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byuu says: Lots of improvements. We're now able to start executing some V30MZ instructions. 32 of 256 opcodes implemented so far. I hope this goes without saying, but there's absolutely no point in loading WS/WSC games right now. You won't see anything until I have the full CPU and partial PPU implemented. ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit (data) as it should be*, and I have a basic disassembler in place (adding to it as I emulate new opcodes.) (* I don't know what happens if you access an 8-bit port in 16-bit mode or vice versa, so for now I'm just treating the handlers as always being 16-bit, and discarding the upper 8-bits when not needed.)
59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
#pragma once
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#include <emulator/emulator.hpp>
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#include <processor/v30mz/v30mz.hpp>
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namespace WonderSwan {
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namespace Info {
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static const string Name = "bws";
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static const uint SerializerVersion = 0;
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}
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}
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/*
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bws - WonderSwan, WonderSwan Color, and SwanCrystal emulator
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author: byuu
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license: GPLv3
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project started: 2016-01-26
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*/
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#include <libco/libco.h>
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namespace WonderSwan {
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struct Thread {
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~Thread() {
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if(thread) co_delete(thread);
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}
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auto create(auto (*entrypoint)() -> void, uint frequency) -> void {
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if(thread) co_delete(thread);
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thread = co_create(65536 * sizeof(void*), entrypoint);
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this->frequency = frequency;
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clock = 0;
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}
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auto serialize(serializer& s) -> void {
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s.integer(frequency);
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s.integer(clock);
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}
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cothread_t thread = nullptr;
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uint frequency = 0;
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int64 clock = 0;
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};
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#include <ws/system/system.hpp>
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#include <ws/scheduler/scheduler.hpp>
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#include <ws/memory/memory.hpp>
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#include <ws/cartridge/cartridge.hpp>
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#include <ws/cpu/cpu.hpp>
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#include <ws/ppu/ppu.hpp>
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#include <ws/apu/apu.hpp>
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inline auto WS() { return system.revision() == System::Revision::WonderSwan; }
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inline auto WSC() { return system.revision() == System::Revision::WonderSwanColor; }
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inline auto SC() { return system.revision() == System::Revision::SwanCrystal; }
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}
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#include <ws/interface/interface.hpp>
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