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473
cpu/Cyclone/Cyclone.txt
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473
cpu/Cyclone/Cyclone.txt
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|||
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_____ __
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/ ___/__ __ ____ / /___ ___ ___ ___________________
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/ /__ / // // __// // _ \ / _ \/ -_) ___________________
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||||
\___/ \_, / \__//_/ \___//_//_/\__/ ___________________
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||||
/___/
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||||
___________________ ____ ___ ___ ___ ___
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||||
___________________ / __// _ \ / _ \ / _ \ / _ \
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||||
___________________ / _ \/ _ // // // // // // /
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\___/\___/ \___/ \___/ \___/
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___________________________________________________________________________
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Cyclone 68000 (c) Copyright 2004 Dave. Free for non-commercial use
|
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|
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Homepage: http://www.finalburn.com/
|
||||
Dave's e-mail: dev(atsymbol)finalburn.com
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Replace (atsymbol) with @
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|
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Additional coding and bugfixes done by notaz, 2005, 2006
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Homepage: http://mif.vu.lt/~grig2790/Cyclone/
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e-mail: notasas(atsymbol)gmail.com
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___________________________________________________________________________
|
||||
|
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What is it?
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||||
-----------
|
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|
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Cyclone 68000 is an emulator for the 68000 microprocessor, written in ARM 32-bit assembly.
|
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It is aimed at chips such as ARM7 and ARM9 cores, StrongARM and XScale, to interpret 68000
|
||||
code as fast as possible.
|
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|
||||
Flags are mapped onto ARM flags whenever possible, which speeds up the processing of opcode.
|
||||
|
||||
|
||||
What's New
|
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----------
|
||||
v0.0086 notaz
|
||||
+ Cyclone now can be customized to better suit your project, see config.h .
|
||||
+ Added an option to compress the jumptable at compile-time. Must call CycloneInit()
|
||||
at runtime to decompress it if enabled (see config.h).
|
||||
+ Added missing CHK opcode handler (used by SeaQuest DSV).
|
||||
+ Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,
|
||||
memory write-back phase is ignored (but can be enabled in config.h if needed).
|
||||
+ Added missing NBCD and TRAPV opcode handlers.
|
||||
+ Added missing addressing mode for CMP/EOR.
|
||||
+ Added some minor optimizations.
|
||||
- Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.
|
||||
+ Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.
|
||||
+ Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.
|
||||
* Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.
|
||||
+ Added Uninitialized Interrupt emulation.
|
||||
+ Altered timing for about half of opcodes to match Musashi's.
|
||||
|
||||
v0.0082 Reesy
|
||||
+ Change cyclone to clear cycles before returning when halted
|
||||
+ Added Irq call back function. This allows emulators to be notified
|
||||
when cyclone has taken an interrupt allowing them to set internal flags
|
||||
which can help fix timing problems.
|
||||
|
||||
v0.0081 notaz
|
||||
+ .asm version was broken and did not compile with armasm. Fixed.
|
||||
+ Finished implementing Stop opcode. Now it really stops the processor.
|
||||
|
||||
v0.0080 notaz
|
||||
+ Added real cmpm opcode, it was using eor handler before this.
|
||||
Fixes Dune and Sensible Soccer.
|
||||
|
||||
v0.0078 notaz
|
||||
note: these bugs were actually found Reesy, I reimplemented these by
|
||||
using his changelog as a guide.
|
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+ Fixed a problem with divu which was using long divisor instead of word.
|
||||
Fixes gear switching in Top Gear 2.
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+ Fixed btst opcode, The bit to test should shifted a max of 31 or 7
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depending on if a register or memory location is being tested.
|
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+ Fixed abcd,sbcd. They did bad decimal correction on invalid BCD numbers
|
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Score counters in Streets of Rage level end work now.
|
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+ Changed flag handling of abcd,sbcd,addx,subx,asl,lsl,...
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Some ops did not have flag handling at all.
|
||||
Some ops must not change Z flag when result is zero, but they did.
|
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Shift ops must not change X if shift count is zero, but they did.
|
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There are probably still some flag problems left.
|
||||
+ Patially implemented Stop and Reset opcodes - Fixes Thunderforce IV
|
||||
|
||||
v0.0075 notaz
|
||||
+ Added missing displacement addressing mode for movem (Fantastic Dizzy)
|
||||
+ Added OSP <-> A7 swapping code in opcodes, which change privilege mode
|
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+ Implemented privilege violation, line emulator and divide by zero exceptions
|
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+ Added negx opcode (Shining Force works!)
