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Rewrites, cleanups, and other cool stories #4
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I need to run some tests on this
-Get rid of the caches, draw directly from memory. Sprites are currently missing. -Removes the CPU syncronization with cycles. -Rewrote input handling (seems to behave a bit better?). -Fixed VBlank LCD Status interrupt. -Simplified GPU mode setting. -Misc cleanups
General: -Removed leftover code from old input code. -Removed leftover code from cycles sharing between CPU and GPU. -Wait for GPU thread to return to exit emulation, since it breaks on an SDL close event. CPU: -Limit the amount of instructions per frame. Acts as a sort of speed limit so the GPU doesn't fall behind as much. -Moved the timer logic to the CPU file. -Rewrote interrupt handling logic (again). -Initial emulation of the halt bug. -Wait for one instruction before enabling interrupts with EI. Docs point that it doesn't inmediately enable them.
Tests will now be stored on their own repository.
-Current rendering approach uses a tile cache which is invalidated based on a hash after a write is made to character RAM. -Split the CPU and Video read/write functions. The video chip can only interact with some areas in memory, going through all the if/else statements as the CPU is wasteful.
Gets rid of emulator.rs, moves its logic to main.rs. This also adds the possibility of specifying a custom bootrom file, hash verification of it, and uses Option<> to determine whether to use it or not.
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-Fix flags for 0xF8 and 0xE8. -Mask out unused bits when executing POP AF. -Run DMA transfers a bit each on each CPU loop instead of blocking until it finishes
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