mirror of
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418 lines
13 KiB
C++
418 lines
13 KiB
C++
/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com),
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Nach (n-a-c-h@users.sourceforge.net), and
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zones (kasumitokoduck@yahoo.com)
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x filter
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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#include "snes9x.h"
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#include "memmap.h"
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#include "ppu.h"
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#include "dsp1.h"
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#include "cpuexec.h"
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#include "debug.h"
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#include "apu.h"
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#include "dma.h"
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#include "sa1.h"
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#ifndef NGC
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#include "cheats.h"
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#endif
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#include "srtc.h"
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#include "sdd1.h"
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#include "spc7110.h"
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#include "obc1.h"
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#include "bsx.h"
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#include "snapshot.h"
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#ifndef ZSNES_FX
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#include "fxemu.h"
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extern struct FxInit_s SuperFX;
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void S9xResetSuperFX ()
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{
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SuperFX.vFlags = 0; //FX_FLAG_ROM_BUFFER;// | FX_FLAG_ADDRESS_CHECKING;
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// FIXME: Snes9x can't execute CPU and SuperFX at a time. Don't ask me what is 0.417 :P
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SuperFX.speedPerLine = (uint32) (0.417 * 10.5e6 * ((1.0 / (float) Memory.ROMFramesPerSecond) / ((float) (Timings.V_Max))));
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//printf("SFX:%d\n", SuperFX.speedPerLine);
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SuperFX.oneLineDone = FALSE;
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FxReset (&SuperFX);
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}
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#endif
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void S9xSoftResetCPU ()
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{
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Registers.PBPC = 0;
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Registers.PB = 0;
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Registers.PCw = S9xGetWord (0xFFFC);
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OpenBus = Registers.PCh;
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Registers.D.W = 0;
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Registers.DB = 0;
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Registers.SH = 1;
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Registers.SL -= 3;
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Registers.XH = 0;
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Registers.YH = 0;
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ICPU.ShiftedPB = 0;
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ICPU.ShiftedDB = 0;
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SetFlags (MemoryFlag | IndexFlag | IRQ | Emulation);
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ClearFlags (Decimal);
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CPU.Flags = CPU.Flags & (DEBUG_MODE_FLAG | TRACE_FLAG);
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CPU.BranchSkip = FALSE;
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CPU.NMIActive = FALSE;
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CPU.IRQActive = FALSE;
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CPU.WaitingForInterrupt = FALSE;
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CPU.InDMA = CPU.InWRAM_DMA = FALSE;
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CPU.PCBase = NULL;
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CPU.PBPCAtOpcodeStart = 0xffffffff;
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CPU.WaitAddress = 0xffffffff;
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CPU.WaitCounter = 0;
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CPU.Cycles = 182; // Or 188. This is the cycle count just after the jump to the Reset Vector.
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CPU.V_Counter = 0;
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CPU.MemSpeed = SLOW_ONE_CYCLE;
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CPU.MemSpeedx2 = SLOW_ONE_CYCLE * 2;
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CPU.FastROMSpeed = SLOW_ONE_CYCLE;
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CPU.AutoSaveTimer = 0;
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CPU.SRAMModified = FALSE;
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CPU.BRKTriggered = FALSE;
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//CPU.TriedInterleavedMode2 = FALSE; // Reset when ROM image loaded
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Timings.InterlaceField = FALSE;
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Timings.H_Max = Timings.H_Max_Master;
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Timings.V_Max = Timings.V_Max_Master;
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Timings.NMITriggerPos = 0xffff;
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if (Model->_5A22 == 2)
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Timings.WRAMRefreshPos = SNES_WRAM_REFRESH_HC_v2;
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else
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Timings.WRAMRefreshPos = SNES_WRAM_REFRESH_HC_v1;
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CPU.WhichEvent = HC_RENDER_EVENT;
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CPU.NextEvent = Timings.RenderPos;
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S9xSetPCBase (Registers.PBPC);
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ICPU.S9xOpcodes = S9xOpcodesE1;
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ICPU.S9xOpLengths = S9xOpLengthsM1X1;
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ICPU.CPUExecuting = TRUE;
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S9xUnpackStatus();
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}
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void S9xResetCPU ()
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{
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S9xSoftResetCPU ();
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Registers.SL = 0xFF;
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Registers.P.W = 0;
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SetFlags (MemoryFlag | IndexFlag | IRQ | Emulation);
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ClearFlags (Decimal);
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}
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#ifdef ZSNES_FX
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START_EXTERN_C
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void S9xResetSuperFX ();
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bool8 WinterGold = 0;
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extern uint8 *C4Ram;
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END_EXTERN_C
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#endif
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void S9xReset (void)
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{
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#ifndef NGC
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S9xResetSaveTimer (FALSE);
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#endif
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ZeroMemory (Memory.FillRAM, 0x8000);
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memset (Memory.VRAM, 0x00, 0x10000);
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memset (Memory.RAM, 0x55, 0x20000);
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if (Settings.BS)
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S9xResetBSX();
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if(Settings.SPC7110)
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S9xSpc7110Reset();
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S9xResetCPU ();
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S9xResetPPU ();
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S9xResetSRTC ();
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if (Settings.SDD1)
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S9xResetSDD1 ();
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S9xResetDMA ();
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S9xResetAPU ();
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S9xResetDSP1 ();
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S9xSA1Init ();
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if (Settings.C4)
