mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-25 23:25:40 +00:00
- Nik's new decoupled audio code with fixes to minimize overruns.
- VBlank timing: increased to 20% of a frame.
This commit is contained in:
parent
4c18925679
commit
cf73207c98
|
@ -509,6 +509,10 @@ void CDSB1::SaveState(CBlockFile *StateFile)
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// Z80 CPU state
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Z80.SaveState(StateFile, "DSB1 Z80");
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//DEBUG
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//printf("usingMPEGStart=%X usingMPEGEnd=%X\n", usingMPEGStart, usingMPEGEnd);
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//printf("usingLoopStart=%X usingLoopEnd=%X\n", usingLoopStart, usingLoopEnd);
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}
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void CDSB1::LoadState(CBlockFile *StateFile)
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@ -554,6 +558,10 @@ void CDSB1::LoadState(CBlockFile *StateFile)
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}
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else
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MPEG_StopPlaying();
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//DEBUG
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//printf("usingMPEGStart=%X usingMPEGEnd=%X\n", usingMPEGStart, usingMPEGEnd);
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//printf("usingLoopStart=%X usingLoopEnd=%X\n", usingLoopStart, usingLoopEnd);
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}
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// Offsets of memory regions within DSB1's pool
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@ -1065,6 +1073,11 @@ void CDSB2::SaveState(CBlockFile *StateFile)
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// 68K CPU state
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M68KSetContext(&M68K);
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M68KSaveState(StateFile, "DSB2 68K");
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//DEBUG
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//printf("mpegStart=%X, mpegEnd=%X\n", mpegStart, mpegEnd);
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//printf("usingMPEGStart=%X, usingMPEGEnd=%X\n", usingMPEGStart, usingMPEGEnd);
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//printf("usingLoopStart=%X, usingLoopEnd=%X\n", usingLoopStart, usingLoopEnd);
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}
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void CDSB2::LoadState(CBlockFile *StateFile)
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File diff suppressed because it is too large
Load diff
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@ -1,386 +1,400 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Model3.h
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*
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* Header file defining the CModel3, CModel3Config, and CModel3Inputs classes.
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*/
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#ifndef INCLUDED_MODEL3_H
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#define INCLUDED_MODEL3_H
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/*
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* CModel3Config:
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*
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* Settings used by CModel3.
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*/
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class CModel3Config
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{
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public:
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bool multiThreaded; // Multi-threading (enabled if true)
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// PowerPC clock frequency in MHz (minimum: 1 MHz)
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inline void SetPowerPCFrequency(unsigned f)
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{
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if ((f<1) || (f>1000))
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{
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ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 40 MHz.");
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f = 40;
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}
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ppcFrequency = f*1000000;
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}
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inline unsigned GetPowerPCFrequency(void)
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{
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return ppcFrequency/1000000;
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}
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// Defaults
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CModel3Config(void)
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{
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multiThreaded = false; // disable by default
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ppcFrequency = 40*1000000; // 40 MHz
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}
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private:
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unsigned ppcFrequency; // in Hz
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};
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/*
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* CModel3:
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*
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* A complete Model 3 system.
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*
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* Inherits CBus in order to pass the address space handlers to devices that
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* may need them (CPU, DMA, etc.)
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*
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* NOTE: Currently NOT re-entrant due to a non-OOP PowerPC core. Do NOT create
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* create more than one CModel3 object!
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*/
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class CModel3: public CBus, public CPCIDevice
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{
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public:
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/*
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* ReadPCIConfigSpace(device, reg, bits, offset):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).;
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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*
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* Returns:
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* Register data.
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*/
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UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
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/*
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* WritePCIConfigSpace(device, reg, bits, offset, data):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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* data Data.
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*/
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void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
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/*
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* Read8(addr):
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* Read16(addr):
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* Read32(addr):
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* Read64(addr):
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*
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* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
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* the PowerPC address space. This implements the PowerPC address bus. Note
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* that it is big endian, so when accessing from a little endian device,
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* the byte order must be manually reversed.
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*
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* Parameters:
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* addr Address to read.
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*
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* Returns:
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* Data at the address.
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*/
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UINT8 Read8(UINT32 addr);
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UINT16 Read16(UINT32 addr);
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UINT32 Read32(UINT32 addr);
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UINT64 Read64(UINT32 addr);
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/*
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* Write8(addr, data):
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* Write16(addr, data):
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* Write32(addr, data):
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* Write64(addr, data):
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*
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* Write a byte, half word, word, or double word to the PowerPC address
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* space. Note that everything is stored in big endian form, so when
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* accessing with a little endian device, the byte order must be manually
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* reversed.
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*
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* Parameters:
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* addr Address to write.
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* data Data to write.
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*/
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void Write8(UINT32 addr, UINT8 data);
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void Write16(UINT32 addr, UINT16 data);
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void Write32(UINT32 addr, UINT32 data);
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void Write64(UINT32 addr, UINT64 data);
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/*
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* SaveState(SaveState):
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*
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* Saves an image of the current state. Must never be called while emulator
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* is running (inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to save state information to.
