#include <string.h>
#include <nall/stdint.hpp>
namespace nall {
class base64 {
public:
static bool encode(char *&output, const uint8_t* input, unsigned inlength) {
output = new char[inlength * 8 / 6 + 6]();
unsigned i = 0, o = 0;
while(i < inlength) {
switch(i % 3) {
case 0: {
output[o++] = enc(input[i] >> 2);
output[o] = enc((input[i] & 3) << 4);
} break;
case 1: {
uint8_t prev = dec(output[o]);
output[o++] = enc(prev + (input[i] >> 4));
output[o] = enc((input[i] & 15) << 2);
} break;
case 2: {
uint8_t prev = dec(output[o]);
output[o++] = enc(prev + (input[i] >> 6));
output[o++] = enc(input[i] & 63);
} break;
}
i++;
}
return true;
}
static bool decode(uint8_t *&output, unsigned &outlength, const char *input) {
unsigned inlength = strlen(input), infix = 0;
output = new uint8_t[inlength]();
unsigned i = 0, o = 0;
while(i < inlength) {
uint8_t x = dec(input[i]);
switch(i++ & 3) {
case 0: {
output[o] = x << 2;
} break;
case 1: {
output[o++] |= x >> 4;
output[o] = (x & 15) << 4;
} break;
case 2: {
output[o++] |= x >> 2;
output[o] = (x & 3) << 6;
} break;
case 3: {
output[o++] |= x;
} break;
}
}
outlength = o;
return true;
}
private:
static char enc(uint8_t n) {
//base64 for URL encodings
static char lookup_table[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_";
return lookup_table[n & 63];
}
static uint8_t dec(char n) {
if(n >= 'A' && n <= 'Z') return n - 'A';
if(n >= 'a' && n <= 'z') return n - 'a' + 26;
if(n >= '0' && n <= '9') return n - '0' + 52;
if(n == '-') return 62;
if(n == '_') return 63;
return 0;
}
};
}
#endif

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@@ -1,51 +0,0 @@
#ifndef NALL_BIT_HPP
#define NALL_BIT_HPP
namespace nall {
template<int bits> inline unsigned uclamp(const unsigned x) {
enum { y = (1U << (bits - 1)) + ((1U << (bits - 1)) - 1) };
return y + ((x - y) & -(x < y)); //min(x, y);
}
template<int bits> inline unsigned uclip(const unsigned x) {
enum { m = (1U << (bits - 1)) + ((1U << (bits - 1)) - 1) };
return (x & m);
}
template<int bits> inline signed sclamp(const signed x) {
enum { b = 1U << (bits - 1), m = (1U << (bits - 1)) - 1 };
return (x > m) ? m : (x < -b) ? -b : x;
}
template<int bits> inline signed sclip(const signed x) {
enum { b = 1U << (bits - 1), m = (1U << bits) - 1 };
return ((x & m) ^ b) - b;
}
namespace bit {
//lowest(0b1110) == 0b0010
template<typename T> inline T lowest(const T x) {
return x & -x;
}
//clear_lowest(0b1110) == 0b1100
template<typename T> inline T clear_lowest(const T x) {
return x & (x - 1);
}
//set_lowest(0b0101) == 0b0111
template<typename T> inline T set_lowest(const T x) {
return x | (x + 1);
}
//round up to next highest single bit:
//round(15) == 16, round(16) == 16, round(17) == 32
inline unsigned round(unsigned x) {
if((x & (x - 1)) == 0) return x;
while(x & (x - 1)) x &= x - 1;
return x << 1;
}
}
}
#endif

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@@ -1,101 +0,0 @@
#ifndef NALL_BMP_HPP
#define NALL_BMP_HPP
#include <nall/file.hpp>
//BMP reader / writer
//author: byuu
//note: only 24-bit RGB and 32-bit ARGB uncompressed images supported
namespace nall {
struct bmp {
inline static bool read(const string &filename, uint32_t *&data, unsigned &width, unsigned &height);
inline static bool write(const string &filename, const uint32_t *data, unsigned width, unsigned height, unsigned pitch, bool alpha = false);
};
bool bmp::read(const string &filename, uint32_t *&data, unsigned &width, unsigned &height) {
file fp;
if(fp.open(filename, file::mode::read) == false) return false;
if(fp.size() < 0x36) return false;
if(fp.readm(2) != 0x424d) return false;
fp.seek(0x000a);
unsigned offset = fp.readl(4);
unsigned dibsize = fp.readl(4);
if(dibsize != 40) return false;
signed headerWidth = fp.readl(4);
if(headerWidth < 0) return false;
signed headerHeight = fp.readl(4);
fp.readl(2);
unsigned bitsPerPixel = fp.readl(2);
if(bitsPerPixel != 24 && bitsPerPixel != 32) return false;
unsigned compression = fp.readl(4);
if(compression != 0) return false;
fp.seek(offset);
bool noFlip = headerHeight < 0;
width = headerWidth, height = abs(headerHeight);
data = new uint32_t[width * height];
unsigned bytesPerPixel = bitsPerPixel / 8;
unsigned alignedWidth = width * bytesPerPixel;
unsigned paddingLength = 0;
while(alignedWidth % 4) alignedWidth++, paddingLength++;
for(unsigned y = 0; y < height; y++) {
uint32_t *p = noFlip ? data + y * width : data + (height - 1 - y) * width;
for(unsigned x = 0; x < width; x++, p++) {
*p = fp.readl(bytesPerPixel);
if(bytesPerPixel == 3) *p |= 255 << 24;
}
if(paddingLength) fp.readl(paddingLength);
}
fp.close();
return true;
}
bool bmp::write(const string &filename, const uint32_t *data, unsigned width, unsigned height, unsigned pitch, bool alpha) {
file fp;
if(fp.open(filename, file::mode::write) == false) return false;
unsigned bitsPerPixel = alpha ? 32 : 24;
unsigned bytesPerPixel = bitsPerPixel / 8;
unsigned alignedWidth = width * bytesPerPixel;
unsigned paddingLength = 0;
unsigned imageSize = alignedWidth * height;
unsigned fileSize = 0x36 + imageSize;
while(alignedWidth % 4) alignedWidth++, paddingLength++;
fp.writem(0x424d, 2); //signature
fp.writel(fileSize, 4); //file size
fp.writel(0, 2); //reserved
fp.writel(0, 2); //reserved
fp.writel(0x36, 4); //offset
fp.writel(40, 4); //DIB size
fp.writel(width, 4); //width
fp.writel(-height, 4); //height
fp.writel(1, 2); //color planes
fp.writel(bitsPerPixel, 2); //bits per pixel
fp.writel(0, 4); //compression method (BI_RGB)
fp.writel(imageSize, 4); //image data size
fp.writel(3780, 4); //horizontal resolution
fp.writel(3780, 4); //vertical resolution
fp.writel(0, 4); //palette size
fp.writel(0, 4); //important color count
for(unsigned y = 0; y < height; y++) {
const uint32_t *p = (const uint32_t*)((const uint8_t*)data + y * pitch);
for(unsigned x = 0; x < width; x++) fp.writel(*p++, bytesPerPixel);
if(paddingLength) fp.writel(0, paddingLength);
}
fp.close();
return true;
}
}
#endif

