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byuu describes the changes since v067: This release officially introduces the accuracy and performance cores, alongside the previously-existing compatibility core. The accuracy core allows the most accurate SNES emulation ever seen, with every last processor running at the lowest possible clock synchronization level. The performance core allows slower computers the chance to finally use bsnes. It is capable of attaining 60fps in standard games even on an entry-level Intel Atom processor, commonly found in netbooks. The accuracy core is absolutely not meant for casual gaming at all. It is meant solely for getting as close to 100% perfection as possible, no matter the cost to speed. It should only be used for testing, development or debugging. The compatibility core is identical to bsnes v067 and earlier, but is now roughly 10% faster. This is the default and recommended core for casual gaming. The performance core contains an entirely new S-CPU core, with range-tested IRQs; and uses blargg's heavily-optimized S-DSP core directly. Although there are very minor accuracy tradeoffs to increase speed, I am confident that the performance core is still more accurate and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP, SuperFX and SA-1 processors are all clock-based, just as in the accuracy and compatibility cores; and as always, there are zero game-specific hacks. Its compatibility is still well above 99%, running even the most challenging games flawlessly. If you have held off from using bsnes in the past due to its system requirements, please give the performance core a try. I think you will be impressed. I'm also not finished: I believe performance can be increased even further. I would also strongly suggest Windows Vista and Windows 7 users to take advantage of the new XAudio2 driver by OV2. Not only does it give you a performance boost, it also lowers latency and provides better sound by way of skipping an API emulation layer. Changelog: - Split core into three profiles: accuracy, compatibility and performance - Accuracy core now takes advantage of variable-bitlength integers (eg uint24_t) - Performance core uses a new S-CPU core, written from scratch for speed - Performance core uses blargg's snes_dsp library for S-DSP emulation - Binaries are now compiled using GCC 4.5 - Added a workaround in the SA-1 core for a bug in GCC 4.5+ - The clock-based S-PPU renderer has greatly improved OAM emulation; fixing Winter Gold and Megalomania rendering issues - Corrected pseudo-hires color math in the clock-based S-PPU renderer; fixing Super Buster Bros backgrounds - Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas Quinn]; fixing Mega Man X2 "gained weapon" star background effect - Updated video renderer to properly handle mixed-resolution screens with interlace enabled; fixing Air Strike Patrol level briefing screen - Added mightymo's 2010-08-19 cheat code pack - Windows port: added XAudio2 output support [OV2] - Source: major code restructuring; virtual base classes for processor - cores removed, build system heavily modified, etc.
80 lines
1.7 KiB
C++
Executable file
80 lines
1.7 KiB
C++
Executable file
class SuperGameBoy : public Gambatte::VideoBlitter, public Gambatte::InputStateGetter {
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public:
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Gambatte::GB *gambatte;
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//SuperGameBoy::MMIO
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unsigned vram_row;
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uint8_t vram[320];
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struct MMIO {
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uint8_t r6000;
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uint8_t r6003;
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uint8_t r6004;
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uint8_t r6005;
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uint8_t r6006;
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uint8_t r6007;
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uint8_t r7000[16];
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unsigned r7800;
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uint8_t mlt_req;
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} mmio;
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//SuperGameBoy::Packet
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static const char command_name[32][64];
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struct Packet {
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uint8_t data[16];
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uint8_t& operator[](unsigned addr) { return data[addr & 15]; }
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};
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Packet packet[64];
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unsigned packetsize;
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unsigned joyp_id;
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bool joyp15lock;
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bool joyp14lock;
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bool pulselock;
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bool strobelock;
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bool packetlock;
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Packet joyp_packet;
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uint8_t packetoffset;
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uint8_t bitdata, bitoffset;
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void joyp_write(bool p15, bool p14);
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//SuperGameBoy::Core
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uint8_t *romdata, *ramdata, *rtcdata;
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unsigned romsize, ramsize, rtcsize;
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bool version;
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bool init(bool version);
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void term();
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unsigned run(uint32_t *samplebuffer, unsigned samples);
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void save();
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void serialize(nall::serializer &s);
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void power();
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void reset();
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void row(unsigned row);
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uint8_t read(uint16_t addr);
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void write(uint16_t addr, uint8_t data);
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void mmio_reset();
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void command_1e();
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void render(unsigned row);
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SuperGameBoy();
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~SuperGameBoy();
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//Gambatte::VideoBlitter
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unsigned bufferWidth, bufferHeight;
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uint32_t *buffer;
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void setBufferDimensions(unsigned width, unsigned height);
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const Gambatte::PixelBuffer inBuffer();
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void blit();
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//Gambatte::InputStateGetter
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Gambatte::InputState inputState;
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const Gambatte::InputState& operator()();
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};
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extern SuperGameBoy supergameboy;
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