|
||||
+ Added overflow detection for divs/divu
|
||||
|
||||
v0.0072 notaz
|
||||
note: I could only get v0.0069 cyclone, so I had to implement these myself using Dave's
|
||||
changelog as a guide.
|
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+ Fixed a problem with divs - remainder should be negative when divident is negative
|
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+ Added movep opcode (Sonic 3 works)
|
||||
+ Fixed a problem with DBcc incorrectly decrementing if the condition is true (Shadow of the Beast)
|
||||
|
||||
v0.0069
|
||||
+ Added SBCD and the flags for ABCD/SBCD. Score and time now works in games such as
|
||||
Rolling Thunder 2, Ghouls 'N Ghosts
|
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+ Fixed a problem with addx and subx with 8-bit and 16-bit values.
|
||||
Ghouls 'N' Ghosts now works!
|
||||
|
||||
v0.0068
|
||||
+ Added ABCD opcode (Streets of Rage works now!)
|
||||
|
||||
v0.0067
|
||||
+ Added dbCC (After Burner)
|
||||
+ Added asr EA (Sonic 1 Boss/Labyrinth Zone)
|
||||
+ Added andi/ori/eori ccr (Altered Beast)
|
||||
+ Added trap (After Burner)
|
||||
+ Added special case for move.b (a7)+ and -(a7), stepping by 2
|
||||
After Burner is playable! Eternal Champions shows more
|
||||
+ Fixed lsr.b/w zero flag (Ghostbusters)
|
||||
Rolling Thunder 2 now works!
|
||||
+ Fixed N flag for .b and .w arithmetic. Golden Axe works!
|
||||
|
||||
v0.0066
|
||||
+ Fixed a stupid typo for exg (orr r10,r10, not orr r10,r8), which caused alignment
|
||||
crashes on Strider
|
||||
|
||||
v0.0065
|
||||
+ Fixed a problem with immediate values - they weren't being shifted up correctly for some
|
||||
opcodes. Spiderman works, After Burner shows a bit of graphics.
|
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+ Fixed a problem with EA:"110nnn" extension word. 32-bit offsets were being decoded as 8-bit
|
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offsets by mistake. Castlevania Bloodlines seems fine now.
|
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+ Added exg opcode
|
||||
+ Fixed asr opcode (Sonic jumping left is fixed)
|
||||
+ Fixed a problem with the carry bit in rol.b (Marble Madness)
|
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|
||||
v0.0064
|
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+ Added rtr
|
||||
+ Fixed addq/subq.l (all An opcodes are 32-bit) (Road Rash)
|
||||
+ Fixed various little timings
|
||||
|
||||
v0.0063
|
||||
+ Added link/unlk opcodes
|
||||
+ Fixed various little timings
|
||||
+ Fixed a problem with dbCC opcode being emitted at set opcodes
|
||||
+ Improved long register access, the EA fetch now does ldr r0,[r7,r0,lsl #2] whenever
|
||||
possible, saving 1 or 2 cycles on many opcodes, which should give a nice speed up.
|
||||
+ May have fixed N flag on ext opcode?
|
||||
+ Added dasm for link opcode.
|
||||
|
||||
v0.0062
|
||||
* I was a bit too keen with the Arithmetic opcodes! Some of them should have been abcd,
|
||||
exg and addx. Removed the incorrect opcodes, pending re-adding them as abcd, exg and addx.
|
||||
+ Changed unknown opcodes to act as nops.
|
||||
Not very technical, but fun - a few more games show more graphics ;)
|
||||
|
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v0.0060
|
||||
+ Fixed divu (EA intro)
|
||||
+ Added sf (set false) opcode - SOR2
|
||||
* Todo: pea/link/unlk opcodes
|
||||
|
||||
v0.0059: Added remainder to divide opcodes.
|
||||
|
||||
|
||||
The new stuff
|
||||
-------------
|
||||
|
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Before using Cyclone, be sure to customize config.h to better suit your project. All options
|
||||
are documented inside that file.
|
||||
|
||||
IrqCallback has been changed a bit, unlike in previous version, it should not return anything.
|
||||
If you need to change IRQ level, you can safely do that in your handler.
|
||||
|
||||
Cyclone has changed quite a bit from the time when Dave stopped updating it, but the rest of
|
||||
documentation still applies, so read it if you haven't done that yet. If you have, check the
|
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"Accessing ..." parts.
