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byuu says: The bad instruction was due to the instruction before it fetching one too many bytes. Didn't notice right away as the disassembler got it right. The register map was incorrect on the active 16-bit flags. I fixed and improved some other things along those lines. Hooked up some basic KnGE (VPU) timings, made it print out VRAM and some of the WRAM onto the screen each frame, tried to drive Vblank and Hblank IRQs, but ... I don't know for sure what vector addresses they belong to. MAME says "INT4" for Vblank, and says nothing for Hblank. I am wildly guessing INT4==SWI 4==0xffff10, but ... I have no idea. I'm also not emulating the interrupts properly based on line levels, I'm just firing on the 0→1 transitions. Sounds like Vblank is more nuanced too, but I guess we'll see. Emulation is running further along now, even to the point of it successfully enabling the KnGE IRQs, but VRAM doesn't appear to get much useful stuff written into it yet. I reverted the nall/primitive changes, so request for testing is I guess rescinded, for whatever it was worth.
The unofficial higan repository
higan emulates a number of classic video-game consoles of the 1980s and 1990s, allowing you to play classic games on a modern general-purpose computer.
This repository includes the source-code for stable and WIP releases of higan, starting during the development of v068. It also includes community-maintained documentation.
Basically,
apart from .gitignore
files,
anything in the
higan,
hiro,
icarus,
libco,
nall,
ruby,
or shaders
directories should be exactly as it appeared in official releases.
Everything else has been added for various reasons.
Official higan resources
Unofficial higan resources
- Unofficial forum
- Documentation for the current stable version
- Source code repository archives official higan releases and WIP snapshots since approximately v067r21
- Latest WIP build for Windows
- Documentation for the latest WIP version
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