Commit graph

3018 commits

Author SHA1 Message Date
Lior Halphon
d667d87bbe Refactor CPU code so handling access conflicts is possible 2018-04-14 13:25:55 +03:00
Lior Halphon
f1ec42d4ba H/GDMA was 4 times faster than it should have been. Made it also more accurate. Fixes #56 2018-04-13 14:41:39 +03:00
Lior Halphon
51e3cb7b9f
Merge pull request #64 from orbea/debugger
Core: Fix libretro builds
2018-04-12 00:25:38 +03:00
orbea
10dc12c502 Core: Fix libretro builds 2018-04-11 14:21:46 -07:00
Lior Halphon
417ae21dfa
Merge pull request #63 from libretro/master
Refactor android jni makefiles (#17)
2018-04-11 11:02:03 +03:00
webgeek1234
ebe0aa0c76 Refactor android jni makefiles (#17) 2018-04-10 21:42:04 -05:00
Tim Allen
eaa2c1f6c0 Update to v106r13 release.
byuu says:

Changelog:

  - game/memory/category → game/memory/content
  - game/memory/model → game/memory/architecture
  - game/memory/identity → game/memory/identifier
  - Super Famicom: memory/content=Bitmap → memory/content=Save
  - Super Famicom: memory/architecture=DMG,MGB →
    memory/architecture=LR35902

The game manifest field names are now officially set in stone. I won't
change them again, I'll only add new fields if required.

As for the values in the field, I'm still undecided on the manufacturer
of the ST018, and I could be talked into different identifiers for the
Super Game Boy (SGB1/SGB2, DMG/MGB, or just ICD(2)?)

The board manifest format is still in flux, as is the choice of what to
name firmware files (it's between manufacturer and architecture, where
I'm leaning toward the latter currently.)

Board memory to Game memory mappings will require both the manufacturer
and architecture fields to match.

I'll be updating doc.byuu.org soon with the finalized game manifest
format.
2018-04-09 09:50:42 +10:00
Lior Halphon
89094950f8 Correct emulation of mapping both button sets. Fixes #60 2018-04-07 16:45:31 +03:00
Lior Halphon
5be2b3db29 It appears that OAM DMA blocks PPU access to OAM 2018-04-07 13:59:36 +03:00
Lior Halphon
0725b008be Further simplifications 2018-04-07 13:02:53 +03:00
Lior Halphon
097b768127 Update comments 2018-04-07 03:36:47 +03:00
Lior Halphon
9ce028056a Cleanup 2018-04-07 03:26:10 +03:00
Lior Halphon
fed2556fc3 More reasonable implementation of sprite timings 2018-04-07 03:00:26 +03:00
Lior Halphon
0751eae90b Moved the fetcher state machine to another function 2018-04-06 19:29:49 +03:00
Lior Halphon
0461fb5b2a Simplified FIFO logic 2018-04-06 19:11:48 +03:00
Lior Halphon
cb01259073 Fixed #61 2018-04-06 11:37:49 +03:00
Lior Halphon
0c86ff1ee4 More CGB revision quirks 2018-04-06 04:00:37 +03:00
Lior Halphon
a6ed2029b7 New information about PPU changes between CGB-B and CGB-E 2018-04-06 03:19:47 +03:00
Lior Halphon
cc95c89d3c Surprise! The CGB has a 16-bit VRAM data bus 2018-04-05 16:15:51 +03:00
Lior Halphon
9aadc80f75 Implemented some obscure PPU rendering quirks, verified some timings 2018-04-05 15:33:21 +03:00
Lior Halphon
d785e45308 More accurate emulation of LCDC.0 2018-04-05 12:27:01 +03:00
Lior Halphon
d8e0683c35 Fixed a bug where skipping a sprite by modifying LCDC flags mid-scanline will disable sprites for the rest of the scalene. 2018-04-05 00:51:37 +03:00
Lior Halphon
b1d65fd84f Fixed boot_hwio-C (for SameBoy’s boot). Closes #59 2018-04-03 20:10:11 +03:00
Tim Allen
985610c167 Update to v106r12 release.
byuu says:

Changelog:

  - Emulator: update to final manifest syntax
  - Super Famicom: new board syntax (still experimental)
  - Super Famicom: match (manufacturer.)category.type instead of
    (model.)category.type