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|
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|
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ARM Register Usage
|
||||
------------------
|
||||
|
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See source code for up to date of register usage, however a summary is here:
|
||||
|
||||
r0-3: Temporary registers
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||||
r4 : Current PC + Memory Base (i.e. pointer to next opcode)
|
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r5 : Cycles remaining
|
||||
r6 : Pointer to Opcode Jump table
|
||||
r7 : Pointer to Cpu Context
|
||||
r8 : Current Opcode
|
||||
r9 : Flags (NZCV) in highest four bits
|
||||
(r10 : Temporary source value or Memory Base)
|
||||
(r11 : Temporary register)
|
||||
|
||||
|
||||
How to Compile
|
||||
--------------
|
||||
|
||||
Like Starscream and A68K, Cyclone uses a 'Core Creator' program which calculates and outputs
|
||||
all possible 68000 Opcodes and a jump table into files called Cyclone.s and .asm
|
||||
It then assembles these files into Cyclone.o and .obj
|
||||
|
||||
Cyclone.o is the GCC assembled version and Cyclone.obj is the Microsoft assembled version.
|
||||
|
||||
First unzip "Cyclone.zip" into a "Cyclone" directory.
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||||
If you are compiling for Windows CE, find ARMASM.EXE (the Microsoft ARM assembler) and
|
||||
put it in the directory as well or put it on your path.
|
||||
|
||||
Open up Cyclone.dsw in Visual Studio 6.0, compile and run the project.
|
||||
Cyclone.obj and Cyclone.o will be created.
|
||||
|
||||
|
||||
Compiling without Visual C++
|
||||
----------------------------
|
||||
If you aren't using Visual C++, it still shouldn't be too hard to compile, just get a C compiler,
|
||||
compile all the CPPs and C file, link them into an EXE, and run the exe.
|
||||
|
||||
e.g. gcc Main.cpp OpAny.cpp OpArith.cpp OpBranch.cpp OpLogic.cpp OpMove.cpp Disa.c
|
||||
Main.exe
|
||||
|
||||
|
||||
Adding to your project
|
||||
----------------------
|
||||
|
||||
To add Cyclone to you project, add Cyclone.o or obj, and include Cyclone.h
|
||||
There is one structure: 'struct Cyclone', and one function: CycloneRun
|
||||
|
||||
Don't worry if this seem very minimal - its all you need to run as many 68000s as you want.
|
||||
It works with both C and C++.
|
||||
|
||||
Byteswapped Memory
|
||||
------------------
|
||||
|
||||
If you have used Starscream, A68K or Turbo68K or similar emulators you'll be familiar with this!
|
||||
|
||||
Any memory which the 68000 can access directly must be have every two bytes swapped around.
|
||||
This is to speed up 16-bit memory accesses, because the 68000 has Big-Endian memory
|
||||
and ARM has Little-Endian memory.
|
||||
|
||||
Now you may think you only technically have to byteswap ROM, not RAM, because
|
||||
16-bit RAM reads go through a memory handler and you could just return (mem[a]<<8) | mem[a+1].
|
||||
|
||||
This would work, but remember some systems can execute code from RAM as well as ROM, and
|
||||
that would fail.
|
||||
So it's best to use byteswapped ROM and RAM if the 68000 can access it directly.
|
||||
It's also faster for the memory handlers, because you can do this:
|
||||
|
||||
return *(unsigned short *)(mem+a)
|
||||
|
||||
|
||||
Declaring Memory handlers
|
||||
-------------------------
|
||||
|
||||
Before you can reset or execute 68000 opcodes you must first set up a set of memory handlers.
|
||||
There are 7 functions you have to set up per CPU, like this:
|
||||
|
||||
static unsigned int MyCheckPc(unsigned int pc)
|
||||
static unsigned char MyRead8 (unsigned int a)
|
||||
static unsigned short MyRead16 (unsigned int a)
|
||||
static unsigned int MyRead32 (unsigned int a)
|
||||
static void MyWrite8 (unsigned int a,unsigned char d)
|
||||
static void MyWrite16(unsigned int a,unsigned short d)
|
||||
static void MyWrite32(unsigned int a,unsigned int d)
|
||||
|
||||
You can think of these functions representing the 68000's memory bus.
|
||||
The Read and Write functions are called whenever the 68000 reads or writes memory.
|
||||
For example you might set MyRead8 like this:
|
||||
|
||||
unsigned char MyRead8(unsigned int a)
|
||||
{
|
||||
a&=0xffffff; // Clip address to 24-bits
|
||||
|
||||
if (a<RomLength) return RomData[a^1]; // ^1 because the memory is byteswapped
|
||||
if (a>=0xe00000) return RamData[(a^1)&0xffff];
|
||||
return 0xff; // Out of range memory access
|
||||
}
|
||||
|
||||
The other 5 read/write functions are similar. I'll describe the CheckPc function later on.