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@@ -1,214 +0,0 @@
#ifndef NALL_BPS_DELTA_HPP
#define NALL_BPS_DELTA_HPP
#include <nall/crc32.hpp>
#include <nall/file.hpp>
#include <nall/filemap.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
namespace nall {
struct bpsdelta {
inline void source(const uint8_t *data, unsigned size);
inline void target(const uint8_t *data, unsigned size);
inline bool source(const string &filename);
inline bool target(const string &filename);
inline bool create(const string &filename, const string &metadata = "");
protected:
enum : unsigned { SourceRead, TargetRead, SourceCopy, TargetCopy };
enum : unsigned { Granularity = 1 };
struct Node {
unsigned offset;
Node *next;
inline Node() : offset(0), next(0) {}
inline ~Node() { if(next) delete next; }
};
filemap sourceFile;
const uint8_t *sourceData;
unsigned sourceSize;
filemap targetFile;
const uint8_t *targetData;
unsigned targetSize;
};
void bpsdelta::source(const uint8_t *data, unsigned size) {
sourceData = data;
sourceSize = size;
}
void bpsdelta::target(const uint8_t *data, unsigned size) {
targetData = data;
targetSize = size;
}
bool bpsdelta::source(const string &filename) {
if(sourceFile.open(filename, filemap::mode::read) == false) return false;
source(sourceFile.data(), sourceFile.size());
return true;
}
bool bpsdelta::target(const string &filename) {
if(targetFile.open(filename, filemap::mode::read) == false) return false;
target(targetFile.data(), targetFile.size());
return true;
}
bool bpsdelta::create(const string &filename, const string &metadata) {
file modifyFile;
if(modifyFile.open(filename, file::mode::write) == false) return false;
uint32_t sourceChecksum = ~0, modifyChecksum = ~0;
unsigned sourceRelativeOffset = 0, targetRelativeOffset = 0, outputOffset = 0;
auto write = [&](uint8_t data) {
modifyFile.write(data);
modifyChecksum = crc32_adjust(modifyChecksum, data);
};
auto encode = [&](uint64_t data) {
while(true) {
uint64_t x = data & 0x7f;
data >>= 7;
if(data == 0) {
write(0x80 | x);
break;
}
write(x);
data--;
}
};
write('B');
write('P');
write('S');
write('1');
encode(sourceSize);
encode(targetSize);
unsigned markupSize = metadata.length();
encode(markupSize);
for(unsigned n = 0; n < markupSize; n++) write(metadata[n]);
Node *sourceTree[65536], *targetTree[65536];
for(unsigned n = 0; n < 65536; n++) sourceTree[n] = 0, targetTree[n] = 0;
//source tree creation
for(unsigned offset = 0; offset < sourceSize; offset++) {
uint16_t symbol = sourceData[offset + 0];
sourceChecksum = crc32_adjust(sourceChecksum, symbol);
if(offset < sourceSize - 1) symbol |= sourceData[offset + 1] << 8;
Node *node = new Node;
node->offset = offset;
node->next = sourceTree[symbol];
sourceTree[symbol] = node;
}
unsigned targetReadLength = 0;
auto targetReadFlush = [&]() {
if(targetReadLength) {
encode(TargetRead | ((targetReadLength - 1) << 2));
unsigned offset = outputOffset - targetReadLength;
while(targetReadLength) write(targetData[offset++]), targetReadLength--;
}
};
while(outputOffset < targetSize) {
unsigned maxLength = 0, maxOffset = 0, mode = TargetRead;
uint16_t symbol = targetData[outputOffset + 0];
if(outputOffset < targetSize - 1) symbol |= targetData[outputOffset + 1] << 8;
{ //source read
unsigned length = 0, offset = outputOffset;
while(offset < sourceSize && offset < targetSize && sourceData[offset] == targetData[offset]) {
length++;
offset++;
}
if(length > maxLength) maxLength = length, mode = SourceRead;
}
{ //source copy
Node *node = sourceTree[symbol];
while(node) {
unsigned length = 0, x = node->offset, y = outputOffset;
while(x < sourceSize && y < targetSize && sourceData[x++] == targetData[y++]) length++;
if(length > maxLength) maxLength = length, maxOffset = node->offset, mode = SourceCopy;
node = node->next;
}
}
{ //target copy
Node *node = targetTree[symbol];
while(node) {
unsigned length = 0, x = node->offset, y = outputOffset;
while(y < targetSize && targetData[x++] == targetData[y++]) length++;
if(length > maxLength) maxLength = length, maxOffset = node->offset, mode = TargetCopy;
node = node->next;
}
//target tree append
node = new Node;
node->offset = outputOffset;
node->next = targetTree[symbol];
targetTree[symbol] = node;
}
{ //target read
if(maxLength < 4) {
maxLength = min((unsigned)Granularity, targetSize - outputOffset);
mode = TargetRead;
}
}
if(mode != TargetRead) targetReadFlush();
switch(mode) {
case SourceRead:
encode(SourceRead | ((maxLength - 1) << 2));
break;
case TargetRead:
//delay write to group sequential TargetRead commands into one
targetReadLength += maxLength;
break;
case SourceCopy:
case TargetCopy:
encode(mode | ((maxLength - 1) << 2));
signed relativeOffset;
if(mode == SourceCopy) {
relativeOffset = maxOffset - sourceRelativeOffset;
sourceRelativeOffset = maxOffset + maxLength;
} else {
relativeOffset = maxOffset - targetRelativeOffset;
targetRelativeOffset = maxOffset + maxLength;
}
encode((relativeOffset < 0) | (abs(relativeOffset) << 1));
break;
}
outputOffset += maxLength;
}
targetReadFlush();
sourceChecksum = ~sourceChecksum;
for(unsigned n = 0; n < 32; n += 8) write(sourceChecksum >> n);
uint32_t targetChecksum = crc32_calculate(targetData, targetSize);
for(unsigned n = 0; n < 32; n += 8) write(targetChecksum >> n);
uint32_t outputChecksum = ~modifyChecksum;
for(unsigned n = 0; n < 32; n += 8) write(outputChecksum >> n);
modifyFile.close();
return true;
}
}
#endif

