/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011-2021 Bart Trzynadlowski, Nik Henson, Ian Curtis, ** Harry Tuttle, and Spindizzi ** ** 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 . **/ /* * Model3.cpp * * Implementation of the CModel3 class: a complete Model 3 machine. * * To-Do List * ---------- * - Save state format has changed slightly. No longer need dmaUnknownRegister * in Real3D.cpp and security board-related variable was added to Model 3 * state. PowerPC timing variables have changed. Before 0.3a release, * important to change format version #. * - Remove FLIPENDIAN32() macros and have little endian devices flip data * around themselves. Bus standard should be big endian. * - ROM sets should probably be handled with a class that manages ROM * loading, the game list, as well as ROM patching * - Wrap up CPU emulation inside a class. * - Update the to-do list! I forgot lots of other stuff here :) * * PowerPC Address Map (may be slightly out of date/incomplete) * ------------------- * 00000000-007FFFFF RAM * 84000000-8400003F Real3D Status Registers * 88000000-88000007 Real3D Command Port * 8C000000-8C3FFFFF Real3D Culling RAM (Low) * 8E000000-8E0FFFFF Real3D Culling RAM (High) * 90000000-9000000B Real3D VROM Texture Port * 94000000-940FFFFF Real3D Texture FIFO * 98000000-980FFFFF Real3D Polygon RAM * C0000000-C00000FF SCSI (Step 1.x) * C1000000-C10000FF SCSI (Step 1.x) (Lost World expects it here) * C2000000-C20000FF Real3D DMA (Step 2.x) * F0040000-F004003F Input (Controls) Registers * F0080000-F0080007 Sound Board Registers * F00C0000-F00DFFFF Backup RAM * F0100000-F010003F System Registers * F0140000-F014003F Real-Time Clock * F0180000-F019FFFF Security Board RAM * F01A0000-F01A003F Security Board Registers * F0800CF8-F0800CFF MPC105 CONFIG_ADDR (Step 1.x) * F0C00CF8-F0800CFF MPC105 CONFIG_DATA (Step 1.x) * F1000000-F10F7FFF Tile Generator Pattern Table * F10F8000-F10FFFFF Tile Generator Name Table * F1100000-F111FFFF Tile Generator Palette * F1180000-F11800FF Tile Generator Registers * F8FFF000-F8FFF0FF MPC105 (Step 1.x) or MPC106 (Step 2.x) Registers * F9000000-F90000FF NCR 53C810 Registers (Step 1.x?) * FEC00000-FEDFFFFF MPC106 CONFIG_ADDR (Step 2.x) * FEE00000-FEFFFFFF MPC106 CONFIG_DATA (Step 2.x) * FF000000-FF7FFFFF Banked CROM (CROMxx) * FF800000-FFFFFFFF Fixed CROM * * Endianness * ---------- * We assume a little endian machine and so for speed, PowerPC RAM and ROM * regions are byte reversed, which means that aligned words can be read and * written without any conversion. Problems arise when the PowerPC accesses * little endian devices, like the tile generator, MPC10x, or Real3D. Then, the * access must be carried out carefully one byte at a time or by manually byte * reversing first (because the PowerPC will already have byte reversed it). * * System Registers * ---------------- * * F0100014: IRQ Enable * 7 6 5 4 3 2 1 0 * +---+---+---+---+---+---+---+---+ * | ? |SND| ? |NET|VD3|VD2|VBL|VD0| * +---+---+---+---+---+---+---+---+ * SND SCSP (sound) * NET Network * VD3 Unknown video-related * VD2 Unknown video-related * VBL VBlank start * VD0 Unknown video-related (?) * 0 = Disable, 1 = Enable * * Game Buttons * ------------ * * For further information, see ReadInputs(). * * Offset 0x04, bank 0: * * 7 6 5 4 3 2 1 0 * +---+---+---+---+---+---+---+---+ * | ? | ? |ST2|ST1|SVA|TSA|CN2|CN1| * +---+---+---+---+---+---+---+---+ * CNx Coin 1, Coin 2 * TSA Test Button A * SVA Service Button A * STx Start 1, Start 2 * * Offset 0x04, bank 1: * * 7 6 5 4 3 2 1 0 * +---+---+---+---+---+---+---+---+ * |TSB|SVB|EEP| ? | ? | ? | ? | ? | * +---+---+---+---+---+---+---+---+ * EEP Mapped to EEPROM (values written here are ignored) * SVB Service Button B * TSB Test Button B * * Offset 0x08: * * 7 6 5 4 3 2 1 0 * +---+---+---+---+---+---+---+---+ * |G27|G26|G25|G24|G23|G22|G21|G20| * +---+---+---+---+---+---+---+---+ * G2x Game-specific * * Offset 0x0C: * * 7 6 5 4 3 2 1 0 * +---+---+---+---+---+---+---+---+ * |G37|G36|G35|G34|G33|G32|G31|G30| * +---+---+---+---+---+---+---+---+ * G3x Game-specific * * Game-specific buttons: * * Scud Race: * G27 --- * G26 Shift 2 when combined w/ G25, Shift 1 when combined w/ G24 * G25 Shift 4 * G24 Shift 3 * G23 VR4 Green * G22 VR3 Yellow * G21 VR2 Blue * G20 VR1 Red * * Virtua Fighter 3, Fighting Vipers 2: * G27 Right * G26 Left * G25 Down * G24 Up * G23 Punch * G22 Kick * G21 Guard * G20 Escape (VF3 only) * * Sega Rally 2: * G21 Hand Brake * G20 View Change * * Lost World, LA Machineguns: * G20 Gun trigger * * Star Wars Trilogy: * G20 Event button * G25 Trigger * * Virtual On 2: * G27 Left Lever Left * G26 Left Lever Right * G25 Left Lever Up * G24 Left Lever Down * G23 --- * G22 --- * G21 Left Turbo * G20 Left Shot Trigger * G37 Right Lever Left * G36 Right Lever Right * G35 Right Lever Up * G34 Right Lever Down * G33 --- * G32 --- * G31 Right Turbo * G30 Right Shot Trigger * * Misc. Notes * ----------- * * daytona2: * - Base address of program in CROM: 0x600000 * - 0x10019E is the location in RAM which contains link type. * - Region menu can be accessed by entering test mode, holding start, and * pressing: green, green, blue, yellow, red, yellow, blue * (VR4,4,2,3,1,3,2). * * magtruck: * Found a way to unlock region in Magical truck * If Midi data port returns 0, magtruck is locked to japan region * if Midi data port returns 1, magtruck region can be changed to export, usa, australian * We decided to make a rom patch instead of introducing a specific config to allow the region to be set * Reminder : to change region in magtruck, use the region menu code * enter Service menu with Test, then Start P1, Start P1, Service, Start P1, Service, Test (default keys : 6 then 1 1 5 1 5 6) * note : rom patch is active by default, comment the patch in games.xml if you want Japan region * */ #include "Model3.h" #include #include #include #include #include "Supermodel.h" #include "DriveBoard/BillBoard.h" #include "DriveBoard/JoystickBoard.h" #include "DriveBoard/SkiBoard.h" #include "DriveBoard/WheelBoard.h" #include "Game.h" #include "ROMSet.h" #ifdef NET_BOARD #include "Network/NetBoard.h" #include "Network/SimNetBoard.h" #endif // NET_BOARD #include "OSD/Audio.h" #include "OSD/Video.h" #include "Util/Format.h" #include "Util/ByteSwap.h" #include #include #include #include /****************************************************************************** Model 3 Inputs Game controls. The EEPROM is mapped here as well. ******************************************************************************/ UINT8 CModel3::ReadInputs(unsigned reg) { UINT8 adc[8]; UINT8 data; reg &= 0x3F; switch (reg) { case 0x00: // input bank return inputBank; case 0x04: // current input bank data = 0xFF; if ((inputBank&1) == 0) { data &= ~(Inputs->coin[0]->value); // Coin 1 data &= ~(Inputs->coin[1]->value<<1); // Coin 2 data &= ~(Inputs->test[0]->value<<2); // Test A data &= ~(Inputs->service[0]->value<<3); // Service A data &= ~(Inputs->start[0]->value<<4); // Start 1 data &= ~(Inputs->start[1]->value<<5); // Start 2 } else { data &= ~(Inputs->service[1]->value<<6); // Service B data &= ~(Inputs->test[1]->value<<7); // Test B data = (data&0xDF)|(EEPROM.Read()<<5); // bank 1 contains EEPROM data bit } if ((m_game.inputs & Game::INPUT_SKI)) { if ((inputBank&1) == 0) { data &= ~(Inputs->skiPollLeft->value<<5); data &= ~(Inputs->skiSelect1->value<<6); data &= ~(Inputs->skiSelect2->value<<7); data &= ~(Inputs->skiSelect3->value<<4); } } return data; case 0x08: // game-specific inputs data = 0xFF; if ((m_game.inputs & Game::INPUT_SKI)) { data &= ~(Inputs->skiPollRight->value<<0); } if ((m_game.inputs & Game::INPUT_JOYSTICK1)) { data &= ~(Inputs->up[0]->value<<5); // P1 Up data &= ~(Inputs->down[0]->value<<4); // P1 Down data &= ~(Inputs->left[0]->value<<7); // P1 Left data &= ~(Inputs->right[0]->value<<6); // P1 Right } if ((m_game.inputs & Game::INPUT_FIGHTING)) { data &= ~(Inputs->escape[0]->value<<3); // P1 Escape data &= ~(Inputs->guard[0]->value<<2); // P1 Guard data &= ~(Inputs->kick[0]->value<<1); // P1 Kick data &= ~(Inputs->punch[0]->value<<0); // P1 Punch } if ((m_game.inputs & Game::INPUT_SPIKEOUT)) { data &= ~(Inputs->shift->value<<2); // Shift data &= ~(Inputs->beat->value<<0); // Beat data &= ~(Inputs->charge->value<<1); // Charge data &= ~(Inputs->jump->value<<3); // Jump } if ((m_game.inputs & Game::INPUT_SOCCER)) { data &= ~(Inputs->shortPass[0]->value<<2); // P1 Short Pass data &= ~(Inputs->longPass[0]->value<<0); // P1 Long Pass data &= ~(Inputs->shoot[0]->value<<1); // P1 Shoot } if ((m_game.inputs & Game::INPUT_VR4)) { data &= ~(Inputs->vr[0]->value<<0); // VR1 Red data &= ~(Inputs->vr[1]->value<<1); // VR2 Blue data &= ~(Inputs->vr[2]->value<<2); // VR3 Yellow data &= ~(Inputs->vr[3]->value<<3); // VR4 Green } if ((m_game.inputs & Game::INPUT_VIEWCHANGE)) { // Harley is wired slightly differently if ((m_game.inputs & Game::INPUT_HARLEY)) data &= ~(Inputs->viewChange->value<<1); // View change else data &= ~(Inputs->viewChange->value<<0); // View change } if ((m_game.inputs & Game::INPUT_SHIFT4)) { if (Inputs->gearShift4->value == 2) // Shift 2 data &= ~0x60; else if (Inputs->gearShift4->value == 4) // Shift 4 data &= ~0x20; if (Inputs->gearShift4->value == 1) // Shift 1 data &= ~0x50; else if (Inputs->gearShift4->value == 3) // Shift 3 data &= ~0x10; } if ((m_game.inputs & Game::INPUT_SHIFTUPDOWN)) { // Harley is wired slightly differently if ((m_game.inputs & Game::INPUT_HARLEY)) { if (Inputs->gearShiftUp->value) // Shift up data &= ~0x20; else if (Inputs->gearShiftDown->value) // Shift down data &= ~0x10; } else { if (Inputs->gearShiftUp->value) // Shift up data &= ~0x50; else if (Inputs->gearShiftDown->value) // Shift down data &= ~0x60; } } if ((m_game.inputs & Game::INPUT_HANDBRAKE)) data &= ~(Inputs->handBrake->value<<1); // Hand brake if ((m_game.inputs & Game::INPUT_HARLEY)) data &= ~(Inputs->musicSelect->value<<0); // Music select if ((m_game.inputs & Game::INPUT_GUN1)) data &= ~(Inputs->trigger[0]->value<<0); // P1 Trigger if ((m_game.inputs & Game::INPUT_ANALOG_JOYSTICK)) { data &= ~(Inputs->analogJoyTrigger1->value<<5); // Trigger 1 data &= ~(Inputs->analogJoyTrigger2->value<<4); // Trigger 2 data &= ~(Inputs->analogJoyEvent1->value<<0); // Event Button 1 data &= ~(Inputs->analogJoyEvent2->value<<1); // Event Button 2 } if ((m_game.inputs & Game::INPUT_TWIN_JOYSTICKS)) // First twin joystick { /* * Process left joystick inputs first */ // Shot trigger and Turbo data &= ~(Inputs->twinJoyShot1->value<<0); data &= ~(Inputs->twinJoyTurbo1->value<<1); // Stick data &= ~(Inputs->twinJoyLeft1->value<<7); data &= ~(Inputs->twinJoyRight1->value<<6); data &= ~(Inputs->twinJoyUp1->value<<5); data &= ~(Inputs->twinJoyDown1->value<<4); /* * Next, process twin joystick macro inputs (higher level inputs * that map to actions on both joysticks simultaneously). */ /* * Forward/reverse/turn are mutually exclusive. * * Turn Left: 1D 2U * Turn Right: 1U 2D * Forward: 1U 2U * Reverse: 1D 2D */ if (Inputs->twinJoyTurnLeft->value) data &= ~0x10; else if (Inputs->twinJoyTurnRight->value) data &= ~0x20; else if (Inputs->twinJoyForward->value) data &= ~0x20; else if (Inputs->twinJoyReverse->value) data &= ~0x10; /* * Strafe/crouch/jump are mutually exclusive. * * Strafe Left: 1L 2L * Strafe Right: 1R 2R * Jump: 1L 2R * Crouch: 1R 2L */ if (Inputs->twinJoyStrafeLeft->value) data &= ~0x80; else if (Inputs->twinJoyStrafeRight->value) data &= ~0x40; else if (Inputs->twinJoyJump->value) data &= ~0x80; else if (Inputs->twinJoyCrouch->value) data &= ~0x40; } if ((m_game.inputs & Game::INPUT_ANALOG_GUN1)) { data &= ~(Inputs->analogTriggerLeft[0]->value<<0); data &= ~(Inputs->analogTriggerRight[0]->value<<1); } if ((m_game.inputs & Game::INPUT_MAGTRUCK)) data &= ~(Inputs->magicalPedal1->value << 0); if ((m_game.inputs & Game::INPUT_FISHING)) { if (m_game.name == "getbassur") { // bass fishing data &= ~(Inputs->fishingCast->value << 0); data &= ~(Inputs->fishingSelect->value << 1); } else { // get bass fishing data &= ~(!Inputs->fishingCast->value << 4); data &= ~(!Inputs->fishingSelect->value << 5); } } return data; case 0x10: // Drive board return OutputRegister[0]; case 0x14: // Lamps return OutputRegister[1]; case 0x0C: // game-specific inputs data = 0xFF; if (DriveBoard->IsAttached() && DriveBoard->GetType() != Game::DRIVE_BOARD_BILLBOARD) { // If driveboard is set as billboard, don't read BillBoard reg (no inputs) data = DriveBoard->Read(); } if ((m_game.inputs & Game::INPUT_JOYSTICK2)) { data &= ~(Inputs->up[1]->value<<5); // P2 Up data &= ~(Inputs->down[1]->value<<4); // P2 Down data &= ~(Inputs->left[1]->value<<7); // P2 Left data &= ~(Inputs->right[1]->value<<6); // P2 Right } if ((m_game.inputs & Game::INPUT_FIGHTING)) { data &= ~(Inputs->escape[1]->value<<3); // P2 Escape data &= ~(Inputs->guard[1]->value<<2); // P2 Guard data &= ~(Inputs->kick[1]->value<<1); // P2 Kick data &= ~(Inputs->punch[1]->value<<0); // P2 Punch } if ((m_game.inputs & Game::INPUT_SOCCER)) { data &= ~(Inputs->shortPass[1]->value<<2); // P2 Short Pass data &= ~(Inputs->longPass[1]->value<<0); // P2 Long Pass data &= ~(Inputs->shoot[1]->value<<1); // P2 Shoot } if ((m_game.inputs & Game::INPUT_TWIN_JOYSTICKS)) // Second twin joystick (see register 0x08 for comments) { data &= ~(Inputs->twinJoyShot2->value<<0); data &= ~(Inputs->twinJoyTurbo2->value<<1); data &= ~(Inputs->twinJoyLeft2->value<<7); data &= ~(Inputs->twinJoyRight2->value<<6); data &= ~(Inputs->twinJoyUp2->value<<5); data &= ~(Inputs->twinJoyDown2->value<<4); if (Inputs->twinJoyTurnLeft->value) data &= ~0x20; else if (Inputs->twinJoyTurnRight->value) data &= ~0x10; else if (Inputs->twinJoyForward->value) data &= ~0x20; else if (Inputs->twinJoyReverse->value) data &= ~0x10; if (Inputs->twinJoyStrafeLeft->value) data &= ~0x80; else if (Inputs->twinJoyStrafeRight->value) data &= ~0x40; else if (Inputs->twinJoyJump->value) data &= ~0x40; else if (Inputs->twinJoyCrouch->value) data &= ~0x80; } if ((m_game.inputs & Game::INPUT_GUN2)) data &= ~(Inputs->trigger[1]->value<<0); // P2 Trigger if ((m_game.inputs & Game::INPUT_ANALOG_GUN2)) { data &= ~(Inputs->analogTriggerLeft[1]->value<<0); data &= ~(Inputs->analogTriggerRight[1]->value<<1); } if ((m_game.inputs & Game::INPUT_MAGTRUCK)) data &= ~(Inputs->magicalPedal2->value << 0); return data; case 0x18: // swtrilgy and getbass. Remove IO board error on getbass. Not sure, but may be related to device feedback ? data = 0x7f; // Note : when this returned value is wrong, there is a side effect on Ocean Hunter game, a sort of 3d interlaced effect return data; case 0x2C: // Serial FIFO 1 return serialFIFO1; case 0x30: // Serial FIFO 2 return serialFIFO2; case 0x34: // Serial FIFO full/empty flags if (m_game.inputs & (Game::INPUT_GUN1 | Game::INPUT_GUN2)) { return 0x0C; } else { return 0; } case 0x3C: // ADC // Load ADC channels with input data memset(adc, 0, sizeof(adc)); if ((m_game.inputs & Game::INPUT_VEHICLE)) { adc[0] = (UINT8)Inputs->steering->value; adc[1] = (UINT8)Inputs->accelerator->value; adc[2] = (UINT8)Inputs->brake->value; if ((m_game.inputs & Game::INPUT_HARLEY)) adc[3] = (UINT8)Inputs->rearBrake->value; } if ((m_game.inputs & Game::INPUT_ANALOG_JOYSTICK)) { adc[0] = (UINT8)Inputs->analogJoyY->value; adc[1] = (UINT8)Inputs->analogJoyX->value; } if (m_game.inputs & (Game::INPUT_ANALOG_GUN1 | Game::INPUT_ANALOG_GUN2)) { adc[0] = (UINT8)Inputs->analogGunX[0]->value; adc[2] = (UINT8)Inputs->analogGunY[0]->value; adc[1] = (UINT8)Inputs->analogGunX[1]->value; adc[3] = (UINT8)Inputs->analogGunY[1]->value; // Unclear why this is necessary or how to cleanly fix it, so I'm // disabling it but leaving it here for future reference. The proper fix is // probably to allow users to define inverted controls for this game only, // which means the input system must support loading per-game config (not // all analog_gun games require axis inversion to be playable). if (m_game.name == "lostwsga" || m_game.name == "lostwsgo") { // to do, not a string compare adc[0] = (UINT8)Inputs->analogGunX[0]->value; // order is different for some reason in lost world adc[1] = 255 - (UINT8)Inputs->analogGunY[0]->value; // why are values inverted? is this the wrong place to fix this adc[2] = (UINT8)Inputs->analogGunX[1]->value; adc[3] = 255 - (UINT8)Inputs->analogGunY[1]->value; } } if ((m_game.inputs & Game::INPUT_SKI)) { adc[0] = (UINT8)Inputs->skiY->value; adc[1] = (UINT8)Inputs->skiX->value; } if ((m_game.inputs & Game::INPUT_MAGTRUCK)) { adc[0] = uint8_t(Inputs->magicalLever1->value); adc[1] = uint8_t(Inputs->magicalLever2->value); } if ((m_game.inputs & Game::INPUT_FISHING)) { adc[0] = uint8_t(Inputs->fishingRodY->value); adc[1] = uint8_t(Inputs->fishingRodX->value); adc[2] = uint8_t(Inputs->fishingTension->value); // get bass fishing only : Tension Sensor ? adc[3] = uint8_t(Inputs->fishingReel->value); adc[5] = uint8_t(Inputs->fishingStickX->value); adc[4] = uint8_t(Inputs->fishingStickY->value); } // Read out appropriate channel data = adc[adcChannel&7]; ++adcChannel; return data; default: break; } return 0xFF; // controls are active low } void CModel3::WriteInputs(unsigned reg, UINT8 data) { switch (reg&0x3F) { case 0: EEPROM.Write((data>>6)&1,(data>>7)&1,(data>>5)&1); inputBank = data; break; case 0x10: // Drive board if (DriveBoard->IsAttached()) DriveBoard->Write(data); if (NULL != Outputs) // TODO - check gameInputs Outputs->SetValue(OutputRawDrive, data); OutputRegister[0] = data; break; case 0x14: // Lamp outputs (Daytona/Scud Race/Sega Rally/Le Mans 24) if (NULL != Outputs) // TODO - check gameInputs { Outputs->SetValue(OutputLampStart, !!(data&0x04)); Outputs->SetValue(OutputLampView1, !!(data&0x08)); Outputs->SetValue(OutputLampView2, !!(data&0x10)); Outputs->SetValue(OutputLampView3, !!(data&0x20)); Outputs->SetValue(OutputLampView4, !!(data&0x40)); Outputs->SetValue(OutputLampLeader, !!