bugfixes, test_misc2, checkpc options
[picodrive.git] / cpu / Cyclone / Cyclone.txt
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cc68a136 1\r
2 _____ __ \r
3 / ___/__ __ ____ / /___ ___ ___ ___________________ \r
4 / /__ / // // __// // _ \ / _ \/ -_) ___________________ \r
5 \___/ \_, / \__//_/ \___//_//_/\__/ ___________________ \r
6 /___/ \r
7 ___________________ ____ ___ ___ ___ ___ \r
8 ___________________ / __// _ \ / _ \ / _ \ / _ \ \r
9 ___________________ / _ \/ _ // // // // // // / \r
10 \___/\___/ \___/ \___/ \___/ \r
11 \r
12___________________________________________________________________________\r
13\r
14 Cyclone 68000 (c) Copyright 2004 Dave. Free for non-commercial use\r
15\r
16 Homepage: http://www.finalburn.com/\r
03c5768c 17 Dave's e-mail: emudave(atsymbol)googlemail.com\r
cc68a136 18 Replace (atsymbol) with @\r
19\r
03c5768c 20 Additional coding and bugfixes done by notaz, 2005-2007\r
21 Homepage: http://mif.vu.lt/~grig2790/Cyclone/ , http://notaz.gp2x.de\r
cc68a136 22 e-mail: notasas(atsymbol)gmail.com\r
23___________________________________________________________________________\r
24\r
25\r
26What is it?\r
27-----------\r
28\r
29Cyclone 68000 is an emulator for the 68000 microprocessor, written in ARM 32-bit assembly.\r
30It is aimed at chips such as ARM7 and ARM9 cores, StrongARM and XScale, to interpret 68000\r
31code as fast as possible.\r
32\r
33Flags are mapped onto ARM flags whenever possible, which speeds up the processing of opcode.\r
34\r
35\r
36What's New\r
37----------\r
03c5768c 38v0.0087 notaz\r
39 - Reduced amount of code in opcode handlers by ~23% by doing the following:\r
40 - Removed duplicate opcode handlers\r
41 - Optimized code to use less ARM instructions\r
42 - Merged some duplicate handler endings\r
43 + Cyclone now does better job avoiding pipeline interlocks.\r
44 + Replaced incorrect handler of DBT with proper one.\r
45 + Fixed "MOVEA (An)+ An" behaviour.\r
46 + Fixed flags for ROXR and LSR. Hopefully got them right now.\r
47 + Additional functionality added for MAME and other ports (see config.h).\r
48\r
cc68a136 49v0.0086 notaz\r
50 + Cyclone now can be customized to better suit your project, see config.h .\r
51 + Added an option to compress the jumptable at compile-time. Must call CycloneInit()\r
52 at runtime to decompress it if enabled (see config.h).\r
53 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
54 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
55 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
56 + Added missing NBCD and TRAPV opcode handlers.\r
57 + Added missing addressing mode for CMP/EOR.\r
58 + Added some minor optimizations.\r
59 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
60 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
61 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
62 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
63 + Added Uninitialized Interrupt emulation.\r
64 + Altered timing for about half of opcodes to match Musashi's.\r
65\r
66v0.0082 Reesy\r
67 + Change cyclone to clear cycles before returning when halted\r
68 + Added Irq call back function. This allows emulators to be notified\r
69 when cyclone has taken an interrupt allowing them to set internal flags\r
70 which can help fix timing problems.\r
71\r
72v0.0081 notaz\r
73 + .asm version was broken and did not compile with armasm. Fixed.\r
74 + Finished implementing Stop opcode. Now it really stops the processor.\r
75\r
76v0.0080 notaz\r
77 + Added real cmpm opcode, it was using eor handler before this.\r
78 Fixes Dune and Sensible Soccer.\r
79\r
80v0.0078 notaz\r
81 note: these bugs were actually found Reesy, I reimplemented these by\r
82 using his changelog as a guide.\r
83 + Fixed a problem with divu which was using long divisor instead of word.\r
84 Fixes gear switching in Top Gear 2.\r
85 + Fixed btst opcode, The bit to test should shifted a max of 31 or 7\r
86 depending on if a register or memory location is being tested.\r