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@@ -1,152 +0,0 @@
#ifndef NALL_BPS_LINEAR_HPP
#define NALL_BPS_LINEAR_HPP
#include <nall/crc32.hpp>
#include <nall/file.hpp>
#include <nall/filemap.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
namespace nall {
struct bpslinear {
inline void source(const uint8_t *data, unsigned size);
inline void target(const uint8_t *data, unsigned size);
inline bool source(const string &filename);
inline bool target(const string &filename);
inline bool create(const string &filename, const string &metadata = "");
protected:
enum : unsigned { SourceRead, TargetRead, SourceCopy, TargetCopy };
enum : unsigned { Granularity = 1 };
filemap sourceFile;
const uint8_t *sourceData;
unsigned sourceSize;
filemap targetFile;
const uint8_t *targetData;
unsigned targetSize;
};
void bpslinear::source(const uint8_t *data, unsigned size) {
sourceData = data;
sourceSize = size;
}
void bpslinear::target(const uint8_t *data, unsigned size) {
targetData = data;
targetSize = size;
}
bool bpslinear::source(const string &filename) {
if(sourceFile.open(filename, filemap::mode::read) == false) return false;
source(sourceFile.data(), sourceFile.size());
return true;
}
bool bpslinear::target(const string &filename) {
if(targetFile.open(filename, filemap::mode::read) == false) return false;
target(targetFile.data(), targetFile.size());
return true;
}
bool bpslinear::create(const string &filename, const string &metadata) {
file modifyFile;
if(modifyFile.open(filename, file::mode::write) == false) return false;
uint32_t modifyChecksum = ~0;
unsigned targetRelativeOffset = 0, outputOffset = 0;
auto write = [&](uint8_t data) {
modifyFile.write(data);
modifyChecksum = crc32_adjust(modifyChecksum, data);
};
auto encode = [&](uint64_t data) {
while(true) {
uint64_t x = data & 0x7f;
data >>= 7;
if(data == 0) {
write(0x80 | x);
break;
}
write(x);
data--;
}
};
unsigned targetReadLength = 0;
auto targetReadFlush = [&]() {
if(targetReadLength) {
encode(TargetRead | ((targetReadLength - 1) << 2));
unsigned offset = outputOffset - targetReadLength;
while(targetReadLength) write(targetData[offset++]), targetReadLength--;
}
};
write('B');
write('P');
write('S');
write('1');
encode(sourceSize);
encode(targetSize);
unsigned markupSize = metadata.length();
encode(markupSize);
for(unsigned n = 0; n < markupSize; n++) write(metadata[n]);
while(outputOffset < targetSize) {
unsigned sourceLength = 0;
for(unsigned n = 0; outputOffset + n < min(sourceSize, targetSize); n++) {
if(sourceData[outputOffset + n] != targetData[outputOffset + n]) break;
sourceLength++;
}
unsigned rleLength = 0;
for(unsigned n = 1; outputOffset + n < targetSize; n++) {
if(targetData[outputOffset] != targetData[outputOffset + n]) break;
rleLength++;
}
if(rleLength >= 4) {
//write byte to repeat
targetReadLength++;
outputOffset++;
targetReadFlush();
//copy starting from repetition byte
encode(TargetCopy | ((rleLength - 1) << 2));
unsigned relativeOffset = (outputOffset - 1) - targetRelativeOffset;
encode(relativeOffset << 1);
outputOffset += rleLength;
targetRelativeOffset = outputOffset - 1;
} else if(sourceLength >= 4) {
targetReadFlush();
encode(SourceRead | ((sourceLength - 1) << 2));
outputOffset += sourceLength;
} else {
targetReadLength += Granularity;
outputOffset += Granularity;
}
}
targetReadFlush();
uint32_t sourceChecksum = crc32_calculate(sourceData, sourceSize);
for(unsigned n = 0; n < 32; n += 8) write(sourceChecksum >> n);
uint32_t targetChecksum = crc32_calculate(targetData, targetSize);
for(unsigned n = 0; n < 32; n += 8) write(targetChecksum >> n);
uint32_t outputChecksum = ~modifyChecksum;
for(unsigned n = 0; n < 32; n += 8) write(outputChecksum >> n);
modifyFile.close();
return true;
}
}
#endif

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@@ -1,121 +0,0 @@
#ifndef NALL_BPS_METADATA_HPP
#define NALL_BPS_METADATA_HPP
#include <nall/crc32.hpp>
#include <nall/file.hpp>
#include <nall/filemap.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
namespace nall {
struct bpsmetadata {
inline bool load(const string &filename);
inline bool save(const string &filename, const string &metadata);
inline string metadata() const;
protected:
file sourceFile;
string metadataString;
};
bool bpsmetadata::load(const string &filename) {
if(sourceFile.open(filename, file::mode::read) == false) return false;
auto read = [&]() -> uint8_t {
return sourceFile.read();
};
auto decode = [&]() -> uint64_t {
uint64_t data = 0, shift = 1;
while(true) {
uint8_t x = read();
data += (x & 0x7f) * shift;
if(x & 0x80) break;
shift <<= 7;
data += shift;
}
return data;
};
if(read() != 'B') return false;
if(read() != 'P') return false;
if(read() != 'S') return false;
if(read() != '1') return false;
decode();
decode();
unsigned metadataSize = decode();
char data[metadataSize + 1];
for(unsigned n = 0; n < metadataSize; n++) data[n] = read();
data[metadataSize] = 0;
metadataString = (const char*)data;
return true;
}
bool bpsmetadata::save(const string &filename, const string &metadata) {
file targetFile;
if(targetFile.open(filename, file::mode::write) == false) return false;
if(sourceFile.open() == false) return false;
sourceFile.seek(0);
auto read = [&]() -> uint8_t {
return sourceFile.read();
};
auto decode = [&]() -> uint64_t {
uint64_t data = 0, shift = 1;
while(true) {
uint8_t x = read();
data += (x & 0x7f) * shift;
if(x & 0x80) break;
shift <<= 7;
data += shift;
}
return data;
};
uint32_t checksum = ~0;
auto write = [&](uint8_t data) {
targetFile.write(data);
checksum = crc32_adjust(checksum, data);
};
auto encode = [&](uint64_t data) {
while(true) {
uint64_t x = data & 0x7f;
data >>= 7;
if(data == 0) {
write(0x80 | x);
break;
}
write(x);
data--;
}
};
for(unsigned n = 0; n < 4; n++) write(read());
encode(decode());
encode(decode());
unsigned sourceLength = decode();
unsigned targetLength = metadata.length();
encode(targetLength);
sourceFile.seek(sourceLength, file::index::relative);
for(unsigned n = 0; n < targetLength; n++) write(metadata[n]);
unsigned length = sourceFile.size() - sourceFile.offset() - 4;
for(unsigned n = 0; n < length; n++) write(read());
uint32_t outputChecksum = ~checksum;
for(unsigned n = 0; n < 32; n += 8) write(outputChecksum >> n);
targetFile.close();
return true;
}
string bpsmetadata::metadata() const {
return metadataString;
}
}
#endif