(data&0x80)); Outputs->SetValue(OutputRawLamps, data); } OutputRegister[1] = data; break; case 0x24: // Serial FIFO 1 switch (data) // Command { case 0x00: // Light gun register select gunReg = serialFIFO2; break; case 0x87: // Read light gun register serialFIFO1 = 0; // clear serial FIFO 1 serialFIFO2 = 0; if ((m_game.inputs & Game::INPUT_GUN1||m_game.inputs & Game::INPUT_GUN2)) { switch (gunReg) { case 0: // Player 1 gun Y (low 8 bits) serialFIFO2 = Inputs->gunY[0]->value&0xFF; break; case 1: // Player 1 gun Y (high 2 bits) serialFIFO2 = (Inputs->gunY[0]->value>>8)&3; break; case 2: // Player 1 gun X (low 8 bits) serialFIFO2 = Inputs->gunX[0]->value&0xFF; break; case 3: // Player 1 gun X (high 2 bits) serialFIFO2 = (Inputs->gunX[0]->value>>8)&3; break; case 4: // Player 2 gun Y (low 8 bits) serialFIFO2 = Inputs->gunY[1]->value&0xFF; break; case 5: // Player 2 gun Y (high 2 bits) serialFIFO2 = (Inputs->gunY[1]->value>>8)&3; break; case 6: // Player 2 gun X (low 8 bits) serialFIFO2 = Inputs->gunX[1]->value&0xFF; break; case 7: // Player 2 gun X (high 2 bits) serialFIFO2 = (Inputs->gunX[1]->value>>8)&3; break; case 8: // Off-screen indicator (bit 0 = player 1, bit 1 = player 2, set indicates off screen) serialFIFO2 = (Inputs->trigger[1]->offscreenValue<<1)|Inputs->trigger[0]->offscreenValue; break; default: DebugLog("Unknown gun register: %X\n", gunReg); break; } } break; default: DebugLog("Uknown command to serial FIFO: %02X\n", data); break; } break; case 0x28: // Serial FIFO 2 serialFIFO2 = data; break; case 0x3C: adcChannel = data&7; break; default: break; } //printf("Controls: %X=%02X\n", reg, data); } /****************************************************************************** Model 3 Security Device The security device is present in some games. Virtual On and Dirt Devils read tile pattern data from it. Spikeout calls a routine at PC=0x6FAC8 that writes/ reads the security device and, if the return value in R3 is 0, prints "ILLEGAL ROM" and locks the game. Our habit of returning all 1's for unknown reads seems to help avoid this. ******************************************************************************/ uint16_t CModel3::ReadSecurityRAM(uint32_t addr) { if (addr < 0x8000) return (*(uint32_t *) &securityRAM[addr * 4]) >> 16; return 0; } UINT32 CModel3::ReadSecurity(unsigned reg) { switch (reg) { case 0x00: // Status return 0; case 0x1C: // Data if (m_securityFirstRead) { m_securityFirstRead = false; return 0xFFFF0000; } else { uint8_t *base_ptr; return m_cryptoDevice.Decrypt(&base_ptr) << 16; } default: DebugLog("Security read: reg=%X\n", reg); break; } return 0xFFFFFFFF; } void CModel3::WriteSecurity(unsigned reg, UINT32 data) { switch (reg) { case 0x10: case 0x14: m_cryptoDevice.SetAddressLow(0); m_cryptoDevice.SetAddressHigh(0); m_securityFirstRead = true; break; case 0x18: { uint16_t subKey = data >> 16; subKey = ((subKey & 0xFF00) >> 8) | ((subKey & 0x00FF) << 8); m_cryptoDevice.SetSubKey(subKey); break; } default: DebugLog("Security write: reg=%X, data=%08X (PC=%08X, LR=%08X)\n", reg, data, ppc_get_pc(), ppc_get_lr()); break; } } /****************************************************************************** PCI Devices Unknown PCI devices are handled here. ******************************************************************************/ UINT32 CModel3::ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned offset) { if ((bits==8) || (bits==16)) { DebugLog("Model 3: %d-bit PCI read request for reg=%02X\n", bits, reg); return 0; } switch (device) { case 16: // Used by Daytona 2 switch (reg) { case 0: // PCI vendor and device ID return 0x182711DB; default: break; } default: break; } DebugLog("Model 3: PCI %d-bit write request for device=%d, reg=%02X\n", bits, device, reg); return 0; } void CModel3::WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned offset, UINT32 data) { DebugLog("Model 3: PCI %d-bit write request for device=%d, reg=%02X, data=%08X\n", bits, device, reg, data); } /****************************************************************************** Model 3 System Registers NOTE: Different modules that generate IRQs, like the tilegen, Real3D, and SCSP, should each call IRQ.Assert() on their own. ******************************************************************************/ // Set the CROM bank index (active low logic) void CModel3::SetCROMBank(unsigned idx) { cromBankReg = idx; idx = (~idx) & 0xF; cromBank = &crom[0x800000 + (idx*0x800000)]; DebugLog("CROM bank setting: %d (%02X), PC=%08X, LR=%08X\n", idx, cromBankReg, ppc_get_pc(), ppc_get_lr()); } UINT8 CModel3::ReadSystemRegister(unsigned reg) { switch (reg&0x3F) { case 0x08: // CROM bank return cromBankReg; case 0x14: // IRQ enable return IRQ.ReadIRQEnable(); case 0x18: // IRQ pending return IRQ.ReadIRQState(); case 0x1C: // unknown (apparently expects some or all bits set) //DebugLog("System register %02X read\n", reg); return 0xFF; case 0x10: // JTAG Test Access Port return m_jtag.Read() << 5; default: //DebugLog("System register %02X read\n", reg); break; } return 0xFF; } void CModel3::WriteSystemRegister(unsigned reg, UINT8 data) { switch (reg&0x3F) { case 0x08: // CROM bank SetCROMBank(data); break; case 0x14: // IRQ enable IRQ.WriteIRQEnable(data); DebugLog("IRQ ENABLE=%02X\n", data); break; case 0x18: // IRQ acknowledge IRQ.Deassert(data); DebugLog("IRQ ACK? %02X=%02X\n", reg, data); break; case 0x0C: // JTAG Test Access Port { uint8_t tck = (data >> 6) & 1; uint8_t tms = (data >> 2) & 1; uint8_t tdi = (data >> 5) & 1; uint8_t trst = (data >> 7) & 1; // not sure about this one (trst not required to exist by JTAG spec) m_jtag.Write(tck, tms, tdi, trst); break; } case 0x0D: case 0x0E: case 0x0F: case 0x1C: // LED control break; default: //DebugLog("System register %02X=%02X\n", reg, data); break; } } /****************************************************************************** Address Space Access Handlers NOTE: Testing of some of the address ranges is not strict enough, especially for the MPC10x. Write32() handles the MPC10x most correctly. ******************************************************************************/ /* * CModel3::Read8(addr): * CModel3::Read16(addr): * CModel3::Read32(addr): * CModel3::Read64(addr): * * Read handlers. */ UINT8 CModel3::Read8(UINT32 addr) { // RAM (most frequently accessed) if (addr<0x00800000) return ram[addr^3]; // Other switch ((addr >> 24)) { // CROM case 0xFF: if (addr < 0xFF800000) return cromBank[(addr & 0x7FFFFF) ^ 3]; else return crom[(addr & 0x7FFFFF) ^ 3]; // Real3D DMA case 0xC2: return GPU.ReadDMARegister8(addr & 0xFF); // Various case 0xF0: case 0xFE: // mirror switch ((addr >> 16) & 0xFF) { // Inputs case 0x04: return ReadInputs(addr & 0x3F); // Sound Board case 0x08: switch (addr & 0xf) { case 0x0: // MIDI data port return 0x00; // Something to do with region locked in magtruck (0=locked, 1=unlocked). /!\ no effect if rom patch is activated! case 0x4: // MIDI control port return 0x83; // magtruck country check default: return 0; } break; // System registers case 0x10: return ReadSystemRegister(addr & 0x3F); // RTC case 0x14: if ((addr & 3) == 1) // battery voltage test return 0x03; else if ((addr & 3) == 0) return RTC.ReadRegister((addr >> 2) & 0xF); return 0; // Unknown default: //printf("CMODEL3 : unknown R8 mirror : %x\n", addr >> 16); break; } break; // Tile generator case 0xF1: if (addr < 0xF1120000) { // Tile generator accesses its RAM as little endian, no adjustment needed here return TileGen.ReadRAM8(addr & 0x1FFFFF); } break; // 53C810 SCSI case 0xC0: // only on Step 1.0 #ifndef NET_BOARD if (m_game.stepping != "1.0") { //printf("Model3 : Read8 %x\n", addr); break; } #endif #ifdef NET_BOARD if (m_runNetBoard) { switch ((addr & 0x3ffff) >> 16) { case 0: return NetBoard->ReadCommRAM8((addr & 0xFFFF) ^ 2); case 1: // ioreg 32bits access in 16bits environment if (addr > 0xc00101ff) { printf("R8 ATTENTION OUT OF RANGE\n"); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Info", "Out of Range", NULL); } return (UINT8)NetBoard->ReadIORegister((addr & 0x1FF) / 2); case 2: case 3: return netRAM[((addr & 0x1FFFF) / 2)]; default: printf("R8 ATTENTION OUT OF RANGE\n"); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Info", "Out of Range", NULL); break; } } else if (m_game.stepping != "1.0") break; #endif case 0xF9: case 0xC1: return SCSI.ReadRegister(addr&0xFF); // Unknown default: #ifdef NET_BOARD printf("CMODEL3 : unknown R8 : %x\n", addr >> 24); #endif break; } DebugLog("PC=%08X\tread8 : %08X\n", ppc_get_pc(), addr); return 0xFF; } UINT16 CModel3::Read16(UINT32 addr) { UINT16 data; if ((addr&1)) { data = Read8(addr+0)<<8; data |= Read8(addr+1); return data; } // RAM (most frequently accessed) if (addr<0x00800000) return *(UINT16 *) &ram[addr^2]; // Other switch ((addr>>24)) { // CROM case 0xFF: if (addr < 0xFF800000) return *(UINT16 *) &cromBank[(addr&0x7FFFFF)^2]; else return *(UINT16 *) &crom[(addr&0x7FFFFF)^2]; // Various case 0xF0: case 0xFE: // mirror switch ((addr>>16)&0xFF) { // Backup RAM case 0x0C: case 0x0D: return *(UINT16 *) &backupRAM[(addr&0x1FFFF)^2]; // Sound Board case 0x08: //printf("PPC: Read16 %08X\n", addr); break; // MPC105 case 0xC0: // F0C00CF8 return PCIBridge.ReadPCIConfigData(16,addr&3); // MPC106 case 0xE0: case 0xE1: case 0xE2: case 0xE3: case 0xE4: case 0xE5: case 0xE6: case 0xE7: case 0xE8: case 0xE9: case 0xEA: case 0xEB: case 0xEC: case 0xED: case 0xEE: case 0xEF: return PCIBridge.ReadPCIConfigData(16,addr&3); // Unknown default: //printf("CMODEL3 : unknown R16 mirror : %x\n", addr >> 16); break; } break; // Tile generator case 0xF1: if (addr < 0xF1120000) { // Tile generator accesses its RAM as little endian, no adjustment needed here uint16_t data = TileGen.ReadRAM16(addr&0x1FFFFF); return FLIPENDIAN16(data); } break; #ifdef NET_BOARD case 0xc0: // spikeout call this // interresting : poking @4 master to same value as slave (0x100) or simply !