mirror of
https://github.com/transistorfet/moa.git
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f8083db181
Special thanks to raddad772 https://github.com/raddad772 Also added some fixes to the Z80 for panicking math operations, but it still won't complete due to an unimplemented instruction
431 lines
28 KiB
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431 lines
28 KiB
Plaintext
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[Note: until the dashed line is logs pieced together after the fact]
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Project Start
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=============
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- 2021-09-28: started the project, computie monitor working after a week
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- 2021-10-08: I think the Computie OS could boot by this point
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- 2021-10-14: I think I started working on the genesis at this point, or maybe a bit before
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- 2021-10-20: added frontend refactoring
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- 2021-10-25: added Sega Genesis peripherals for the first time, even though I think I had been
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working on it for at least a couple weeks by that point
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- 2021-10-27: added minifb frontend
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- 2021-11-01 to 2021-11-11: worked on the Z80/TRS-80
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- 2021-11-13: was working on Mac (and Genesis a bit)
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- 2021-11-28: took up the Genesis again after posting first article
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Genesis
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=======
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before 2021-10-25
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- controllers and coproc controls aren't an issue as dummies until much later
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- implement dma
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- try implementing the scrolls and get nothing
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- try printing just the patterns and get nothing
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- cram is 0s, fight and find a few dma/transfer bugs
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- cram is then sorta working, getting 0xeee and 0xee0 colours, but showing as pink
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- turns out to be index issue into cram, fixing makes colours ok, but still nothing on screen
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2021-10-25
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- still nothing on the screen.
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- maybe it's not working because I haven't implemented the h/v blanking bits at all, so I add
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them and it makes something appear instead of blackness. At least for Sonic 2, it waits
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for the vblank bit to be set
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2021-10-26
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- what caused those pink screens I was initialling getting?!? there was an issue with the cram
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not being correct, and I remember fighting a ton with that...
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- it was caused by the cram being byte-wise, but the index into the array when fetching the
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colour was not multiplied by 2, so the colours were wrong. It was fixed in commit 109ae4d
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- add the BusPort thing to fix issues with how data is written. Some writes can bet 4 bytes, or
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2 bytes, and they could be to the same address or the adjacent address, so adding BusPort,
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which breaks up the reads into all 2 bytes reads as the real hardware would see simplifies
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the number of cases to deal with when accepting data on the VDP ports
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2021-10-27
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- oct. 27, commit 109ae4d doesn't seem to work and it seems to be related to the interrupts not,
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which I got working in the immediately following commit. It actually does work but is super
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slow to display anything, which was fixed later, as in minutes before the screen goes white
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to display the sega logo. The interrupt print log is very slow, only a few interrupts in a
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minute
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2021-10-29
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- the next commit 250c0 speeds things up by making the step function occur less often for the vdp
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Also this commit adds code to change the interrupt mask, but only if a hardware interrupt occurs
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I think this was causing problems with the computie binaries. There's still an int bug
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- commit 93c080e: finally fix interrupts properly. The code I was using before didn't properly
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reset the interrupt signal, so it couldn't reoccur. The CPU now checks the interrupt controller
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each cycle for a pending interrupt, rather than relying on a callback and the Interruptable trait
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which I partially removed.
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- it now actually runs and shows the screens at a reasonable speed
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- I recall there was an issue with the pattern indexing using the wrong formula to calculate, and
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that caused some of the issues
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-----------------------------
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2021-10-31
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- at this point I had finally gotten the scrolls to work enough to print the SEGA logo at the start
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2021-11-01
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- started working on the Z80 and TRS-80 implementations, as well as debugging the Mac stuff, which
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I think I was doing for most of November (instead of working on the Genesis impl)
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Macintosh
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=========
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- ram self test is run by jumping to 0x400694, which returns by jumping to %a6 which contains 0x4000f0
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if it returns with eq set, it will jump to the system initialization at 0x40026c
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it doesn't have eq set, so it ends up in an infinite loop.
