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Genesis Plus GX 1.6.0 ---------------------- [Core/Sound] --------------- * added YM2413 emulation in Master System compatibility mode. * fixed SN76489 noise boost initialization. * minor YM2612 core optimizations. [Core/VDP] --------------- * added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP. * added support for all TMS9918 rendering modes. * improved Mega Drive VDP timings accuracy in Master System Compatibility mode. * fixed color palette initialization. * fixed shifted sprites rendering in Mode 4. * modified pixel rendering support (pixel depth is now forced at compilation time). [Core/CPU] --------------- * optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment [Core/IO] --------------- * added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers. * added Terebi Oekaki tablet emulation. * improved Mouse emulation (fixes mouse support in Cannon Fodder). * improved Justifier emulation (fixes gun support in Lethal Enforcers 2). * improved 6-Buttons control pad emulation (fixes Duke Nukem 3D) * modified lightgun emulation to use common key inputs for all devices. * 2-buttons controller is now picked by default for Master System games. [Core/MD] --------------- * added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs). * added Game Toshokan in EEPROM database (verified on real cartridge). * fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge). * modified SRAM banswitch hardware emulation to be more compatible with some hacks. [Core/MS] --------------- * added Cyborg Z to Korean mapper database. [Core/GG] --------------- * added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95). [Core/General] --------------- * added support for .mdx ROM format. * added Game Gear & SG-1000 ROM support. * added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility. * updated to new Genesis Plus license (see http://cgfm2.emuviews.com/) * removed DOS port * various code cleanup. [Gamecube/Wii] --------------- * IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...) * added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games). * improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes). * improved gun cursor positioning accuracy. * improved horizontal scaling & screenshots rendering in H32 mode. * fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files. * removed ARAM/injected ROM support (unused). * removed WPAD_ and PAD_ update from VSYNC callback. * increased GCC inlining limits for some speed improvment. * compiled with devkitPPC r24 & libogc 1.8.7.
112 lines
5.2 KiB
C
112 lines
5.2 KiB
C
/****************************************************************************
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* Genesis Plus
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* I2C Serial EEPROM (24Cxx) support
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*
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* Copyright (C) 2007-2011 Eke-Eke (Genesis Plus GX)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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*
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* - Redistributions may not be sold, nor may they be used in a commercial
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* product or activity.
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*
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* - Redistributions that are modified from the original source must include the
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* complete source code, including the source code for all components used by a
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* binary built from the modified sources. However, as a special exception, the
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* source code distributed need not include anything that is normally distributed
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* (in either source or binary form) with the major components (compiler, kernel,
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* and so on) of the operating system on which the executable runs, unless that
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* component itself accompanies the executable.
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*
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* - Redistributions must reproduce the above copyright notice, this list of
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* conditions and the following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************************/
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#ifndef _MD_EEPROM_H_
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#define _MD_EEPROM_H_
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typedef enum
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{
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STAND_BY = 0,
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WAIT_STOP,
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GET_SLAVE_ADR,
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GET_WORD_ADR_7BITS,
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GET_WORD_ADR_HIGH,
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GET_WORD_ADR_LOW,
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WRITE_DATA,
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READ_DATA,
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} T_EEPROM_STATE;
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/* this defines the type of EEPROM inside the game cartridge as Backup RAM
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*
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* Here are some notes from 8BitWizard (http://www.spritesmind.net/_GenDev/forum):
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*
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* Mode 1 (7-bit) - the chip takes a single byte with a 7-bit memory address and a R/W bit (24C01)
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* Mode 2 (8-bit) - the chip takes a 7-bit device address and R/W bit followed by an 8-bit memory address;
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* the device address may contain up to three more memory address bits (24C01 - 24C16).
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* You can also string eight 24C01, four 24C02, two 24C08, or various combinations, set their address config lines correctly,
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* and the result appears exactly the same as a 24C16
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* Mode 3 (16-bit) - the chip takes a 7-bit device address and R/W bit followed by a 16-bit memory address (24C32 and larger)
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*
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* Also, while most 24Cxx are addressed at 200000-2FFFFF, I have found two different ways of mapping the control lines.
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* EA uses SDA on D7 (read/write) and SCL on D6 (write only), and I have found boards using different mapping (I think Accolade)
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* which uses D1-read=SDA, D0-write=SDA, D1-write=SCL. Accolade also has a custom-chip mapper which may even use a third method.
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*/
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typedef struct
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{
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uint8 address_bits; /* number of bits needed to address memory: 7, 8 or 16 */
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uint16 size_mask; /* depends on the max size of the memory (in bytes) */
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uint16 pagewrite_mask; /* depends on the maximal number of bytes that can be written in a single write cycle */
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uint32 sda_in_adr; /* 68000 memory address mapped to SDA_IN */
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uint32 sda_out_adr; /* 68000 memory address mapped to SDA_OUT */
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uint32 scl_adr; /* 68000 memory address mapped to SCL */
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uint8 sda_in_bit; /* bit offset for SDA_IN */
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uint8 sda_out_bit; /* bit offset for SDA_OUT */
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uint8 scl_bit; /* bit offset for SCL */
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} T_EEPROM_TYPE;
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typedef struct
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{
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uint8 sda; /* current /SDA line state */
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uint8 scl; /* current /SCL line state */
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uint8 old_sda; /* previous /SDA line state */
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uint8 old_scl; /* previous /SCL line state */
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uint8 cycles; /* current operation cycle number (0-9) */
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uint8 rw; /* operation type (1:READ, 0:WRITE) */
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uint16 slave_mask; /* device address (shifted by the memory address width)*/
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uint16 word_address; /* memory address */
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T_EEPROM_STATE state; /* current operation state */
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T_EEPROM_TYPE type; /* EEPROM characteristics for this game */
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} T_EEPROM_24C;
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/* global variables */
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extern T_EEPROM_24C md_eeprom;
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/* Function prototypes */
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extern void md_eeprom_init();
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extern unsigned int md_eeprom_read_byte(unsigned int address);
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extern unsigned int md_eeprom_read_word(unsigned int address);
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extern void md_eeprom_write_byte(unsigned int address, unsigned int data);
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extern void md_eeprom_write_word(unsigned int address, unsigned int data);
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#endif
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