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*/
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void SaveState(CBlockFile *SaveState);
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/*
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* LoadState(SaveState):
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*
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* Loads and resumes execution from a state image. Modifies data that may
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* be used by multiple threads -- use with caution and ensure threads are
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* not accessing data that will be touched. Must never be called while
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* emulator is running (inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to load state information from.
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*/
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void LoadState(CBlockFile *SaveState);
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/*
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* SaveNVRAM(NVRAM):
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*
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* Saves an image of the current NVRAM state.
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*
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* Parameters:
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* NVRAM Block file to save NVRAM to.
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*/
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void SaveNVRAM(CBlockFile *NVRAM);
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/*
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* LoadNVRAM(NVRAM):
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*
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* Loads an NVRAM image.
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*
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* Parameters:
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* NVRAM Block file to load NVRAM state from.
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*/
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void LoadNVRAM(CBlockFile *NVRAM);
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/*
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* ClearNVRAM(void):
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*
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* Clears all NVRAM (backup RAM and EEPROM).
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*/
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void ClearNVRAM(void);
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/*
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* RunFrame(void):
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*
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* Runs one frame (assuming 60 Hz video refresh rate).
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*/
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void RunFrame(void);
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/*
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* Reset(void):
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*
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* Resets the system. Does not modify non-volatile memory.
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*/
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void Reset(void);
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/*
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* GetGameInfo(void):
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*
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* Returns:
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* A pointer to the presently loaded game's information structure (or
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* NULL if no ROM set has yet been loaded).
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*/
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const struct GameInfo * GetGameInfo(void);
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/*
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* LoadROMSet(GameList, zipFile):
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*
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* Loads a complete ROM set from the specified ZIP archive.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Parameters:
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* GameList List of all supported games and their ROMs.
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* zipFile ZIP file to load from.
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*
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* Returns:
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* OKAY if successful, FAIL otherwise. Prints errors.
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*/
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bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
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/*
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* AttachRenderers(Render2DPtr, Render3DPtr):
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*
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* Attaches the renderers to the appropriate device objects.
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*
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* Parameters:
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* Render2DPtr Pointer to a tile renderer object.
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* Render3DPtr Same as above but for a 3D renderer.
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*/
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void AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr);
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/*
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* AttachInputs(InputsPtr):
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*
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* Attaches OSD-managed inputs.
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*
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* Parameters:
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* InputsPtr Pointer to the object containing input states.
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*/
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void AttachInputs(CInputs *InputsPtr);
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/*
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* Init(void):
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*
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* One-time initialization of the context. Must be called prior to all
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* other members. Allocates memory and initializes device states.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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bool Init(void);
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/*
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* CModel3(void):
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* ~CModel3(void):
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*
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* Constructor and destructor for Model 3 class. Constructor performs a