|
||||
|
||||
Declaring a CPU Context
|
||||
-----------------------
|
||||
|
||||
To declare a CPU simple declare a struct Cyclone in your code. For example to declare
|
||||
two 68000s:
|
||||
|
||||
struct Cyclone MyCpu;
|
||||
struct Cyclone MyCpu2;
|
||||
|
||||
It's probably a good idea to initialise the memory to zero:
|
||||
|
||||
memset(&MyCpu, 0,sizeof(MyCpu));
|
||||
memset(&MyCpu2,0,sizeof(MyCpu2));
|
||||
|
||||
Next point to your memory handlers:
|
||||
|
||||
MyCpu.checkpc=MyCheckPc;
|
||||
MyCpu.read8 =MyRead8;
|
||||
MyCpu.read16 =MyRead16;
|
||||
MyCpu.read32 =MyRead32;
|
||||
MyCpu.write8 =MyWrite8;
|
||||
MyCpu.write16=MyWrite16;
|
||||
MyCpu.write32=MyWrite32;
|
||||
|
||||
You also need to point the fetch handlers - for most systems out there you can just
|
||||
point them at the read handlers:
|
||||
MyCpu.fetch8 =MyRead8;
|
||||
MyCpu.fetch16 =MyRead16;
|
||||
MyCpu.fetch32 =MyRead32;
|
||||
|
||||
( Why a different set of function pointers for fetch?
|
||||
Well there are some systems, the main one being CPS2, which return different data
|
||||
depending on whether the 'fetch' line on the 68000 bus is high or low.
|
||||
If this is the case, you can set up different functions for fetch reads.
|
||||
Generally though you don't need to. )
|
||||
|
||||
Now you are nearly ready to reset the 68000, except you need one more function: checkpc().
|
||||
|
||||
The checkpc() function
|
||||
----------------------
|
||||
|
||||
When Cyclone reads opcodes, it doesn't use a memory handler every time, this would be
|
||||
far too slow, instead it uses a direct pointer to ARM memory.
|
||||
For example if your Rom image was at 0x3000000 and the program counter was $206,
|
||||
Cyclone's program counter would be 0x3000206.
|
||||
|
||||
The difference between an ARM address and a 68000 address is also stored in a variable called
|
||||
'membase'. In the above example it's 0x3000000. To retrieve the real PC, Cyclone just
|
||||
subtracts 'membase'.
|
||||
|
||||
When a long jump happens, Cyclone calls checkpc(). If the PC is in a different bank,
|
||||
for example Ram instead of Rom, change 'membase', recalculate the new PC and return it:
|
||||
|
||||
static int MyCheckPc(unsigned int pc)
|
||||
{
|
||||
pc-=MyCpu.membase; // Get the real program counter
|
||||
|
||||
if (pc<RomLength) MyCpu.membase=(int)RomMem; // Jump to Rom
|
||||
if (pc>=0xff0000) MyCpu.membase=(int)RamMem-0xff0000; // Jump to Ram
|
||||
|
||||
return MyCpu.membase+pc; // New program counter
|
||||
}
|
||||
|
||||
Notice that the membase is always ARM address minus 68000 address.
|
||||
|
||||
The above example doesn't consider mirrored ram, but for an example of what to do see
|
||||
PicoDrive (in Memory.cpp).
|
||||
|
||||
|
||||
Almost there - Reset the 68000!
|
||||
-------------------------------
|
||||
|
||||
Next we need to Reset the 68000 to get the initial Program Counter and Stack Pointer. This
|
||||
is obtained from addresses 000000 and 000004.
|
||||
|
||||
Here is code which resets the 68000 (using your memory handlers):
|
||||
|
||||
MyCpu.srh=0x27; // Set supervisor mode
|
||||
MyCpu.a[7]=MyCpu.read32(0); // Get Stack Pointer
|
||||
MyCpu.membase=0;
|
||||
MyCpu.pc=MyCpu.checkpc(MyCpu.read32(4)); // Get Program Counter
|
||||
|
||||
And that's ready to go.
|
||||
|
||||
|
||||
Executing the 68000
|
||||
-------------------
|
||||
|
||||
To execute the 68000, set the 'cycles' variable to the number of cycles you wish to execute,
|
||||
and then call CycloneRun with a pointer to the Cyclone structure.
|
||||
|
||||
e.g.:
|
||||
// Execute 1000 cycles on the 68000:
|
||||
MyCpu.cycles=1000; CycloneRun(&MyCpu);
|
||||
|
||||
For each opcode, the number of cycles it took is subtracted and the function returns when
|
||||
it reaches 0.
