mirror of
https://github.com/dborth/snes9xgx.git
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279 lines
8.7 KiB
C++
279 lines
8.7 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),
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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 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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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, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2007 zones
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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 "cpuexec.h"
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#include "sa1.h"
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#define CPU SA1
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#define ICPU SA1
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#define Registers SA1Registers
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#define OpenBus SA1OpenBus
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#define S9xGetByte S9xSA1GetByte
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#define S9xGetWord S9xSA1GetWord
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#define S9xSetByte S9xSA1SetByte
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#define S9xSetWord S9xSA1SetWord
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#define S9xSetPCBase S9xSA1SetPCBase
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#define S9xOpcodesM1X1 S9xSA1OpcodesM1X1
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#define S9xOpcodesM1X0 S9xSA1OpcodesM1X0
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#define S9xOpcodesM0X1 S9xSA1OpcodesM0X1
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#define S9xOpcodesM0X0 S9xSA1OpcodesM0X0
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#define S9xOpcodesE1 S9xSA1OpcodesE1
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#define S9xOpcodesSlow S9xSA1OpcodesSlow
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#define S9xOpcode_IRQ S9xSA1Opcode_IRQ
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#define S9xOpcode_NMI S9xSA1Opcode_NMI
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#define S9xUnpackStatus S9xSA1UnpackStatus
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#define S9xPackStatus S9xSA1PackStatus
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#define S9xFixCycles S9xSA1FixCycles
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#define Immediate8 SA1Immediate8
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#define Immediate16 SA1Immediate16
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#define Relative SA1Relative
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#define RelativeLong SA1RelativeLong
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#define AbsoluteIndexedIndirect SA1AbsoluteIndexedIndirect
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#define AbsoluteIndirectLong SA1AbsoluteIndirectLong
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#define AbsoluteIndirect SA1AbsoluteIndirect
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#define Absolute SA1Absolute
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#define AbsoluteLong SA1AbsoluteLong
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#define Direct SA1Direct
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#define DirectIndirectIndexed SA1DirectIndirectIndexed
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#define DirectIndirectIndexedLong SA1DirectIndirectIndexedLong
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#define DirectIndexedIndirect SA1DirectIndexedIndirect
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#define DirectIndexedX SA1DirectIndexedX
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#define DirectIndexedY SA1DirectIndexedY
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#define AbsoluteIndexedX SA1AbsoluteIndexedX
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#define AbsoluteIndexedY SA1AbsoluteIndexedY
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#define AbsoluteLongIndexedX SA1AbsoluteLongIndexedX
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#define DirectIndirect SA1DirectIndirect
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#define DirectIndirectLong SA1DirectIndirectLong
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#define StackRelative SA1StackRelative
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#define StackRelativeIndirectIndexed SA1StackRelativeIndirectIndexed
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//#undef CPU_SHUTDOWN
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#define SA1_OPCODES
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#include "cpuops.cpp"
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void S9xSA1MainLoop ()
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{
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int i;
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#if 0
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if (SA1.Flags & NMI_FLAG)
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{
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SA1.Flags &= ~NMI_FLAG;
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if (SA1.WaitingForInterrupt)
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{
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SA1.WaitingForInterrupt = FALSE;
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SA1Registers.PCw++;
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}
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S9xSA1Opcode_NMI ();
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}
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#endif
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if (SA1.Flags & IRQ_FLAG)
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{
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if (SA1.IRQActive)
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{
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if (SA1.WaitingForInterrupt)
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{
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SA1.WaitingForInterrupt = FALSE;
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SA1Registers.PCw++;
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}
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if (!SA1CheckFlag (IRQ))
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S9xSA1Opcode_IRQ ();
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}
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else
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SA1.Flags &= ~IRQ_FLAG;
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}
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for (i = 0; i < 3 && SA1.Executing; i++)
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{
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#ifdef DEBUGGER
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if (SA1.Flags & TRACE_FLAG){ S9xSA1Trace(); }
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#endif
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#ifdef CPU_SHUTDOWN
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SA1.PBPCAtOpcodeStart = SA1Registers.PBPC;
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#endif
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register uint8 Op;
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register struct SOpcodes *Opcodes;
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if(SA1.PCBase){
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SA1OpenBus = Op = SA1.PCBase[Registers.PCw];
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Opcodes = SA1.S9xOpcodes;
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} else {
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Op = S9xSA1GetByte(Registers.PBPC);
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Opcodes = S9xOpcodesSlow;
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}
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if((SA1Registers.PCw&MEMMAP_MASK)+SA1.S9xOpLengths[Op]>=MEMMAP_BLOCK_SIZE){
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uint32 oldPC = SA1Registers.PBPC;
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S9xSA1SetPCBase(SA1Registers.PBPC);
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SA1Registers.PBPC = oldPC;
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Opcodes = S9xSA1OpcodesSlow;
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}
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Registers.PCw++;
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(*Opcodes[Op].S9xOpcode) ();
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}
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}
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