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@@ -1,219 +0,0 @@
#ifndef NALL_BPS_PATCH_HPP
#define NALL_BPS_PATCH_HPP
#include <nall/crc32.hpp>
#include <nall/file.hpp>
#include <nall/filemap.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
namespace nall {
struct bpspatch {
inline bool modify(const uint8_t *data, unsigned size);
inline void source(const uint8_t *data, unsigned size);
inline void target(uint8_t *data, unsigned size);
inline bool modify(const string &filename);
inline bool source(const string &filename);
inline bool target(const string &filename);
inline string metadata() const;
inline unsigned size() const;
enum result : unsigned {
unknown,
success,
patch_too_small,
patch_invalid_header,
source_too_small,
target_too_small,
source_checksum_invalid,
target_checksum_invalid,
patch_checksum_invalid,
};
inline result apply();
protected:
enum : unsigned { SourceRead, TargetRead, SourceCopy, TargetCopy };
filemap modifyFile;
const uint8_t *modifyData;
unsigned modifySize;
filemap sourceFile;
const uint8_t *sourceData;
unsigned sourceSize;
filemap targetFile;
uint8_t *targetData;
unsigned targetSize;
unsigned modifySourceSize;
unsigned modifyTargetSize;
unsigned modifyMarkupSize;
string metadataString;
};
bool bpspatch::modify(const uint8_t *data, unsigned size) {
if(size < 19) return false;
modifyData = data;
modifySize = size;
unsigned offset = 4;
auto decode = [&]() -> uint64_t {
uint64_t data = 0, shift = 1;
while(true) {
uint8_t x = modifyData[offset++];
data += (x & 0x7f) * shift;
if(x & 0x80) break;
shift <<= 7;
data += shift;
}
return data;
};
modifySourceSize = decode();
modifyTargetSize = decode();
modifyMarkupSize = decode();
char buffer[modifyMarkupSize + 1];
for(unsigned n = 0; n < modifyMarkupSize; n++) buffer[n] = modifyData[offset++];
buffer[modifyMarkupSize] = 0;
metadataString = (const char*)buffer;
return true;
}
void bpspatch::source(const uint8_t *data, unsigned size) {
sourceData = data;
sourceSize = size;
}
void bpspatch::target(uint8_t *data, unsigned size) {
targetData = data;
targetSize = size;
}
bool bpspatch::modify(const string &filename) {
if(modifyFile.open(filename, filemap::mode::read) == false) return false;
return modify(modifyFile.data(), modifyFile.size());
}
bool bpspatch::source(const string &filename) {
if(sourceFile.open(filename, filemap::mode::read) == false) return false;
source(sourceFile.data(), sourceFile.size());
return true;
}
bool bpspatch::target(const string &filename) {
file fp;
if(fp.open(filename, file::mode::write) == false) return false;
fp.truncate(modifyTargetSize);
fp.close();
if(targetFile.open(filename, filemap::mode::readwrite) == false) return false;
target(targetFile.data(), targetFile.size());
return true;
}
string bpspatch::metadata() const {
return metadataString;
}
unsigned bpspatch::size() const {
return modifyTargetSize;
}
bpspatch::result bpspatch::apply() {
if(modifySize < 19) return result::patch_too_small;
uint32_t modifyChecksum = ~0, targetChecksum = ~0;
unsigned modifyOffset = 0, sourceRelativeOffset = 0, targetRelativeOffset = 0, outputOffset = 0;
auto read = [&]() -> uint8_t {
uint8_t data = modifyData[modifyOffset++];
modifyChecksum = crc32_adjust(modifyChecksum, data);
return data;
};
auto decode = [&]() -> uint64_t {
uint64_t data = 0, shift = 1;
while(true) {
uint8_t x = read();
data += (x & 0x7f) * shift;
if(x & 0x80) break;
shift <<= 7;
data += shift;
}
return data;
};
auto write = [&](uint8_t data) {
targetData[outputOffset++] = data;
targetChecksum = crc32_adjust(targetChecksum, data);
};
if(read() != 'B') return result::patch_invalid_header;
if(read() != 'P') return result::patch_invalid_header;
if(read() != 'S') return result::patch_invalid_header;
if(read() != '1') return result::patch_invalid_header;
modifySourceSize = decode();
modifyTargetSize = decode();
modifyMarkupSize = decode();
for(unsigned n = 0; n < modifyMarkupSize; n++) read();
if(modifySourceSize > sourceSize) return result::source_too_small;
if(modifyTargetSize > targetSize) return result::target_too_small;
while(modifyOffset < modifySize - 12) {
unsigned length = decode();
unsigned mode = length & 3;
length = (length >> 2) + 1;
switch(mode) {
case SourceRead:
while(length--) write(sourceData[outputOffset]);
break;
case TargetRead:
while(length--) write(read());
break;
case SourceCopy:
case TargetCopy:
signed offset = decode();
bool negative = offset & 1;
offset >>= 1;
if(negative) offset = -offset;
if(mode == SourceCopy) {
sourceRelativeOffset += offset;
while(length--) write(sourceData[sourceRelativeOffset++]);
} else {
targetRelativeOffset += offset;
while(length--) write(targetData[targetRelativeOffset++]);
}
break;
}
}
uint32_t modifySourceChecksum = 0, modifyTargetChecksum = 0, modifyModifyChecksum = 0;
for(unsigned n = 0; n < 32; n += 8) modifySourceChecksum |= read() << n;
for(unsigned n = 0; n < 32; n += 8) modifyTargetChecksum |= read() << n;
uint32_t checksum = ~modifyChecksum;
for(unsigned n = 0; n < 32; n += 8) modifyModifyChecksum |= read() << n;
uint32_t sourceChecksum = crc32_calculate(sourceData, modifySourceSize);
targetChecksum = ~targetChecksum;
if(sourceChecksum != modifySourceChecksum) return result::source_checksum_invalid;
if(targetChecksum != modifyTargetChecksum) return result::target_checksum_invalid;
if(checksum != modifyModifyChecksum) return result::patch_checksum_invalid;
return result::success;
}
}
#endif

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@@ -1,79 +0,0 @@
#ifndef NALL_COMPOSITOR_HPP
#define NALL_COMPOSITOR_HPP
#include <nall/detect.hpp>
namespace nall {
struct compositor {
inline static bool enabled();
inline static bool enable(bool status);
};
#if defined(PLATFORM_X)
bool compositor::enabled() {
FILE *fp = popen("xfconf-query -c xfwm4 -p '/general/use_compositing'", "r");
if(fp == 0) return false;
char buffer[512];
if(fgets(buffer, sizeof buffer, fp) == 0) return false;
if(!memcmp(buffer, "true", 4)) return true;
return false;
}
bool compositor::enable(bool status) {
FILE *fp;
if(status) {
fp = popen("xfconf-query -c xfwm4 -p '/general/use_compositing' -t 'bool' -s 'true'", "r");
} else {
fp = popen("xfconf-query -c xfwm4 -p '/general/use_compositing' -t 'bool' -s 'false'", "r");
}
if(fp == 0) return false;
pclose(fp);
return true;
}
#elif defined(PLATFORM_WIN)
bool compositor::enabled() {
HMODULE module = GetModuleHandleW(L"dwmapi");
if(module == 0) module = LoadLibraryW(L"dwmapi");
if(module == 0) return false;
auto pDwmIsCompositionEnabled = (HRESULT (WINAPI*)(BOOL*))GetProcAddress(module, "DwmIsCompositionEnabled");
if(pDwmIsCompositionEnabled == 0) return false;
BOOL result;
if(pDwmIsCompositionEnabled(&result) != S_OK) return false;
return result;
}
bool compositor::enable(bool status) {
HMODULE module = GetModuleHandleW(L"dwmapi");
if(module == 0) module = LoadLibraryW(L"dwmapi");
if(module == 0) return false;
auto pDwmEnableComposition = (HRESULT (WINAPI*)(UINT))GetProcAddress(module, "DwmEnableComposition");
if(pDwmEnableComposition == 0) return false;
if(pDwmEnableComposition(status) != S_OK) return false;
return true;
}
#else
bool compositor::enabled() {
return false;
}
bool compositor::enable(bool) {
return false;
}
#endif
}
#endif