87 + Fixed abcd,sbcd. They did bad decimal correction on invalid BCD numbers\r
88 Score counters in Streets of Rage level end work now.\r
89 + Changed flag handling of abcd,sbcd,addx,subx,asl,lsl,...\r
90 Some ops did not have flag handling at all.\r
91 Some ops must not change Z flag when result is zero, but they did.\r
92 Shift ops must not change X if shift count is zero, but they did.\r
93 There are probably still some flag problems left.\r
94 + Patially implemented Stop and Reset opcodes - Fixes Thunderforce IV\r
95\r
96v0.0075 notaz\r
97 + Added missing displacement addressing mode for movem (Fantastic Dizzy)\r
98 + Added OSP <-> A7 swapping code in opcodes, which change privilege mode\r
99 + Implemented privilege violation, line emulator and divide by zero exceptions\r
100 + Added negx opcode (Shining Force works!)\r
101 + Added overflow detection for divs/divu\r
102\r
103v0.0072 notaz\r
104 note: I could only get v0.0069 cyclone, so I had to implement these myself using Dave's\r
105 changelog as a guide.\r
106 + Fixed a problem with divs - remainder should be negative when divident is negative\r
107 + Added movep opcode (Sonic 3 works)\r
108 + Fixed a problem with DBcc incorrectly decrementing if the condition is true (Shadow of the Beast)\r
109\r
110v0.0069\r
111 + Added SBCD and the flags for ABCD/SBCD. Score and time now works in games such as\r
112 Rolling Thunder 2, Ghouls 'N Ghosts\r
113 + Fixed a problem with addx and subx with 8-bit and 16-bit values.\r
114 Ghouls 'N' Ghosts now works!\r
115\r
116v0.0068\r
117 + Added ABCD opcode (Streets of Rage works now!)\r
118\r
119v0.0067\r
120 + Added dbCC (After Burner)\r
121 + Added asr EA (Sonic 1 Boss/Labyrinth Zone)\r
122 + Added andi/ori/eori ccr (Altered Beast)\r
123 + Added trap (After Burner)\r
124 + Added special case for move.b (a7)+ and -(a7), stepping by 2\r
125 After Burner is playable! Eternal Champions shows more\r
126 + Fixed lsr.b/w zero flag (Ghostbusters)\r
127 Rolling Thunder 2 now works!\r
128 + Fixed N flag for .b and .w arithmetic. Golden Axe works!\r
129\r
130v0.0066\r
131 + Fixed a stupid typo for exg (orr r10,r10, not orr r10,r8), which caused alignment\r
132 crashes on Strider\r
133\r
134v0.0065\r
135 + Fixed a problem with immediate values - they weren't being shifted up correctly for some\r
136 opcodes. Spiderman works, After Burner shows a bit of graphics.\r
137 + Fixed a problem with EA:"110nnn" extension word. 32-bit offsets were being decoded as 8-bit\r
138 offsets by mistake. Castlevania Bloodlines seems fine now.\r
139 + Added exg opcode\r
140 + Fixed asr opcode (Sonic jumping left is fixed)\r
141 + Fixed a problem with the carry bit in rol.b (Marble Madness)\r
142\r
143v0.0064\r
144 + Added rtr\r
145 + Fixed addq/subq.l (all An opcodes are 32-bit) (Road Rash)\r
146 + Fixed various little timings\r
147\r
148v0.0063\r
149 + Added link/unlk opcodes\r
150 + Fixed various little timings\r
151 + Fixed a problem with dbCC opcode being emitted at set opcodes\r
152 + Improved long register access, the EA fetch now does ldr r0,[r7,r0,lsl #2] whenever\r
153 possible, saving 1 or 2 cycles on many opcodes, which should give a nice speed up.\r
154 + May have fixed N flag on ext opcode?\r
155 + Added dasm for link opcode.\r
156\r
157v0.0062\r
158 * I was a bit too keen with the Arithmetic opcodes! Some of them should have been abcd,\r
159 exg and addx. Removed the incorrect opcodes, pending re-adding them as abcd, exg and addx.\r
160 + Changed unknown opcodes to act as nops.\r
161 Not very technical, but fun - a few more games show more graphics ;)\r
162\r
163v0.0060\r
164 + Fixed divu (EA intro)\r
165 + Added sf (set false) opcode - SOR2\r
166 * Todo: pea/link/unlk opcodes\r
167\r
168v0.0059: Added remainder to divide opcodes.\r
169\r
170\r
171The new stuff\r
172-------------\r
173\r
174Before using Cyclone, be sure to customize config.h to better suit your project. All options\r
175are documented inside that file.\r
176\r
177IrqCallback has been changed a bit, unlike in previous version, it should not return anything.\r
