Commit Graph

296 Commits

Author SHA1 Message Date
RobertPeip
31563c2ef6 improved rewind capture performance (#127)
fixed random fastforward crash
fixed fastforward Video glitches(HDMA)
added fastforward toggle (short button press)
added savestate OSD entry and multiple slots using keyboard(F1-F4)
add MBC detection and address translation to simulation
2021-01-06 15:33:24 +08:00
SegaSnatcher
8cd6b8dfca Update ReadMe.md (#126)
* Update ReadMe.md

Adds basic features list.

* Update ReadMe.md

* Update ReadMe.md
2021-01-04 14:44:58 +08:00
sorgelig
f48f1701c3 Release 20210103. 2021-01-03 23:12:50 +08:00
Hackshed
0e7586e3be Update ReadMe.md (#125)
Added hyperlinks to title
2021-01-02 03:48:53 +08:00
RobertPeip
ca8b55dfb3 added savestates and rewind feature (#123) 2020-12-29 23:38:30 +08:00
paulb-nl
c26731fcab Interrupt fixes (Pinball Fantasies)
- CPU: Acknowledge IRQ between high & low byte stack push
  (ie_push, Pinball Fantasies)

- CPU: Remove delay from INT_n signal, tweak STAT IRQs.
  (hblank_ly_scx_timing, intr_2_0)
2020-12-22 13:23:42 +08:00
RobertPeip
65d6e59cc2 redone fastforward and pause handling to fix sdram access and refresh bugs and increase fastforward speed, some fixes to simulation 2020-12-19 19:28:19 +08:00
paulb-nl
0a89fd5445 MBC1 fixes and MBC1M support (#117) 2020-12-17 22:12:06 +08:00
Alexey Melnikov
91770a0b5a Merge pull request #114 from RobertPeip/simulation
Simulation
2020-12-16 03:38:43 +08:00
Robert Peip
2d965da323 add fastforward and OSD-Pause feature 2020-12-15 15:24:33 +01:00
Robert Peip
0cf89076ad rearranged code to meet Verilog/VHDL standards
add testbench
2020-12-15 15:23:28 +01:00
Alexey Melnikov
7fe2461d1f Merge pull request #113 from paulb-nl/frame_blend
Frame blend, PPU fixes, Serial Link fix
2020-12-15 14:38:36 +08:00
paulb-nl
f9f6f66bbc Add frame blend option 2020-12-15 00:37:17 +01:00
paulb-nl
f89cc5c0bb Fix Serial Link
There was a typo in link.v preventing internal clock from working
properly
2020-12-15 00:34:10 +01:00
paulb-nl
45679e5068 Pass some more PPU tests
Mooneye intr_2_mode0, intr_2_mode3, intr_2_oam_ok, vblank_stat_intr
2020-12-15 00:24:46 +01:00
paulb-nl
fd0f6ce5c5 Fix Elevator Action line glitch 2020-12-13 16:19:23 +01:00
sorgelig
87b9339a09 Release 20201204. 2020-12-04 18:42:02 +08:00
sorgelig
7525e397d3 Update sys. Support for custom AR. 2020-12-04 18:38:50 +08:00
sorgelig
beb66d2f66 sound: use synchronous reset. 2020-12-04 18:37:35 +08:00
Alexey Melnikov
1fb2a93d15 Merge pull request #109 from paulb-nl/blank
Clear found sprites every line. Output blank image when LCD is off
2020-12-03 14:10:49 +08:00
paulb-nl
7fff2e2d36 Output blank image when LCD is off
The screen stays blank until 1 frame after the LCD is turned on.
Fixes glitches during transitions in some games.
2020-12-03 01:04:25 +01:00
paulb-nl
11ca7142a0 Clear found sprites every line
Fixes glitched top line of Tenjin Kaisen
2020-12-03 00:58:57 +01:00
paulb-nl
5fd81a5ae0 Video: Window fixes for WX=A6, no sprite fetching if sprites are disabled on DMG
* Video: Window fixes for WX=A6