=0 -> connected and go in game, but freeze (prints comm error) as soon as players appear after the gate // sort of sync ack ? who writes this 16b value ? { UINT16 result; switch ((addr & 0x3ffff) >> 16) { case 0: result = NetBoard->ReadCommRAM16((addr & 0xFFFF) ^ 2); return FLIPENDIAN16(result); // result default: printf("CMODEL3 : unknown R16 : %x (C0)\n", addr); break; } } #endif // Unknown default: #ifdef NET_BOARD printf("CMODEL3 : unknown R16 : %x (%x)\n", addr, addr >> 24); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Info", "CMODEL3 : Unknown R16", NULL); #endif break; } DebugLog("PC=%08X\tread16: %08X\n", ppc_get_pc(), addr); return 0xFFFF; } UINT32 CModel3::Read32(UINT32 addr) { UINT32 data; if ((addr&3)) { data = Read16(addr+0)<<16; data |= Read16(addr+2); return data; } // RAM (most frequently accessed) if (addr < 0x00800000) return *(UINT32 *) &ram[addr]; // Other switch ((addr>>24)) { // CROM case 0xFF: if (addr < 0xFF800000) return *(UINT32 *) &cromBank[(addr&0x7FFFFF)]; else return *(UINT32 *) &crom[(addr&0x7FFFFF)]; // Real3D registers case 0x84: data = GPU.ReadRegister(addr&0x3F); return FLIPENDIAN32(data); // Real3D DMA case 0xC2: data = GPU.ReadDMARegister32(addr&0xFF); return FLIPENDIAN32(data); // Various case 0xF0: case 0xFE: // mirror switch ((addr>>16)&0xFF) { // Inputs case 0x04: data = ReadInputs((addr&0x3F)+0) << 24; data |= ReadInputs((addr&0x3F)+1) << 16; data |= ReadInputs((addr&0x3F)+2) << 8; data |= ReadInputs((addr&0x3F)+3) << 0; return data; // Sound Board case 0x08: //printf("PPC: Read32 %08X\n", addr); break; // Backup RAM case 0x0C: case 0x0D: return *(UINT32 *) &backupRAM[(addr&0x1FFFF)]; // System registers case 0x10: data = ReadSystemRegister((addr&0x3F)+0) << 24; data |= ReadSystemRegister((addr&0x3F)+1) << 16; data |= ReadSystemRegister((addr&0x3F)+2) << 8; data |= ReadSystemRegister((addr&0x3F)+3) << 0; return data; // MPC105 case 0xC0: // F0C00CF8 return PCIBridge.ReadPCIConfigData(32,0); // MPC106 case 0xE0: case 0xE1: case 0xE2: case 0xE3: case 0xE4: case 0xE5: case 0xE6: case 0xE7: case 0xE8: case 0xE9: case 0xEA: case 0xEB: case 0xEC: case 0xED: case 0xEE: case 0xEF: return PCIBridge.ReadPCIConfigData(32,0); // RTC case 0x14: data = (RTC.ReadRegister((addr>>2)&0xF) << 24); data |= 0x00030000; // set these bits to pass battery voltage test return data; // Security board RAM case 0x18: case 0x19: return *(UINT32 *) &securityRAM[(addr&0x1FFFF)]; // so far, only 32-bit access observed, so we use little endian access // Security board registers case 0x1A: return ReadSecurity(addr&0x3F); // Unknown default: //printf("CModel 3 unknown R32 mirror %x", (addr >> 16) & 0xFF); break; } break; // Tile generator case 0xF1: // Tile generator accesses its RAM as little endian, must flip for big endian PowerPC if (addr < 0xF1120000) { data = TileGen.ReadRAM32(addr&0x1FFFFF); return FLIPENDIAN32(data); } else if ((addr>=0xF1180000) && (addr<0xF1180100)) { data = TileGen.ReadRegister(addr & 0xFF); return FLIPENDIAN32(data); } break; // 53C810 SCSI case 0xC0: // only on Step 1.0 #ifndef NET_BOARD if (m_game.stepping != "1.0") // check for Step 1.0 break; #endif #ifdef NET_BOARD if (m_runNetBoard) { UINT32 result; switch ((addr & 0x3ffff) >> 16) { case 0: result = NetBoard->ReadCommRAM32(addr & 0xFFFF); result = FLIPENDIAN32(result); return ((result << 16) | (result >> 16)); case 1: // ioreg 32bits access to 16bits range if (addr > 0xc00101ff) { printf("R32 ATTENTION OUT OF RANGE\n"); } result = NetBoard->ReadIORegister((addr & 0x1FF) / 2); return FLIPENDIAN32(result); case 2: case 3: result = (*(UINT32 *)&netRAM[((addr & 0x1FFFF) / 2)]) & 0x0000ffff; return FLIPENDIAN32(result); // result default: printf("R32 ATTENTION OUT OF RANGE\n"); break; } } else if (m_game.stepping != "1.0") break; #endif case 0xF9: case 0xC1: data = (SCSI.ReadRegister((addr+0)&0xFF) << 24); data |= (SCSI.ReadRegister((addr+1)&0xFF) << 16); data |= (SCSI.ReadRegister((addr+2)&0xFF) << 8); data |= (SCSI.ReadRegister((addr+3)&0xFF) << 0); return data; // Unknown default: #ifdef NET_BOARD printf("CMODEL3 : unknown R32 : %x\n", addr >> 24); #endif break; } DebugLog("PC=%08X\tread32: %08X\n", ppc_get_pc(), addr); return 0xFFFFFFFF; } UINT64 CModel3::Read64(UINT32 addr) { UINT64 data; data = Read32(addr+0); data <<= 32; data |= Read32(addr+4); //printf("read64 %x = %x\n",addr,data); return data; } /* * CModel3::Write8(addr, data): * CModel3::Write16(addr, data): * CModel3::Write32(addr, data): * CModel3::Write64(addr, data): * * Write handlers. */ void CModel3::Write8(UINT32 addr, UINT8 data) { // RAM (most frequently accessed) if (addr < 0x00800000) { ram[addr^3] = data; return; } // Other switch ((addr>>24)) { // Real3D DMA case 0xC2: GPU.WriteDMARegister8(addr&0xFF,data); break; // Various case 0xF0: case 0xFE: // mirror switch ((addr>>16)&0xFF) { // Inputs case 0x04: WriteInputs(addr&0x3F,data); break; // Sound Board case 0x08: //printf("PPC: %08X=%02X * (PC=%08X, LR=%08X)\n", addr, data, ppc_get_pc(), ppc_get_lr()); if ((addr&0xF) == 0) // MIDI data port SoundBoard.WriteMIDIPort(data); else if ((addr&0xF) == 4) // MIDI control port midiCtrlPort = data; break; // Backup RAM case 0x0C: case 0x0D: backupRAM[(addr&0x1FFFF)^3] = data; break; // System registers case 0x10: WriteSystemRegister(addr&0x3F,data); break; // RTC case 0x14: if ((addr&3)==0) RTC.WriteRegister((addr>>2)&0xF,data); break; // Unknown default: //printf("CMODEL3 : unknown W8 mirror : %x\n", addr >> 16); break; } DebugLog("PC=%08X\twrite8 : %08X=%02X\n", ppc_get_pc(), addr, data); break; // Tile generator case 0xF1: if (addr < 0xF1120000) { // Tile generator accesses its RAM as little endian, no adjustment needed here TileGen.WriteRAM8(addr&0x1FFFFF, data); break; } goto Unknown8; // MPC105/106 case 0xF8: PCIBridge.WriteRegister(addr&0xFF,data); break; // 53C810 SCSI case 0xC0: // only on Step 1.0 #ifndef NET_BOARD if (m_game.stepping != "1.0") goto Unknown8; #endif #ifdef NET_BOARD if (m_runNetBoard) { //printf("CModel 3 : write8 %x<-%x\n", addr, data); switch ((addr & 0x3ffff) >> 16) { case 0: NetBoard->WriteCommRAM8((addr & 0xFFFF) ^ 2, data); break; case 1: // ioreg 32bits access to 16bits range if (addr > 0xc00101ff) { printf("W8 ATTENTION OUT OF RANGE\n"); } NetBoard->WriteIORegister((addr & 0x1FF) / 2, data); break; case 2: case 3: *(UINT8 *)&netRAM[(addr & 0x1FFFF)/2] = data; break; default: printf("W8 ATTENTION OUT OF RANGE\n"); break; } break; } else if (m_game.stepping != "1.0") break; #endif case 0xF9: case 0xC1: SCSI.WriteRegister(addr&0xFF,data); break; // Unknown: default: Unknown8: #ifdef NET_BOARD //printf("CMODEL3 : unknown W8 : %x\n", addr >> 24); // harleyb unknown 0xF1 #endif DebugLog("PC=%08X\twrite8 : %08X=%02X\n", ppc_get_pc(), addr, data); break; } } void CModel3::Write16(UINT32 addr, UINT16 data) { if ((addr&1)) { Write8(addr+0,data>>8); Write8(addr+1,data&0xFF); return; } // RAM (most frequently accessed) if (addr < 0x00800000) { *(UINT16 *) &ram[addr^2] = data; return; } // Other switch ((addr>>24)) { // Various case 0xF0: case 0xFE: // mirror switch ((addr>>16)&0xFF) { // Sound Board case 0x08: //printf("%08X=%04X\n", addr, data); break; // Backup RAM case 0x0C: case 0x0D: *(UINT16 *) &backupRAM[(addr&0x1FFFF)^2] = data; break; // MPC105 case 0xC0: // F0C00CF8 PCIBridge.WritePCIConfigData(16,addr&2,data); break; // Unknown default: //printf("CMODEL3 : unknown W16 mirror : %x\n", addr >> 16); break; } DebugLog("PC=%08X\twrite16 : %08X=%04X\n", ppc_get_pc(), addr, data); break; // Tile generator case 0xF1: if (addr < 0xF1120000) { // Tile generator accesses its RAM as little endian, no adjustment needed here TileGen.WriteRAM16(addr&0x1FFFFF, FLIPENDIAN16(data)); } goto Unknown16; // MPC105/106 case 0xF8: // Write in big endian order, like a real PowerPC PCIBridge.WriteRegister((addr&0xFF)+0,data>>8); PCIBridge.WriteRegister((addr&0xFF)+1,data&0xFF); break; #ifdef NET_BOARD case 0xC0: // skichamp only //printf("CModel 3 : write16 %x<-%x\n", addr, data); switch ((addr & 0x3ffff) >> 16) { case 0: NetBoard->WriteCommRAM16((addr & 0xFFFF) ^ 2, FLIPENDIAN16(data)); break; default: //printf("CMODEL3 : unknown W16 : %x\n", addr >> 24); break; } break; #endif // Unknown default: Unknown16: DebugLog("PC=%08X\twrite16: %08X=%04X\n", ppc_get_pc(), addr, data); break; } } void CModel3::Write32(UINT32 addr, UINT32 data) { if ((addr&3)) { Write16(addr+0,data>>16); Write16(addr+2,data); return; } // RAM (most frequently accessed) if (addr<0x00800000) { *(UINT32 *) &ram[addr] = data; return; } // Other switch ((addr>>24)) { // Real3D trigger case 0x88: // 88000000 GPU.Flush(); break; // Real3D low culling RAM case 0x8C: // 8C000000-8C400000 GPU.WriteLowCullingRAM(addr&0x3FFFFF,FLIPENDIAN32(data)); break; // Real3D high culling RAM case 0x8E: // 8E000000-8E100000 GPU.WriteHighCullingRAM(addr&0xFFFFF,FLIPENDIAN32(data)); break; // Real3D texture port case 0x90: // 90000000-90?????? GPU.WriteTexturePort(addr&0xFF,FLIPENDIAN32(data)); break; // Real3D texture FIFO case 0x94: // 94000000-94100000 GPU.WriteTextureFIFO(FLIPENDIAN32(data)); break; // Real3D polygon RAM case 0x98: // 98000000-98400000 GPU.WritePolygonRAM(addr&0x3FFFFF,FLIPENDIAN32(data)); break; // Real3D configuration registers case 0x9C: // 9Cxxxxxx //printf("%08X=%08X\n", addr, data); //TODO: flip endian? break; // Real3D DMA case 0xC2: // C2000000-C2000100 GPU.WriteDMARegister32(addr&0xFF,FLIPENDIAN32(data)); break; // Various case 0xF0: case 0xFE: // mirror switch ((addr>>16)&0xFF) { // Inputs case 0x04: WriteInputs((addr&0x3F)+0,(data>>24)&0xFF); WriteInputs((addr&0x3F)+1,(data>>16)&0xFF); WriteInputs((addr&0x3F)+2,(data>>8)&0xFF); WriteInputs((addr&0x3F)+3,(data>>0)&0xFF); break; // Sound Board case 0x08: //printf("PPC: %08X=%08X\n", addr, data); break; // Backup RAM case 0x0C: case 0x0D: *(UINT32 *) &backupRAM[(addr&0x1FFFF)] = data; break; // MPC105 case 0x80: // F0800CF8 (never observed at 0xFExxxxxx) PCIBridge.WritePCIConfigAddress(data); break; // MPC105/106 case 0xC0: case 0xD0: case 0xE0: case 0xC1: case 0xD1: case 0xE1: case 0xC2: case 0xD2: case 0xE2: case 0xC3: case 0xD3: case 0xE3: case 0xC4: case 0xD4: case 0xE4: case 0xC5: case 0xD5: case 0xE5: case 0xC6: case 0xD6: case 0xE6: case 0xC7: case 0xD7: case 0xE7: case 0xC8: case 0xD8: case 0xE8: case 0xC9: case 0xD9: case 0xE9: case 0xCA: case 0xDA: case 0xEA: case 0xCB: case 0xDB: case 0xEB: case 0xCC: case 0xDC: case 0xEC: case 0xCD: case 0xDD: case 0xED: case 0xCE: case 0xDE: case 0xEE: case 0xCF: case 0xDF: case 0xEF: if ((addr>=0xF0C00CF8) && (addr<0xF0C00D00)) // MPC105 PCIBridge.WritePCIConfigData(32,0,data); else if ((addr>=0xFEC00000) && (addr<0xFEE00000)) // MPC106 PCIBridge.WritePCIConfigAddress(data); else if ((addr>=0xFEE00000) && (addr<0xFEF00000)) // MPC106 PCIBridge.WritePCIConfigData(32,0,data); break; // System registers case 