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@@ -1,34 +0,0 @@
#ifndef NALL_CONCEPT_HPP
#define NALL_CONCEPT_HPP
#include <nall/static.hpp>
#include <nall/utility.hpp>
namespace nall {
//unsigned count() const;
template<typename T> struct has_count { enum { value = false }; };
//unsigned length() const;
template<typename T> struct has_length { enum { value = false }; };
//unsigned size() const;
template<typename T> struct has_size { enum { value = false }; };
template<typename T> unsigned container_size(const T& object, typename mp_enable_if<has_count<T>>::type = 0) {
return object.count();
}
template<typename T> unsigned container_size(const T& object, typename mp_enable_if<has_length<T>>::type = 0) {
return object.length();
}
template<typename T> unsigned container_size(const T& object, typename mp_enable_if<has_size<T>>::type = 0) {
return object.size();
}
template<typename T> unsigned container_size(const T& object, typename mp_enable_if<std::is_array<T>>::type = 0) {
return sizeof(T) / sizeof(typename std::remove_extent<T>::type);
}
}
#endif

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@@ -1,123 +0,0 @@
#ifndef NALL_CONFIG_HPP
#define NALL_CONFIG_HPP
#include <nall/file.hpp>
#include <nall/string.hpp>
#include <nall/vector.hpp>
namespace nall {
namespace configuration_traits {
template<typename T> struct is_boolean { enum { value = false }; };
template<> struct is_boolean<bool> { enum { value = true }; };
template<typename T> struct is_signed { enum { value = false }; };
template<> struct is_signed<signed> { enum { value = true }; };
template<typename T> struct is_unsigned { enum { value = false }; };
template<> struct is_unsigned<unsigned> { enum { value = true }; };
template<typename T> struct is_double { enum { value = false }; };
template<> struct is_double<double> { enum { value = true }; };
template<typename T> struct is_string { enum { value = false }; };
template<> struct is_string<string> { enum { value = true }; };
}
class configuration {
public:
enum type_t { boolean_t, signed_t, unsigned_t, double_t, string_t, unknown_t };
struct item_t {
uintptr_t data;
string name;
string desc;
type_t type;
string get() const {
switch(type) {
case boolean_t: return { *(bool*)data };
case signed_t: return { *(signed*)data };
case unsigned_t: return { *(unsigned*)data };
case double_t: return { *(double*)data };
case string_t: return { "\"", *(string*)data, "\"" };
}
return "???";
}
void set(string s) {
switch(type) {
case boolean_t: *(bool*)data = (s == "true"); break;
case signed_t: *(signed*)data = integer(s); break;
case unsigned_t: *(unsigned*)data = decimal(s); break;
case double_t: *(double*)data = fp(s); break;
case string_t: s.trim("\""); *(string*)data = s; break;
}
}
};
linear_vector<item_t> list;
template<typename T>
void attach(T &data, const char *name, const char *desc = "") {
unsigned n = list.size();
list[n].data = (uintptr_t)&data;
list[n].name = name;
list[n].desc = desc;
if(configuration_traits::is_boolean<T>::value) list[n].type = boolean_t;
else if(configuration_traits::is_signed<T>::value) list[n].type = signed_t;
else if(configuration_traits::is_unsigned<T>::value) list[n].type = unsigned_t;
else if(configuration_traits::is_double<T>::value) list[n].type = double_t;
else if(configuration_traits::is_string<T>::value) list[n].type = string_t;
else list[n].type = unknown_t;
}
virtual bool load(const char *filename) {
string data;
if(data.readfile(filename) == true) {
data.replace("\r", "");
lstring line;
line.split("\n", data);
for(unsigned i = 0; i < line.size(); i++) {
if(auto position = qstrpos(line[i], "#")) line[i][position()] = 0;
if(!qstrpos(line[i], " = ")) continue;
lstring part;
part.qsplit(" = ", line[i]);
part[0].trim();
part[1].trim();
for(unsigned n = 0; n < list.size(); n++) {
if(part[0] == list[n].name) {
list[n].set(part[1]);
break;
}
}
}
return true;
} else {
return false;
}
}
virtual bool save(const char *filename) const {
file fp;
if(fp.open(filename, file::mode::write)) {
for(unsigned i = 0; i < list.size(); i++) {
string output;
output.append(list[i].name, " = ", list[i].get());
if(list[i].desc != "") output.append(" # ", list[i].desc);
output.append("\r\n");
fp.print(output);
}
fp.close();
return true;
} else {
return false;
}
}
};
}
#endif

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@@ -1,66 +0,0 @@
#ifndef NALL_CRC32_HPP
#define NALL_CRC32_HPP
#include <nall/stdint.hpp>
namespace nall {
const uint32_t crc32_table[256] = {
0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f,
0xe963a535, 0x9e6495a3, 0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988,
0x09b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91, 0x1db71064, 0x6ab020f2,
0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7,
0x136c9856, 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec, 0x14015c4f, 0x63066cd9,
0xfa0f3d63, 0x8d080df5, 0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172,
0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b, 0x35b5a8fa, 0x42b2986c,
0xdbbbc9d6, 0xacbcf940, 0x32d86ce3, 0x45df5c75, 0xdcd60dcf, 0xabd13d59,
0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423,
0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924,
0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d, 0x76dc4190, 0x01db7106,
0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f, 0x9fbfe4a5, 0xe8b8d433,
0x7807c9a2, 0x0f00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d,
0x91646c97, 0xe6635c01, 0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e,
0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950,
0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65,
0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2, 0x4adfa541, 0x3dd895d7,
0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0,
0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa,
0xbe0b1010, 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f,
0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81,
0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6, 0x03b6e20c, 0x74b1d29a,
0xead54739, 0x9dd277af, 0x04db2615, 0x73dc1683, 0xe3630b12, 0x94643b84,
0x0d6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1,
0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb,
0x196c3671, 0x6e6b06e7, 0xfed41b76, 0x89d32be0, 0x10da7a5a, 0x67dd4acc,
0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5, 0xd6d6a3e8, 0xa1d1937e,
0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b,
0xd80d2bda, 0xaf0a1b4c, 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55,
0x316e8eef, 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236,
0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28,
0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d,
0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x026d930a, 0x9c0906a9, 0xeb0e363f,
0x72076785, 0x05005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38,
0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, 0x0bdbdf21, 0x86d3d2d4, 0xf1d4e242,
0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777,
0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69,
0x616bffd3, 0x166ccf45, 0xa00ae278, 0xd70dd2ee, 0x4e048354, 0x3903b3c2,
0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc,
0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9,
0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605, 0xcdd70693,
0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94,
0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d
};
inline uint32_t crc32_adjust(uint32_t crc32, uint8_t input) {
return ((crc32 >> 8) & 0x00ffffff) ^ crc32_table[(crc32 ^ input) & 0xff];
}
inline uint32_t crc32_calculate(const uint8_t *data, unsigned length) {
uint32_t crc32 = ~0;
for(unsigned i = 0; i < length; i++) {
crc32 = crc32_adjust(crc32, data[i]);
}
return ~crc32;
}
}
#endif

