Supermodel/Src/Model3/Model3.cpp
Bart Trzynadlowski a1346b57f5 - Changed spelling of some messages in drive board code.
- Added an extra blank line after info display in CModel3.
- Cleaned up comments in Main.cpp.
- More document updates. Fixed '-no-music'->'-no-dsb', 'EmulateMusic'->'EmulateDSB'.
2011-09-22 17:28:49 +00:00

3023 lines
86 KiB
C++

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** 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.cpp
*
* Implementation of the CModel3 class: a complete Model 3 machine.
*
* To-Do List
* ----------
* - 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 (hah!)
* - 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* PowerPC Address Map (may be slightly out of date/incomplete)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
*/
#include <new>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "Supermodel.h"
/******************************************************************************
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
}
return data;
case 0x08: // game-specific inputs
data = 0xFF;
if ((Game->inputFlags&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 ((Game->inputFlags&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 ((Game->inputFlags&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 ((Game->inputFlags&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 ((Game->inputFlags&GAME_INPUT_VR))
{
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 ((Game->inputFlags&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 ((Game->inputFlags&GAME_INPUT_RALLY))
{
data &= ~(Inputs->viewChange->value<<0); // View change
data &= ~(Inputs->handBrake->value<<1); // Hand brake
}
if ((Game->inputFlags&GAME_INPUT_GUN1))
data &= ~(Inputs->trigger[0]->value<<0); // P1 Trigger
if ((Game->inputFlags&GAME_INPUT_ANALOG_JOYSTICK))
{
data &= ~(Inputs->analogJoyTrigger->value<<5); // Trigger
data &= ~(Inputs->analogJoyEvent->value<<0); // Event Button
}
if ((Game->inputFlags&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;
}
return data;
case 0x0C: // game-specific inputs
data = 0xFF;
if (DriveBoard.IsAttached())
data = DriveBoard.Read();
if ((Game->inputFlags&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 ((Game->inputFlags&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 ((Game->inputFlags&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 ((Game->inputFlags&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 ((Game->inputFlags&GAME_INPUT_GUN2))
data &= ~(Inputs->trigger[1]->value<<0); // P2 Trigger
return data;
case 0x2C: // Serial FIFO 1
return serialFIFO1;
case 0x30: // Serial FIFO 2
return serialFIFO2;
case 0x34: // Serial FIFO full/empty flags
return 0x0C;
case 0x3C: // ADC
// Load ADC channels with input data
memset(adc, 0, sizeof(adc));
if ((Game->inputFlags&GAME_INPUT_VEHICLE))
{
adc[0] = (UINT8)Inputs->steering->value;
adc[1] = (UINT8)Inputs->accelerator->value;
adc[2] = (UINT8)Inputs->brake->value;
}
if ((Game->inputFlags&GAME_INPUT_ANALOG_JOYSTICK))
{
adc[0] = (UINT8)Inputs->analogJoyY->value;
adc[1] = (UINT8)Inputs->analogJoyX->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);
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 ((Game->inputFlags&GAME_INPUT_GUN1||Game->inputFlags&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.
******************************************************************************/
static const UINT16 spikeoutSecurity[] =
{
0x0000,
0x4f4d, 0x4544, 0x2d4c, 0x2033, 0x7953, 0x7473, 0x6d65, 0x5020,
0x6f72, 0x7267, 0x6d61, 0x4320, 0x706f, 0x7279, 0x6769, 0x7468,
0x2820, 0x2943, 0x3120, 0x3939, 0x2035, 0x4553, 0x4147, 0x4520,
0x746e, 0x7265, 0x7270, 0x7369, 0x7365, 0x4c2c, 0x4454, 0x202e,
0x6c41, 0x206c, 0x6972, 0x6867, 0x2074, 0x6572, 0x6573, 0x7672,
0x6465, 0x202e, 0x2020, 0x0020
};
static const UINT16 vs298Security[] =
{
0x0000, // dummy read
0x4A20, 0x5041, 0x4E41, 0x4920, 0x4154, 0x594C, 0x4220, 0x4152, 0x4953, 0x204C,
0x5241, 0x4547, 0x544E, 0x4E49, 0x2041, 0x4547, 0x4D52, 0x4E41, 0x2059, 0x4E45,
0x4C47, 0x4E41, 0x2044, 0x454E, 0x4854, 0x5245, 0x414C, 0x444E, 0x2053, 0x5246,
0x4E41, 0x4543, 0x4320, 0x4C4F, 0x4D4F, 0x4942, 0x2041, 0x4150, 0x4152, 0x5547,
0x5941, 0x4220, 0x4C55, 0x4147, 0x4952, 0x2041, 0x5053, 0x4941, 0x204E, 0x5243,
0x414F, 0x4954, 0x2041, 0x4542, 0x474C, 0x5549, 0x204D, 0x494E, 0x4547, 0x4952,
0x2041, 0x4153, 0x4455, 0x2049, 0x4F4B, 0x4552, 0x2041, 0x4544, 0x4D4E, 0x5241,
0x204B, 0x4F52, 0x414D, 0x494E, 0x2041, 0x4353, 0x544F, 0x414C, 0x444E, 0x5520,
0x4153, 0x5320, 0x554F, 0x4854, 0x4641, 0x4952, 0x4143, 0x4D20, 0x5845, 0x4349,
0x204F, 0x5559, 0x4F47, 0x4C53, 0x5641, 0x4149, 0x4620, 0x5F43, 0x4553, 0x4147
};
static const UINT16 ecaSecurity[] =
{
0x0000,
0x2d2f, 0x202d, 0x4d45, 0x5245, 0x4547, 0x434e, 0x2059, 0x4143,
0x4c4c, 0x4120, 0x424d, 0x4c55, 0x4e41, 0x4543, 0x2d20, 0x0a2d,
0x6f43, 0x7970, 0x6952, 0x6867, 0x2074, 0x4553, 0x4147, 0x4520,
0x746e, 0x7265, 0x7270, 0x7369, 0x7365, 0x202c, 0x744c, 0x2e64,
0x530a, 0x666f, 0x7774, 0x7261, 0x2065, 0x2652, 0x2044, 0x6544,
0x7470, 0x202e, 0x3123, 0x660a, 0x726f, 0x7420, 0x7365, 0x0a74,
};
static const UINT16 oceanhunSecurity[57] =
{
0x0000, // dummy read
0x3d3d, 0x203d, 0x434f, 0x4145, 0x204e, 0x5548, 0x544e, 0x5245,
0x3d20, 0x3d3d, 0x430a, 0x706f, 0x5279, 0x6769, 0x7468, 0x5320,
0x4745, 0x2041, 0x6e45, 0x6574, 0x7072, 0x6972, 0x6573, 0x2c73,
0x4c20, 0x6474, 0x0a2e, 0x6d41, 0x7375, 0x6d65, 0x6e65, 0x2074,
0x2652, 0x2044, 0x6544, 0x7470, 0x202e, 0x3123, 0x4b0a, 0x7a61,
0x6e75, 0x7261, 0x2069, 0x7354, 0x6b75, 0x6d61, 0x746f, 0x206f,
0x6553, 0x7463, 0x6f69, 0x206e, 0x614d, 0x616e, 0x6567, 0x0a72
};
static const UINT16 swtrilgySecurity[57] =
{
0xffff,
0x3d3d, 0x3d3d, 0x203d, 0x5453, 0x5241, 0x5720, 0x5241, 0x2053,
0x3d3d, 0x3d3d, 0x0a3d, 0x6f43, 0x7970, 0x6952, 0x6867, 0x2074,
0x4553, 0x4147, 0x4520, 0x746e, 0x7265, 0x7270, 0x7369, 0x7365,
0x202c, 0x744c, 0x2e64, 0x410a, 0x756d, 0x6573, 0x656d, 0x746e,
0x5220, 0x4426, 0x4420, 0x7065, 0x2e74, 0x2320, 0x3231, 0x4b0a,
0x7461, 0x7573, 0x6179, 0x7573, 0x4120, 0x646e, 0x206f, 0x2026,
0x614b, 0x6f79, 0x6f6b, 0x5920, 0x6d61, 0x6d61, 0x746f, 0x0a6f
};
static const UINT16 fvipers2Security[65] =
{
0x2a2a,
0x2a2a, 0x2a2a, 0x2a2a, 0x2a2a, 0x2a2a, 0x2a2a, 0x202a, 0x5b5b,
0x4620, 0x6769, 0x7468, 0x6e69, 0x2067, 0x6956, 0x6570, 0x7372,
0x3220, 0x5d20, 0x205d, 0x6e69, 0x3c20, 0x4d3c, 0x444f, 0x4c45,