0x10: WriteSystemRegister((addr&0x3F)+0,(data>>24)&0xFF); WriteSystemRegister((addr&0x3F)+1,(data>>16)&0xFF); WriteSystemRegister((addr&0x3F)+2,(data>>8)&0xFF); WriteSystemRegister((addr&0x3F)+3,(data>>0)&0xFF); break; // RTC case 0x14: RTC.WriteRegister((addr>>2)&0xF,data); break; // Security board RAM case 0x18: case 0x19: *(UINT32 *) &securityRAM[(addr&0x1FFFF)] = data; break; // Security board registers case 0x1A: WriteSecurity(addr&0x3F,data); break; // Unknown default: //printf("CMODEL3 : unknown W32 mirror : %x\n", addr >> 16); break; } DebugLog("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data); break; // Tile generator case 0xF1: if (addr < 0xF1120000) { // Tile generator accesses its RAM as little endian, must flip for big endian PowerPC data = FLIPENDIAN32(data); TileGen.WriteRAM32(addr&0x1FFFFF,data); break; } else if ((addr>=0xF1180000) && (addr<0xF1180100)) { TileGen.WriteRegister(addr&0xFF,FLIPENDIAN32(data)); break; } goto Unknown32; // MPC105/106 case 0xF8: // F8FFF000-F8FFF100 // Write in big endian order, like a real PowerPC PCIBridge.WriteRegister((addr&0xFF)+0,(data>>24)&0xFF); PCIBridge.WriteRegister((addr&0xFF)+1,(data>>16)&0xFF); PCIBridge.WriteRegister((addr&0xFF)+2,(data>>8)&0xFF); PCIBridge.WriteRegister((addr&0xFF)+3,data&0xFF); break; // 53C810 SCSI case 0xC0: // step 1.0 only #ifndef NET_BOARD if (m_game.stepping != "1.0") goto Unknown32; #endif #ifdef NET_BOARD if (m_runNetBoard) { UINT32 temp; switch ((addr & 0x3ffff) >> 16) { case 0: temp = FLIPENDIAN32(data); NetBoard->WriteCommRAM32(addr & 0xFFFF, (temp << 16) | (temp >> 16)); break; case 1: // ioreg 32bits access to 16bits range if (addr > 0xc00101ff) { printf("W32 ATTENTION OUT OF RANGE\n"); } NetBoard->WriteIORegister((addr & 0x1FF) / 2, FLIPENDIAN16(data >> 16)); break; case 2: case 3: *(UINT16 *)&netRAM[((addr & 0x1FFFF) / 2)] = FLIPENDIAN16(data >> 16); break; default: printf("W32 ATTENTION OUT OF RANGE\n"); break; } break; } else if (m_game.stepping != "1.0") break; #endif case 0xF9: case 0xC1: SCSI.WriteRegister((addr&0xFF)+0,(data>>24)&0xFF); SCSI.WriteRegister((addr&0xFF)+1,(data>>16)&0xFF); SCSI.WriteRegister((addr&0xFF)+2,(data>>8)&0xFF); SCSI.WriteRegister((addr&0xFF)+3,data&0xFF); break; // Unknown default: Unknown32: #ifdef NET_BOARD if (m_runNetBoard) printf("CMODEL3 : unknown W32 : %x (%x) data=%d\n", addr,addr >> 24,data); #endif //printf("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data); DebugLog("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data); break; } } void CModel3::Write64(UINT32 addr, UINT64 data) { //printf("write64 %x <- %x\n", addr, data); Write32(addr+0, (UINT32) (data>>32)); Write32(addr+4, (UINT32) data); } /****************************************************************************** Emulation and Interface Functions ******************************************************************************/ void CModel3::SaveState(CBlockFile *SaveState) { // Write Model 3 state SaveState->NewBlock("Model 3", __FILE__); SaveState->Write(&inputBank, sizeof(inputBank)); SaveState->Write(&serialFIFO1, sizeof(serialFIFO1)); SaveState->Write(&serialFIFO2, sizeof(serialFIFO2)); SaveState->Write(&gunReg, sizeof(gunReg)); SaveState->Write(&adcChannel, sizeof(adcChannel)); SaveState->Write(&cromBankReg, sizeof(cromBankReg)); SaveState->Write(&securityPtr, sizeof(securityPtr)); SaveState->Write(ram, 0x800000); SaveState->Write(backupRAM, 0x20000); SaveState->Write(securityRAM, 0x20000); SaveState->Write(&midiCtrlPort, sizeof(midiCtrlPort)); int32_t securityFirstRead = m_securityFirstRead; SaveState->Write(&securityFirstRead, sizeof(securityFirstRead)); // All devices... ppc_save_state(SaveState); IRQ.SaveState(SaveState); PCIBridge.SaveState(SaveState); SCSI.SaveState(SaveState); EEPROM.SaveState(SaveState); TileGen.SaveState(SaveState); GPU.SaveState(SaveState); SoundBoard.SaveState(SaveState); // also saves DSB state DriveBoard->SaveState(SaveState); m_cryptoDevice.SaveState(SaveState); m_jtag.SaveState(SaveState); } void CModel3::LoadState(CBlockFile *SaveState) { // Load Model 3 state if (OKAY != SaveState->FindBlock("Model 3")) { ErrorLog("Unable to load Model 3 core state. Save state file is corrupt."); return; } SaveState->Read(&inputBank, sizeof(inputBank)); SaveState->Read(&serialFIFO1, sizeof(serialFIFO1)); SaveState->Read(&serialFIFO2, sizeof(serialFIFO2)); SaveState->Read(&gunReg, sizeof(gunReg)); SaveState->Read(&adcChannel, sizeof(adcChannel)); SaveState->Read(&cromBankReg, sizeof(cromBankReg)); SetCROMBank(cromBankReg); // update CROM bank SaveState->Read(&securityPtr, sizeof(securityPtr)); SaveState->Read(ram, 0x800000); SaveState->Read(backupRAM, 0x20000); SaveState->Read(securityRAM, 0x20000); SaveState->Read(&midiCtrlPort, sizeof(midiCtrlPort)); int32_t securityFirstRead; SaveState->Write(&securityFirstRead, sizeof(securityFirstRead)); m_securityFirstRead = securityFirstRead != 0; // All devices... GPU.LoadState(SaveState); TileGen.LoadState(SaveState); EEPROM.LoadState(SaveState); SCSI.LoadState(SaveState); PCIBridge.LoadState(SaveState); IRQ.LoadState(SaveState); ppc_load_state(SaveState); SoundBoard.LoadState(SaveState); DriveBoard->LoadState(SaveState); m_cryptoDevice.LoadState(SaveState); m_jtag.LoadState(SaveState); } void CModel3::SaveNVRAM(CBlockFile *NVRAM) { // Load EEPROM EEPROM.SaveState(NVRAM); // Save backup RAM NVRAM->NewBlock("Backup RAM", __FILE__); NVRAM->Write(backupRAM, 0x20000); } void CModel3::LoadNVRAM(CBlockFile *NVRAM) { // Load EEPROM EEPROM.LoadState(NVRAM); // Load backup RAM if (OKAY != NVRAM->FindBlock("Backup RAM")) { ErrorLog("Unable to load Model 3 backup RAM. NVRAM file is corrupt."); return; } NVRAM->Read(backupRAM, 0x20000); } void CModel3::ClearNVRAM(void) { memset(backupRAM, 0, 0x20000); EEPROM.Clear(); } void CModel3::RunFrame(void) { UINT32 start = CThread::GetTicks(); // See if currently running multi-threaded if (m_multiThreaded) { // If so, check all threads are up and running if (!StartThreads()) goto ThreadError; // Wake threads for PPC main board (if multi-threading GPU), sound board (if sync'd) and drive board (if attached) so they can process a frame if ((m_gpuMultiThreaded && !ppcBrdThreadSync->Post()) || (syncSndBrdThread && !sndBrdThreadSync->Post()) || (DriveBoard->IsAttached() && !drvBrdThreadSync->Post())) goto ThreadError; // If not multi-threading GPU, then run PPC main board for a frame and sync GPUs now in this thread if (!m_gpuMultiThreaded) { RunMainBoardFrame(); SyncGPUs(); } // Render frame RenderFrame(); // Enter notify wait critical section if (!notifyLock->Lock()) goto ThreadError; // Wait for PPC main board, sound board and drive board threads to finish their work (if they are running and haven't finished already) while ((m_gpuMultiThreaded && !ppcBrdThreadDone) || (syncSndBrdThread && !sndBrdThreadDone) || (DriveBoard->IsAttached() && !drvBrdThreadDone)) { if (!notifySync->Wait(notifyLock)) goto ThreadError; } ppcBrdThreadDone = false; sndBrdThreadDone = false; drvBrdThreadDone = false; // Leave notify wait critical section if (!notifyLock->Unlock()) goto ThreadError; // If multi-threading GPU, then sync GPUs last while PPC main board thread is waiting if (m_gpuMultiThreaded) SyncGPUs(); #ifdef NET_BOARD if (NetBoard->IsRunning() && m_config["SimulateNet"].ValueAs()) RunNetBoardFrame(); #endif } else { // If not multi-threaded, then just process and render a single frame for PPC main board, sound board and drive board in turn in this thread RunMainBoardFrame(); SyncGPUs(); RenderFrame(); RunSoundBoardFrame(); if (DriveBoard->IsAttached()) RunDriveBoardFrame(); #ifdef NET_BOARD if (NetBoard->IsRunning()) RunNetBoardFrame(); #endif } timings.frameTicks = CThread::GetTicks() - start; // Frame counter timings.frameId++; return; ThreadError: ErrorLog("Threading error in CModel3::RunFrame: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; } void CModel3::RunMainBoardFrame(void) { UINT32 start = CThread::GetTicks(); // Compute display and VBlank timings unsigned ppcCycles = m_config["PowerPCFrequency"].ValueAs() * 1000000; unsigned frameCycles = (unsigned)((float)ppcCycles / 57.524160f); unsigned gapCycles = (unsigned)((float)frameCycles * 2.5f / 100.0f); // we need a gap between asserting irq2 & irq 0x40 unsigned offsetCycles = (unsigned)((float)frameCycles * 33.f / 100.0f); unsigned dispCycles = frameCycles - gapCycles - offsetCycles; unsigned statusCycles = (unsigned)((float)frameCycles * (0.005f)); // we think a frame looks like this on the model 2 // 66% of frame // [irq2------------------ping_pong_flips------] // // Games will start writing a new frame at the ping_pong time. It could be the buffer swaps here. // Need more h/w testing to confirm. // What we are doing here is asserting IRQ2 at 33% of the frame, and treating the ping_pong flip as the front/back buffer swap // This way the data for the correct frames, ends up in the right frames! // Scale PPC timer ratio according to speed at which the PowerPC is being emulated so that the observed running frequency of the PPC timer // registers is more or less correct. This is needed to get the Virtua Striker 2 series of games running at the right speed (they are // too slow otherwise). Other games appear to not be affected by this ratio so much as their running speed depends more on the timing of // the Real3D status bit below. ppc_set_timer_ratio(ppc_get_bus_freq_multipler() * 2 * ppcCycles / ppc_get_cycles_per_sec()); // VBlank if (gpusReady) { TileGen.BeginVBlank(); GPU.BeginVBlank(statusCycles); // Games poll the ping_pong at startup. Values aren't 100% accurate so we stretch the frame a bit to ensure writes happen in the