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@@ -1,30 +0,0 @@
#ifndef NALL_DETECT_HPP
#define NALL_DETECT_HPP
/* Compiler detection */
#if defined(__GNUC__)
#define COMPILER_GCC
#elif defined(_MSC_VER)
#define COMPILER_VISUALC
#endif
/* Platform detection */
#if defined(_WIN32)
#define PLATFORM_WIN
#elif defined(__APPLE__)
#define PLATFORM_OSX
#elif defined(linux) || defined(__sun__) || defined(__FreeBSD__) || defined(__NetBSD__) || defined(__OpenBSD__)
#define PLATFORM_X
#endif
/* Endian detection */
#if defined(__i386__) || defined(__amd64__) || defined(_M_IX86) || defined(_M_AMD64)
#define ARCH_LSB
#elif defined(__powerpc__) || defined(_M_PPC) || defined(__BIG_ENDIAN__)
#define ARCH_MSB
#endif
#endif

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@@ -1,152 +0,0 @@
#ifndef NALL_DIRECTORY_HPP
#define NALL_DIRECTORY_HPP
#include <nall/foreach.hpp>
#include <nall/sort.hpp>
#include <nall/string.hpp>
#if defined(_WIN32)
#include <nall/windows/utf8.hpp>
#else
#include <dirent.h>
#include <stdio.h>
#include <sys/types.h>
#endif
namespace nall {
struct directory {
static bool exists(const string &pathname);
static lstring folders(const string &pathname, const string &pattern = "*");
static lstring files(const string &pathname, const string &pattern = "*");
static lstring contents(const string &pathname, const string &pattern = "*");
};
#if defined(_WIN32)
inline bool directory::exists(const string &pathname) {
DWORD result = GetFileAttributes(utf16_t(pathname));
if(result == INVALID_FILE_ATTRIBUTES) return false;
return (result & FILE_ATTRIBUTE_DIRECTORY);
}
inline lstring directory::folders(const string &pathname, const string &pattern) {
lstring list;
string path = pathname;
path.transform("/", "\\");
if(!strend(path, "\\")) path.append("\\");
path.append("*");
HANDLE handle;
WIN32_FIND_DATA data;
handle = FindFirstFile(utf16_t(path), &data);
if(handle != INVALID_HANDLE_VALUE) {
if(wcscmp(data.cFileName, L".") && wcscmp(data.cFileName, L"..")) {
if(data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
string name = (const char*)utf8_t(data.cFileName);
if(wildcard(name, pattern)) list.append(name);
}
}
while(FindNextFile(handle, &data) != false) {
if(wcscmp(data.cFileName, L".") && wcscmp(data.cFileName, L"..")) {
if(data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
string name = (const char*)utf8_t(data.cFileName);
if(wildcard(name, pattern)) list.append(name);
}
}
}
FindClose(handle);
}
if(list.size() > 0) sort(&list[0], list.size());
foreach(name, list) name.append("/"); //must append after sorting
return list;
}
inline lstring directory::files(const string &pathname, const string &pattern) {
lstring list;
string path = pathname;
path.transform("/", "\\");
if(!strend(path, "\\")) path.append("\\");
path.append("*");
HANDLE handle;
WIN32_FIND_DATA data;
handle = FindFirstFile(utf16_t(path), &data);
if(handle != INVALID_HANDLE_VALUE) {
if((data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) == 0) {
string name = (const char*)utf8_t(data.cFileName);
if(wildcard(name, pattern)) list.append(name);
}
while(FindNextFile(handle, &data) != false) {
if((data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) == 0) {
string name = (const char*)utf8_t(data.cFileName);
if(wildcard(name, pattern)) list.append(name);
}
}
FindClose(handle);
}
if(list.size() > 0) sort(&list[0], list.size());
return list;
}
inline lstring directory::contents(const string &pathname, const string &pattern) {
lstring folders = directory::folders(pathname); //pattern search of contents() should only filter files
lstring files = directory::files(pathname, pattern);
foreach(file, files) folders.append(file);
return folders;
}
#else
inline bool directory::exists(const string &pathname) {
DIR *dp = opendir(pathname);
if(!dp) return false;
closedir(dp);
return true;
}
inline lstring directory::folders(const string &pathname, const string &pattern) {
lstring list;
DIR *dp;
struct dirent *ep;
dp = opendir(pathname);
if(dp) {
while(ep = readdir(dp)) {
if(!strcmp(ep->d_name, ".")) continue;
if(!strcmp(ep->d_name, "..")) continue;
if(ep->d_type & DT_DIR) {
if(wildcard(ep->d_name, pattern)) list.append(ep->d_name);
}
}
closedir(dp);
}
if(list.size() > 0) sort(&list[0], list.size());
foreach(name, list) name.append("/"); //must append after sorting
return list;
}
inline lstring directory::files(const string &pathname, const string &pattern) {
lstring list;
DIR *dp;
struct dirent *ep;
dp = opendir(pathname);
if(dp) {
while(ep = readdir(dp)) {
if(!strcmp(ep->d_name, ".")) continue;
if(!strcmp(ep->d_name, "..")) continue;
if((ep->d_type & DT_DIR) == 0) {
if(wildcard(ep->d_name, pattern)) list.append(ep->d_name);
}
}
closedir(dp);
}
if(list.size() > 0) sort(&list[0], list.size());
return list;
}
inline lstring directory::contents(const string &pathname, const string &pattern) {
lstring folders = directory::folders(pathname); //pattern search of contents() should only filter files
lstring files = directory::files(pathname, pattern);
foreach(file, files) folders.append(file);
return folders;
}
#endif
}
#endif