0x332d, 0x3e3e, 0x4320, 0x706f, 0x7279, 0x6769, 0x7468, 0x2820,
0x2943, 0x3931, 0x3839, 0x5320, 0x4745, 0x2041, 0x6e45, 0x6574,
0x7072, 0x6972, 0x6573, 0x2c73, 0x544c, 0x2e44, 0x2020, 0x4120,
0x6c6c, 0x7220, 0x6769, 0x7468, 0x7220, 0x7365, 0x7265, 0x6576,
0x2e64, 0x2a20, 0x2a2a, 0x2a2a, 0x2a2a, 0x2a2a, 0x2a2a, 0x2a2a
};
UINT32 CModel3::ReadSecurity(unsigned reg)
{
UINT32 data;
switch (reg)
{
case 0x00: // Status
return 0;
case 0x1C: // Data
if (!strcmp(Game->id, "spikeout") || !strcmp(Game->id, "spikeofe"))
{
data = (spikeoutSecurity[securityPtr++] << 16);
securityPtr %= (sizeof(spikeoutSecurity)/sizeof(UINT16));
}
else if (!strcmp(Game->id, "vs298"))
{
data = (vs298Security[securityPtr++] << 16);
securityPtr %= (sizeof(vs298Security)/sizeof(UINT16));
}
else if (!strcmp(Game->id, "eca") || !strcmp(Game->id, "ecax"))
{
data = (ecaSecurity[securityPtr++] << 16);
securityPtr %= (sizeof(ecaSecurity)/sizeof(UINT16));
}
else if (!strcmp(Game->id, "oceanhun"))
{
data = (oceanhunSecurity[securityPtr++] << 16);
securityPtr %= (sizeof(oceanhunSecurity)/sizeof(UINT16));
}
else if (!strcmp(Game->id, "swtrilgy") || !strcmp(Game->id, "swtrilgya"))
{
data = (swtrilgySecurity[securityPtr++] << 16);
securityPtr %= (sizeof(swtrilgySecurity)/sizeof(UINT16));
}
else if (!strcmp(Game->id, "fvipers2"))
{
data = (fvipers2Security[securityPtr++] << 16);
securityPtr %= (sizeof(fvipers2Security)/sizeof(UINT16));
}
else if (!strcmp(Game->id, "von2"))
data = 0xFFFFFFFF;
else
{
data = 0xFFFFFFFF;
DebugLog("Security read: reg=%X, PC=%08X, LR=%08X\n", reg, ppc_get_pc(), ppc_get_lr());
}
return data;
default:
DebugLog("Security read: reg=%X\n", reg);
break;
}
return 0xFFFFFFFF;
}
void CModel3::WriteSecurity(unsigned reg, UINT32 data)
{
DebugLog("Security write: reg=%X, data=%08X (PC=%08X, LR=%08X)\n", reg, data, ppc_get_pc(), ppc_get_lr());
}
/******************************************************************************
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: Proper IRQ handling requires a "deassert" function in the PowerPC core,
which the interpreter presently lacks. This is because different modules that
generate IRQs, like the tilegen, Real3D, and SCSP, should each call
IRQ.Assert() on their own, which will assert the CPU IRQ line. Right now,
the CPU processes an interrupt and clears the line by itself, which means that
if multiple interrupts are asserted simultaneously, depending on the IRQ
handler code, only one may be processed. Keep an eye on this!
******************************************************************************/
// 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());
//printf("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 (GPU.ReadTAP()<< 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
DebugLog("IRQ SETTING! %02X=%02X\n", reg, data);
break;
case 0x0C: // JTAG Test Access Port
GPU.WriteTAP((data>>6)&1,(data>>2)&1,(data>>5)&1,(data>>7)&1); // 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;
}
}
/******************************************************************************
Optimized Address Space Access Handlers
Although I have not yet profiled the code, these ought to be more optimal,
especially if the compiler can generate jump tables.
NOTE: Testing of some of the address ranges is not strict enough, especially
for the MPC10x. Write32() handles the MPC10x most correctly. For now,
accesses outside of the handled ranges have not been observed. Use the DEBUG
version of these handlers for validation of new games.
******************************************************************************/
#ifndef DEBUG
/*
* 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:
if ((addr&0xF) == 4) // MIDI control port
return 0xFF; // one of these bits (0x80?) indicates "ready"
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:
break;
}
break;
// 53C810 SCSI
case 0xC0: // only on Step 1.0
if (Game->step != 0x10) // check for Step 1.0
break;
case 0xF9:
case 0xC1:
return SCSI.ReadRegister(addr&0xFF);
// Unknown
default:
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:
break;
}
break;
// Unknown
default:
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:
return GPU.ReadRegister(addr&0x3F);
// 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:
break;
}
break;
// Tile generator
case 0xF1:
if (addr==0xF1180000) // fixes 2D graphics (TO-DO: integrate register reads into TileGen.cpp)
return 0;
// Tile generator accesses its RAM as little endian, must flip for big endian PowerPC
if (addr < 0xF1120000)
{
data = TileGen.ReadRAM(addr&0x1FFFFF);
return FLIPENDIAN32(data);
}
break;
// 53C810 SCSI
case 0xC0: // only on Step 1.0
if (Game->step != 0x10) // check for Step 1.0
break;
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:
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);
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:
break;
}
DebugLog("PC=%08X\twrite8 : %08X=%02X\n", ppc_get_pc(), addr, data);
break;
// MPC105/106
case 0xF8:
PCIBridge.WriteRegister(addr&0xFF,data);
break;
// 53C810 SCSI
case 0xC0: // only on Step 1.0
if (Game->step != 0x10)
goto Unknown8;
case 0xF9:
case 0xC1:
SCSI.WriteRegister(addr&0xFF,data);
break;
// Unknown:
default:
Unknown8:
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:
break;
}
DebugLog("PC=%08X\twrite16 : %08X=%04X\n", ppc_get_pc(), addr, data);
break;
// 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;
// Unknown
default:
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: // 90000000-90000018
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 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:
*(UINT32 *) &securityRAM[(addr&0x1FFFF)] = data;
break;
// Security board registers
case 0x1A:
WriteSecurity(addr&0x3F,data);
break;
// Unknown
default:
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.WriteRAM(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
if (Game->step != 0x10)
goto Unknown32;
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:
DebugLog("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data);
break;
}
}
void CModel3::Write64(UINT32 addr, UINT64 data)
{
Write32(addr+0, (UINT32) (data>>32));
Write32(addr+4, (UINT32) data);
}
#endif
/******************************************************************************
Debug Mode (Strict) Address Space Access Handlers
Enabled only if DEBUG is defined. These perform stricter checks than the
"optimized" handlers but may be slower.