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- turns out MOVEM was broken such that it was incrementing instead of decrementing address (found by
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inspecting the first byte of memory when trying to get 0x5555AAAA to cancel itself out
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2021-11-19
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- still not working, calling 0x4000f0 to fail. Turns out this is where the dead mac is supposed to
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be printed, but it's not (found that from another blog post)
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2021-11-23
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- finally got dead mac screen showing with 0F0003 as the error. It wasn't showing because the 0 colour
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used by the genesis, which is a mask colour, causes nothing to appear
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- then the issue was the indexing of the memory page (x * 2) * y instead of (x * 2) + (y * 512/8)
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- so the 0F0003 dead mac was caused by the first trap instruction in the ROM, appearing at 4002adc
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It causes an illegal instruction, which then jumps to the exception entry points start at 4001aa
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in rom which all jump to the same function at 4001d2, which then ends up in the failure
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- trying to find why, i traced the program to find where the trap table was being set up, which
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turned out to be around 400448 which is where I'd been debugging the last issue. It sets location
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0x28 to 401018 which is the trap handler...
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- 0x28 is not the illegal instruction handler, it's the 1010 line emulator exception... 1010 as it A
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as in the A line traps... So the m68k is specifically not handling the a000 instructions correctly
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- it's now getting past the dead mac, but instead it causes two writes to read only memory when it
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tries to set some bits indirectly to an address in rom (0x4034ae), which is something do with the
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drivers. The Sound and Disk drivers are opened and it's during each of the open functions that the
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write occurs
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- it's possible to continue (which might be in broken state) and it then attempts to write to
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sequential addresses in upper ram which eventually spills over into 0x100000 which isn't mapped...
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No idea if this is just because of something going wrong earlier, or if this is also an emulator bug
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- the writes to rom issues happens during InitIO (0x400614), when initializing the first two drivers,
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the Sound and Disk (I think). There is a pointer to a pointer to a value that contains 0x4034ae,
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which seems to be calculated from a jump table, presumably pointing to something in rom that contains
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the driver, but for some reason the code is bit setting that value. I'm not sure if the data is wrong
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and it should normally see a 0 instead of the rom addr, or if there's a branch that shouldn't/should
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happen that leads it to that code when it shouldn't
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- c4c and c7c seem to be driver descriptors of some kind, each with a rom addr and what seems to be some
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flags after that. They also have 0xfffb and 0xfffc. That said, if there's a bug in the code that
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creates that data, it would likely be broken for both
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Back to Genesis
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===============
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2021-11-30
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- after getting things working somewhat with the scrolls, but not the sprites, I finally found
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ComradeOj's demo, which I'm now using to test with, and I've also got BlastEm setup so that I
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can compile the code and modify it to print out all of vram so that I can verify against mine
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- there is a difference in VRAM in the patterns section with non-zero data starting at VRAM:0020
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the first differing byte is VRAM:0046 which is 0x1111 in my VDP but 0x0000 in blastem's VDP
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- checked what data was actually being transferred to VRAM, the source data is in ram at 0xff2000
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(ie. 0xff2000 is copied to VRAM:0020 for some number of bytes, maybe 256 or so)
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- ram copy of data is incorrect so the problem is not the VDP code specifically, but the code
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that loads the ram.
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- traced it further to the decompress function called at 0x00c0, this function definitely loads
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the source ram and it's definitely incorrect long before the actual VRAM is loaded
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- so I set a breakpoint at c0 in blastem, and then at that point set 266 and continued until the
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first different byte was loaded, and inspected all the CPU registers at that point. The only
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one differing is %d6 which holds a copy of the flags, which is somehow/somewhere restored after
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being saved. It's 0x2700 in blastem but 0x2710 in moa...
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- so far I'm suspecting that the Extend flag is not being correctly simulated somewhere, and
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that's causing problems. The code uses roxd instructions which use the Extend flag... sus
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- the two places where %d6 is set in the decompress function are just after LSR instructions.
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I didn't have tests for LSR or LSL, so adding some caught the issue where Extend is not cleared
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by the instruction nor by the logic flags code (since most logic instructions don't affect extend)
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- fixing this made the text of the demo appear correctly, along with colour changing of the text,
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but the background is not rendering at all
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- switching gears now, trying GenTestV3. A write to read only memory occurs at 0x2976 because %a4
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is 0 when it should be the VDP data register (0xC00000)
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- tracing back, there is some code run at 0x2572 which causes the registers to be cleared, but
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checking in BlastEm's debugger with a breakpoint there shows it's not executing there, so this
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is a problem in moa and it's caused an erroneous processor state...