178If you need to change IRQ level, you can safely do that in your handler.\r
179\r
180Cyclone has changed quite a bit from the time when Dave stopped updating it, but the rest of\r
181documentation still applies, so read it if you haven't done that yet. If you have, check the\r
182"Accessing ..." parts.\r
183\r
184\r
185ARM Register Usage\r
186------------------\r
187\r
188See source code for up to date of register usage, however a summary is here:\r
189\r
190 r0-3: Temporary registers\r
191 r4 : Current PC + Memory Base (i.e. pointer to next opcode)\r
192 r5 : Cycles remaining\r
193 r6 : Pointer to Opcode Jump table\r
194 r7 : Pointer to Cpu Context\r
195 r8 : Current Opcode\r
196 r9 : Flags (NZCV) in highest four bits\r
197 (r10 : Temporary source value or Memory Base)\r
198 (r11 : Temporary register)\r
199\r
200\r
201How to Compile\r
202--------------\r
203\r
204Like Starscream and A68K, Cyclone uses a 'Core Creator' program which calculates and outputs\r
205all possible 68000 Opcodes and a jump table into files called Cyclone.s and .asm\r
206It then assembles these files into Cyclone.o and .obj\r
207\r
208Cyclone.o is the GCC assembled version and Cyclone.obj is the Microsoft assembled version.\r
209\r
210First unzip "Cyclone.zip" into a "Cyclone" directory.\r
211If you are compiling for Windows CE, find ARMASM.EXE (the Microsoft ARM assembler) and\r
212put it in the directory as well or put it on your path.\r
213\r
214Open up Cyclone.dsw in Visual Studio 6.0, compile and run the project.\r
215Cyclone.obj and Cyclone.o will be created.\r
216\r
217\r
218Compiling without Visual C++\r
219----------------------------\r
220If you aren't using Visual C++, it still shouldn't be too hard to compile, just get a C compiler,\r
221compile all the CPPs and C file, link them into an EXE, and run the exe.\r
222\r
223 e.g. gcc Main.cpp OpAny.cpp OpArith.cpp OpBranch.cpp OpLogic.cpp OpMove.cpp Disa.c\r
224 Main.exe\r
225\r
226\r
227Adding to your project\r
228----------------------\r
229\r
230To add Cyclone to you project, add Cyclone.o or obj, and include Cyclone.h\r
231There is one structure: 'struct Cyclone', and one function: CycloneRun\r
232\r
233Don't worry if this seem very minimal - its all you need to run as many 68000s as you want.\r
234It works with both C and C++.\r
235\r
236Byteswapped Memory\r
237------------------\r
238\r
239If you have used Starscream, A68K or Turbo68K or similar emulators you'll be familiar with this!\r
240\r
241Any memory which the 68000 can access directly must be have every two bytes swapped around.\r
242This is to speed up 16-bit memory accesses, because the 68000 has Big-Endian memory\r
243and ARM has Little-Endian memory.\r
244\r
245Now you may think you only technically have to byteswap ROM, not RAM, because\r
24616-bit RAM reads go through a memory handler and you could just return (mem[a]<<8) | mem[a+1].\r
247\r
248This would work, but remember some systems can execute code from RAM as well as ROM, and\r
249that would fail.\r
250So it's best to use byteswapped ROM and RAM if the 68000 can access it directly.\r
251It's also faster for the memory handlers, because you can do this:\r
252 \r
253 return *(unsigned short *)(mem+a)\r
254\r
255\r
256Declaring Memory handlers\r
257-------------------------\r
258\r
259Before you can reset or execute 68000 opcodes you must first set up a set of memory handlers.\r
260There are 7 functions you have to set up per CPU, like this:\r
261\r
262 static unsigned int MyCheckPc(unsigned int pc)\r
263 static unsigned char MyRead8 (unsigned int a)\r
264 static unsigned short MyRead16 (unsigned int a)\r
265 static unsigned int MyRead32 (unsigned int a)\r
266 static void MyWrite8 (unsigned int a,unsigned char d)\r
267 static void MyWrite16(unsigned int a,unsigned short d)\r
268 static void MyWrite32(unsigned int a,unsigned int d)\r
269\r
270You can think of these functions representing the 68000's memory bus.\r