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@@ -1,115 +0,0 @@
#ifndef NALL_DL_HPP
#define NALL_DL_HPP
//dynamic linking support
#include <nall/detect.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
#include <nall/utility.hpp>
#if defined(PLATFORM_X) || defined(PLATFORM_OSX)
#include <dlfcn.h>
#elif defined(PLATFORM_WIN)
#include <windows.h>
#include <nall/windows/utf8.hpp>
#endif
namespace nall {
struct library {
bool opened() const { return handle; }
bool open(const char*, const char* = "");
bool open_absolute(const char*);
void* sym(const char*);
void close();
library() : handle(0) {}
~library() { close(); }
library& operator=(const library&) = delete;
library(const library&) = delete;
private:
uintptr_t handle;
};
#if defined(PLATFORM_X)
inline bool library::open(const char *name, const char *path) {
if(handle) close();
handle = (uintptr_t)dlopen(string(path, *path && !strend(path, "/") ? "/" : "", "lib", name, ".so"), RTLD_LAZY);
if(!handle) handle = (uintptr_t)dlopen(string("/usr/local/lib/lib", name, ".so"), RTLD_LAZY);
return handle;
}
inline bool library::open_absolute(const char *name) {
if(handle) close();
handle = (uintptr_t)dlopen(name, RTLD_LAZY);
return handle;
}
inline void* library::sym(const char *name) {
if(!handle) return 0;
return dlsym((void*)handle, name);
}
inline void library::close() {
if(!handle) return;
dlclose((void*)handle);
handle = 0;
}
#elif defined(PLATFORM_OSX)
inline bool library::open(const char *name, const char *path) {
if(handle) close();
handle = (uintptr_t)dlopen(string(path, *path && !strend(path, "/") ? "/" : "", "lib", name, ".dylib"), RTLD_LAZY);
if(!handle) handle = (uintptr_t)dlopen(string("/usr/local/lib/lib", name, ".dylib"), RTLD_LAZY);
return handle;
}
inline bool library::open_absolute(const char *name) {
if(handle) close();
handle = (uintptr_t)dlopen(name, RTLD_LAZY);
return handle;
}
inline void* library::sym(const char *name) {
if(!handle) return 0;
return dlsym((void*)handle, name);
}
inline void library::close() {
if(!handle) return;
dlclose((void*)handle);
handle = 0;
}
#elif defined(PLATFORM_WIN)
inline bool library::open(const char *name, const char *path) {
if(handle) close();
string filepath(path, *path && !strend(path, "/") && !strend(path, "\\") ? "\\" : "", name, ".dll");
handle = (uintptr_t)LoadLibraryW(utf16_t(filepath));
return handle;
}
inline bool library::open_absolute(const char *name) {
if(handle) close();
handle = (uintptr_t)LoadLibraryW(utf16_t(name));
return handle;
}
inline void* library::sym(const char *name) {
if(!handle) return 0;
return (void*)GetProcAddress((HMODULE)handle, name);
}
inline void library::close() {
if(!handle) return;
FreeLibrary((HMODULE)handle);
handle = 0;
}
#else
inline bool library::open(const char*, const char*) { return false; }
inline void* library::sym(const char*) { return 0; }
inline void library::close() {}
#endif
};
#endif

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@@ -1,8 +0,0 @@
#ifndef NALL_DSP_HPP
#define NALL_DSP_HPP
#define NALL_DSP_INTERNAL_HPP
#include <nall/dsp/core.hpp>
#undef NALL_DSP_INTERNAL_HPP
#endif

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@@ -1,36 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
struct Buffer {
double *sample[2];
uint16_t rdoffset;
uint16_t wroffset;
inline double& read(bool channel, signed offset = 0) {
return sample[channel][(uint16_t)(rdoffset + offset)];
}
inline double& write(bool channel, signed offset = 0) {
return sample[channel][(uint16_t)(wroffset + offset)];
}
inline void clear() {
for(unsigned n = 0; n < 65536; n++) {
sample[0][n] = 0;
sample[1][n] = 0;
}
rdoffset = 0;
wroffset = 0;
}
Buffer() {
sample[0] = new double[65536];
sample[1] = new double[65536];
}
~Buffer() {
delete[] sample[0];
delete[] sample[1];
}
};
#endif

View File

@@ -1,154 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
#include <math.h>
#include <nall/stdint.hpp>
namespace nall {
struct DSP {
enum class Resampler : unsigned {
Point,
Linear,
Cosine,
Cubic,
Hermite,
Average,
};
inline void setPrecision(unsigned precision);
inline void setFrequency(double frequency); //inputFrequency
inline void setVolume(double volume);
inline void setBalance(double balance);
inline void setResampler(Resampler resampler);
inline void setResamplerFrequency(double frequency); //outputFrequency
inline void sample(signed lchannel, signed rchannel);
inline bool pending();
inline void read(signed &lchannel, signed &rchannel);
inline void clear();
inline DSP();
inline ~DSP();
protected:
struct Settings {
unsigned precision;
double frequency;
double volume;
double balance;
//internal
double intensity;
} settings;
struct ResamplerSettings {
Resampler engine;
double frequency;
//internal
double fraction;
double step;
} resampler;
inline void resamplerRun();
inline void resamplerWrite(double lchannel, double rchannel);
inline void resamplePoint();
inline void resampleLinear();
inline void resampleCosine();
inline void resampleCubic();
inline void resampleHermite();
inline void resampleAverage();
#include "buffer.hpp"
Buffer buffer;
Buffer output;
inline void adjustVolume();
inline void adjustBalance();
inline signed clamp(const unsigned bits, const signed x);
};
#include "settings.hpp"
void DSP::sample(signed lchannel, signed rchannel) {
buffer.write(0) = (double)lchannel / settings.intensity;
buffer.write(1) = (double)rchannel / settings.intensity;
buffer.wroffset++;
resamplerRun();
}
bool DSP::pending() {
return output.rdoffset != output.wroffset;
}
void DSP::read(signed &lchannel, signed &rchannel) {
adjustVolume();
adjustBalance();
lchannel = clamp(settings.precision, output.read(0) * settings.intensity);
rchannel = clamp(settings.precision, output.read(1) * settings.intensity);
output.rdoffset++;
}
void DSP::resamplerRun() {
switch(resampler.engine) {
case Resampler::Point: return resamplePoint();
case Resampler::Linear: return resampleLinear();
case Resampler::Cosine: return resampleCosine();
case Resampler::Cubic: return resampleCubic();
case Resampler::Hermite: return resampleHermite();
case Resampler::Average: return resampleAverage();
}
}
void DSP::resamplerWrite(double lchannel, double rchannel) {
output.write(0) = lchannel;
output.write(1) = rchannel;
output.wroffset++;
}
#include "resample/point.hpp"
#include "resample/linear.hpp"
#include "resample/cosine.hpp"
#include "resample/cubic.hpp"
#include "resample/hermite.hpp"
#include "resample/average.hpp"
void DSP::adjustVolume() {
output.read(0) *= settings.volume;
output.read(1) *= settings.volume;
}
void DSP::adjustBalance() {
if(settings.balance < 0.0) output.read(1) *= 1.0 + settings.balance;
if(settings.balance > 0.0) output.read(0) *= 1.0 - settings.balance;
}
signed DSP::clamp(const unsigned bits, const signed x) {
const signed b = 1U << (bits - 1);
const signed m = (1U << (bits - 1)) - 1;
return (x > m) ? m : (x < -b) ? -b : x;
}
void DSP::clear() {
resampler.fraction = 0.0;
buffer.clear();
output.clear();
}
DSP::DSP() {
setPrecision(16);
setFrequency(44100.0);
setVolume(1.0);
setBalance(0.0);
setResampler(Resampler::Hermite);
setResamplerFrequency(44100.0);
clear();
}
DSP::~DSP() {
}
}
#endif

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@@ -1,28 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::resampleAverage() {
//can only average if input frequency >= output frequency
if(resampler.step < 1.0) return resampleHermite();
resampler.fraction += 1.0;
double scalar = 1.0;
if(resampler.fraction > resampler.step) scalar = 1.0 - (resampler.fraction - resampler.step);
output.write(0) += buffer.read(0) * scalar;
output.write(1) += buffer.read(1) * scalar;
if(resampler.fraction >= resampler.step) {
output.write(0) /= resampler.step;
output.write(1) /= resampler.step;
output.wroffset++;
resampler.fraction -= resampler.step;
output.write(0) = buffer.read(0) * resampler.fraction;
output.write(1) = buffer.read(1) * resampler.fraction;
}
buffer.rdoffset++;
}
#endif