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- there's a comparison at 0x255e which jumps to the code that shouldn't run, checking in BlastEm
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shows that the previous comparison should not be equal (flags are 0x2700), but in moa it's 0x2704
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- the comparison is correct, but the value in %d7/%d3 should be 0xff instead of 0xef
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- at 0x2a78 the values are read from the controller inputs 0xa10003, and this is what's not correct
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the data read is 0 but should be something else I think (start of code is 0x2a4a)
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- it appears that the controller inputs should be 1s instead of 0s when not pressed?? or when all
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bits are 0?
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- changing to that behaviour makes it work until the ram test is invoked, but it seems that BlastEm
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also does write to address 0 when the RAM test is run...
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- the writing to address 0 might be an unintentional bug in the rom, which doesn't otherwise affect
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anything because removing read_only makes it work enough to run
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- next issue is controllers, it turns out the button logic is inverted, so the rom expects to read
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all 1s (0xfff) for the button states, and a bit will drop to 0 when it's pressed.
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- now there's an issue with the 'a' button to go to the info screen where it sometimes seems to run
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the memory test instead, or otherwise behave inconsistently, and it's probably that 1.5ms delay
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that resets the cycle to avoid the extra 3 buttons. This rom probably only reads the first 3 and
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expects the counter to reset
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- turned out that i actually need to reset the th counter after the ctrl port is written to, and the
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count/next_byte logic was broken, so the buttons were incorrectly mapped
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- now the test works, memory tests work, and so far looking at the info pages, the sprites are almost
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correct, but sonic is busted. It might be something to do with the sprite being reversed
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2021-12-04
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- colour bleed test: 0x230a
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- there are two of the four bars of colours with the rest black except some garbage at the bottom.
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- I was able to modify the pattern printing to put a white dot in the upper corner so I could count
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the cells to figure out where in memory the garbage pixels were appearing. The garbage starts on
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a ways into line 23 and continues on lines 24/25/26, where the scroll is 64 cells across, and the
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start of scroll a is 0xE000, which makes 0xEB80 about the start of the garbled line.
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- the cells in the table look correct here, each line contains increasing pattern numbers (0x0518 at
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the garbled cells), so the problem isn't here
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- looking at the pattern for 0x518, which corresponds to address 0xA300 in video memory, the data is
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not at all like the regular patterns at the start of VRAM. Comparing it to blastem shows the VRAM
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is correctly regular (0x1111 or 0x5151 and other regular repeating patterns), so it looks like
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a problem with loading VRAM
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- look at the included source, the start of the colour bleed test is 0x2056, the DMA transfer is set
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up at 0x207a which then writes to the control port to start the transfer
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- I started suspecting the transfer count might be the number of read/write cycles as opposed to the
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number of bytes, and only half the data is transferred, which would explain why the bottom half of
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all the screens was broken but the top half looked fine
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- sure enough, checking in blastem it even prints $4600 words, but moa was subtracting 2 from the
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count. Changing to 1 pretty much fix all the remaining glitches, and sonic 2 now displays pretty
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well
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- started implementing scrolling. It seems the horizontal and vertical values work opposite to each
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other. The horizontal value needs to be subtracted. I might also need to convert them to signed?
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- initial problem was caused by getting the mask wrong (0x3F instead of 0x3FF), but the mask is
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required because technically games can use the extra bits for whatever they want =(
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- the background was still glitching and it turned out to be because for scroll b, I was reading
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the scrolling data 1 byte over instead of 2 bytes over (because they are words). That fixed
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the glitching
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2021-12-15
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- started trying to make horizontal line scrolling work. Turns out to not be too hard except that
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there's a few glitches
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- one turned out to just be that i was multiplying by 2 instead of 4 for the hscroll addr
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- the other is that it's drawing the lines for scroll a and scroll b at the same time, and they
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overlap incorrectly when the per-pixel column offset is different between the layers
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2021-12-20
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- looking into the hscroll and vscroll issue, I realized I wasn't adding the (vscroll % 8) value to the
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pixel offset, which is now being added, which causes some glitches at the bottom/left of the screen,
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but it now scrolls more smoothly in the vertical
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- there is still an issue with the hscroll, particularly when the offsets are very different, no idea
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- after spending the day looking into the slowdown issue, I found the issue. I started by looking at
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the sonic 2 disassembly looking for code that reads the controllers (ReadJoypads) and then looking
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for where that is called from, and found the Vint_Level function which after setting some breakpoints
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is definitely only called during gameplay but is called each frame and reads the input before updating
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the screen.