271The Read and Write functions are called whenever the 68000 reads or writes memory.\r
272For example you might set MyRead8 like this:\r
273\r
274 unsigned char MyRead8(unsigned int a)\r
275 {\r
276 a&=0xffffff; // Clip address to 24-bits\r
277\r
278 if (a<RomLength) return RomData[a^1]; // ^1 because the memory is byteswapped\r
279 if (a>=0xe00000) return RamData[(a^1)&0xffff];\r
280 return 0xff; // Out of range memory access\r
281 }\r
282\r
283The other 5 read/write functions are similar. I'll describe the CheckPc function later on.\r
284\r
285Declaring a CPU Context\r
286-----------------------\r
287\r
288To declare a CPU simple declare a struct Cyclone in your code. For example to declare\r
289two 68000s:\r
290\r
291 struct Cyclone MyCpu;\r
292 struct Cyclone MyCpu2;\r
293\r
294It's probably a good idea to initialise the memory to zero:\r
295\r
296 memset(&MyCpu, 0,sizeof(MyCpu));\r
297 memset(&MyCpu2,0,sizeof(MyCpu2));\r
298\r
299Next point to your memory handlers:\r
300\r
301 MyCpu.checkpc=MyCheckPc;\r
302 MyCpu.read8 =MyRead8;\r
303 MyCpu.read16 =MyRead16;\r
304 MyCpu.read32 =MyRead32;\r
305 MyCpu.write8 =MyWrite8;\r
306 MyCpu.write16=MyWrite16;\r
307 MyCpu.write32=MyWrite32;\r
308\r
309You also need to point the fetch handlers - for most systems out there you can just\r
310point them at the read handlers:\r
311 MyCpu.fetch8 =MyRead8;\r
312 MyCpu.fetch16 =MyRead16;\r
313 MyCpu.fetch32 =MyRead32;\r
314\r
315( Why a different set of function pointers for fetch?\r
316 Well there are some systems, the main one being CPS2, which return different data\r
317 depending on whether the 'fetch' line on the 68000 bus is high or low.\r
318 If this is the case, you can set up different functions for fetch reads.\r
319 Generally though you don't need to. )\r
320\r
321Now you are nearly ready to reset the 68000, except you need one more function: checkpc().\r
322\r
323The checkpc() function\r
324----------------------\r
325\r
326When Cyclone reads opcodes, it doesn't use a memory handler every time, this would be\r
327far too slow, instead it uses a direct pointer to ARM memory.\r
328For example if your Rom image was at 0x3000000 and the program counter was $206,\r
329Cyclone's program counter would be 0x3000206.\r
330\r
331The difference between an ARM address and a 68000 address is also stored in a variable called\r
332'membase'. In the above example it's 0x3000000. To retrieve the real PC, Cyclone just\r
333subtracts 'membase'.\r
334\r
335When a long jump happens, Cyclone calls checkpc(). If the PC is in a different bank,\r
336for example Ram instead of Rom, change 'membase', recalculate the new PC and return it:\r
337\r
338static int MyCheckPc(unsigned int pc)\r
339{\r
340 pc-=MyCpu.membase; // Get the real program counter\r
341\r
342 if (pc<RomLength) MyCpu.membase=(int)RomMem; // Jump to Rom\r
343 if (pc>=0xff0000) MyCpu.membase=(int)RamMem-0xff0000; // Jump to Ram\r
344\r
345 return MyCpu.membase+pc; // New program counter\r
346}\r
347\r
348Notice that the membase is always ARM address minus 68000 address.\r
349\r
350The above example doesn't consider mirrored ram, but for an example of what to do see\r
351PicoDrive (in Memory.cpp).\r
352\r
353\r
354Almost there - Reset the 68000!\r
355-------------------------------\r
356\r
357Next we need to Reset the 68000 to get the initial Program Counter and Stack Pointer. This\r
358is obtained from addresses 000000 and 000004.\r
359\r
360Here is code which resets the 68000 (using your memory handlers):\r
361\r
362 MyCpu.srh=0x27; // Set supervisor mode\r
363 MyCpu.a[7]=MyCpu.read32(0); // Get Stack Pointer\r
364 MyCpu.membase=0;\r
365 MyCpu.pc=MyCpu.checkpc(MyCpu.read32(4)); // Get Program Counter\r
366\r
367And that's ready to go.\r
368\r
369\r
370Executing the 68000\r
371-------------------\r
372\r
373To execute the 68000, set the 'cycles' variable to the number of cycles you wish to execute,\r
374and then call CycloneRun with a pointer to the Cyclone structure.\r
375\r
376e.g.:\r
377 // Execute 1000 cycles on the 68000:\r
