1) Setting SP_PC was not resetting the pipeline. This caused that changing the PC within a HALT/UNHALT sequence was still causing previous instructions in the pipeline (at the old address) to be executed. This is not how the hardware works: SP_PC is immediate and discards the whole pipeline. 2) BREAK did not correctly halt the processor at the right instruction, which in turn caused resumption after HALT to execute the wrong set of instructions. This was caused by the fact that the SP_STATUS change was written into the EXDF latch, which in turn takes 3 cycles to reach completion. Instead, we now use the DFWB latch, and we cause it to abort the RSP cycle if the processor is halted. This happens at the beginning of next cycle, which is the correct moment. 2bis) Since we are at it, use rsp_status_write to modify the RSP in this case, rather than a direct write to the register. This change fixes a race condition: SP_STATUS must be accessed atomically when cen64 runs in multithreaded mode. To use rsp_status_write, we need to introduce a nonexisting SP_SET_BROKE bit: we use the MSB, but then mask it out in MTC0 to avoid some code to inadvertently have that bit set. 3) When unhalting after BREAK, it's important to keep the correct PC which comes from the EX stage (the one that was going to be executed if BREAK didn't occur). Before, it was using the IF PC (fetch) which is farther in the future. Fixes #155 |
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.github/workflows | ||
ai | ||
arch | ||
assets | ||
bus | ||
cmake | ||
common | ||
dd | ||
debugger | ||
device | ||
gdb | ||
os | ||
pi | ||
rdp | ||
ri | ||
rsp | ||
si | ||
util | ||
vi | ||
vr4300 | ||
.appveyor.yml | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
cen64.c | ||
cen64.h | ||
CMakeLists.txt | ||
common.h.in | ||
CONTRIBUTORS | ||
LICENSE | ||
README.md | ||
VERSION |
Just give me a copy!
- Windows: https://www.cen64.com/uploads/stable/cen64-windows-x86_64.exe
- Linux: https://www.cen64.com/uploads/stable/cen64-debian9-x86_64
- Mac: It works, but unfortunately you have to build it yourself for now.
Buildbot: https://github-buildbot.cen64.com/builders
About
Yes, another Nintendo 64 emulator. This one, however, aims for perfect emulation by emulating the hardware inside of the Nintendo 64 itself, down to the register-transfer level (RTL). At the same time, I've tried to keep things as optimized as possible in hopes that CEN64 will someday run ROMs at full speed, even on modest systems.
Why?
CEN64 is my pet project. It's something I pick up whenever I get bored. To me, what Nintendo and SGI did with this console is nothing short of amazing. The ingenuity and design of the hardware was well-ahead of it's time, and it is an absolute blast to reverse-engineer and study. I started this project in order to learn more about what really went on at the hardware level back in the (good old) days.
Thank you to every single one of you developers for filling my childhood with excellent memories. I'd also like to thank the community on all their hard work and effort spent reverse-engineering this little gem. Without further ado... "Get N or get out"!
Development
If you want to contribute, please do! Pull requests are most certainly welcome. Feel free to add yourself to the CONTRIBUTORS file as well.
Keyboard controls
- 3D stick: arrow keys (hold shift to "walk")
- A button: X
- B button: C
- Z button: Z
- Start button: enter
- L/R buttons: A/S
- C-pad: TFGH
- D-pad: IJKL
Build requirements
- CMake
- iconv
- OpenAL
- OpenGL
To build on Fedora 29, do: sudo dnf install cmake make mesa-libGL-devel openal-soft-devel
To build for Windows on Fedora 29, do: sudo dnf install cmake make mingw64-{gcc,iconv,openal}
To build for Windows on Windows XP..10, do:
- Install MSYS 1.0.11: https://sourceforge.net/projects/mingw/files/MSYS/Base/msys-core/msys-1.0.11/MSYS-1.0.11.exe/download
- Say yes to post install
- Say no to mingw is installed
- Press enter a few times to finish the install
- Extract contents of "mingw64" directory to "MSYS\mingw" directory: https://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/mingw-builds/8.1.0/threads-posix/seh/x86_64-8.1.0-release-posix-seh-rt_v6-rev0.7z
- Copy "MSYS\mingw\bin\mingw32-make.exe" to "MSYS\mingw\bin\make.exe"
- Extract OpenAL "bin, libs, include" directories to "MSYS\mingw\x86_64-w64-mingw32" directory: https://openal-soft.org/openal-binaries/openal-soft-1.21.0-bin.zip
- Extract iconv to "MSYS\home\yourname\libiconv" directory: https://ftp.gnu.org/pub/gnu/libiconv/libiconv-1.16.tar.gz
- Run MSYS & type "cd libiconv" Enter, followed by "./configure --disable-shared" Enter, followed by "make install" Enter
- Extract CMake "bin, doc, man, share" directories to "MSYS" directory: https://github.com/Kitware/CMake/releases/download/v3.13.4/cmake-3.13.4-win64-x64.zip
- Extract CEN64 source to "MSYS\home\yourname\cen64" directory: https://github.com/n64dev/cen64
- Run MSYS & type "cd cen64" Enter, followed by "cmake-gui" Enter
- Add the "MSYS/home/yourname/cen64" directory to "Browse Source..." & "Browse Build...", then Generate MSYS compatible files:
- Add OpenAL "MSYS/mingw/x86_64-w64-mingw32/include/AL" as "OPENAL/OPENAL_INCLUDE_DIR" & "MSYS/mingw/x86_64-w64-mingw32/lib/libOpenAL32.dll.a" as "OPENAL/OPENAL_LIBRARY" (if they are not found)
- Make sure to use libiconv static lib (Not DLL) "MSYS/local/lib/libiconv.a" as "ICONV/ICONV_LIBRARIES"
- Select "SSE4.1" or "AVX" as "Ungrouped Entries/CEN64_ARCH_SUPPORT" & make sure VR4300_BUSY_WAIT_DETECTION is ticked
- Click "Configure" then click "Generate" to get the makefiles, then quit cmake-gui, & type "make" Enter
Usage
- How do I run cen64?
You will need a valid pifdata.bin file (NTSC or PAL), & a ROM in .z64 format (in big-endian format).
To run cen64 without multithreading (slower):
cen64 pifdata.bin ROM.z64
To run cen64 with multithreading (faster):
cen64 -multithread pifdata.bin ROM.z64
- How do I run 64DD games?
You will need a valid 64ddipl.bin file (NTSC JPN or USA), & a 64DD disk image file in .ndd format.
cen64 -ddipl 64ddipl.bin -ddrom DISK.ndd pifdata.bin
- How do I setup save files for games?
N64 has various types of save formats used in games...
You will need to specify the save type yourself, cen64 will create the file if it does not exist.
EEP4K:
cen64 -eep4k eep4k.bin pifdata.bin ROM.z64
EEP16K:
cen64 -eep16k eep16k.bin pifdata.bin ROM.z64
FLASH:
cen64 -flash flash.bin pifdata.bin ROM.z64
SRAM:
cen64 -sram sram.bin pifdata.bin ROM.z64
- The game runs, but I get strange errors, like multiple ocarinas in Majora's Mask.
You can fix the issue by using the -flash option on the command line:
cen64 -flash flash.bin pifdata.bin majora.z64