******************************************************************************/
#ifdef DEBUG
/*
* CModel3::Read8(addr):
* CModel3::Read16(addr):
* CModel3::Read32(addr):
* CModel3::Read64(addr):
*
* Read handlers.
*/
UINT8 CModel3::Read8(UINT32 addr)
{
if (addr<0x00800000)
return ram[addr^3];
else if ((addr>=0xFF000000) && (addr<0xFF800000))
return cromBank[(addr&0x7FFFFF)^3];
else if (addr>=0xFF800000)
return crom[(addr&0x7FFFFF)^3];
else if ((addr>=0xC2000000) && (addr<0xC2000100))
return GPU.ReadDMARegister8(addr&0xFF);
else if (((addr>=0xF0040000) && (addr<0xF0040040)) || ((addr>=0xFE040000) && (addr<0xFE040040)))
return ReadInputs(addr&0x3F);
else if (((addr>=0xF0080000) && (addr<=0xF0080007)) || ((addr>=0xFE080000) && (addr<=0xFE080007)))
{
if ((addr&0xF) == 4) // MIDI control port
return 0xFF;
}
else if (((addr>=0xF00C0000) && (addr<0xF00DFFFF)) || ((addr>=0xFE0C0000) && (addr<0xFE0DFFFF)))
return backupRAM[(addr&0x1FFFF)^3];
else if (((addr>=0xF0100000) && (addr<0xF0100040)) || ((addr>=0xFE100000) && (addr<0xFE100040)))
return ReadSystemRegister(addr&0x3F);
else if (((addr>=0xF0140000) && (addr<0xF0140040)) || ((addr>=0xFE140000) && (addr<0xFE140040)))
{
if ((addr&3)==1) // battery voltage test
return 0x03;
else if ((addr&3)==0)
return RTC.ReadRegister((addr>>2)&0xF);
return 0;
}
else if (((addr>=0xF9000000) && (addr<0xF9000100)) || ((addr>=0xC1000000) && (addr<0xC1000100)) || ((Game->step==0x10) && ((addr>=0xC0000000) && (addr<0xC0000100))))
return SCSI.ReadRegister(addr&0xFF);
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;
}
if (addr<0x00800000)
return *(UINT16 *) &ram[addr^2];
else if ((addr>=0xFF000000) && (addr<0xFF800000))
return *(UINT16 *) &cromBank[(addr&0x7FFFFF)^2];
else if (addr>=0xFF800000)
return *(UINT16 *) &crom[(addr&0x7FFFFF)^2];
else if (((addr>=0xF00C0000) && (addr<0xF00DFFFF)) || ((addr>=0xFE0C0000) && (addr<0xFE0DFFFF)))
return *(UINT16 *) &backupRAM[(addr&0x1FFFF)^2];
else if ((addr>=0xF0C00CF8) && (addr<0xF0C00D00)) // MPC105
return PCIBridge.ReadPCIConfigData(16,addr&3);
else if ((addr>=0xFEE00000) && (addr<0xFEF00000)) // MPC106
return PCIBridge.ReadPCIConfigData(16,addr&3);
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;
}
if (addr<0x00800000)
return *(UINT32 *) &ram[addr];
else if ((addr>=0xFF000000) && (addr<0xFF800000))
return *(UINT32 *) &cromBank[(addr&0x7FFFFF)];
else if (addr>=0xFF800000)
return *(UINT32 *) &crom[(addr&0x7FFFFF)];
else if ((addr>=0x84000000) && (addr<0x8400003F))
return GPU.ReadRegister(addr&0x3F);
else if ((addr>=0xC2000000) && (addr<0xC2000100))
{
data = GPU.ReadDMARegister32(addr&0xFF);
return FLIPENDIAN32(data);
}
else if (((addr>=0xF0040000) && (addr<0xF0040040)) || ((addr>=0xFE040000) && (addr<0xFE040040)))
{
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;
}
else if (((addr>=0xF00C0000) && (addr<0xF00DFFFF)) || ((addr>=0xFE0C0000) && (addr<0xFE0DFFFF)))
return *(UINT32 *) &backupRAM[(addr&0x1FFFF)];
else if (((addr>=0xF0100000) && (addr<0xF0100040)) || ((addr>=0xFE100000) && (addr<0xFE100040)))
{
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;
}
else if ((addr>=0xF0C00CF8) && (addr<0xF0C00D00)) // MPC105
return PCIBridge.ReadPCIConfigData(32,0);
else if ((addr>=0xFEE00000) && (addr<0xFEF00000)) // MPC106
return PCIBridge.ReadPCIConfigData(32,0);
else if (((addr>=0xF0140000) && (addr<0xF0140040)) || ((addr>=0xFE140000) && (addr<0xFE140040)))
{
data = (RTC.ReadRegister((addr>>2)&0xF) << 24);
data |= 0x00030000; // set these bits to pass battery voltage test
return data;
}
else if (((addr>=0xF0180000) && (addr<0xF019FFFF)) || ((addr>=0xFE180000) && (addr<0xFE19FFFF)))
return *(UINT32 *) &securityRAM[(addr&0x1FFFF)]; // so far, only 32-bit access observed, so we use little endian access
else if (((addr>=0xF01A0000) && (addr<0xF01A003F)) || ((addr>=0xFE1A0000) && (addr<0xFE1A003F)))
return ReadSecurity(addr&0x3F);
else if ((addr>=0xF1000000) && (addr<0xF1120000))
{
// Tile generator accesses its RAM as little endian, must flip for big endian PowerPC
data = TileGen.ReadRAM(addr&0x1FFFFF);
return FLIPENDIAN32(data);
}
else if (((addr>=0xF9000000) && (addr<0xF9000100)) || ((addr>=0xC1000000) && (addr<0xC1000100)) || ((Game->step==0x10) && ((addr>=0xC0000000) && (addr<0xC0000100))))
{
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;
}
// FIXES 2D GRAPHICS (to-do: integrate this into tilegen.cpp)
if (addr==0xF1180000)
return 0;
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);
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)
{
if (addr<0x00800000)
ram[addr^3] = data;
else if ((addr>=0xC2000000) && (addr<0xC2000100))
GPU.WriteDMARegister8(addr&0xFF,data);
else if (((addr>=0xF0040000) && (addr<0xF0040040)) || ((addr>=0xFE040000) && (addr<0xFE040040)))
WriteInputs(addr&0x3F,data);
else if (((addr>=0xF0080000) && (addr<=0xF0080007)) || ((addr>=0xFE080000) && (addr<=0xFE080007)))
{
if ((addr&0xF) == 0) // MIDI data port
SoundBoard.WriteMIDIPort(data);
else if ((addr&0xF) == 4) // MIDI control port
midiCtrlPort = data;
}
else if (((addr>=0xF00C0000) && (addr<0xF00E0000)) || ((addr>=0xFE0C0000) && (addr<0xFE0E0000)))
backupRAM[(addr&0x1FFFF)^3] = data;
else if (((addr>=0xF0100000) && (addr<0xF0100040)) || ((addr>=0xFE100000) && (addr<0xFE100040)))
WriteSystemRegister(addr&0x3F,data);
else if (((addr>=0xF0140000) && (addr<0xF0140040)) || ((addr>=0xFE140000) && (addr<0xFE140040)))
{
if ((addr&3)==0)
RTC.WriteRegister((addr>>2)&0xF,data);
}
else if ((addr>=0xF8FFF000) && (addr<0xF8FFF100))
PCIBridge.WriteRegister(addr&0xFF,data);
else if (((addr>=0xF9000000) && (addr<0xF9000100)) || ((addr>=0xC1000000) && (addr<0xC1000100)) || ((Game->step==0x10) && ((addr>=0xC0000000) && (addr<0xC0000100))))
SCSI.WriteRegister(addr&0xFF,data);
else
{
DebugLog("PC=%08X\twrite8 : %08X=%02X\n", ppc_get_pc(), addr, data);
//printf("PC=%08X\twrite8 : %08X=%02X\n", ppc_get_pc(), addr, data);
}
}
void CModel3::Write16(UINT32 addr, UINT16 data)