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* bare-bones initialization of object; does not perform any memory
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* allocation or any actions that can fail. The destructor will deallocate
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* memory and free resources used by the object (and its child objects).
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*/
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CModel3(void);
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~CModel3(void);
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/*
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* Private Property.
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* Tresspassers will be shot! ;)
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||||
*/
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||||
private:
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// Private member functions
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||||
UINT8 ReadInputs(unsigned reg);
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void WriteInputs(unsigned reg, UINT8 data);
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UINT32 ReadSecurity(unsigned reg);
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void WriteSecurity(unsigned reg, UINT32 data);
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void SetCROMBank(unsigned idx);
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UINT8 ReadSystemRegister(unsigned reg);
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void WriteSystemRegister(unsigned reg, UINT8 data);
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void Patch(void);
|
||||
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||||
void RunMainBoardFrame(); // Runs the main board (PPC) for a frame
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bool StartThreads(); // Starts all threads
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void StopThreads(); // Stops all threads
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void DeleteThreadObjects(); // Deletes all threads and synchronization objects
|
||||
|
||||
static int StartSoundBoardThread(void *data); // Callback to start sound board thread
|
||||
static int StartDriveBoardThread(void *data); // Callback to start drive board thread
|
||||
|
||||
void RunSoundBoardThread(); // Runs sound board thread
|
||||
void RunDriveBoardThread(); // Runs drive board thread
|
||||
|
||||
// Game and hardware information
|
||||
const struct GameInfo *Game;
|
||||
|
||||
// Game inputs
|
||||
CInputs *Inputs;
|
||||
|
||||
// Input registers (game controls)
|
||||
UINT8 inputBank;
|
||||
UINT8 serialFIFO1, serialFIFO2;
|
||||
UINT8 gunReg;
|
||||
int adcChannel;
|
||||
|
||||
// MIDI port
|
||||
UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
|
||||
|
||||
// Emulated core Model 3 memory regions
|
||||
UINT8 *memoryPool; // single allocated region for all ROM and system RAM
|
||||
UINT8 *ram; // 8 MB PowerPC RAM
|
||||
UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
|
||||
UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
|
||||
UINT8 *soundROM; // 512 KB sound ROM (68K program)
|
||||
UINT8 *sampleROM; // 8 MB samples (68K)
|
||||
UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
|
||||
UINT8 *mpegROM; // 8 MB DSB MPEG ROM
|
||||
UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
|
||||
UINT8 *securityRAM; // 128 KB Security Board RAM
|
||||
UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
|
||||
|
||||
// Banked CROM
|
||||
UINT8 *cromBank; // currently mapped in CROM bank
|
||||
unsigned cromBankReg; // the CROM bank register
|
||||
|
||||
// Security device
|
||||
unsigned securityPtr; // pointer to current offset in security data
|
||||
|
||||
// PowerPC
|
||||
PPC_FETCH_REGION PPCFetchRegions[3];
|
||||
|
||||
// Multiple threading
|
||||
bool startedThreads; // True if threads have been created and started
|
||||
CThread *sndBrdThread; // Sound board thread
|
||||
CThread *drvBrdThread; // Drive board thread
|
||||
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing for current frame
|
||||
bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing for current frame
|
||||
|
||||
// Thread synchronization objects
|
||||
CSemaphore *sndBrdThreadSync;
|
||||
CSemaphore *drvBrdThreadSync;
|
||||
CMutex *notifyLock;
|
||||
CCondVar *notifySync;
|
||||
|
||||
// Other devices
|
||||
CIRQ IRQ; // Model 3 IRQ controller
|
||||
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
|
||||
CPCIBus PCIBus; // Model 3's PCI bus
|
||||
C53C810 SCSI; // NCR 53C810 SCSI controller
|
||||
CRTC72421 RTC; // Epson RTC-72421 real-time clock
|
||||
C93C46 EEPROM; // 93C46 EEPROM
|
||||
CTileGen TileGen; // Sega 2D tile generator
|
||||
CReal3D GPU; // Real3D graphics hardware
|
||||
CSoundBoard SoundBoard; // Sound board
|
||||
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
|
||||
CDriveBoard DriveBoard; // Drive board
|
||||
};
|
||||
|
||||
|
||||
#endif // INCLUDED_MODEL3_H
|
||||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
** Copyright 2011 Bart Trzynadlowski
|
||||
**
|
||||
** This file is part of Supermodel.
|
||||
**
|
||||
** Supermodel is free software: you can redistribute it and/or modify it under
|
||||
** the terms of the GNU General Public License as published by the Free
|
||||
** Software Foundation, either version 3 of the License, or (at your option)
|
||||
** any later version.
|
||||
**
|
||||
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
||||
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License along
|
||||
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
||||
**/
|
||||
|
||||
/*
|
||||
* Model3.h
|
||||
*
|
||||
* Header file defining the CModel3, CModel3Config, and CModel3Inputs classes.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_MODEL3_H
|
||||
#define INCLUDED_MODEL3_H
|
||||
|
||||
/*
|
||||
* CModel3Config:
|
||||
*
|
||||
* Settings used by CModel3.
|
||||
*/
|
||||
class CModel3Config
|
||||
{
|
||||
public:
|
||||
bool multiThreaded; // Multi-threading (enabled if true)
|
||||
|
||||
// PowerPC clock frequency in MHz (minimum: 1 MHz)
|
||||
inline void SetPowerPCFrequency(unsigned f)
|
||||
{
|
||||
if ((f<1) || (f>1000))
|
||||
{
|
||||
ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 40 MHz.");
|
||||
f = 40;
|
||||
}
|
||||
ppcFrequency = f*1000000;
|
||||
}
|
||||
inline unsigned GetPowerPCFrequency(void)
|
||||
{
|
||||
return ppcFrequency/1000000;
|
||||
}
|
||||
|
||||
// Defaults
|
||||
CModel3Config(void)
|
||||
{
|
||||
multiThreaded = false; // disable by default
|
||||
ppcFrequency = 40*1000000; // 40 MHz
|
||||
}
|
||||
|
||||
private:
|
||||
unsigned ppcFrequency; // in Hz
|
||||
};
|
||||
|
||||
/*
|
||||
* CModel3:
|
||||
*
|
||||
* A complete Model 3 system.
|
||||
*
|
||||
* Inherits CBus in order to pass the address space handlers to devices that
|
||||
* may need them (CPU, DMA, etc.)
|
||||
*
|
||||
* NOTE: Currently NOT re-entrant due to a non-OOP PowerPC core. Do NOT create
|
||||
* create more than one CModel3 object!
|
||||
*/
|
||||
class CModel3: public CBus, public CPCIDevice
|
||||
{
|
||||
public:
|
||||
/*
|
||||
* ReadPCIConfigSpace(device, reg, bits, offset):
|
||||
*
|
||||
* Handles unknown PCI devices. See CPCIDevice definition for more details.