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- looking at the code, and tracing the first few instructions where the ReadJoypads function is called
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showed that it sometimes skipped over the various timer checks every other time it's called
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- I added the system clock time to the debug output, which showed that it was indeed ~33_200_000 ns
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between each call to Vint_Level
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- so I turned on a debug message for the hardware interrupts and it showed the interrupt occurring
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twice for every time the Vint_Level function is called. After the first vint, it takes ~14ms until
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the Vint_Level function runs... looking at what runs by tracing that period between the int and call
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shows that it's looping while checking the status bit of the VDP, which corresponds to the vblank
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bit, of which there is a bad implementation that just turns the bit on after 14ms ... so it is
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definitely a problem with the vertical interrupt and vertical blanking bit timing in the VDP step
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- I had hackishly made some code to turn the blanking bit on at ~14ms, and then turn it off just before
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the vint was triggered. It would have worked had the frame been drawn at the 14ms mark, and then the
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blanking bit reset at 16.6ms. I've now changed it to be proper, in that the blanking bit is set at
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15ms, the count is reset at 16.6ms, and the blank bit is cleared at 1.2ms
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2021-12-23
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- looking into the coprocessor not working. I tried Mortal Kombat 2 and apart from something weird
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going on during the character select screen, everything worked until combat started and then it
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crashed due to an invalid memory access to address 0x0068eebb, which occurs at PC: 0xffff0245,
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so something is causing it to execute ram, which is probably not what's supposed to happen
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- It looks like it's swapping stacks, and that's making it hard to trace. At some point, it swaps
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the stack and then does a rts, but the stack return value is invalid and that causes it to mess up.
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It almost looks like it does put a valid return on the stack but then unintentionally overwrites it
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due to overlapping memory areas (I could just be tracing this wrong). I'll come back to this later
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2021-12-26
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- looking into the scroll black bits, I checked the scroll table for Sonic2 in BlastEm and the values
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are clearly different for Scroll B. The values in BlastEm are close to 0xffff but the ones in Moa
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are 0x10f2, 0x11f2, etc. And it's wrong in the source ram (0xffe000 which is copied to 0xfc00 in VRAM)
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- I added watcher debug commands to watch for modifications to a given memory location, and used that
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to watch 0xffe322, which is an scroll value for Scroll B in an area near the end of the hscroll table
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where the scroll value is different from BlastEm.
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- breakpoint occurs at 0xc670 where that value is written to. The function starts at 0xC57E and
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calculates scroll values.
