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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.
40 lines
680 B
C++
40 lines
680 B
C++
struct SA1 : Processor::R65816, public Coprocessor {
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MappedRAM rom;
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MappedRAM iram;
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MappedRAM bwram;
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#include "bus/bus.hpp"
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#include "dma/dma.hpp"
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#include "memory/memory.hpp"
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#include "mmio/mmio.hpp"
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struct Status {
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uint8 tick_counter;
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bool interrupt_pending;
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uint16 scanlines;
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uint16 vcounter;
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uint16 hcounter;
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} status;
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static void Enter();
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void enter();
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void tick();
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void op_irq();
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alwaysinline void trigger_irq();
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alwaysinline void last_cycle();
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alwaysinline bool interrupt_pending();
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void init();
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void load();
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void unload();
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void power();
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void reset();
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void serialize(serializer&);
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};
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extern SA1 sa1;
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