|
||||
*
|
||||
* Parameters:
|
||||
* device Device number.
|
||||
* reg Register number.
|
||||
* bits Bit width of access (8, 16, or 32 only).;
|
||||
* offset Byte offset within register, aligned to the specified bit
|
||||
* width, and offset from the 32-bit aligned base of the
|
||||
* register number.
|
||||
*
|
||||
* Returns:
|
||||
* Register data.
|
||||
*/
|
||||
UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
|
||||
|
||||
/*
|
||||
* WritePCIConfigSpace(device, reg, bits, offset, data):
|
||||
*
|
||||
* Handles unknown PCI devices. See CPCIDevice definition for more details.
|
||||
*
|
||||
* Parameters:
|
||||
* device Device number.
|
||||
* reg Register number.
|
||||
* bits Bit width of access (8, 16, or 32 only).
|
||||
* offset Byte offset within register, aligned to the specified bit
|
||||
* width, and offset from the 32-bit aligned base of the
|
||||
* register number.
|
||||
* data Data.
|
||||
*/
|
||||
void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
|
||||
|
||||
/*
|
||||
* Read8(addr):
|
||||
* Read16(addr):
|
||||
* Read32(addr):
|
||||
* Read64(addr):
|
||||
*
|
||||
* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
|
||||
* the PowerPC address space. This implements the PowerPC address bus. Note
|
||||
* that it is big endian, so when accessing from a little endian device,
|
||||
* the byte order must be manually reversed.
|
||||
*
|
||||
* Parameters:
|
||||
* addr Address to read.
|
||||
*
|
||||
* Returns:
|
||||
* Data at the address.
|
||||
*/
|
||||
UINT8 Read8(UINT32 addr);
|
||||
UINT16 Read16(UINT32 addr);
|
||||
UINT32 Read32(UINT32 addr);
|
||||
UINT64 Read64(UINT32 addr);
|
||||
|
||||
/*
|
||||
* Write8(addr, data):
|
||||
* Write16(addr, data):
|
||||
* Write32(addr, data):
|
||||
* Write64(addr, data):
|
||||
*
|
||||
* Write a byte, half word, word, or double word to the PowerPC address
|
||||
* space. Note that everything is stored in big endian form, so when
|
||||
* accessing with a little endian device, the byte order must be manually
|
||||
* reversed.
|
||||
*
|
||||
* Parameters:
|
||||
* addr Address to write.
|
||||
* data Data to write.
|
||||
*/
|
||||
void Write8(UINT32 addr, UINT8 data);
|
||||
void Write16(UINT32 addr, UINT16 data);
|
||||
void Write32(UINT32 addr, UINT32 data);
|
||||
void Write64(UINT32 addr, UINT64 data);
|
||||
|
||||
/*
|
||||
* SaveState(SaveState):
|
||||
*
|
||||
* Saves an image of the current state. Must never be called while emulator
|
||||
* is running (inside RunFrame()).
|
||||
*
|
||||
* Parameters:
|
||||
* SaveState Block file to save state information to.
|
||||
*/
|
||||
void SaveState(CBlockFile *SaveState);
|
||||
|
||||
/*
|
||||
* LoadState(SaveState):
|
||||
*
|
||||
* Loads and resumes execution from a state image. Modifies data that may
|
||||
* be used by multiple threads -- use with caution and ensure threads are
|
||||
* not accessing data that will be touched. Must never be called while
|
||||
* emulator is running (inside RunFrame()).
|
||||
*
|
||||
* Parameters:
|
||||
* SaveState Block file to load state information from.
|
||||
*/
|
||||
void LoadState(CBlockFile *SaveState);
|
||||
|
||||
/*
|
||||
* SaveNVRAM(NVRAM):
|
||||
*
|
||||
* Saves an image of the current NVRAM state.
|
||||
*
|
||||
* Parameters:
|
||||
* NVRAM Block file to save NVRAM to.
|
||||
*/
|
||||
void SaveNVRAM(CBlockFile *NVRAM);
|
||||
|
||||
/*
|
||||
* LoadNVRAM(NVRAM):
|
||||
*
|
||||
* Loads an NVRAM image.
|
||||
*
|
||||
* Parameters:
|
||||
* NVRAM Block file to load NVRAM state from.
|
||||
*/
|
||||
void LoadNVRAM(CBlockFile *NVRAM);
|
||||
|
||||
/*
|
||||
* ClearNVRAM(void):
|
||||
*
|
||||
* Clears all NVRAM (backup RAM and EEPROM).
|
||||
*/
|
||||
void ClearNVRAM(void);
|
||||
|
||||
/*
|
||||
* RunFrame(void):
|
||||
*
|
||||
* Runs one frame (assuming 60 Hz video refresh rate).
|
||||
*/
|
||||
void RunFrame(void);
|
||||
|
||||
/*
|
||||
* Reset(void):
|
||||
*
|
||||
* Resets the system. Does not modify non-volatile memory.