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@@ -1,25 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::resampleCosine() {
while(resampler.fraction <= 1.0) {
double channel[2];
for(unsigned n = 0; n < 2; n++) {
double a = buffer.read(n, -1);
double b = buffer.read(n, -0);
double mu = resampler.fraction;
mu = (1.0 - cos(mu * 3.14159265)) / 2.0;
channel[n] = a * (1.0 - mu) + b * mu;
}
resamplerWrite(channel[0], channel[1]);
resampler.fraction += resampler.step;
}
buffer.rdoffset++;
resampler.fraction -= 1.0;
}
#endif

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@@ -1,31 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::resampleCubic() {
while(resampler.fraction <= 1.0) {
double channel[2];
for(unsigned n = 0; n < 2; n++) {
double a = buffer.read(n, -3);
double b = buffer.read(n, -2);
double c = buffer.read(n, -1);
double d = buffer.read(n, -0);
double mu = resampler.fraction;
double A = d - c - a + b;
double B = a - b - A;
double C = c - a;
double D = b;
channel[n] = A * (mu * 3) + B * (mu * 2) + C * mu + D;
}
resamplerWrite(channel[0], channel[1]);
resampler.fraction += resampler.step;
}
buffer.rdoffset++;
resampler.fraction -= 1.0;
}
#endif

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@@ -1,43 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::resampleHermite() {
while(resampler.fraction <= 1.0) {
double channel[2];
for(unsigned n = 0; n < 2; n++) {
double a = buffer.read(n, -3);
double b = buffer.read(n, -2);
double c = buffer.read(n, -1);
double d = buffer.read(n, -0);
const double tension = 0.0; //-1 = low, 0 = normal, +1 = high
const double bias = 0.0; //-1 = left, 0 = even, +1 = right
double mu1, mu2, mu3, m0, m1, a0, a1, a2, a3;
mu1 = resampler.fraction;
mu2 = mu1 * mu1;
mu3 = mu2 * mu1;
m0 = (b - a) * (1.0 + bias) * (1.0 - tension) / 2.0;
m0 += (c - b) * (1.0 - bias) * (1.0 - tension) / 2.0;
m1 = (c - b) * (1.0 + bias) * (1.0 - tension) / 2.0;
m1 += (d - c) * (1.0 - bias) * (1.0 - tension) / 2.0;
a0 = +2 * mu3 - 3 * mu2 + 1;
a1 = mu3 - 2 * mu2 + mu1;
a2 = mu3 - mu2;
a3 = -2 * mu3 + 3 * mu2;
channel[n] = (a0 * b) + (a1 * m0) + (a2 * m1) + (a3 * c);
}
resamplerWrite(channel[0], channel[1]);
resampler.fraction += resampler.step;
}
buffer.rdoffset++;
resampler.fraction -= 1.0;
}
#endif

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@@ -1,24 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::resampleLinear() {
while(resampler.fraction <= 1.0) {
double channel[2];
for(unsigned n = 0; n < 2; n++) {
double a = buffer.read(n, -1);
double b = buffer.read(n, -0);
double mu = resampler.fraction;
channel[n] = a * (1.0 - mu) + b * mu;
}
resamplerWrite(channel[0], channel[1]);
resampler.fraction += resampler.step;
}
buffer.rdoffset++;
resampler.fraction -= 1.0;
}
#endif

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@@ -1,24 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::resamplePoint() {
while(resampler.fraction <= 1.0) {
double channel[2];
for(unsigned n = 0; n < 2; n++) {
double a = buffer.read(n, -1);
double b = buffer.read(n, -0);
double mu = resampler.fraction;
channel[n] = mu < 0.5 ? a : b;
}
resamplerWrite(channel[0], channel[1]);
resampler.fraction += resampler.step;
}
buffer.rdoffset++;
resampler.fraction -= 1.0;
}
#endif

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@@ -1,32 +0,0 @@
#ifdef NALL_DSP_INTERNAL_HPP
void DSP::setPrecision(unsigned precision) {
settings.precision = precision;
settings.intensity = 1 << (settings.precision - 1);
}
void DSP::setFrequency(double frequency) {
settings.frequency = frequency;
resampler.fraction = 0;
resampler.step = settings.frequency / resampler.frequency;
}
void DSP::setVolume(double volume) {
settings.volume = volume;
}
void DSP::setBalance(double balance) {
settings.balance = balance;
}
void DSP::setResampler(Resampler engine) {
resampler.engine = engine;
}
void DSP::setResamplerFrequency(double frequency) {
resampler.frequency = frequency;
resampler.fraction = 0;
resampler.step = settings.frequency / resampler.frequency;
}
#endif

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@@ -1,38 +0,0 @@
#ifndef NALL_ENDIAN_HPP
#define NALL_ENDIAN_HPP
#if !defined(ARCH_MSB)
//little-endian: uint8_t[] { 0x01, 0x02, 0x03, 0x04 } == 0x04030201
#define order_lsb2(a,b) a,b
#define order_lsb3(a,b,c) a,b,c
#define order_lsb4(a,b,c,d) a,b,c,d
#define order_lsb5(a,b,c,d,e) a,b,c,d,e
#define order_lsb6(a,b,c,d,e,f) a,b,c,d,e,f
#define order_lsb7(a,b,c,d,e,f,g) a,b,c,d,e,f,g
#define order_lsb8(a,b,c,d,e,f,g,h) a,b,c,d,e,f,g,h
#define order_msb2(a,b) b,a
#define order_msb3(a,b,c) c,b,a
#define order_msb4(a,b,c,d) d,c,b,a
#define order_msb5(a,b,c,d,e) e,d,c,b,a
#define order_msb6(a,b,c,d,e,f) f,e,d,c,b,a
#define order_msb7(a,b,c,d,e,f,g) g,f,e,d,c,b,a
#define order_msb8(a,b,c,d,e,f,g,h) h,g,f,e,d,c,b,a
#else
//big-endian: uint8_t[] { 0x01, 0x02, 0x03, 0x04 } == 0x01020304
#define order_lsb2(a,b) b,a
#define order_lsb3(a,b,c) c,b,a
#define order_lsb4(a,b,c,d) d,c,b,a
#define order_lsb5(a,b,c,d,e) e,d,c,b,a
#define order_lsb6(a,b,c,d,e,f) f,e,d,c,b,a
#define order_lsb7(a,b,c,d,e,f,g) g,f,e,d,c,b,a
#define order_lsb8(a,b,c,d,e,f,g,h) h,g,f,e,d,c,b,a
#define order_msb2(a,b) a,b
#define order_msb3(a,b,c) a,b,c
#define order_msb4(a,b,c,d) a,b,c,d
#define order_msb5(a,b,c,d,e) a,b,c,d,e
#define order_msb6(a,b,c,d,e,f) a,b,c,d,e,f
#define order_msb7(a,b,c,d,e,f,g) a,b,c,d,e,f,g
#define order_msb8(a,b,c,d,e,f,g,h) a,b,c,d,e,f,g,h
#endif
#endif

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