{
if ((addr&1))
{
Write8(addr+0,data>>8);
Write8(addr+1,data&0xFF);
return;
}
if (addr<0x00800000)
*(UINT16 *) &ram[addr^2] = data;
else if (((addr>=0xF00C0000) && (addr<0xF00E0000)) || ((addr>=0xFE0C0000) && (addr<0xFE0E0000)))
*(UINT16 *) &backupRAM[(addr&0x1FFFF)^2] = data;
else if ((addr>=0xF0C00CF8) && (addr<0xF0C00D00))
PCIBridge.WritePCIConfigData(16,addr&2,data);
else if ((addr>=0xF8FFF000) && (addr<0xF8FFF100))
{
// Write in big endian order, like a real PowerPC
PCIBridge.WriteRegister((addr&0xFF)+0,data>>8);
PCIBridge.WriteRegister((addr&0xFF)+1,data&0xFF);
}
else
{
DebugLog("PC=%08X\twrite16: %08X=%04X\n", ppc_get_pc(), addr, data);
//printf("PC=%08X\twrite16: %08X=%04X\n", ppc_get_pc(), addr, data);
}
}
void CModel3::Write32(UINT32 addr, UINT32 data)
{
if ((addr&3))
{
Write16(addr+0,data>>16);
Write16(addr+2,data);
return;
}
if (addr<0x00800000)
*(UINT32 *) &ram[addr] = data;
else if ((addr>=0x88000000) && (addr<0x88000008))
GPU.Flush();
else if ((addr>=0x8C000000) && (addr<0x8C400000))
GPU.WriteLowCullingRAM(addr&0x3FFFFF,FLIPENDIAN32(data));
else if ((addr>=0x8E000000) && (addr<0x8E100000))
GPU.WriteHighCullingRAM(addr&0xFFFFF,FLIPENDIAN32(data));
else if ((addr>=0x90000000) && (addr<0x90000018))
GPU.WriteTexturePort(addr&0xFF,FLIPENDIAN32(data));
else if ((addr>=0x94000000) && (addr<0x94100000))
GPU.WriteTextureFIFO(FLIPENDIAN32(data));
else if ((addr>=0x98000000) && (addr<0x98400000))
GPU.WritePolygonRAM(addr&0x3FFFFF,FLIPENDIAN32(data));
else if ((addr>=0xC2000000) && (addr<0xC2000100))
GPU.WriteDMARegister32(addr&0xFF,FLIPENDIAN32(data));
else if (((addr>=0xF0040000) && (addr<0xF0040040)) || ((addr>=0xFE040000) && (addr<0xFE040040)))
{
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);
}
else if (((addr>=0xF00C0000) && (addr<0xF00E0000)) || ((addr>=0xFE0C0000) && (addr<0xFE0E0000)))
*(UINT32 *) &backupRAM[(addr&0x1FFFF)] = data;
else if ((addr>=0xF0800CF8) && (addr<0xF0800D00)) // MPC105
PCIBridge.WritePCIConfigAddress(data);
else 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);
else if (((addr>=0xF0100000) && (addr<0xF0100040)) || ((addr>=0xFE100000) && (addr<0xFE100040)))
{
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);
}
else if (((addr>=0xF0140000) && (addr<0xF0140040)) || ((addr>=0xFE140000) && (addr<0xFE140040)))
RTC.WriteRegister((addr>>2)&0xF,data);
else if (((addr>=0xF0180000) && (addr<0xF019FFFF)) || ((addr>=0xFE180000) && (addr<0xFE19FFFF)))
*(UINT32 *) &securityRAM[(addr&0x1FFFF)] = data; // so far, only 32-bit access observed, so just store little endian
else if (((addr>=0xF01A0000) && (addr<0xF01A003F)) || ((addr>=0xFE1A0000) && (addr<0xFE1A003F)))
WriteSecurity(addr&0x3F,data);
else if ((addr>=0xF1000000) && (addr<0xF1120000))
{
// Tile generator accesses its RAM as little endian, must flip for big endian PowerPC
data = FLIPENDIAN32(data);
TileGen.WriteRAM(addr&0x1FFFFF,data);
}
else if ((addr>=0xF1180000) && (addr<0xF1180100))
TileGen.WriteRegister(addr&0xFF,FLIPENDIAN32(data));
else if ((addr>=0xF8FFF000) && (addr<0xF8FFF100))
{
// 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);
}
else if (((addr>=0xF9000000) && (addr<0xF9000100)) || ((addr>=0xC1000000) && (addr<0xC1000100)) || ((Game->step==0x10) && ((addr>=0xC0000000) && (addr<0xC0000100))))
{
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);
}
else
{
//printf("%08X=%08X\n", addr, data);
DebugLog("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data);
}
}
void CModel3::Write64(UINT32 addr, UINT64 data)
{
Write32(addr+0, (UINT32) (data>>32));
Write32(addr+4, (UINT32) data);
}
#endif
/******************************************************************************
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));
// 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);
}
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));
// 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);
}
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)
{
// See if currently running multi-threaded
if (g_Config.multiThreaded)
{
// If so, check all threads are up and running
if (!StartThreads())
goto ThreadError;
// Wake threads for sound board (if sync'd) and drive board (if attached) so they can process a frame
if (syncSndBrdThread && !sndBrdThreadSync->Post() || DriveBoard.IsAttached() && !drvBrdThreadSync->Post())
goto ThreadError;
// At the same time, process a single frame for main board (PPC) in this thread
RunMainBoardFrame();
// Enter notify wait critical section
if (!notifyLock->Lock())
goto ThreadError;
// Wait for sound board and drive board threads to finish their work (if they haven't done so already)
while (syncSndBrdThread && !sndBrdThreadDone || DriveBoard.IsAttached() && !drvBrdThreadDone)
{
if (!notifySync->Wait(notifyLock))
goto ThreadError;
}
sndBrdThreadDone = false;
drvBrdThreadDone = false;
// Leave notify wait critical section
if (!notifyLock->Unlock())
goto ThreadError;
}
else
{
// If not multi-threaded, then just process a single frame for main board, sound board and drive board in turn in this thread
RunMainBoardFrame();
SoundBoard.RunFrame();
if (DriveBoard.IsAttached())
DriveBoard.RunFrame();
}
return;
ThreadError:
ErrorLog("Threading error in CModel3::RunFrame: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError());
g_Config.multiThreaded = false;
}
bool CModel3::StartThreads(void)
{
if (startedThreads)
return true;
// Create synchronization objects
sndBrdThreadSync = CThread::CreateSemaphore(1);
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(1);
if (drvBrdThreadSync == NULL)
goto ThreadError;
}
notifyLock = CThread::CreateMutex();
if (notifyLock == NULL)
goto ThreadError;
notifySync = CThread::CreateCondVar();
if (notifySync == NULL)
goto ThreadError;
// Create sound board thread (sync'd or unsync'd)
if (syncSndBrdThread)
sndBrdThread = CThread::CreateThread(StartSoundBoardThreadSyncd, this);
else