|
||||
*/
|
||||
void Reset(void);
|
||||
|
||||
/*
|
||||
* GetGameInfo(void):
|
||||
*
|
||||
* Returns:
|
||||
* A pointer to the presently loaded game's information structure (or
|
||||
* NULL if no ROM set has yet been loaded).
|
||||
*/
|
||||
const struct GameInfo * GetGameInfo(void);
|
||||
|
||||
/*
|
||||
* LoadROMSet(GameList, zipFile):
|
||||
*
|
||||
* Loads a complete ROM set from the specified ZIP archive.
|
||||
*
|
||||
* NOTE: Command line settings will not have been applied here yet.
|
||||
*
|
||||
* Parameters:
|
||||
* GameList List of all supported games and their ROMs.
|
||||
* zipFile ZIP file to load from.
|
||||
*
|
||||
* Returns:
|
||||
* OKAY if successful, FAIL otherwise. Prints errors.
|
||||
*/
|
||||
bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
|
||||
|
||||
/*
|
||||
* AttachRenderers(Render2DPtr, Render3DPtr):
|
||||
*
|
||||
* Attaches the renderers to the appropriate device objects.
|
||||
*
|
||||
* Parameters:
|
||||
* Render2DPtr Pointer to a tile renderer object.
|
||||
* Render3DPtr Same as above but for a 3D renderer.
|
||||
*/
|
||||
void AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr);
|
||||
|
||||
/*
|
||||
* AttachInputs(InputsPtr):
|
||||
*
|
||||
* Attaches OSD-managed inputs.
|
||||
*
|
||||
* Parameters:
|
||||
* InputsPtr Pointer to the object containing input states.
|
||||
*/
|
||||
void AttachInputs(CInputs *InputsPtr);
|
||||
|
||||
/*
|
||||
* Init(void):
|
||||
*
|
||||
* One-time initialization of the context. Must be called prior to all
|
||||
* other members. Allocates memory and initializes device states.
|
||||
*
|
||||
* NOTE: Command line settings will not have been applied here yet.
|
||||
*
|
||||
* Returns:
|
||||
* OKAY is successful, otherwise FAILED if a non-recoverable error
|
||||
* occurred. Prints own error messages.
|
||||
*/
|
||||
bool Init(void);
|
||||
|
||||
/*
|
||||
* CModel3(void):
|
||||
* ~CModel3(void):
|
||||
*
|
||||
* Constructor and destructor for Model 3 class. Constructor performs a
|
||||
* bare-bones initialization of object; does not perform any memory
|
||||
* allocation or any actions that can fail. The destructor will deallocate
|
||||
* memory and free resources used by the object (and its child objects).
|
||||
*/
|
||||
CModel3(void);
|
||||
~CModel3(void);
|
||||
|
||||
bool PauseThreads(void);
|
||||
void ResumeThreads(void);
|
||||
|
||||
/*
|
||||
* Private Property.
|
||||
* Tresspassers will be shot! ;)
|
||||
*/
|
||||
private:
|
||||
// Private member functions
|
||||
UINT8 ReadInputs(unsigned reg);
|
||||
void WriteInputs(unsigned reg, UINT8 data);
|
||||
UINT32 ReadSecurity(unsigned reg);
|
||||
void WriteSecurity(unsigned reg, UINT32 data);
|
||||
void SetCROMBank(unsigned idx);
|
||||
UINT8 ReadSystemRegister(unsigned reg);
|
||||
void WriteSystemRegister(unsigned reg, UINT8 data);
|
||||
void Patch(void);
|
||||
|
||||
void RunMainBoardFrame(void); // Runs the main board (PPC) for a frame
|
||||
bool StartThreads(void); // Starts all threads
|
||||
void StopThreads(void); // Stops all threads
|
||||
void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
|
||||
|
||||
static int StartSoundBoardThread(void *data); // Callback to start unsync'd sound board thread
|
||||
static int StartSoundBoardThreadSyncd(void *data); // Callback to start sync'd sound board thread
|
||||
static int StartDriveBoardThreadSyncd(void *data); // Callback to start sync'd drive board thread
|
||||
|
||||
static void AudioCallback(void *data); // Audio buffer callback
|
||||
|
||||
void WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread when not sync'd with PPC thread
|
||||
void RunSoundBoardThread(void); // Runs sound board thread unsync'd with PPC thread, ie at full speed
|
||||
void RunSoundBoardThreadSyncd(void); // Runs sound board thread sync'd in step with PPC thread
|
||||
void RunDriveBoardThreadSyncd(void); // Runs drive board thread sync'd in step with PPC thread
|
||||
|
||||
// Game and hardware information
|
||||
const struct GameInfo *Game;
|
||||
|
||||
// Game inputs
|
||||
CInputs *Inputs;