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S9xInitC4 ();
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#ifndef NGC
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S9xInitCheatData ();
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#endif
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if (Settings.OBC1)
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ResetOBC1();
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if (Settings.SuperFX)
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S9xResetSuperFX ();
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#ifdef ZSNES_FX
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WinterGold = Settings.WinterGold;
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#endif
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// Settings.Paused = FALSE;
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}
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void S9xSoftReset (void)
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{
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#ifndef NGC
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S9xResetSaveTimer (FALSE);
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#endif
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if (Settings.BS)
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S9xResetBSX();
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if (Settings.SuperFX)
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S9xResetSuperFX ();
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#ifdef ZSNES_FX
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WinterGold = Settings.WinterGold;
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#endif
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ZeroMemory (Memory.FillRAM, 0x8000);
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memset (Memory.VRAM, 0x00, 0x10000);
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// memset (Memory.RAM, 0x55, 0x20000);
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if(Settings.SPC7110)
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S9xSpc7110Reset();
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S9xSoftResetCPU ();
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S9xSoftResetPPU ();
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S9xResetSRTC ();
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if (Settings.SDD1)
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S9xResetSDD1 ();
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S9xResetDMA ();
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S9xResetAPU ();
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S9xResetDSP1 ();
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if(Settings.OBC1)
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ResetOBC1();
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S9xSA1Init ();
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if (Settings.C4)
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S9xInitC4 ();
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#ifndef NGC
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S9xInitCheatData ();
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#endif
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// Settings.Paused = FALSE;
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}
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uint8 S9xOpLengthsM0X0[256] = {
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// 0 1 2 3 4 5 6 7 8 9 A B C D E F
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 0
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 1
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3, 2, 4, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 2
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 3
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1, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 4
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 4, 3, 3, 4, // 5
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1, 2, 3, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 6
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 7
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2, 2, 3, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 8
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 9
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3, 2, 3, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // A
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // B
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3, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // C
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // D
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3, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // E
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4 // F
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};
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uint8 S9xOpLengthsM0X1[256] = {
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// 0 1 2 3 4 5 6 7 8 9 A B C D E F
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 0
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 1
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3, 2, 4, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 2
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 3
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1, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 4
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 4, 3, 3, 4, // 5
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1, 2, 3, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 6
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 7
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2, 2, 3, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 8
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 9
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // A
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // B
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // C
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // D
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // E
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4 // F
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};
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uint8 S9xOpLengthsM1X0[256] = {
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// 0 1 2 3 4 5 6 7 8 9 A B C D E F
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2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 0
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 1
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3, 2, 4, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 2
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 3
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1, 2, 2, 2, 3, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 4
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 4, 3, 3, 4, // 5
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1, 2, 3, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 6
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 7
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2, 2, 3, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 8
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 9
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3, 2, 3, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // A
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // B
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3, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // C
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // D
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3, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // E
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4 // F
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};
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uint8 S9xOpLengthsM1X1[256] = {
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// 0 1 2 3 4 5 6 7 8 9 A B C D E F
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2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 0
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 1
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3, 2, 4, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 2
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 3
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1, 2, 2, 2, 3, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 4
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 4, 3, 3, 4, // 5
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1, 2, 3, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 6
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 7
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2, 2, 3, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // 8
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // 9
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2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // A
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // B
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2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // C
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2, 2, 2, 2, 2, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4, // D
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2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 1, 3, 3, 3, 4, // E
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2, 2, 2, 2, 3, 2, 2, 2, 1, 3, 1, 1, 3, 3, 3, 4 // F
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};
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