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- so far I'm suspecting the DIV followed by the EXTW at 0xc62a might be doing something incorrect,
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and then when it adds the result in %d0 to %d3 before using that as the scroll value, it's adding
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too large a value (that should have been cut off to a word)
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- there was indeed a problem with the div. It's a signed div but the division was unsigned. Now
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the scroll values look about right, but the black glitches are still there
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- turns out it was that the scroll values were inverted. The hscroll values are supposed to be the
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offset *per line*, so you use the same hscroll value for every line. It's the vscroll value that
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has to be looked up for ever column, so swapping the vscroll and hscroll between the inner and
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outer loops fixed the issue perfectly. Kind of odd that it wasn't more broken when inverted
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- now I've noticed there's a scroll problem in Ren & Stimpy. Every other cell's hscroll is 0
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- looks like address 0x264 is the start of the transfer to the hscroll table in vram
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0x83e2 is the function that calls 0x244. 244 sets up the transfer and 83e2 sends the data
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- the auto-increment is set to 0x20 which leaves that 0 in between, but after thinking about it more,
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I realized that's correct, and that it's actually 32 bytes (16 words) between each scroll value,
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The bug was in the hscroll function which I didn't actually fix properly. I modified it to
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multiply the line by 4 instead of 2, but I also needed to shift to the hcell value by 5 instead
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of 4 (multiply by 32 instead of 16) to get the proper base scroll
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Now, Ren & Stimpy works, and Sonic 2's Scroll B actually looks right
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2021-12-30
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- rewrote the main drawing functions to go pixel by pixel through the whole image and determine what
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colour that pixel should be. It's a lot slower, but it's more accurate, and makes it possible
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to more properly implement the priority shadow/highlight modes
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2021-12-12
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- this is when I committed the audio support, but I'm not sure when I started. It was a little earlier
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- cpal uses a callback to get the next buffer of data, so the buffer needs to be assembled outside of
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the callback, with each device creating a Source with a buffer, that the mixer/output can draw upon
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- initially I had it give an iterator to load the buffer, but that doesn't work for ym2612 generation
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because it itself needs to mix a bunch of sources together to get the output buffer
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- I made it use a circular buffer so that unused data can be skipped to keep the simulation in sync
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- from various glitches I was able to get it to playback tones smoothly, with only the occasional pop
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2022-01-17
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- finally have done more, added the various register locations to set the frequency of the operators,
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and added a way to combine the samples according to the algorithm of ops to get sound
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- had to add `.reset()` to start from the beginning when a note is played, in order to prevent clicks
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from the waveform all of a sudden jumping in level when the note starts
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- started adding a binary to control just the ym2612 for testing, so I can isolate issues, and a lot
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of minor issues have turned up
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2022-01-18
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- some kind of buffer problem causing clicking, where the waveform resets, possibly related to circular
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buf
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- a quick attempt at fixing it shows that the audio source buffer is only copied to the mixer buffer
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when it's written to the buffer (and overfills). Attempt to not write to the buffer means audio stops
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when the source buffer is full
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2022-01-24
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- finally took another look and the glitching turned out to be an issue with the buffer size where the
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check before the audio devices write only account for one channel of audio instead of two, so the
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buffer was over filling. Dividing the available buffer size by 2 fixed it
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General Work
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============
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2022-10-08
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- I replaced the circular buffer with queues of audio frames, which might be less able to handle time
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dialation, but which uses fewer locks for less time, which seems to improve the occasional dropout
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glitches. The next frame is also assembled by whichever sim audio source that pushes data sees
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the queue is empty (audio frame taken by the output callback), so it then assembles the next frame
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and pushes it to the queue. It definitely works better, but there are still some timing issues
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- the PCM data in ym2612, looking at the recording of the waveform, shows it's offset by a bias, which
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probably shouldn't be. The other audio sounds distorted but still sort of sounds like what it should,
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so I don't think it's too far off
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2023-03-25
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- trying to improve the performance. It seems to be at about 20 to 30 fps on firefox but 60 fps on
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chrome and I'm not sure why the difference.
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- I tried a change that allows the frontend to request a pixel encoding format so it doesn't have to
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change it after the fact, but that doesn't seem to help much, or possibly even hurt performance a
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bit, but it's hard to know with just flamegraph.
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- without knowing the tricks that games might use, it's hard to really optimize the ym7101 code,
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which is taking up the most time per loop. The game might change the colour palette during the
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update, for example.
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- that said, I'm actually just updating the whole frame at a time instead of drawing lines
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individually, with steps in between so the game can do those tricks... and I don't see a lot of
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issues with colour glitches and stuff
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2023-04-22
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- I'm back to trying to get the ym2612 emulation working properly for the Genesis
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2023-04-23
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- I managed to get the idea of the envelope implemented but it's clearly very broken and I don't
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know why exactly. It could easily be the waveform generators or bugs or anything else. I have
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already found and fixed a number of bugs, so there are probably more
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2023-04-24
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- I added a print statement to blastem to see how the envelope value was varying over time based on
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the envelope state and what update cycle it was in. In moa, it shows the envelope output varying
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over many many update cycles which I thought was maybe wrong, and the decay was only lasting one
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cycle
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- It turned out blastem showed the same output varying over many cycles, so that wasn't a problem,
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but it showed the decay lasting many cycles too
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- it also showed the envelope output being up to 4092 instead of ~1024 and I didn't notice until now
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but there's a comment that blastem is using a 12 bit number in two parts, 8 bits and 4 bits, but I
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don't yet know how it uses those numbers to get the output
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- the decay lasting only one cycle turned out to be a bug where I was masking the wrong bits and
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shifting them away, so it was always 0.