|
||||
|
||||
// Input registers (game controls)
|
||||
UINT8 inputBank;
|
||||
UINT8 serialFIFO1, serialFIFO2;
|
||||
UINT8 gunReg;
|
||||
int adcChannel;
|
||||
|
||||
// MIDI port
|
||||
UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
|
||||
|
||||
// Emulated core Model 3 memory regions
|
||||
UINT8 *memoryPool; // single allocated region for all ROM and system RAM
|
||||
UINT8 *ram; // 8 MB PowerPC RAM
|
||||
UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
|
||||
UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
|
||||
UINT8 *soundROM; // 512 KB sound ROM (68K program)
|
||||
UINT8 *sampleROM; // 8 MB samples (68K)
|
||||
UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
|
||||
UINT8 *mpegROM; // 8 MB DSB MPEG ROM
|
||||
UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
|
||||
UINT8 *securityRAM; // 128 KB Security Board RAM
|
||||
UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
|
||||
|
||||
// Banked CROM
|
||||
UINT8 *cromBank; // currently mapped in CROM bank
|
||||
unsigned cromBankReg; // the CROM bank register
|
||||
|
||||
// Security device
|
||||
unsigned securityPtr; // pointer to current offset in security data
|
||||
|
||||
// PowerPC
|
||||
PPC_FETCH_REGION PPCFetchRegions[3];
|
||||
|
||||
// Multiple threading
|
||||
bool startedThreads; // True if threads have been created and started
|
||||
bool pausedThreads; // True if threads are currently paused
|
||||
CThread *sndBrdThread; // Sound board thread
|
||||
CThread *drvBrdThread; // Drive board thread
|
||||
bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
|
||||
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
|
||||
bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
|
||||
bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
|
||||
|
||||
// Thread synchronization objects
|
||||
bool syncSndBrdThread;
|
||||
CSemaphore *sndBrdThreadSync;
|
||||
CMutex *sndBrdNotifyLock;
|
||||
CCondVar *sndBrdNotifySync;
|
||||
CSemaphore *drvBrdThreadSync;
|
||||
CMutex *notifyLock;
|
||||
CCondVar *notifySync;
|
||||
|
||||
// Other devices
|
||||
CIRQ IRQ; // Model 3 IRQ controller
|
||||
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
|
||||
CPCIBus PCIBus; // Model 3's PCI bus
|
||||
C53C810 SCSI; // NCR 53C810 SCSI controller
|
||||
CRTC72421 RTC; // Epson RTC-72421 real-time clock
|
||||
C93C46 EEPROM; // 93C46 EEPROM
|
||||
CTileGen TileGen; // Sega 2D tile generator
|
||||
CReal3D GPU; // Real3D graphics hardware
|
||||
CSoundBoard SoundBoard; // Sound board
|
||||
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
|
||||
CDriveBoard DriveBoard; // Drive board
|
||||
};
|
||||
|
||||
|
||||
#endif // INCLUDED_MODEL3_H
|
|
@ -1,4 +1,3 @@
|
|||
//TODO: before release, comment out printf()'s
|
||||
/**
|
||||
** Supermodel
|
||||
** A Sega Model 3 Arcade Emulator.
|
||||
|
@ -358,7 +357,7 @@ void CSoundBoard::WriteMIDIPort(UINT8 data)
|
|||
DSB->SendCommand(data);
|
||||
}
|
||||
|
||||
void CSoundBoard::RunFrame(void)
|
||||
bool CSoundBoard::RunFrame(void)
|
||||
{
|
||||
#ifdef SUPERMODEL_SOUND
|
||||
// Run sound board first to generate SCSP audio
|
||||
|
@ -379,7 +378,7 @@ void CSoundBoard::RunFrame(void)
|
|||
DSB->RunFrame(audioL, audioR);
|
||||
|
||||
// Output the audio buffers
|
||||
OutputAudio(44100/60, audioL, audioR);
|
||||
bool bufferFull = OutputAudio(44100/60, audioL, audioR);
|
||||
|
||||
#ifdef SUPERMODEL_LOG_AUDIO
|
||||
// Output to binary file
|
||||
|
@ -391,8 +390,10 @@ void CSoundBoard::RunFrame(void)
|
|||
s = audioR[i];
|
||||
fwrite(&s, sizeof(INT16), 1, soundFP); // right channel
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif // SUPERMODEL_LOG_AUDIO
|
||||
#endif // SUPERMODEL_SOUND
|
||||
|
||||
return bufferFull;
|
||||
}
|
||||
|
||||
void CSoundBoard::Reset(void)
|
||||
|
|
|
@ -126,7 +126,7 @@ public:
|
|||
*
|
||||
* Runs the sound board for one frame, updating sound in the process.
|
||||
*/
|
||||
void RunFrame(void);
|
||||
bool RunFrame(void);
|
||||
|
||||
/*
|
||||
* Reset(void):
|
||||
|
@ -161,7 +161,7 @@ public:
|
|||
* error messages.