Errata:

  - Markup::Node::find() needs to be extended to support multiple
    subtype matches
  - Sufami Turbo ROM/RAM nodes are part of separate gamepaks; need to
    refactor this
2018-04-03 17:40:03 +10:00
Lior Halphon
5d63892949 T-cycle accurate timing of the extra OAM interrupt. Fixes vblank_stat_intr-GS, related to #54 2018-04-03 01:43:24 +03:00
Lior Halphon
ba07e7ba85 Fixed a bug where 0:$dxxx reads/writes from the wrong bank in CGB mode. Made sure symbols are reset after reloading a sym file. 2018-04-02 19:57:39 +03:00
Lior Halphon
e163026ca9 The STAT bug does not occur during the glitched mode 0 2018-04-02 01:05:32 +03:00
Lior Halphon
9339a6027f Slight refinement to the last fix 2018-04-01 22:20:26 +03:00
Lior Halphon
ec64c041ab The OAM interrupt is internally implemented differently from the other 3. Fixed the stat_write_if tests, relates to #54 2018-04-01 21:45:56 +03:00
Lior Halphon
69a625af97
How did I miss this thing after over 2 years?! 2018-04-01 16:53:21 +03:00
Lior Halphon
0d0d9ccdae Fixed a timer regression, fixes timer_if in DMG mode. Relates to #54 2018-03-31 15:52:31 +03:00
Lior Halphon
73dc3560a5 Mode 0 interrupts do not occur in the glitched mode 0 of the first line 0. The extra OAM interrupt bug also affects DMG. 2018-03-31 13:18:02 +03:00
Lior Halphon
0a2d6e6dcb Fixed DMG timing regression 2018-03-31 12:21:34 +03:00
Lior Halphon
7706b8727a Updated Cocoa copyright 2018-03-30 17:06:39 +03:00
Lior Halphon
9811dceca1 Emulate another OAM timing quirk; a sprite at x = 0 has extra penalty if SCX is not 0. Fixes intr_2_mode0_timing_sprites_scx*_nops, affects #54 2018-03-30 17:06:27 +03:00
Lior Halphon
2c44ffbe39 More accurate fetcher penalty emulation, fixed intr_2_mode0_timing_sprites_nops, affects #54 2018-03-30 02:53:49 +03:00
Lior Halphon
311a470806 Maybe now? Affects #55 2018-03-29 23:11:53 +03:00
Lior Halphon
3a52d2da97
Updated Windows copyright 2018-03-29 22:22:50 +03:00
Lior Halphon
5a81d83d30 Yet another attempt to fix building using MINGW. Affects #55 2018-03-29 22:02:01 +03:00
Lior Halphon
b757b4c590 Another attempt to fix building using MINGW. Affects #55 2018-03-29 21:46:14 +03:00
Lior Halphon
c7ca786e77 Attempt to fix building using MINGW. Affects #55 2018-03-29 21:27:19 +03:00
Lior Halphon
a9fbbd3894 Merge branch 'master' of https://github.com/LIJI32/SameBoy 2018-03-29 21:07:04 +03:00
Lior Halphon
e380a00b67 Fixed another timing regression with the CB opcodes 2018-03-29 21:06:53 +03:00
Lior Halphon
b89c93a624
Merge pull request #53 from kylophone/fix_typo
Fix typo, file permissons
2018-03-29 10:56:54 +03:00
Kyle Swanson
7ffe132e79 fix typo 2018-03-28 21:38:48 -07:00
Kyle Swanson
7bfe5de9c7 chmod -x 2018-03-28 21:37:34 -07:00
Lior Halphon
96063fb0da Fixed Windows build, added Unicode support in Windows. 2018-03-28 21:59:27 +03:00
Lior Halphon
4cf78139a8 Fixed a bug where SameBoy freezes for a while after leaving turbo mode 2018-03-27 23:33:31 +03:00
Lior Halphon
fd2e169dc9 Seems like the audio bug introduced in SDL 2.0.5 for macOS wasn’t fixed. 2018-03-27 23:05:08 +03:00
Lior Halphon
0e3d2770d9 Properly handle cases where an object’s X position is modified between the OAM mode and rendering mode 2018-03-27 22:13:08 +03:00