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- there was also a bug in that the raw values from the registers needs to be adjusted to make it
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comparable to the envelope, and the total level also needs to be adjusted (which I was already
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doing but it's a 10 bit value)
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- it looks like the release rate also needs to be adjusted. It should be shifted left and
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incremented to make it the same as the other rates
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- after messing with it, it still didn't seem to work, and it still doesn't work correctly, but
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changing from a sine wave generator to a square wave generator made it go from being muddled and
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mute sounding to sounding crisp and much closer to what it's supposed to sound like
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- in order to match the way I did the rates, I modified the frequency setting code to store the
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fnumber and block in the operators themselves, and used the cached registers to update the values
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whenever either of the sets of registers was updated. It previously only updated the frequency if
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the A0 registers were written, so it was multiple octaves lower than it should have been
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- now it actually sounds pretty close for the high pitch tones, but the base tones are completely
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missing
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2023-05-03
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- it still doesn't sound quite right but it's much better. The drum sounds are provided by the DAC
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which explains why they aren't working properly. The DAC is not synchronized to the FM output
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because the fm output is generated in 1 millisecond batches, so I'll have to change that
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- one of the issues that came up was that in C code that has the attack calculation, the same as
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detailed on page 28 of the Nemesis forum posts, the result is different. It turns out C is using
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arithmetic shift right instead of logical shift right, despite the types of the inputs being
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unsigned explicitly, however in rust, it will use the appropriate operation based on the sign of
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the strongly typed numbers, so unsigned shift right will insert 0s in the upper bits, which makes
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the number result be bigger than the previous version, so the attack phase ends on the first pass.
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Forcing the numbers to be signed for the shift in Rust makes it sign-extend the number (insert 1s
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because the upper bit is 1), so the number is negative. Even an unsigned addition will result in
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the correct number at the end. It's just that shift that caused the issue
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2023-05-06
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- I replaced the controller, keyboard, and mouse updaters with queues to make it easier to implement
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I/O devices, and avoid some of the mutablility and timing issues of the old updaters.
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Unfortunately I can't easily add time to those queues because webassembly doesn't support
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std::time. There's another type called instant::Instant which I've used in the pixels frontend
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because it does work with webassembly, but it's a bit uncomfortable. I'd rather not integrate
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that into the core crate, which makes me want to not put the mixer in core but keep it in common,
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where the `instant` dep is isolated to a smaller area
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- this all started because I was trying to add a web controller, which I still haven't added due to
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mutability and references with the pixels frontend
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- for some reason, the new rust updater that calls `set_timeout` doesn't work too well in chrome,
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making the fps drop down to 47-50 instead of 60. I'm not sure if that's because the older js
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version does some funny clock stuff or if the concept itself adds a lot of overhead for some as
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yet unknown reason
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2023-05-08
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- audio works in Sonic1. Mortal Kombat 2 has a bit of audio, but periods of silence where it's
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clearly turning notes on and off and changing frequencies, but nothing is coming out. Then every
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other has silence but they seems to write to the ym2612 registers with note on/off (reg 0x28), and
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total level or frequency changes which make sense for audio to be playing but nothing. I had sort
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of suspected the coprocessor communication until I printed the register set values which clearly
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shows audio is being requested but nothing is produced, so still some big issues with the ym2612
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- looking at earthworm jim, it's sending a lot of commands to the 0x40s on bank 0 and 1, which
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doesn't make a heck of a lot of sense to be changing the volume level but nothing else all the
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time. It doesn't seem to set the initial frequencies. So it's possible that a bug in the Z80
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code is making it run incorrectly and thus not producing correct register commands to the ym2612
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