|
||||
*/
|
||||
bool Init(const UINT8 *soundROMPtr, const UINT8 *sampleROMPtr);
|
||||
|
||||
|
||||
/*
|
||||
* CSoundBoard(void):
|
||||
* ~CSoundBoard(void):
|
||||
|
|
|
@ -7,6 +7,12 @@
|
|||
* Function-based interface for audio output.
|
||||
*/
|
||||
|
||||
typedef void (*AudioCallbackFPtr)(void *data);
|
||||
|
||||
extern void SetAudioCallback(AudioCallbackFPtr callback, void *data);
|
||||
|
||||
extern void SetAudioEnabled(bool enabled);
|
||||
|
||||
/*
|
||||
* OpenAudio()
|
||||
*
|
||||
|
@ -19,7 +25,7 @@ extern bool OpenAudio();
|
|||
*
|
||||
* Sends a chunk of two-channel audio with the given number of samples to the audio system.
|
||||
*/
|
||||
extern void OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer);
|
||||
extern bool OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer);
|
||||
|
||||
/*
|
||||
* CloseAudio()
|
||||
|
|
|
@ -38,11 +38,30 @@ static bool writeWrapped = false; // True if write position has wrapped around
|
|||
static unsigned underRuns = 0; // Number of buffer under-runs that have occured
|
||||
static unsigned overRuns = 0; // Number of buffer over-runs that have occured
|
||||
|
||||
static AudioCallbackFPtr callback = NULL;
|
||||
static void *callbackData = NULL;
|
||||
|
||||
void SetAudioCallback(AudioCallbackFPtr newCallback, void *newData)
|
||||
{
|
||||
// Lock audio whilst changing callback pointers
|
||||
SDL_LockAudio();
|
||||
|
||||
callback = newCallback;
|
||||
callbackData = newData;
|
||||
|
||||
SDL_UnlockAudio();
|
||||
}
|
||||
|
||||
void SetAudioEnabled(bool newEnabled)
|
||||
{
|
||||
enabled = newEnabled;
|
||||
}
|
||||
|
||||
static void PlayCallback(void *data, Uint8 *stream, int len)
|
||||
{
|
||||
//printf("PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
|
||||
// len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
|
||||
|
||||
|
||||
// Get current write position and adjust it if write has wrapped but play position has not
|
||||
UINT32 adjWritePos = writePos;
|
||||
if (writeWrapped)
|
||||
|
@ -128,6 +147,8 @@ static void PlayCallback(void *data, Uint8 *stream, int len)
|
|||
// Move play position forward for next time
|
||||
playPos += len;
|
||||
|
||||
bool halfEmpty = adjWritePos + audioBufferSize / 2 - BYTES_PER_FRAME / 2 < playPos + audioBufferSize;
|
||||
|
||||
// Check if play position has moved past end of buffer
|
||||
if (playPos >= audioBufferSize)
|
||||
{
|
||||
|
@ -135,6 +156,10 @@ static void PlayCallback(void *data, Uint8 *stream, int len)
|
|||
playPos -= audioBufferSize;
|
||||
writeWrapped = false;
|
||||
}
|
||||
|
||||
// If buffer is more than half empty then call callback
|
||||
if (callback && halfEmpty)
|
||||
callback(callbackData);
|
||||
}
|
||||
|
||||
static void MixChannels(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer, void *dest)
|
||||
|
@ -227,11 +252,13 @@ bool OpenAudio()
|
|||
return OKAY;
|
||||
}
|
||||
|
||||
void OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer)
|
||||
bool OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer)
|
||||
{
|
||||
//printf("OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
|
||||
// numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
|
||||
|
||||
bool halfFull = false;
|
||||
|
||||
UINT32 bytesRemaining;
|
||||
UINT32 bytesToCopy;
|
||||
INT16 *src;
|
||||
|
@ -296,6 +323,9 @@ void OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer)
|
|||
// Check if write position has caught up with play region and now overlaps it (ie buffer over-run)
|
||||
bool overRun = writePos + numBytes > playPos + audioBufferSize;
|
||||
|
||||
if (writePos + audioBufferSize / 2 + BYTES_PER_FRAME / 2 > playPos + audioBufferSize)
|
||||
halfFull = true;
|
||||
|
||||
// Move write position back to within buffer
|
||||
if (writePos >= audioBufferSize)
|
||||
writePos -= audioBufferSize;
|
||||
|
@ -308,6 +338,8 @@ void OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer)
|
|||
//printf("Audio buffer over-run #%u in OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u, numBytes = %u]\n",
|
||||