sndBrdThread = CThread::CreateThread(StartSoundBoardThread, this);
if (sndBrdThread == NULL)
goto ThreadError;
// Create drive board thread (sync'd), if drive board is attached
if (DriveBoard.IsAttached())
{
drvBrdThread = CThread::CreateThread(StartDriveBoardThreadSyncd, this);
if (drvBrdThread == NULL)
goto ThreadError;
}
// Set audio callback if 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();
g_Config.multiThreaded = false;
return false;
}
bool CModel3::PauseThreads(void)
{
if (!startedThreads)
return true;
// Enter notify critical section
if (!notifyLock->Lock())
goto ThreadError;
// Wait for all threads to finish their processing
pausedThreads = true;
while (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());
g_Config.multiThreaded = false;
return false;
}
void CModel3::ResumeThreads(void)
{
// No need to use any locking here
pausedThreads = false;
return;
}
void CModel3::StopThreads(void)
{
if (!startedThreads)
return;
// If sound board not sync'd then remove callback
if (!syncSndBrdThread)
SetAudioCallback(NULL, NULL);
// Pause threads so that can safely delete thread objects
PauseThreads();
DeleteThreadObjects();
startedThreads = false;
}
void CModel3::DeleteThreadObjects(void)
{
// Delete (which in turn kills) sound board and drive board threads
// Note that can do so here safely because threads will always be waiting on their semaphores when this method is called
if (sndBrdThread != NULL)
{
delete sndBrdThread;
sndBrdThread = NULL;
}
if (drvBrdThread != NULL)
{
delete drvBrdThread;
drvBrdThread = NULL;
}
// Delete synchronization objects
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;
}
}
int CModel3::StartSoundBoardThread(void *data)
{
// Call method on CModel3 to run unsync'd sound board thread
CModel3 *model3 = (CModel3*)data;
model3->RunSoundBoardThread();
return 0;
}
int CModel3::StartSoundBoardThreadSyncd(void *data)
{
// Call method on CModel3 to run sync'd sound board thread
CModel3 *model3 = (CModel3*)data;
model3->RunSoundBoardThreadSyncd();
return 0;
}
int CModel3::StartDriveBoardThreadSyncd(void *data)
{
// Call method on CModel3 to run sync'd drive board thread
CModel3 *model3 = (CModel3*)data;
model3->RunDriveBoardThreadSyncd();
return 0;
}
void CModel3::AudioCallback(void *data)
{
// Call method on CModel3 to wake sound board thread
CModel3 *model3 = (CModel3*)data;
model3->WakeSoundBoardThread();
}
void CModel3::WakeSoundBoardThread(void)
{
// Enter sound board notify critical section
if (!sndBrdNotifyLock->Lock())
goto ThreadError;
// Signal to sound board that it should start processing again
if (!sndBrdNotifySync->Signal())
goto ThreadError;
// Exit sound board notify critical section
if (!sndBrdNotifyLock->Unlock())
goto ThreadError;
return;
ThreadError:
ErrorLog("Threading error in WakeSoundBoardThread: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError());
g_Config.multiThreaded = false;
}
void CModel3::RunSoundBoardThread(void)
{
for (;;)
{
bool wait = true;
while (wait)
{
// Enter sound board notify critical section
if (!sndBrdNotifyLock->Lock())
goto ThreadError;
// Wait for notification from audio callback
if (!sndBrdNotifySync->Wait(sndBrdNotifyLock))
goto ThreadError;
// Exit sound board notify critical section
if (!sndBrdNotifyLock->Unlock())
goto ThreadError;
// Enter main notify critical section
if (!notifyLock->Lock())
goto ThreadError;
// Check threads not paused
if (!pausedThreads)
{
wait = false;
sndBrdThreadRunning = true;
}
// Leave main notify critical section
if (!notifyLock->Unlock())
goto ThreadError;
}
// Keep processing frames until audio buffer is full
bool repeat = true;
// NOTE - performs an unlocked read of pausedThreads here, but this is okay
while (!pausedThreads && !SoundBoard.RunFrame())
{
//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());
g_Config.multiThreaded = false;
}
void CModel3::RunSoundBoardThreadSyncd(void)
{
for (;;)
{
bool wait = true;
while (wait)
{
// Wait on sound board thread semaphore
if (!sndBrdThreadSync->Wait())
goto ThreadError;
// Enter notify critical section
if (!notifyLock->Lock())
goto ThreadError;
// Check threads not paused
if (!pausedThreads)
{
wait = false;
sndBrdThreadRunning = true;
}
// Leave notify critical section
if (!notifyLock->Unlock())
goto ThreadError;
}
// Process a single frame for sound board
SoundBoard.RunFrame();
// 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());
g_Config.multiThreaded = false;
}
void CModel3::RunDriveBoardThreadSyncd(void)
{
for (;;)
{
bool wait = true;
while (wait)
{
// Wait on drive board thread semaphore
if (!drvBrdThreadSync->Wait())
goto ThreadError;
// Enter notify critical section
if (!notifyLock->Lock())
goto ThreadError;
// Check threads not paused
if (!pausedThreads)
{
wait = false;
drvBrdThreadRunning = true;
}
// Leave notify critical section
if (!notifyLock->Unlock())
goto ThreadError;
}
// Process a single frame for drive board
DriveBoard.RunFrame();
// 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 RunDriveBoardThreadSyncd: %s\nSwitching back to single-threaded mode.\n", CThread::GetLastError());
g_Config.multiThreaded = false;
}
void CModel3::RunMainBoardFrame(void)
{
// Compute display and VBlank timings
unsigned frameCycles = g_Config.GetPowerPCFrequency()*1000000/60;
unsigned vblCycles = (unsigned) ((float) frameCycles * 2.5f/100.0f); // 2.5% vblank (ridiculously short and wrong but bigger values cause flicker in Daytona)
unsigned dispCycles = frameCycles - vblCycles;
// Run the PowerPC for the active display part of the frame
ppc_execute(dispCycles);
//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
// VBlank
TileGen.BeginFrame();
GPU.BeginFrame();
GPU.RenderFrame();
IRQ.Assert(0x02);
ppc_execute(vblCycles);
//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
/*
* 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 IRQ
IRQ.Deassert(0x40);
ppc_execute(200); // acknowledge that IRQ was deasserted (TODO: is this really needed?)