correct frame ppc_execute(offsetCycles); IRQ.Assert(0x02); // start at 33% of the frame ppc_execute(gapCycles); // need a gap between asserting irqs /* * Sound: * * Bit 0x20 of the MIDI control port appears to enable periodic interrupts, * which are used to send MIDI commands. Often games will write 0x27, send * a series of commands, and write 0x06 to stop. Other games, like Star * Wars Trilogy and Sega Rally 2, will enable interrupts at the beginning * by writing 0x37 and will disable/enable interrupts to control command * output. */ //printf("\t-- BEGIN (Ctrl=%02X, IRQEn=%02X, IRQPend=%02X) --\n", midiCtrlPort, IRQ.ReadIRQEnable()&0x40, IRQ.ReadIRQState()); int irqCount = 0; while ((midiCtrlPort & 0x20)) //while (midiCtrlPort == 0x27) // 27 triggers IRQ sequence, 06 stops it { // Don't waste time firing MIDI interrupts if game has disabled them if ((IRQ.ReadIRQEnable() & 0x40) == 0) break; // Process MIDI interrupt IRQ.Assert(0x40); ppc_execute(200); // give PowerPC time to acknowledge IR IRQ.Deassert(0x40); ppc_execute(200); // acknowledge that IRQ was deasserted (TODO: is this really needed?) dispCycles -= 400; ++irqCount; if (irqCount > 128) { break; } } IRQ.Assert(0x0D); // End VBlank GPU.EndVBlank(); TileGen.EndVBlank(); } // Run the PowerPC for the active display part of the frame ppc_execute(dispCycles); timings.ppcTicks = CThread::GetTicks() - start; } void CModel3::SyncGPUs(void) { UINT32 start = CThread::GetTicks(); timings.syncSize = GPU.SyncSnapshots() + TileGen.SyncSnapshots(); gpusReady = true; timings.syncTicks = CThread::GetTicks() - start; } void CModel3::RenderFrame(void) { UINT32 start = CThread::GetTicks(); // Call OSD video callbacks if (BeginFrameVideo() && gpusReady) { // Render frame TileGen.BeginFrame(); GPU.BeginFrame(); TileGen.PreRenderFrame(); TileGen.RenderFrameBottom(); GPU.RenderFrame(); TileGen.RenderFrameTop(); GPU.EndFrame(); TileGen.EndFrame(); } EndFrameVideo(); timings.renderTicks = CThread::GetTicks() - start; } bool CModel3::RunSoundBoardFrame(void) { UINT32 start = CThread::GetTicks(); bool bufferFull = SoundBoard.RunFrame(); timings.sndTicks = CThread::GetTicks() - start; return bufferFull; } void CModel3::RunDriveBoardFrame(void) { UINT32 start = CThread::GetTicks(); DriveBoard->RunFrame(); timings.drvTicks = CThread::GetTicks() - start; } #ifdef NET_BOARD void CModel3::RunNetBoardFrame(void) { NetBoard->RunFrame(); } #endif bool CModel3::StartThreads(void) { if (startedThreads) return true; // Create synchronization objects if (m_gpuMultiThreaded) { ppcBrdThreadSync = CThread::CreateSemaphore(0); if (ppcBrdThreadSync == NULL) goto ThreadError; } sndBrdThreadSync = CThread::CreateSemaphore(0); if (sndBrdThreadSync == NULL) goto ThreadError; sndBrdNotifyLock = CThread::CreateMutex(); if (sndBrdNotifyLock == NULL) goto ThreadError; sndBrdNotifySync = CThread::CreateCondVar(); if (sndBrdNotifySync == NULL) goto ThreadError; if (DriveBoard->IsAttached()) { drvBrdThreadSync = CThread::CreateSemaphore(0); if (drvBrdThreadSync == NULL) goto ThreadError; } notifyLock = CThread::CreateMutex(); if (notifyLock == NULL) goto ThreadError; notifySync = CThread::CreateCondVar(); if (notifySync == NULL) goto ThreadError; // Reset thread flags pauseThreads = false; stopThreads = false; // Create PPC main board thread, if multi-threading GPU if (m_gpuMultiThreaded) { ppcBrdThread = CThread::CreateThread("MainBoard", StartMainBoardThread, this); if (ppcBrdThread == NULL) goto ThreadError; } // Create sound board thread (sync'd or unsync'd) if (syncSndBrdThread) sndBrdThread = CThread::CreateThread("SoundBoardSync", StartSoundBoardThreadSyncd, this); else sndBrdThread = CThread::CreateThread("SoundBoardNoSync", StartSoundBoardThread, this); if (sndBrdThread == NULL) goto ThreadError; // Create drive board thread, if drive board is attached if (DriveBoard->IsAttached()) { drvBrdThread = CThread::CreateThread("DriveBoard", StartDriveBoardThread, this); if (drvBrdThread == NULL) goto ThreadError; } // Set audio callback if sound board thread is unsync'd if (!syncSndBrdThread) { SetAudioCallback(AudioCallback, this); } startedThreads = true; return true; ThreadError: ErrorLog("Unable to create threads and/or synchronization objects: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); DeleteThreadObjects(); m_multiThreaded = false; return false; } bool CModel3::PauseThreads(void) { if (!startedThreads) return true; // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let threads know that they should pause and wait for all of them to do so pauseThreads = true; while (ppcBrdThreadRunning || sndBrdThreadRunning || drvBrdThreadRunning) { if (!notifySync->Wait(notifyLock)) goto ThreadError; } // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; return true; ThreadError: ErrorLog("Threading error in CModel3::PauseThreads: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return false; } bool CModel3::ResumeThreads(void) { if (!startedThreads) return true; // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let all threads know that they can continue running pauseThreads = false; // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; return true; ThreadError: ErrorLog("Threading error in CModel3::ResumeThreads: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return false; } bool CModel3::StopThreads(void) { if (!startedThreads) return true; // If sound board thread is unsync'd then remove audio callback if (!syncSndBrdThread) SetAudioCallback(NULL, NULL); // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let threads know that they should pause and wait for all of them to do so pauseThreads = true; while (ppcBrdThreadRunning || sndBrdThreadRunning || drvBrdThreadRunning) { if (!notifySync->Wait(notifyLock)) goto ThreadError; } // Now let threads know that they should exit stopThreads = true; // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; // Resume each thread in turn and wait for them to exit if (ppcBrdThread != NULL) { if (ppcBrdThreadSync->Post()) ppcBrdThread->Wait(); } if (sndBrdThread != NULL) { if (syncSndBrdThread) { if (sndBrdThreadSync->Post()) sndBrdThread->Wait(); } else { if (WakeSoundBoardThread()) sndBrdThread->Wait(); } } if (drvBrdThread != NULL) { if (drvBrdThreadSync->Post()) drvBrdThread->Wait(); } // Delete all thread and synchronization objects DeleteThreadObjects(); startedThreads = false; return true; ThreadError: ErrorLog("Threading error in CModel3::StopThreads: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return false; } void CModel3::DeleteThreadObjects(void) { // Delete PPC main board, sound board and drive board threads if (ppcBrdThread != NULL) { delete ppcBrdThread; ppcBrdThread = NULL; } if (sndBrdThread != NULL) { delete sndBrdThread; sndBrdThread = NULL; } if (drvBrdThread != NULL) { delete drvBrdThread; drvBrdThread = NULL; } // Delete synchronization objects if (ppcBrdThreadSync != NULL) { delete ppcBrdThreadSync; ppcBrdThreadSync = NULL; } if (sndBrdThreadSync != NULL) { delete sndBrdThreadSync; sndBrdThreadSync = NULL; } if (drvBrdThreadSync != NULL) { delete drvBrdThreadSync; drvBrdThreadSync = NULL; } if (sndBrdNotifyLock != NULL) { delete sndBrdNotifyLock; sndBrdNotifyLock = NULL; } if (sndBrdNotifySync != NULL) { delete sndBrdNotifySync; sndBrdNotifySync = NULL; } if (notifyLock != NULL) { delete notifyLock; notifyLock = NULL; } if (notifySync != NULL) { delete notifySync; notifySync = NULL; } } void CModel3::DumpTimings(void) { printf("PPC:%3ums%c render:%3ums%c sync:%4uK%c%3ums%c snd:%3ums%c drv:%3ums%c frame:%3ums%c\n", timings.ppcTicks, (timings.ppcTicks > timings.renderTicks ? '!' : ','), timings.renderTicks, (timings.renderTicks > timings.ppcTicks ? '!' : ','), timings.syncSize / 1024, (timings.syncSize / 1024 > 128 ? '!' : ','), timings.syncTicks, (timings.syncTicks > 1 ? '!' : ','), timings.sndTicks, (timings.sndTicks > 10 ? '!' : ','), timings.drvTicks, (timings.drvTicks > 10 ? '!' : ','), timings.frameTicks, (timings.frameTicks > 16 ? '!' : ' ')); } FrameTimings CModel3::GetTimings(void) { return timings; } int CModel3::StartMainBoardThread(void *data) { // Call method on CModel3 to run PPC main board thread CModel3 *model3 = (CModel3*)data; return model3->RunMainBoardThread(); } int CModel3::StartSoundBoardThread(void *data) { // Call method on CModel3 to run sound board thread (unsync'd) CModel3 *model3 = (CModel3*)data; return model3->RunSoundBoardThread(); } int CModel3::StartSoundBoardThreadSyncd(void *data) { // Call method on CModel3 to run sound board thread (sync'd) CModel3 *model3 = (CModel3*)data; return model3->RunSoundBoardThreadSyncd(); } int CModel3::StartDriveBoardThread(void *data) { // Call method on CModel3 to run drive board thread CModel3 *model3 = (CModel3*)data; return model3->RunDriveBoardThread(); } int CModel3::RunMainBoardThread(void) { for (;;) { bool wait = true; bool exit = false; while (wait && !exit) { // Wait on PPC main board thread semaphore if (!ppcBrdThreadSync->Wait()) goto ThreadError; // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Check threads are not being stopped or paused if (stopThreads) exit = true; else if (!pauseThreads) { wait = false; ppcBrdThreadRunning = true; } // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; } if (exit) return 0; // Process a single frame for PPC main board RunMainBoardFrame(); // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let other threads know processing has finished ppcBrdThreadRunning = false; ppcBrdThreadDone = true; if (!notifySync->SignalAll()) goto ThreadError; // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; } ThreadError: ErrorLog("Threading error in