|
||||
|
||||
e.g.
|
||||
// Execute one instruction on the 68000:
|
||||
MyCpu.cycles=0; CycloneRun(&MyCpu);
|
||||
printf(" The opcode took %d cycles\n", -MyCpu.cycles);
|
||||
|
||||
You should try to execute as many cycles as you can for maximum speed.
|
||||
The number actually executed may be slightly more than requested, i.e. cycles may come
|
||||
out with a small negative value:
|
||||
|
||||
e.g.
|
||||
int todo=12000000/60; // 12Mhz, for one 60hz frame
|
||||
MyCpu.cycles=todo; CycloneRun(&MyCpu);
|
||||
printf(" Actually executed %d cycles\n", todo-MyCpu.cycles);
|
||||
|
||||
To calculate the number of cycles executed, use this formula:
|
||||
Number of cycles requested - Cycle counter at the end
|
||||
|
||||
|
||||
Interrupts
|
||||
----------
|
||||
|
||||
Causing an interrupt is very simple, simply set the irq variable in the Cyclone structure
|
||||
to the IRQ number.
|
||||
To lower the IRQ line, set it to zero.
|
||||
|
||||
e.g:
|
||||
MyCpu.irq=6; // Interrupt level 6
|
||||
MyCpu.cycles=20000; CycloneRun(&MyCpu);
|
||||
|
||||
Note that the interrupt is not actually processed until the next call to CycloneRun,
|
||||
and the interrupt may not be taken until the 68000 interrupt mask is changed to allow it.
|
||||
|
||||
( The IRQ isn't checked on exiting from a memory handler: I don't think this will cause
|
||||
me any trouble because I've never needed to trigger an interrupt from a memory handler,
|
||||
but if someone needs to, let me know...)
|
||||
|
||||
|
||||
Accessing Cycle Counter
|
||||
-----------------------
|
||||
|
||||
The cycle counter in the Cyclone structure is not, by default, updated before
|
||||
calling a memory handler, only at the end of an execution.
|
||||
|
||||
*update*
|
||||
Now this is configurable in config.h, there is no 'debug' variable.
|
||||
|
||||
|
||||
Accessing Program Counter and registers
|
||||
---------------------------------------
|
||||
|
||||
You can read Cyclone's registers directly from the structure at any time (as far as I know).
|
||||
|
||||
The Program Counter, should you need to read or write it, is stored with membase
|
||||
added on. So use this formula to calculate the real 68000 program counter:
|
||||
|
||||
pc = MyCpu.pc - MyCpu.membase;
|
||||
|
||||
The program counter is stored in r4 during execution, and isn't written back to the
|
||||
structure until the end of execution, which means you can't read normally real it from
|
||||
a memory handler.
|
||||
|
||||
*update*
|
||||
Now this is configurable in config.h, there is no 'debug' variable. You can even enable
|
||||
access to SR if you need. However changing PC in memhandlers is still not safe, you should
|
||||
better clear cycles, wait untill CycloneRun() returns and then do whatever you need.
|
||||
|
||||
|
||||
Emulating more than one CPU
|
||||
---------------------------
|
||||
|
||||
Since everything is based on the structures, emulating more than one cpu at the same time
|
||||
is just a matter of declaring more than one structures and timeslicing. You can emulate
|
||||
as many 68000s as you want.
|
||||
Just set up the memory handlers for each cpu and run each cpu for a certain number of cycles.
|
||||
|
||||
e.g.
|
||||
// Execute 1000 cycles on 68000 #1:
|
||||
MyCpu.cycles=1000; CycloneRun(&MyCpu);
|
||||
|
||||
// Execute 1000 cycles on 68000 #2:
|
||||
MyCpu2.cycles=1000; CycloneRun(&MyCpu2);
|
||||
|
||||
|
||||
Thanks to...
|
||||
------------
|
||||
|
||||
* All the previous code-generating assembler cpu core guys!
|
||||
Who are iirc... Neill Corlett, Neil Bradley, Mike Coates, Darren Olafson
|
||||
and Bart Trzynadlowski
|
||||
|
||||
* Charles Macdonald, for researching just about every console ever
|
||||
* MameDev+FBA, for keeping on going and going and going
|
||||
|
||||
|
||||
-------------
|
||||
|
||||
Dave - 17th April 2004
|
||||
notaz - 17th July 2006
|
||||
|
||||
Homepage: http://www.finalburn.com/
|
||||
Dave's e-mail: dev(atsymbol)finalburn.com
|
||||
Replace (atsymbol) with @
|
Loading…
Add table
Add a link
Reference in a new issue