378 MyCpu.cycles=1000; CycloneRun(&MyCpu);\r
379\r
380For each opcode, the number of cycles it took is subtracted and the function returns when\r
381it reaches 0.\r
382\r
383e.g.\r
384 // Execute one instruction on the 68000:\r
385 MyCpu.cycles=0; CycloneRun(&MyCpu);\r
386 printf(" The opcode took %d cycles\n", -MyCpu.cycles);\r
387\r
388You should try to execute as many cycles as you can for maximum speed.\r
389The number actually executed may be slightly more than requested, i.e. cycles may come\r
390out with a small negative value:\r
391\r
392e.g.\r
393 int todo=12000000/60; // 12Mhz, for one 60hz frame\r
394 MyCpu.cycles=todo; CycloneRun(&MyCpu);\r
395 printf(" Actually executed %d cycles\n", todo-MyCpu.cycles);\r
396\r
397To calculate the number of cycles executed, use this formula:\r
398 Number of cycles requested - Cycle counter at the end\r
399\r
400\r
401Interrupts\r
402----------\r
403\r
404Causing an interrupt is very simple, simply set the irq variable in the Cyclone structure\r
405to the IRQ number.\r
406To lower the IRQ line, set it to zero.\r
407\r
408e.g:\r
409 MyCpu.irq=6; // Interrupt level 6\r
410 MyCpu.cycles=20000; CycloneRun(&MyCpu);\r
411\r
412Note that the interrupt is not actually processed until the next call to CycloneRun,\r
413and the interrupt may not be taken until the 68000 interrupt mask is changed to allow it.\r
414\r
415( The IRQ isn't checked on exiting from a memory handler: I don't think this will cause\r
416 me any trouble because I've never needed to trigger an interrupt from a memory handler,\r
417 but if someone needs to, let me know...)\r
418\r
419\r
420Accessing Cycle Counter\r
421-----------------------\r
422\r
423The cycle counter in the Cyclone structure is not, by default, updated before\r
424calling a memory handler, only at the end of an execution.\r
425\r
426*update*\r
427Now this is configurable in config.h, there is no 'debug' variable.\r
428\r
429\r
430Accessing Program Counter and registers\r
431---------------------------------------\r
432\r
433You can read Cyclone's registers directly from the structure at any time (as far as I know).\r
434\r
435The Program Counter, should you need to read or write it, is stored with membase\r
436added on. So use this formula to calculate the real 68000 program counter:\r
437\r
438 pc = MyCpu.pc - MyCpu.membase;\r
439\r
440The program counter is stored in r4 during execution, and isn't written back to the\r
441structure until the end of execution, which means you can't read normally real it from\r
442a memory handler.\r
443\r
444*update*\r
445Now this is configurable in config.h, there is no 'debug' variable. You can even enable\r
446access to SR if you need. However changing PC in memhandlers is still not safe, you should\r
447better clear cycles, wait untill CycloneRun() returns and then do whatever you need.\r
448\r
449\r
450Emulating more than one CPU\r
451---------------------------\r
452\r
453Since everything is based on the structures, emulating more than one cpu at the same time\r
454is just a matter of declaring more than one structures and timeslicing. You can emulate\r
455as many 68000s as you want.\r
456Just set up the memory handlers for each cpu and run each cpu for a certain number of cycles.\r
457\r
458e.g.\r
459 // Execute 1000 cycles on 68000 #1:\r
460 MyCpu.cycles=1000; CycloneRun(&MyCpu);\r
461\r
462 // Execute 1000 cycles on 68000 #2:\r
463 MyCpu2.cycles=1000; CycloneRun(&MyCpu2);\r
464\r
465\r
466Thanks to...\r
467------------\r
468\r
469* All the previous code-generating assembler cpu core guys!\r
470 Who are iirc... Neill Corlett, Neil Bradley, Mike Coates, Darren Olafson\r
471 and Bart Trzynadlowski\r
472\r
473* Charles Macdonald, for researching just about every console ever\r
474* MameDev+FBA, for keeping on going and going and going\r
475\r
476\r
477-------------\r
478\r
479Dave - 17th April 2004\r
480notaz - 17th July 2006\r
481\r
482Homepage: http://www.finalburn.com/\r
483Dave's e-mail: dev(atsymbol)finalburn.com\r
484Replace (atsymbol) with @\r