++irqCount;
if (irqCount > 128)
{
//printf("\tMIDI FIFO OVERFLOW! (IRQEn=%02X, IRQPend=%02X)\n", IRQ.ReadIRQEnable()&0x40, IRQ.ReadIRQState());
break;
}
}
//printf("\t-- END --\n");
//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
// End frame
GPU.EndFrame();
TileGen.EndFrame();
IRQ.Assert(0x0D);
}
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;
// 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();
if (DriveBoard.IsAttached())
DriveBoard.Reset();
DebugLog("Model 3 reset\n");
}
/******************************************************************************
Initialization, Shutdown, and ROM Management
******************************************************************************/
// Apply patches to games
void CModel3::Patch(void)
{
if (!strcmp(Game->id, "vf3") || !strcmp(Game->id, "vf3a"))
{
*(UINT32 *) &crom[0x713C7C] = 0x60000000;
*(UINT32 *) &crom[0x713E54] = 0x60000000;
*(UINT32 *) &crom[0x7125B0] = 0x60000000;
*(UINT32 *) &crom[0x7125D0] = 0x60000000;
}
else if (!strcmp(Game->id, "lemans24"))
{
// Base offset of program in CROM: 6473C0
*(UINT32 *) &crom[0x6D8C4C] = 0x00000002; // comm. mode: 00=master, 01=slave, 02=satellite
*(UINT32 *) &crom[0x73FE38] = 0x38840004; // an actual bug in the game code
*(UINT32 *) &crom[0x73EB5C] = 0x60000000;
*(UINT32 *) &crom[0x73EDD0] = 0x60000000;
*(UINT32 *) &crom[0x73EDC4] = 0x60000000;
//*(UINT32 *) &crom[0x6473C0+0xF8BD0] = 0x60000000; // waiting for something from network card, called at F8CD8
//*(UINT32 *) &crom[0x6473C0+0xF8B80] = 0x60000000; // "", called at 0xF8D90
}
else if (!strcmp(Game->id, "scud"))
{
// Base offset of program in CROM: 0x710000
*(UINT32 *) &crom[0x712734] = 0x60000000; // skips some ridiculously slow delay loop during boot-up
*(UINT32 *) &crom[0x71AEBC] = 0x60000000; // waiting for some flag in RAM that never gets modified (IRQ problem? try emulating VBL on Real3D)
*(UINT32 *) &crom[0x712268] = 0x60000000; // this corrects the boot-up menu (but why?)
crom[0x787B36^3] = 0x00; // Link ID: 00=single, 01=master, 02=slave (can bypass network board error)
*(UINT32 *) &crom[0x71277C] = 0x60000000; // seems to allow the game to start
*(UINT32 *) &crom[0x74072C] = 0x60000000; // ... ditto
//*(UINT32 *)&crom[0x799DE8] = 0x00050208; // debug menu
}
else if (!strcmp(Game->id, "scuda"))
{
*(UINT32 *) &crom[0x712734] = 0x60000000; // skips some ridiculously slow delay loop during boot-up
}
else if (!strcmp(Game->id, "scudj"))
{
*(UINT32 *) &crom[0x7126C8] = 0x60000000; // skips some ridiculously slow delay loop during boot-up
}
else if (!strcmp(Game->id, "scudp"))
{
/*
* RAM program structure:
*
* 1540: Reset vector transfers control here. Effective start of
* program. On error, game often resets here.
* 14844: Appears to be beginning of the actual boot-up process.
*/
// Base offset of program in CROM: 710000
// *(UINT32 *) &crom[0x713724] = 0x60000000;
// *(UINT32 *) &crom[0x713744] = 0x60000000;
// *(UINT32 *) &crom[0x741f48] = 0x60000000;
*(UINT32 *) &crom[0x741f68] = 0x60000000;
*(UINT32 *) &crom[0x7126B8] = 0x60000000; // waits for something in RAM
crom[0x7C62B2^3] = 0x00; // link ID is copied to 0x10011E, set it to single
}
else if (!strcmp(Game->id, "von2"))
{
*(UINT32 *) &crom[0x1B0] = 0x7C631A78; // eliminate annoyingly long delay loop
*(UINT32 *) &crom[0x1B4] = 0x60000000; // ""
}
else if (!strcmp(Game->id, "lostwsga"))
{
*(UINT32 *) &crom[0x7374f4] = 0x38840004; // an actual bug in the game code
}
else if (!strcmp(Game->id, "vs215"))
{
// VS215 is a modification of VS2 that runs on Step 1.5 hardware. I
// suspect the code here is trying to detect the system type but am too
// lazy to figure it out right now.
*(UINT32 *) &crom[0x7001A8] = 0x48000000+(0xFFF01630-0xFFF001A8); // force a jump to FFF01630
}
else if (!strcmp(Game->id, "vs298"))
{
// Base offset of program in CROM: 600000
// Inexplicably, at PC=AFC1C, a call is made to FC78, which is right in the middle of some
// totally unrelated initialization code (ASIC checks). This causes an invalid pointer to be fetched.
// Perhaps FC78 should be overwritten with other program data by then? Why is it not?
// Or, 300138 needs to be written with a non-zero value, it is loaded from EEPROM but is 0.
*(UINT32 *) &crom[0x6AFC1C] = 0x60000000;
}
else if (!strcmp(Game->id, "srally2"))
{
*(UINT32 *) &crom[0x7C0C4] = 0x60000000;
*(UINT32 *) &crom[0x7C0C8] = 0x60000000;
*(UINT32 *) &crom[0x7C0CC] = 0x60000000;
}
else if (!strcmp(Game->id, "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)
*(UINT32 *) &crom[0x68468c] = 0x60000000; // protection device
*(UINT32 *) &crom[0x6063c4] = 0x60000000; // needed to allow levels to load
*(UINT32 *) &crom[0x616434] = 0x60000000; // prevents PPC from executing invalid code (MMU?)
*(UINT32 *) &crom[0x69f4e4] = 0x60000000; // ""
*(UINT32 *) &crom[0x600000+0x4C744] = 0x60000000; // decrementer loop?
}
else if (!strcmp(Game->id, "dayto2pe"))
{
*(UINT32 *) &crom[0x606784] = 0x60000000;
*(UINT32 *) &crom[0x69A3FC] = 0x60000000; // MAME says: jump to encrypted code
*(UINT32 *) &crom[0x618B28] = 0x60000000; // MAME says: jump to encrypted code
*(UINT32 *) &crom[0x64CA34] = 0x60000000; // decrementer
}
else if (!strcmp(Game->id, "fvipers2"))
{
/*
* Game code is copied to RAM in a non-trivial fashion (it may be
* compressed) just prior to the following sequence of code, which then
* transfers control to the RAM program:
*
* FFF0153C: 3C200070 li r1,0x00700000
* FFF01540: 3C60FF80 li r3,0xFF800000
* FFF01544: 38800000 li r4,0x00000000
* FFF01548: 48000751 bl 0xFFF01C98
* FFF0154C: 7C7F42A6 mfspr r3,pvr
* FFF01550: 90600080 stw r3,0x00000080
* FFF01554: 92E00084 stw r23,0x00000084
* FFF01558: 38600100 li r3,0x00000100
* FFF0155C: 7C6803A6 mtspr lr,r3
* FFF01560: 4E800020 bclr 0x14,0
*
* In order to patch the necessary portions of the RAM program, we must
* insert a routine that executes after the program is loaded. There is
* ample room in the vector table between 0xFFF00004 and 0xFFF000FC.
* The patching routine must terminate with a "bclr 0x14,0" to jump to
* the RAM program.
*/
*(UINT32 *) &crom[0xFFF01560-0xFF800000] = 0x4BF00006; // ba 0xFFF00004
*(UINT32 *) &crom[0xFFF00004-0xFF800000] = (31<<26)|(316<<1); // xor r0,r0,r0 ; R0 = 0
*(UINT32 *) &crom[0xFFF00008-0xFF800000] = (15<<26)|(2<<21)|0x6000; // addis r2,0,0x6000 ; R2 = nop
*(UINT32 *) &crom[0xFFF0000C-0xFF800000] = (24<<26)|(1<<16)|0xA2E8; // ori r1,r0,0xA2E8 ; [A2E8] <- nop (decrementer loop)
*(UINT32 *) &crom[0xFFF00010-0xFF800000] = (36<<26)|(2<<21)|(1<<16); // stw r2,0(r1)
*(UINT32 *) &crom[0xFFF00014-0xFF800000] = 0x4E800020; // bclr 0x14,0 ; return to RAM code
// NOTE: At 32714, a test is made that determines the message: ONE PROCESSOR DETECTED, TWO "", etc.