* Video: no sprite fetching if sprites are disabled on DMG
2020-11-27 00:59:29 +08:00
sorgelig
5c2db7714e Release 20200819. 2020-08-19 22:57:10 +08:00
sorgelig
1b025fd1c8 Update sys. 2020-08-17 02:08:58 +08:00
Alexey Melnikov
45266288f3 Merge pull request #100 from brNX/soundrevisit
CH3 (Wave) and general APU fixes
2020-08-17 01:35:01 +08:00
Bruno Gouveia
42b2889232 SOUND: fixed zombie mode, follows sameboy's logic 2020-08-15 22:44:24 +01:00
Bruno Gouveia
090dd5b42c SOUND: using posedge for s1_write signal
SOUND: sq1,sq2,wav frequency changes only after the current sample is finished (even in currently supressed)
SOUND: keeping frequency after trigger to avoid change while delaying
2020-08-15 22:44:15 +01:00
Bruno Gouveia
81553d322c SOUND: fixed wav index (channel 3) , now shifts correctly for the highest frequency 2020-08-15 22:11:39 +01:00
Bruno Gouveia
56b3046b49 SOUND: Wave channel (CH3) delay, first sample , frequency change and restart behaviour implemented 2020-08-15 22:11:39 +01:00
Bruno Gouveia
9d6d7e95ca SOUND: added noise channel trigger delay back and aligned it correctly 2020-08-15 22:11:39 +01:00
Alexey Melnikov
2394de0c5f Merge pull request #99 from brNX/soundrevisit
More APU fixes
2020-07-26 22:43:37 +08:00
Bruno Gouveia
4aedf77e1a SOUND: delay changing duty until the next sample 2020-07-24 20:50:41 +01:00
Bruno Gouveia
984a611670 SOUND: sq1/sq2 restart timing quirk implemented 2020-07-24 16:27:22 +01:00
Bruno Gouveia
70c94e829d SOUND: write to the wave table follows the same logic as reads 2020-07-24 15:14:00 +01:00
Bruno Gouveia
3ce1f84b48 SOUND: aligned sq1 and sq2 trigger (now passed first 4 samesuite sound tests), fixed PCM12 and PCM34 2020-07-24 15:14:00 +01:00
Bruno Gouveia
56d469b0bf SOUND: implemented PCM12 and PCM34 2020-07-24 15:14:00 +01:00
Bruno Gouveia
c201cf72b4 SOUND: reset variables with the correct value, trigger zombie mode only when playing 2020-07-24 15:14:00 +01:00
Bruno Gouveia
acb4305f0d SOUND: added trigger counter to sq1 and sq2 2020-07-24 15:14:00 +01:00
Bruno Gouveia
a9aea62f1e SOUND: widened s1_addr to handle PCM12/PCM34 2020-07-24 15:14:00 +01:00
Bruno Gouveia
5d3d7d0fe3 SOUND: using negedge detection on triggers, don't reset phase for sq1/sq2 when sound is triggered, only on reset/sound off 2020-07-24 15:13:48 +01:00
Bruno Gouveia
0b796adc3e GENERAL: sync start with ~4MHz clock 2020-07-24 15:13:47 +01:00
Jamie Dickson
541be5df9d add new palettes from Plenilunium83 (#98) 2020-07-17 02:55:33 +08:00
Bruno Duarte Gouveia
bef6804c21 SOUND: multiple Wave channel fixes and GB/GBC behavior
* SOUND: channel 3 read dependent on current wave index

* SOUND: maintain wave_trigger high for longer, passes blargg sound test 9 for gbc, added is_gbc input to gbc_snd

* SOUND: added wave table access timewindow in DMG mode, outside of it the read returns 0xFF when the sound is playing

* gbc_snd.vhd whitespaces cleanup

* SOUND: refactored write process to handle reset and specific DMG behaviour (length counter writable when APU is off)
SOUND: initialized wavetable with known values, fixes aladdin and R-type now behaves the same as real hardware

* SOUND: refactored sound processing vhdl process
SOUND: sq1 and sq2 duty cycles are not accessible when the APU is off in DMG mode(only the length counters)
2020-07-06 03:53:30 +08:00
paulb-nl
a0d7e9231f SGB fixes 2020-07-05 16:47:26 +08:00
sorgelig
3f5171e72c Release 20200701. 2020-07-01 18:40:45 +08:00
paulb-nl
4a40a8b39f PPU: fix tilemap address, SGB: Detect corrupt packet. Fix ATTR_CHR end (#91)
* PPU: fix tilemap address

* SGB: Detect corrupt packet. Fix ATTR_CHR end

Fixes Castlevania Legends and Donkey Kong score card glitch.
2020-06-27 22:09:51 +08:00
Bruno Duarte Gouveia
c5602f2fa6 T80: halt bug implemented 2020-06-27 22:06:55 +08:00
paulb-nl
c95d2f5836 Super Game Boy multiplayer support 2020-06-24 07:22:46 +08:00
sorgelig
7edd0c2cac Release 20200622. 2020-06-22 22:59:58 +08:00