RunMainBoardThread: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return 1; } void CModel3::AudioCallback(void *data) { // Call method on CModel3 to wake sound board thread CModel3 *model3 = (CModel3*)data; model3->WakeSoundBoardThread(); } bool CModel3::WakeSoundBoardThread(void) { // Enter sound board notify critical section bool wake; if (!sndBrdNotifyLock->Lock()) goto ThreadError; // Enter main notify critical section if (!notifyLock->Lock()) goto ThreadError; // See if sound board thread is currently running wake = !sndBrdThreadRunning; // Leave main notify critical section if (!notifyLock->Unlock()) goto ThreadError; // Only send wake notification to sound board thread if it was not running if (wake) { // Signal to sound board thread that it should start processing again sndBrdWakeNotify = true; if (!sndBrdNotifySync->Signal()) goto ThreadError; } // Leave sound board notify critical section if (!sndBrdNotifyLock->Unlock()) goto ThreadError; return wake; ThreadError: ErrorLog("Threading error in WakeSoundBoardThread: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return false; } int CModel3::RunSoundBoardThread(void) { for (;;) { bool wait = true; bool exit = false; while (wait && !exit) { // Enter sound board notify critical section if (!sndBrdNotifyLock->Lock()) goto ThreadError; // Wait for notification from audio callback while (!sndBrdWakeNotify) { if (!sndBrdNotifySync->Wait(sndBrdNotifyLock)) goto ThreadError; } sndBrdWakeNotify = false; // Enter main notify critical section if (!notifyLock->Lock()) goto ThreadError; // Check threads are not being stopped or paused if (stopThreads) exit = true; else if (!pauseThreads) { wait = false; sndBrdThreadRunning = true; } // Leave main notify critical section if (!notifyLock->Unlock()) goto ThreadError; // Leave sound board notify critical section if (!sndBrdNotifyLock->Unlock()) goto ThreadError; } if (exit) return 0; // Keep processing frames until pausing or audio buffer is full while (true) { // Enter main notify critical section bool paused; if (!notifyLock->Lock()) goto ThreadError; paused = pauseThreads; // Leave main notify critical section if (!notifyLock->Unlock()) goto ThreadError; if (paused || RunSoundBoardFrame()) break; //printf("Rerunning sound board\n"); } // Enter main notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let other threads know processing has finished sndBrdThreadRunning = false; sndBrdThreadDone = true; if (!notifySync->SignalAll()) goto ThreadError; // Leave main notify critical section if (!notifyLock->Unlock()) goto ThreadError; } ThreadError: ErrorLog("Threading error in RunSoundBoardThread: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return 1; } int CModel3::RunSoundBoardThreadSyncd(void) { for (;;) { bool wait = true; bool exit = false; while (wait && !exit) { // Wait on sound board thread semaphore if (!sndBrdThreadSync->Wait()) goto ThreadError; // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Check threads are not being stopped or paused if (stopThreads) exit = true; else if (!pauseThreads) { wait = false; sndBrdThreadRunning = true; } // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; } if (exit) return 0; // Process a single frame for sound board RunSoundBoardFrame(); // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let other threads know processing has finished sndBrdThreadRunning = false; sndBrdThreadDone = true; if (!notifySync->SignalAll()) goto ThreadError; // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; } ThreadError: ErrorLog("Threading error in RunSoundBoardThreadSyncd: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return 1; } int CModel3::RunDriveBoardThread(void) { for (;;) { bool wait = true; bool exit = false; while (wait && !exit) { // Wait on drive board thread semaphore if (!drvBrdThreadSync->Wait()) goto ThreadError; // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Check threads are not being stopped or paused if (stopThreads) exit = true; else if (!pauseThreads) { wait = false; drvBrdThreadRunning = true; } // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; } if (exit) return 0; // Process a single frame for drive board RunDriveBoardFrame(); // Enter notify critical section if (!notifyLock->Lock()) goto ThreadError; // Let other threads know processing has finished drvBrdThreadRunning = false; drvBrdThreadDone = true; if (!notifySync->SignalAll()) goto ThreadError; // Leave notify critical section if (!notifyLock->Unlock()) goto ThreadError; } ThreadError: ErrorLog("Threading error in RunDriveBoardThread: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError()); m_multiThreaded = false; return 1; } void CModel3::Reset(void) { // Clear memory (but do not modify backup RAM!) memset(ram, 0, 0x800000); // Initial bank is bank 0 SetCROMBank(0xFF); // Reset security device securityPtr = 0; m_securityFirstRead = true; // Reset inputs inputBank = 0; serialFIFO1 = 0; serialFIFO2 = 0; adcChannel = 0; // MIDI midiCtrlPort = 0; // Reset all devices ppc_reset(); IRQ.Reset(); PCIBridge.Reset(); PCIBus.Reset(); SCSI.Reset(); RTC.Reset(); EEPROM.Reset(); TileGen.Reset(); GPU.Reset(); SoundBoard.Reset(); m_jtag.Reset(); if (DriveBoard->IsAttached()) DriveBoard->Reset(); m_cryptoDevice.Reset(); gpusReady = false; timings.ppcTicks = 0; timings.syncSize = 0; timings.syncTicks = 0; timings.renderTicks = 0; timings.sndTicks = 0; timings.drvTicks = 0; #ifdef NET_BOARD timings.netTicks = 0; NetBoard->Reset(); #endif timings.frameTicks = 0; timings.frameId = 0; DebugLog("Model 3 reset\n"); } /****************************************************************************** Initialization, Shutdown, and ROM Management ******************************************************************************/ const Game &CModel3::GetGame() const { return m_game; } // Stepping-dependent parameters (MPC10x type, etc.) are initialized here bool CModel3::LoadGame(const Game &game, const ROMSet &rom_set) { m_game = Game(); /* * Copy in ROM data with mirroring as necessary for the following cases: * * - VROM: 64MB. If <= 32MB, mirror to high 32MB. * - Banked CROM: 128MB. If <= 64MB, mirror to high 64MB. * - Fixed CROM: 8MB. If < 8MB, loaded only in high part of space and low * part is a mirror of (banked) CROM0. * - Sample ROM: 16MB. If <= 8MB, mirror to high 8MB. */ if (rom_set.get_rom("vrom").size <= 32*0x100000) { rom_set.get_rom("vrom").CopyTo(&vrom[0], 32*100000); rom_set.get_rom("vrom").CopyTo(&vrom[32*0x100000], 32*0x100000); } else rom_set.get_rom("vrom").CopyTo(vrom, 64*0x100000); if (rom_set.get_rom("banked_crom").size <= 64*0x100000) { rom_set.get_rom("banked_crom").CopyTo(&crom[8*0x100000 + 0], 64*0x100000); rom_set.get_rom("banked_crom").CopyTo(&crom[8*0x100000 + 64*0x100000], 64*0x100000); } else rom_set.get_rom("banked_crom").CopyTo(&crom[8*0x100000 + 0], 128*0x100000); size_t crom_size = rom_set.get_rom("crom").size; rom_set.get_rom("crom").CopyTo(&crom[8*0x100000 - crom_size], crom_size); if (crom_size < 8*0x100000) rom_set.get_rom("banked_crom").CopyTo(&crom[0], 8*0x100000 - crom_size); if (rom_set.get_rom("sound_samples").size <= 8*0x100000) { rom_set.get_rom("sound_samples").CopyTo(&sampleROM[0], 8*0x100000); rom_set.get_rom("sound_samples").CopyTo(&sampleROM[8*0x100000], 8*0x100000); } else rom_set.get_rom("sound_samples").CopyTo(sampleROM, 16*0x100000); rom_set.get_rom("sound_program").CopyTo(soundROM, 512*1024); rom_set.get_rom("mpeg_program").CopyTo(dsbROM, 128*1024); rom_set.get_rom("mpeg_music").CopyTo(mpegROM, 16*0x100000); rom_set.get_rom("driveboard_program").CopyTo(driveROM, 64*1024); // Convert PowerPC and 68K ROMs to little endian words Util::FlipEndian32(crom, 8*0x100000 + 128*0x100000); Util::FlipEndian16(soundROM, 512*1024); Util::FlipEndian16(sampleROM, 16*0x100000); // Configure CPU and PCI bridge PPC_CONFIG ppc_config; if (game.stepping == "2.0" || game.stepping == "2.1") { ppc_config.pvr = PPC_MODEL_603R; // 166 MHz ppc_config.bus_frequency = BUS_FREQUENCY_66MHZ; ppc_config.bus_frequency_multiplier = 0x25; // 2.5X multiplier PCIBridge.SetModel(0x106); // MPC106 } else if (game.stepping == "1.5") { ppc_config.pvr = PPC_MODEL_603E; // 100 MHz ppc_config.bus_frequency = BUS_FREQUENCY_66MHZ; ppc_config.bus_frequency_multiplier = 0x15; // 1.5X multiplier PCIBridge.SetModel(0x105); // MPC105 } else if (game.stepping == "1.0") { ppc_config.pvr = PPC_MODEL_603R; // 66 MHz ppc_config.bus_frequency = BUS_FREQUENCY_66MHZ; ppc_config.bus_frequency_multiplier = 0x10; // 1X multiplier PCIBridge.SetModel(0x105); // MPC105 } else { ErrorLog("Cannot configure Model 3 because game uses unrecognized stepping (%s).", game.stepping.c_str()); return FAIL; } if (!game.pci_bridge.empty()) { if (game.pci_bridge == "MPC105") PCIBridge.SetModel(0x105); else if (game.pci_bridge == "MPC106") PCIBridge.SetModel(0x106); else ErrorLog("Unknown PCI bridge specified in ROM set definition file (%s). Defaulting to MPC%X.", game.pci_bridge.c_str(), PCIBridge.GetModel()); } // Initialize CPU ppc_init(&ppc_config); ppc_attach_bus(this); PPCFetchRegions[0].start = 0; PPCFetchRegions[0].end = 0x007FFFFF; PPCFetchRegions[0].ptr = (UINT32 *) ram; PPCFetchRegions[1].start = 0xFF800000; PPCFetchRegions[1].end = 0xFFFFFFFF; PPCFetchRegions[1].ptr = (UINT32 *) crom; PPCFetchRegions[2].start = 0; PPCFetchRegions[2].end = 0; PPCFetchRegions[2].ptr = NULL; ppc_set_fetch(PPCFetchRegions); // Initialize Real3D int stepping = ((game.stepping[0] - '0') << 4) | (game.stepping[2] - '0'); uint32_t real3DPCIID = game.real3d_pci_id; if (0 == real3DPCIID) { real3DPCIID = stepping >= 0x20 ? CReal3D::PCIID::Step2x : CReal3D::PCIID::Step1x; } GPU.SetStepping(stepping, real3DPCIID); // MPEG board (if present) if (rom_set.get_rom("mpeg_program").size) { if (game.mpeg_board == "DSB1") { DSB = new(std::nothrow) CDSB1(m_config); if (NULL == DSB) return ErrorLog("Insufficient memory for Digital Sound Board object."); } else if (game.mpeg_board == "DSB2") { Util::FlipEndian16(dsbROM, 128*1024); // 68K program needs to be byte swapped DSB = new(std::nothrow) CDSB2(m_config); if (NULL == DSB) return ErrorLog("Insufficient memory for Digital Sound Board object."); } else if (game.mpeg_board.empty()) ErrorLog("No MPEG board type defined in game XML for MPEG ROMs."); else ErrorLog("Unknown MPEG board type '%s'. Only 'DSB1' and 'DSB2' are supported.", game.mpeg_board.c_str()); if (DSB && OKAY != DSB->Init(dsbROM, mpegROM)) return FAIL; } SoundBoard.AttachDSB(DSB); // Drive board (if present) if (game.driveboard_type == Game::DRIVE_BOARD_WHEEL && rom_set.get_rom("driveboard_program").size) { DriveBoard = new CWheelBoard(m_config); if (DriveBoard->Init(driveROM)) return FAIL; } else if (game.driveboard_type == Game::DRIVE_BOARD_JOYSTICK && rom_set.get_rom("driveboard_program").size) { DriveBoard = new CJoyBoard(m_config); if (DriveBoard->Init(driveROM)) return FAIL; } else if (game.driveboard_type == Game::DRIVE_BOARD_BILLBOARD && rom_set.get_rom("driveboard_program").size) { DriveBoard = new CBillBoard(m_config); if (DriveBoard->Init(driveROM)) return FAIL; } else if (game.driveboard_type == Game::DRIVE_BOARD_SKI) { DriveBoard = new CSkiBoard(m_config); if (DriveBoard->Init(driveROM)) // no actual ROM data loaded (ski feedback is simulated) return FAIL; } else { // Dummy drive board (presents itself as not attached) DriveBoard = new CDriveBoard(m_config); if (DriveBoard->Init()) return FAIL; } // Security board encryption device m_cryptoDevice.Init(game.encryption_key, std::bind(&CModel3::ReadSecurityRAM, this, std::placeholders::_1)); // Print game information std::set extra_hw; if (DSB) extra_hw.insert(Util::Format() << "Digital Sound Board (Type " << game.mpeg_board << ")"); if (DriveBoard->IsAttached()) { if (DriveBoard->GetType() == Game::DRIVE_BOARD_BILLBOARD) extra_hw.insert("Billboard"); else extra_hw.insert("Drive Board"); } if (game.encryption_key) extra_hw.insert("Security Board"); if (game.netboard_present) extra_hw.insert("Net Board"); if (!game.version.empty()) std::cout << " Title: " << game.title << " (" << game.version << ")" << std::endl; else std::cout << " Title: " << game.title << std::endl; std::cout << " ROM Set: " << game.name << std::endl; std::cout << " Developer: " << game.manufacturer << std::endl; std::cout << " Year: " << game.year << std::endl; std::cout << " Stepping: " << game.stepping << std::endl; if (!extra_hw.empty()) std::cout << " Extra Hardware: " << Util::Format(", ").Join(extra_hw) << std::endl; std::cout << std::endl; m_game = game; #ifdef NET_BOARD NetBoard->GetGame(m_game); if (OKAY != NetBoard->Init(netRAM, netBuffer)) { return FAIL; } m_runNetBoard = m_game.stepping != "1.0" && NetBoard->IsAttached(); #endif return OKAY; } void CModel3::AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr) { TileGen.AttachRenderer(Render2DPtr); GPU.AttachRenderer(Render3DPtr); } void CModel3::AttachInputs(CInputs *InputsPtr) { Inputs = InputsPtr; if (DriveBoard->IsAttached()) DriveBoard->AttachInputs(Inputs, m_game.inputs); DebugLog("Model 3 attached inputs\n"); } void CModel3::AttachOutputs(COutputs *OutputsPtr) { Outputs = OutputsPtr; Outputs->SetGame(m_game); Outputs->Attached(); if (DriveBoard->IsAttached()) DriveBoard->AttachOutputs(Outputs); DebugLog("Model 3 attached outputs\n"); } const static int RAM_SIZE = 0x800000; //8MB const static int CROM_SIZE = 0x800000; //8MB const static int CROMxx_SIZE = 0x8000000; //128MB const static int VROM_SIZE = 0x4000000; //64MB const static int BACKUPRAM_SIZE = 0x20000; //128KB const static int SECURITYRAM_SIZE = 0x20000; //128KB const static int SOUNDROM_SIZE = 0x80000; //512KB const static int SAMPLEROM_SIZE = 0x1000000; //16MB const static int DSBPROGROM_SIZE = 0x20000; //128KB const static int DSBMPEGROM_SIZE = 0x1000000; //16MB const static int DRIVEROM_SIZE = 0x10000; //64KB const static int NETBUFFER_SIZE = 0x20000; //128KB const static int NETRAM_SIZE = 0x10000; //64KB const static int MEM_POOL_SIZE = RAM_SIZE + CROM_SIZE + CROMxx_SIZE + VROM_SIZE + BACKUPRAM_SIZE + SECURITYRAM_SIZE + SOUNDROM_SIZE + SAMPLEROM_SIZE + DSBPROGROM_SIZE + DSBMPEGROM_SIZE + DRIVEROM_SIZE + NETBUFFER_SIZE + NETRAM_SIZE; const static int RAM_OFFSET = 0; const static int CROM_OFFSET = RAM_OFFSET + RAM_SIZE; const static int CROMxx_OFFSET = CROM_OFFSET + CROM_SIZE; const static int VROM_OFFSET = CROMxx_OFFSET + CROMxx_SIZE; const static int BACKUPRAM_OFFSET = VROM_OFFSET + VROM_SIZE; const static int SECURITYRAM_OFFSET = BACKUPRAM_OFFSET + BACKUPRAM_SIZE; const static int SOUNDROM_OFFSET = SECURITYRAM_OFFSET + SECURITYRAM_SIZE; const static int SAMPLEROM_OFFSET = SOUNDROM_OFFSET + SOUNDROM_SIZE; const static int DSBPROGROM_OFFSET = SAMPLEROM_OFFSET + SAMPLEROM_SIZE; const static int DSBMPEGROM_OFFSET = DSBPROGROM_OFFSET + DSBPROGROM_SIZE; const static int DRIVEROM_OFFSET = DSBMPEGROM_OFFSET + DSBMPEGROM_SIZE; const static int NETBUFFER_OFFSET = DRIVEROM_OFFSET + DRIVEROM_SIZE; const static int NETRAM_OFFSET = NETBUFFER_OFFSET + NETBUFFER_SIZE; // Model 3 initialization. Some initialization is deferred until ROMs are loaded in LoadROMSet() bool CModel3::Init(void) { float memSizeMB = (float)MEM_POOL_SIZE / (float)0x100000; // Allocate all memory for ROMs and PPC RAM memoryPool = new(std::nothrow) UINT8[MEM_POOL_SIZE]; if (NULL == memoryPool) return ErrorLog("Insufficient memory for Model 3 object (needs %1.1f MB).", memSizeMB); memset(memoryPool, 0, MEM_POOL_SIZE); // Set up pointers ram = &memoryPool[RAM_OFFSET]; crom = &memoryPool[CROM_OFFSET]; vrom = &memoryPool[VROM_OFFSET]; soundROM = &memoryPool[SOUNDROM_OFFSET]; sampleROM = &memoryPool[SAMPLEROM_OFFSET]; dsbROM = &memoryPool[DSBPROGROM_OFFSET]; mpegROM = &memoryPool[DSBMPEGROM_OFFSET]; backupRAM = &memoryPool[BACKUPRAM_OFFSET]; securityRAM = &memoryPool[SECURITYRAM_OFFSET]; driveROM = &memoryPool[DRIVEROM_OFFSET]; netRAM = &memoryPool[NETRAM_OFFSET]; netBuffer = &memoryPool[NETBUFFER_OFFSET]; SetCROMBank(0xFF); // Initialize other devices (PowerPC, DSB, and security board initialized after ROMs loaded) IRQ.Init(); PCIBridge.Init(); PCIBus.Init(); SCSI.Init(this,&IRQ,0x100); // SCSI is actually a non-maskable interrupt, so we give it a bit number outside of 8-bit range RTC.Init(); EEPROM.Init(); if (OKAY != TileGen.Init(&IRQ)) return FAIL; if (OKAY != GPU.Init(vrom,this,&IRQ,0x100)) // same for Real3D DMA interrupt return FAIL; if (OKAY != SoundBoard.Init(soundROM,sampleROM)) return FAIL; PCIBridge.AttachPCIBus(&PCIBus); PCIBus.AttachDevice(13,&GPU); PCIBus.AttachDevice(14,&SCSI); PCIBus.AttachDevice(16,this); #ifdef NET_BOARD if (m_config["SimulateNet"].ValueAs()) NetBoard = new CSimNetBoard(m_config); else NetBoard = new CNetBoard(m_config); #endif // NET_BOARD DebugLog("Initialized Model 3 (allocated %1.1f MB)\n", memSizeMB); return OKAY; } CSoundBoard *CModel3::GetSoundBoard(void) { return &SoundBoard; } CDriveBoard *CModel3::GetDriveBoard(void) { return DriveBoard; } #ifdef NET_BOARD INetBoard *CModel3::GetNetBoard(void) { return NetBoard; } #endif CModel3::CModel3(Util::Config::Node &config) : m_config(config), m_multiThreaded(config["MultiThreaded"].ValueAs()), m_gpuMultiThreaded(config["GPUMultiThreaded"].ValueAs()), TileGen(config), GPU(config), SoundBoard(config), m_jtag(GPU) { // Initialize pointers so dtor can know whether to free them memoryPool = NULL; // Various uninitialized pointers Inputs = NULL; Outputs = NULL; ram = NULL; crom = NULL; vrom = NULL; soundROM = NULL; sampleROM = NULL; dsbROM = NULL; mpegROM = NULL; cromBank = NULL; backupRAM = NULL; securityRAM = NULL; netRAM = NULL; netBuffer = NULL; DSB = NULL; DriveBoard = NULL; securityPtr = 0; startedThreads = false; pauseThreads = false; stopThreads = false; ppcBrdThread = NULL; sndBrdThread = NULL; drvBrdThread = NULL; ppcBrdThreadRunning = false; ppcBrdThreadDone = false; sndBrdThreadRunning = false; sndBrdThreadDone = false; drvBrdThreadRunning = false; drvBrdThreadDone = false; syncSndBrdThread = false; ppcBrdThreadSync = NULL; sndBrdThreadSync = NULL; drvBrdThreadSync = NULL; notifyLock = NULL; notifySync = NULL; DebugLog("Built Model 3\n"); } // Dumps a memory region to a file for debugging purposes #if 0 static void Dump(const char *file, uint8_t *buf, size_t size, bool reverse32, bool reverse16) { FILE *fp = fopen(file, "wb"); if (NULL != fp) { if (reverse32) Util::FlipEndian32(buf, size); else if (reverse16) Util::FlipEndian16(buf, size); fwrite(buf, sizeof(UINT8), size, fp); fclose(fp); printf("dumped %s\n", file); } else printf("unable to dump %s\n", file); } #endif CModel3::~CModel3(void) { // Debug: dump some files //Dump("ram", ram, 0x800000, true, false); //Dump("vrom", vrom, 0x4000000, true, false); //Dump("crom", crom, 0x800000, true, false); //Dump("bankedCrom", &crom[0x800000], 0x7000000, true, false); //Dump("soundROM", soundROM, 0x80000, false, true); //Dump("sampleROM", sampleROM, 0x800000, false, true); // Stop all threads StopThreads(); // Free memory if (memoryPool != NULL) { delete [] memoryPool; memoryPool = NULL; } if (DSB != NULL) { delete DSB; DSB = NULL; } if (DriveBoard != NULL) { delete DriveBoard; DriveBoard = NULL; } Inputs = NULL; Outputs = NULL; ram = NULL; crom = NULL; vrom = NULL; soundROM = NULL; sampleROM = NULL; dsbROM = NULL; mpegROM = NULL; cromBank = NULL; backupRAM = NULL; securityRAM = NULL; netRAM = NULL; netBuffer = NULL; DebugLog("Destroyed Model 3\n"); }