}
else if (!strcmp(Game->id, "harley"))
{
*(UINT32 *) &crom[0x50E8D4] = 0x60000000;
*(UINT32 *) &crom[0x50E8F4] = 0x60000000;
*(UINT32 *) &crom[0x50FB84] = 0x60000000;
*(UINT32 *) &crom[0x4F736C] = 0x60000000;
*(UINT32 *) &crom[0x4F738C] = 0x60000000;
}
else if (!strcmp(Game->id, "harleyb"))
{
*(UINT32 *) &crom[0x50ECB4] = 0x60000000;
*(UINT32 *) &crom[0x50ECD4] = 0x60000000;
*(UINT32 *) &crom[0x50FF64] = 0x60000000;
*(UINT32 *) &crom[0x4F774C] = 0x60000000;
*(UINT32 *) &crom[0x4F776C] = 0x60000000;
}
else if (!strcmp(Game->id, "oceanhun"))
{
// Base address of program in CROM: 588FD8-108FD8=480000
//*(UINT32 *) &crom[0x480000+0x108FE0] = 0x60000000; // bad DMA copies from CROM
//*(UINT32 *) &crom[0x480000+0x112020] = 0x60000000; // reads from invalid addresses (due to CROM?)
*(UINT32 *) &crom[0x480000+0xF995C] = 0x60000000; // decrementer
}
else if (!strcmp(Game->id, "swtrilgy"))
{
*(UINT32 *) &crom[0xF0E48] = 0x60000000;
*(UINT32 *) &crom[0x043DC] = 0x48000090;
*(UINT32 *) &crom[0x029A0] = 0x60000000;
*(UINT32 *) &crom[0x02A0C] = 0x60000000;
}
else if (!strcmp(Game->id, "swtrilgya"))
{
*(UINT32 *) &crom[0xF6DD0] = 0x60000000; // from MAME
//*(UINT32 *) &crom[0xF1128] = 0x60000000; // these bypass required delay loops and break game timing
//*(UINT32 *) &crom[0xF10E0] = 0x60000000;
}
else if (!strcmp(Game->id, "eca") || !strcmp(Game->id, "ecax"))
{
*(UINT32 *) &crom[0x535580] = 0x60000000;
*(UINT32 *) &crom[0x5023B4] = 0x60000000;
*(UINT32 *) &crom[0x5023D4] = 0x60000000;
*(UINT32 *) &crom[0x535560] = 0x60000000; // decrementer loop
}
else if (!strcmp(Game->id, "spikeout"))
{
/*
* Decrementer loop at 0x31994 seems to work until a few frames into
* the attract mode and game, at which point a very large value is
* loaded into the decrementer and locks up the CPU (the usual
* decrementer problem). "Insert Coin" keeps flashing because it is
* managed via an IRQ, evidently.
*
* 0x00031994: 0x7C9602A6 mfspr r4,dec
* 0x00031998: 0x2C040000 cmpi cr0,0,r4,0x0000
* 0x0003199C: 0x41A0FFF8 bt cr0[lt],0x00031994
*/
*(UINT32 *) &crom[0x600000+0x3199C] = 0x60000000;
}
else if (!strcmp(Game->id, "spikeofe"))
{
*(UINT32 *) &crom[0x600000+0x36F2C] = 0x60000000; // decrementer loop (see Spikeout)
}
else if (!strcmp(Game->id, "skichamp"))
{
// Base address of program in CROM: 0x480000
*(UINT32 *) &crom[0x480000+0x96B9C] = 0x60000000; // decrementer loop
}
}
// Reverses all aligned 16-bit words, thereby switching their endianness (assumes buffer size is divisible by 2)
static void Reverse16(UINT8 *buf, unsigned size)
{
unsigned i;
UINT8 tmp;
for (i = 0; i < size; i += 2)
{
tmp = buf[i+0];
buf[i+0] = buf[i+1];
buf[i+1] = tmp;
}
}
// Reverses all aligned 32-bit words, thereby switching their endianness (assumes buffer size is divisible by 4)
static void Reverse32(UINT8 *buf, unsigned size)
{
unsigned i;
UINT8 tmp1, tmp2;
for (i = 0; i < size; i += 4)
{
tmp1 = buf[i+0];
tmp2 = buf[i+1];
buf[i+0] = buf[i+3];
buf[i+1] = buf[i+2];
buf[i+2] = tmp2;
buf[i+3] = tmp1;
}
}
// Dumps a memory region to a file for debugging purposes
static void Dump(const char *file, UINT8 *buf, unsigned size, bool reverse32, bool reverse16)
{
FILE *fp;
fp = fopen(file, "wb");
if (NULL != fp)
{
if (reverse32)
Reverse32(buf, size);
else if (reverse16)
Reverse16(buf, size);
fwrite(buf, sizeof(UINT8), size, fp);
fclose(fp);
printf("dumped %s\n", file);
}
else
printf("unable to dump %s\n", file);
}
// Offsets of memory regions within Model 3's pool
#define OFFSET_RAM 0 // 8 MB
#define OFFSET_CROM 0x800000 // 8 MB (fixed CROM)
#define OFFSET_CROMxx 0x1000000 // 128 MB (banked CROM0-3 must follow fixed CROM)
#define OFFSET_VROM 0x9000000 // 64 MB
#define OFFSET_BACKUPRAM 0xD000000 // 128 KB
#define OFFSET_SECURITYRAM 0xD020000 // 128 KB
#define OFFSET_SOUNDROM 0xD040000 // 512 KB (68K sound board program)
#define OFFSET_SAMPLEROM 0xD0C0000 // 16 MB (sound board samples)
#define OFFSET_DSBPROGROM 0xE0C0000 // 128 KB (DSB program)
#define OFFSET_DSBMPEGROM 0xE0E0000 // 16 MB (DSB MPEG data -- Z80 version only uses 8MB)
#define OFFSET_DRIVEROM 0xF0E0000 // 64 KB
#define MEMORY_POOL_SIZE (0x800000 + 0x800000 + 0x8000000 + 0x4000000 + 0x20000 + 0x20000 + 0x80000 + 0x1000000 + 0x20000 + 0x1000000 + 0x10000)
// 64-bit magic number to use detect if ROM was loaded
#define MAGIC_NUMBER 0x4C444D5245505553ULL
const struct GameInfo * CModel3::GetGameInfo(void)
{
return Game;
}
// Stepping-dependent parameters (MPC10x type, etc.) are initialized here
bool CModel3::LoadROMSet(const struct GameInfo *GameList, const char *zipFile)
{
struct ROMMap Map[] =
{
{ "CROM", crom },
{ "CROMxx", &crom[0x800000] },
{ "VROM", vrom },
{ "SndProg", soundROM },
{ "Samples", sampleROM },
{ "DSBProg", dsbROM },
{ "DSBMPEG", mpegROM },
{ "DriveBd", driveROM },
{ NULL, NULL }
};
PPC_CONFIG PPCConfig;
// Magic numbers to detect if optional ROMs are loaded
*(UINT64 *) driveROM = MAGIC_NUMBER;
// Load game
Game = LoadROMSetFromZIPFile(Map, GameList, zipFile, true);
if (NULL == Game)
return ErrorLog("Failed to load ROM set.");
// Perform mirroring as necessary
if (Game->vromSize < 0x4000000) // VROM is actually 64 MB
CopyRegion(vrom, Game->vromSize, 0x4000000, vrom, Game->vromSize);
if (Game->cromSize < 0x800000) // low part of fixed CROM region contains CROM0
CopyRegion(crom, 0, 0x800000-Game->cromSize, &crom[0x800000], 0x800000);
if (Game->mirrorLow64MB) // for games w/ 64 MB or less banked CROM, mirror to upper 128 MB
CopyRegion(&crom[0x800000], 0x4000000, 0x8000000, &crom[0x800000], 0x4000000);
if (Game->sampleSize < 0x1000000) // if less than 16 MB of sample ROMs, mirror
CopyRegion(sampleROM, 0x800000, 0x1000000, sampleROM, 0x800000);
// Byte reverse the PowerPC ROMs (convert to little endian words)
Reverse32(crom, 0x800000+0x8000000);
// Byte swap sound board 68K ROMs
Reverse16(soundROM, 0x80000);
Reverse16(sampleROM, 0x1000000);
// Initialize CPU and configure hardware (CPU speed is set in Init())
if (Game->step >= 0x20) // Step 2.0+
{
PPCConfig.pvr = PPC_MODEL_603R; // 166 MHz
PPCConfig.bus_frequency = BUS_FREQUENCY_66MHZ;
PPCConfig.bus_frequency_multiplier = 0x25; // 2.5X multiplier
PCIBridge.SetModel(0x106); // MPC106
}
else if (Game->step == 0x15) // Step 1.5
{
PPCConfig.pvr = PPC_MODEL_603E; // 100 MHz
PPCConfig.bus_frequency = BUS_FREQUENCY_66MHZ;
PPCConfig.bus_frequency_multiplier = 0x15; // 1.5X multiplier
PCIBridge.SetModel(0x105); // MPC105
}
else if (Game->step == 0x10) // Step 1.0
{
PPCConfig.pvr = PPC_MODEL_603R; // 66 MHz
PPCConfig.bus_frequency = BUS_FREQUENCY_66MHZ;
PPCConfig.bus_frequency_multiplier = 0x10; // 1X multiplier
if (!strcmp(Game->id, "bass") || !strcmp(Game->id, "getbass")) // some Step 1.0 games use MPC106
PCIBridge.SetModel(0x106);
else
PCIBridge.SetModel(0x105); // MPC105
}
else
return ErrorLog("Game uses an unrecognized stepping (%d.%d), cannot configure Model 3.", (Game->step>>4)&0xF, Game->step&0xF);
GPU.SetStep(Game->step);
ppc_init(&PPCConfig);
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);
// DSB board (if present)
if (Game->mpegBoard == 1) // Z80 board, do not byte swap program ROM
{
DSB = new(std::nothrow) CDSB1();
if (NULL == DSB)
return ErrorLog("Insufficient memory for Digital Sound Board object.");
if (OKAY != DSB->Init(dsbROM,mpegROM))
return FAIL;
}
else if (Game->mpegBoard == 2) // 68K board
{
Reverse16(dsbROM, 0x20000); // byte swap program ROM
DSB = new(std::nothrow) CDSB2();
if (NULL == DSB)
return ErrorLog("Insufficient memory for Digital Sound Board object.");
if (OKAY != DSB->Init(dsbROM,mpegROM))
return FAIL;
}
SoundBoard.AttachDSB(DSB);
// Drive board (if present)
if (Game->driveBoard)
{
// Was the optional drive board ROM loaded?
if (MAGIC_NUMBER != *(UINT64 *) driveROM) // magic number overwritten by ROM
{
if (DriveBoard.Init(driveROM))
return FAIL;
}
else
DriveBoard.Init(NULL);
}
else
DriveBoard.Init(NULL); // disable
// Apply ROM patches
Patch();
// Print game information
printf(" Title: %s\n", Game->title);
printf(" ROM Set: %s\n", Game->id);
printf(" Developer: %s\n", Game->mfgName);
printf(" Year: %d\n", Game->year);
printf(" Step: %d.%d\n", (Game->step>>4)&0xF, Game->step&0xF);
if (Game->mpegBoard)
{
printf(" Extra Hardware: Digital Sound Board (Type %d)", Game->mpegBoard);
if (Game->driveBoard)
printf(", Drive Board");
printf("\n");
}
else if (Game->driveBoard)
printf(" Extra Hardware: Drive Board\n");
printf("\n");
return OKAY;
}
void CModel3::AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr)
{
TileGen.AttachRenderer(Render2DPtr);
GPU.AttachRenderer(Render3DPtr);
}
void CModel3::AttachInputs(CInputs *InputsPtr)
{
Inputs = InputsPtr;
if (DriveBoard.IsAttached())
DriveBoard.AttachInputs(InputsPtr, Game->inputFlags);
DebugLog("Model 3 attached inputs\n");
}
// Model 3 initialization. Some initialization is deferred until ROMs are loaded in LoadROMSet()
bool CModel3::Init(void)
{
float memSizeMB = (float)MEMORY_POOL_SIZE/(float)0x100000;
// Allocate all memory for ROMs and PPC RAM
memoryPool = new(std::nothrow) UINT8[MEMORY_POOL_SIZE];
if (NULL == memoryPool)
return ErrorLog("Insufficient memory for Model 3 object (needs %1.1f MB).", memSizeMB);
// Set up pointers
ram = &memoryPool[OFFSET_RAM];
crom = &memoryPool[OFFSET_CROM];
vrom = &memoryPool[OFFSET_VROM];
soundROM = &memoryPool[OFFSET_SOUNDROM];
sampleROM = &memoryPool[OFFSET_SAMPLEROM];
dsbROM = &memoryPool[OFFSET_DSBPROGROM];
mpegROM = &memoryPool[OFFSET_DSBMPEGROM];
backupRAM = &memoryPool[OFFSET_BACKUPRAM];
securityRAM = &memoryPool[OFFSET_SECURITYRAM];
driveROM = &memoryPool[OFFSET_DRIVEROM];
SetCROMBank(0xFF);
// Initialize other devices (PowerPC and DSB 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);
DebugLog("Initialized Model 3 (allocated %1.1f MB)\n", memSizeMB);
return OKAY;
}
CSoundBoard *CModel3::GetSoundBoard(void)
{
return &SoundBoard;
}
CDriveBoard *CModel3::GetDriveBoard(void)
{
return &DriveBoard;
}
CModel3::CModel3(void)
{
// Initialize pointers so dtor can know whether to free them
memoryPool = NULL;
// Various uninitialized pointers
Game = NULL;
ram = NULL;
crom = NULL;
vrom = NULL;
soundROM = NULL;
sampleROM = NULL;
dsbROM = NULL;
mpegROM = NULL;
cromBank = NULL;
backupRAM = NULL;
securityRAM = NULL;
DSB = NULL;
securityPtr = 0;
startedThreads = false;
pausedThreads = false;
sndBrdThread = NULL;
drvBrdThread = NULL;
sndBrdThreadRunning = false;
sndBrdThreadDone = false;
drvBrdThreadRunning = false;
drvBrdThreadDone = false;
syncSndBrdThread = false;
sndBrdThreadSync = NULL;
drvBrdThreadSync = NULL;
notifyLock = NULL;
notifySync = NULL;
DebugLog("Built Model 3\n");
}
CModel3::~CModel3(void)
{
// Debug: dump some files
#if 0
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);
#endif
// Stop all threads
StopThreads();
// Free memory
if (memoryPool != NULL)
{
delete [] memoryPool;
memoryPool = NULL;
}
if (DSB != NULL)
{
delete DSB;
DSB = NULL;
}
Game = NULL;
ram = NULL;
crom = NULL;
vrom = NULL;
soundROM = NULL;
sampleROM = NULL;
dsbROM = NULL;
mpegROM = NULL;
cromBank = NULL;
backupRAM = NULL;
securityRAM = NULL;
DebugLog("Destroyed Model 3\n");
}