// overRuns, numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize, numBytes);
|
||||
|
||||
halfFull = true;
|
||||
|
||||
// Discard current chunk of data
|
||||
goto Finish;
|
||||
}
|
||||
|
@ -366,6 +398,9 @@ void OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer)
|
|||
Finish:
|
||||
// Unlock SDL audio callback
|
||||
SDL_UnlockAudio();
|
||||
|
||||
// Return whether buffer is half full
|
||||
return halfFull;
|
||||
}
|
||||
|
||||
void CloseAudio()
|
||||
|
|
|
@ -762,17 +762,25 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|||
quit = 1;
|
||||
|
||||
#ifdef SUPERMODEL_DEBUGGER
|
||||
bool processUI = true;
|
||||
if (Debugger != NULL)
|
||||
{
|
||||
Debugger->Poll();
|
||||
|
||||
// Check if debugger requests exit or pause
|
||||
if (Debugger->CheckExit())
|
||||
quit = 1;
|
||||
else if (Debugger->CheckPause())
|
||||
paused = 1;
|
||||
else
|
||||
{
|
||||
quit = 1;
|
||||
processUI = false;
|
||||
}
|
||||
else if (Debugger->CheckPause())
|
||||
{
|
||||
paused = 1;
|
||||
processUI = false;
|
||||
}
|
||||
}
|
||||
if (processUI)
|
||||
{
|
||||
#endif // SUPERMODEL_DEBUGGER
|
||||
|
||||
// Check UI controls
|
||||
|
@ -783,6 +791,12 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|||
}
|
||||
else if (Inputs->uiReset->Pressed())
|
||||
{
|
||||
if (!paused)
|
||||
{
|
||||
Model3->PauseThreads();
|
||||
SetAudioEnabled(false);
|
||||
}
|
||||
|
||||
// Reset emulator
|
||||
Model3->Reset();
|
||||
|
||||
|
@ -792,17 +806,46 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|||
Debugger->Reset();
|
||||
#endif // SUPERMODEL_DEBUGGER
|
||||
|
||||
if (!paused)
|
||||
{
|
||||
Model3->ResumeThreads();
|
||||
SetAudioEnabled(true);
|
||||
}
|
||||
|
||||
puts("Model 3 reset.");
|
||||
}
|
||||
else if (Inputs->uiPause->Pressed())
|
||||
{
|
||||
// Toggle emulator paused flag
|
||||
paused = !paused;
|
||||
|
||||
if (paused)
|
||||
{
|
||||
Model3->PauseThreads();
|
||||
SetAudioEnabled(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
Model3->ResumeThreads();
|
||||
SetAudioEnabled(true);
|
||||
}
|
||||
}
|
||||
else if (Inputs->uiSaveState->Pressed())
|
||||
{
|
||||
if (!paused)
|
||||
{
|
||||
Model3->PauseThreads();
|
||||
SetAudioEnabled(false);
|
||||
}
|
||||
|
||||
// Save game state
|
||||
SaveState(Model3);
|
||||
|
||||
if (!paused)
|
||||
{
|
||||
Model3->ResumeThreads();
|
||||
SetAudioEnabled(true);
|
||||
}
|
||||
}
|
||||
else if (Inputs->uiChangeSlot->Pressed())
|
||||
{
|
||||
|
@ -813,6 +856,12 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|||
}
|
||||
else if (Inputs->uiLoadState->Pressed())
|
||||
{
|
||||
if (!paused)
|
||||
{
|
||||
Model3->PauseThreads();
|
||||
SetAudioEnabled(false);
|
||||
}
|
||||
|
||||
// Load game state
|
||||
LoadState(Model3);
|
||||
|
||||
|
@ -821,6 +870,12 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|||
if (Debugger != NULL)
|
||||
Debugger->Reset();
|
||||
#endif // SUPERMODEL_DEBUGGER
|
||||
|
||||
if (!paused)
|
||||
{
|
||||
Model3->ResumeThreads();
|
||||
SetAudioEnabled(true);
|
||||
}
|
||||
}
|
||||
else if (Inputs->uiMusicVolUp->Pressed())
|
||||
{
|
||||
|
@ -904,12 +959,12 @@ int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|||
printf("Frame limiting: %s\n", g_Config.throttle?"On":"Off");
|
||||
}
|
||||
#ifdef SUPERMODEL_DEBUGGER
|
||||
else if (Inputs->uiEnterDebugger->Pressed())
|
||||
{
|
||||
// Break execution and enter debugger
|
||||
Debugger->ForceBreak(true);
|
||||
}
|
||||
else if (Debugger != NULL && Inputs->uiEnterDebugger->Pressed())
|
||||
{
|
||||
// Break execution and enter debugger
|
||||
Debugger->ForceBreak(true);
|
||||
}
|
||||
}
|
||||
#endif // SUPERMODEL_DEBUGGER
|
||||
|
||||
// FPS and frame rate
|
||||
|
|
|
@ -122,6 +122,11 @@ bool CCondVar::Signal()
|
|||
return SDL_CondSignal((SDL_cond*)m_impl) == 0;
|
||||
}
|
||||
|
||||
bool CCondVar::SignalAll()
|
||||
{
|
||||
return SDL_CondBroadcast((SDL_cond*)m_impl) == 0;
|
||||
}
|
||||
|
||||
CMutex::CMutex(void *impl) : m_impl(impl)
|
||||
{
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue