forked from KolibriOS/kolibrios
1068 lines
40 KiB
Plaintext
1068 lines
40 KiB
Plaintext
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Starscream 680x0 emulation library version 0.26d
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Copyright 1997, 1998, 1999 Neill Corlett
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Modified by St<53>phane Dallongeville
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-----------------------------------------------------------------------------
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"Pathetic flesh creatures... can't you see we're INVINCIBLE? Come,
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Decepticons, follow me to victory!"
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How to contact Neill Corlett:
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email: corlett@elwha.nrrc.ncsu.edu
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www: http://www4.ncsu.edu/~nscorlet/
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Contents
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--------
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0. Terms of Use
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1. What's New
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2. Getting Started
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2.1. What You Will Need
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2.2. How to Compile
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3. The Starscream Interface
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3.1. Function Reference
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3.2. Contexts
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3.3. Address Spaces
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3.4. Executing Code
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3.5. Read and Write Handlers
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3.6. The Odometer
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3.7. Interrupts
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3.8. Emulating More Than One CPU
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3.9. RESET and BKPT Instructions
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3.10. Using the Interactive Debugger
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3.11. Emulating the 68010
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4. Tricks of the Trade
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4.1. Inter-CPU Communication
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4.2. Other Helpful Tips
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4.3. Pitfalls
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4.4. Ways to Abuse Starscream
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4.5. Emulating Other 68K-Series CPUs
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5. Known Bugs
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6. Credits
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-----------------------------------------------------------------------------
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0. Terms of Use
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-----------------------------------------------------------------------------
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"Starscream" refers to the following files:
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* STAR.C
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* STARCPU.H
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* CPUDEBUG.C
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* CPUDEBUG.H
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* STARDOC.TXT
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* any object file or executable compiled from the above
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* any source code generated from STAR.C, or object file assembled from such
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code
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Starscream may be distributed freely in unmodified form, as long as this
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documentation is included.
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No money, goods, or services may be charged or solicited for Starscream, or
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any emulator or other program which includes Starscream, in whole or in part.
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Using Starscream in a shareware or commercial application is forbidden.
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Contact Neill Corlett (corlett@elwha.nrrc.ncsu.edu) if you'd like to license
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Starscream for commercial use.
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Any program which uses Starscream must include the following credit text, in
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its documentation or in the program itself:
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"Starscream 680x0 emulation library by Neill Corlett
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(corlett@elwha.nrrc.ncsu.edu)"
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-----------------------------------------------------------------------------
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1. What's New
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-----------------------------------------------------------------------------
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Version 0.26d:
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* CHK generation fixed.
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* IDBcc generation fixed (IDBtr added).
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Version 0.26c:
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* Shift bits instructions fixed.
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Version 0.26b:
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* IO DWord Write bug fixed.
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* Interrupt processing bug fixed.
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(all lines added are followed by "// Stef Fix (Gens)" )
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Version 0.26a:
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* Egregious GetContext/SetContext bug fixed.
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* Minor tweaking was done to the alignment rules.
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Version 0.26:
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* First publicly redistributable version.
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* Added the following exceptions:
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Trace
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Format Error (68010+)
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* Added a Double Fault mechanism. Currently the only thing that can cause
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this is s68000reset().
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* The memory map interface has changed to support different function codes /
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address spaces (see section 3.3).
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* Many improvements have been made to interrupt handling (see section 3.7).
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* The unused bits of PC are now handled and preserved properly.
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* Added fetch region caching. Jumps within the same program region are
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now faster.
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* Added a user-definable BKPT instruction handler (68010+).
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* All Illegal Instruction exceptions are now emulated. The -illegal and
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-noillegal options have been removed.
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* Some features were added to the interactive debugger (see section 3.10).
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* A few experimental 68020-related functions and variables have been added.
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Ignore them for now.
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Version 0.25 and earlier:
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Ask if interested.
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-----------------------------------------------------------------------------
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2. Getting Started
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-----------------------------------------------------------------------------
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2.1. What You Will Need
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------------------------
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* A 32-bit C or C++ compiler. So far, the following compilers have been
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proven to work:
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- DJGPP 2.01
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- Watcom 10.6
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- GCC, running under Linux
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- Microsoft Visual C++
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* Netwide Assembler (NASM) version 0.95 or higher. NASM is freeware, with
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publicly available source code, and available on a multitude of x86-based
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platforms. It's available from Programmer's Heaven:
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http://www.programmersheaven.com/
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* Basic knowledge about the 680x0. You don't (theoretically) need to know
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any 680x0 assembly, but it helps. A lot.
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You can get a copy of the M68000 Family Programmer's Reference Manual (in
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Adobe Acrobat .PDF format) from this web page:
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http://www.mot.com/SPS/HPESD/prod/0X0/frames/68K.html
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2.2. How to Compile
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--------------------
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Step 1
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Generate the Starscream "code builder" executable by compiling STAR.C.
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(for example: gcc star.c -o star)
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Step 2
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Generate the CPU source code. Run the code builder with the following
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command line:
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star source.asm [options]
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Replace "source.asm" with the source code filename of your choice.
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Options that you might need:
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-regcall Use register calling conventions.
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-stackcall Use stack-based calling conventions (default).
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-hog Enable Hog mode. This inlines the fetch-decode-
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execute loop, resulting in a decent speed increase,
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at the cost of about 130K of executable size.
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-nohog Disable Hog mode (default).
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-cputype <type> Specify the CPU type, 68000 or 68010 (default=68000).
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Options that you should never need (but they're here anyway):
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-addressbits n Use n-bit addresses. The default value depends on
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the CPU type (currently it's just 24).
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"-addressbits 32" might allow some 68020/68070 code
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to work. No guarantees, though.
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-name <name> Appends the string <name> to all identifiers. This
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overrides the default of s68000 or s68010 (depending
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on the CPU type).
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Step 3
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Assemble the CPU source code. Refer to the NASM documentation for how to
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do this.
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If you run out of memory, try using NASMW.EXE instead of NASM.EXE (note,
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however, that the NASMW.EXE executable from v0.97 is somewhat unstable).
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Better yet, just recompile NASM yourself. Worked for me.
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To generate a COFF object for DJGPP or GNUWin32, try this:
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nasm -f coff source.asm
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or to generate a Win32 object for Watcom or Visual C++:
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nasm -f win32 source.asm
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Step 4
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Strip your executable when you're done! Starscream spews out symbols all
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over the place (over 7000 of them), and you can save a ton of space by
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stripping them once you're finished debugging.
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For GCC, this means use the -s option in the linking phase.
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-----------------------------------------------------------------------------
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3. The Starscream Interface
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-----------------------------------------------------------------------------
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3.1. Function Reference
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------------------------
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The following is a brief summary of the functions declared in STARCPU.H. For
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more information on a particular function, read the associated section.
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int s68000init(void); (section 3.4)
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Initializes Starscream. Always returns 0.
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int s68000reset(void); (section 3.4)
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Resets the current CPU.
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Return value:
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0 Success
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1 Failure: Reset vector couldn't be fetched
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-1 Failure: Double fault
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unsigned s68000exec(int n); (section 3.4)
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Executes n cycles' worth of instructions on the current CPU.
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Return value:
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= 0x80000000 Success
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= 0x80000001 Out of bounds
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= 0x80000002 Unsupported stack frame (68010+)
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= 0xFFFFFFFF Double fault
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< 0x80000000 Invalid instruction; the value returned is the address
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of the instruction
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int s68000interrupt(int level, int vector); (section 3.7)
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Generates a hardware interrupt on the current CPU, with a given priority
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level and vector number. The interrupt is queued for processing as soon
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as possible.
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Valid levels: 1-7
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Valid vectors:
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0-255 Deliberately vectored interrupt
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-1 Auto-vectored interrupt
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-2 Spurious interrupt
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Return value:
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0 The interrupt was queued successfully.
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1 The interrupt was not queued, because a previously queued
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interrupt exists at the same level.
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2 The interrupt was not queued, because either "level" or "vector"
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were invalid.
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void s68000flushInterrupts(void); (section 3.7)
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Check if there are any unmasked interrupts pending, and if so, process
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them.
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int s68000GetContextSize(void);
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Returns the size of the context structure. Useful for verifying that
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the context struct is packed correctly, i.e.:
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ASSERT(s68000GetContextSize() == sizeof(struct S68000CONTEXT));
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void s68000GetContext(void *context); (section 3.2)
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Copies the current context into another context structure.
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void s68000SetContext(void *context); (section 3.2)
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Copies a context structure into the current context.
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int s68000fetch(unsigned address);
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Fetches the word at the specified address, using the memoryfetch array.
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Returns -1 if the address is out of bounds.
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unsigned s68000readOdometer(void); (section 3.6)
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Returns the value of the odometer for the current CPU. Works anywhere,
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even from within memory read/write, RESET, or BKPT handlers.
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unsigned s68000tripOdometer(void); (section 3.6)
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Returns the value of the odometer for the current CPU, and resets it to
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zero. Works anywhere.
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unsigned s68000controlOdometer(int n); (section 3.6)
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Returns the value of the odometer for the current CPU. If n!=0, it also
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resets the odometer to zero. Works anywhere.
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void s68000releaseTimeslice(void); (section 3.5)
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When called from inside a memory read/write, RESET, or BKPT handler,
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this causes s68000exec to end prematurely. The early exit is reflected
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in the odometer.
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unsigned s68000readPC(void);
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Returns the current program counter. Works anywhere.
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3.2. Contexts
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--------------
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A "context" is a memory structure which holds all the information needed to
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emulate a single CPU. Starscream defines a 68000 context as follows:
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struct S68000CONTEXT {
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struct STARSCREAM_PROGRAMREGION *fetch;
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struct STARSCREAM_DATAREGION *readbyte;
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struct STARSCREAM_DATAREGION *readword;
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struct STARSCREAM_DATAREGION *writebyte;
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struct STARSCREAM_DATAREGION *writeword;
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struct STARSCREAM_PROGRAMREGION *s_fetch;
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struct STARSCREAM_DATAREGION *s_readbyte;
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struct STARSCREAM_DATAREGION *s_readword;
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struct STARSCREAM_DATAREGION *s_writebyte;
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struct STARSCREAM_DATAREGION *s_writeword;
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struct STARSCREAM_PROGRAMREGION *u_fetch;
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struct STARSCREAM_DATAREGION *u_readbyte;
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struct STARSCREAM_DATAREGION *u_readword;
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struct STARSCREAM_DATAREGION *u_writebyte;
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struct STARSCREAM_DATAREGION *u_writeword;
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void (*resethandler)(void);
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unsigned dreg[8];
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unsigned areg[8];
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unsigned asp;
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unsigned pc;
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unsigned odometer;
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unsigned char interrupts[8];
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unsigned short sr;
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};
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There is a built-in context, called s68000context, which contains information
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about the current CPU. If you're only emulating one 68000, then
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s68000context is the only context you need. On the other hand, if you're
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emulating more than one 68000, you'll need to define your own context for
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each one.
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Here is a detailed description of the contents of a S68000CONTEXT structure:
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* "s_fetch", "s_readbyte", "s_readword", "s_writebyte", and "s_writeword"
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are used to define the supervisor address space. "u_fetch", etc. are
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used to define the user address space. (see section 3.3)
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* "resethandler" points to your reset handler routine. (see section 3.9)
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* "pc" is the program counter.
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* "dreg" holds the eight data registers, d0-d7, in order.
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* "areg" holds the eight address registers, a0-a7, in order. In supervisor
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mode, areg[7] is the interrupt stack pointer. Otherwise, it's the user
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stack pointer.
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* "asp" is whatever stack register areg[7] isn't. In supervisor mode, asp
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is the user stack pointer. Othewise, it's the supervisor stack pointer.
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* "odometer" holds the number of cycles executed so far. It's incremented
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as necessary on calls to s68000exec or s68000flushInterrupts.
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* "interrupts" is an array containing information about pending interrupts.
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(see section 3.7)
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* "sr" is the status register. The lower 8 bits are the condition code
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register.
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3.3. Address Spaces
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--------------------
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The 68000 communicates with other devices via a number of address spaces.
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There are different address spaces for program code and data, as well as
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different address spaces for Supervisor and User modes. Most 68000-based
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architectures use the same address space for all these, but the distinction
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is there nonetheless.
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Starscream emulates program address spaces by translating the 68K address
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into a native host address, and fetching data directly from host memory (from
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an array of words with native byte order). A program address space is
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defined using an array of STARSCREAM_PROGRAMREGION structures:
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struct STARSCREAM_PROGRAMREGION {
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unsigned lowaddr;
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unsigned highaddr;
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unsigned offset;
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};
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Each structure contains the range of addresses in a program region, and an
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offset which is added to the 68K address to obtain the equivalent host
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address.
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IMPORTANT NOTE: Program regions must be stored as an array of words with
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native byte order. Since Intel's byte order is different than Motorola's,
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this means every other byte must be swapped.
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The s68000context fields "s_fetch" and "u_fetch" should be set to point to
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arrays of STARSCREAM_PROGRAMREGION structures in order to define the
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Supervisor Program and User Program address spaces, respectively. Each array
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may contain any number of entries, and is terminated by an entry containing
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-1 for both lowaddr and highaddr, and NULL for the offset.
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Starscream emulates data address spaces in a completely different way. Since
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the 68000 has no dedicated I/O bus, device interfaces (video/sound chips,
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input devices, etc.) are often mapped directly into a data address space.
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This raises some complex issues; for example, writing to an emulated serial
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port address might require that an extra routine be called, in order to pass
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the data through a real serial port, append it to a log file, etc. To this
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end, Starscream defines data address spaces using an array of
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STARSCREAM_DATAREGION structures:
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struct STARSCREAM_DATAREGION {
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|||
|
unsigned lowaddr;
|
|||
|
unsigned highaddr;
|
|||
|
void *memorycall;
|
|||
|
void *userdata;
|
|||
|
};
|
|||
|
|
|||
|
Each structure contains the low and high addresses in a region, as before.
|
|||
|
Rather than simply adding a constant offset to translate a 68K address into
|
|||
|
a native one, Starscream offers two different ways to handle accesses to a
|
|||
|
data region:
|
|||
|
|
|||
|
1. Call a user-defined handler routine whenever this region is accessed.
|
|||
|
|
|||
|
unsigned read_handler(unsigned address);
|
|||
|
void write_handler(unsigned address, unsigned data);
|
|||
|
|
|||
|
memorycall = pointer to user handler
|
|||
|
userdata = unused
|
|||
|
|
|||
|
(For some important information about read and write handlers, refer
|
|||
|
to section 3.5.)
|
|||
|
|
|||
|
2. Handle accesses internally by reading/writing to an area of native
|
|||
|
memory. Don't trap anything. This is ideal for a simple RAM or ROM
|
|||
|
area as it requires the least processing.
|
|||
|
|
|||
|
memorycall = NULL
|
|||
|
userdata = pointer to native memory area where reads or writes
|
|||
|
will occur
|
|||
|
|
|||
|
NOTE: The native memory area must be byte swapped, same as program
|
|||
|
regions are.
|
|||
|
|
|||
|
The s68000context fields "s_readbyte", "u_readbyte", "s_writebyte", etc.
|
|||
|
should be set to point to arrays of STARSCREAM_DATAREGION structures in order
|
|||
|
to define the Supervisor Data and User Data address spaces. Each array may
|
|||
|
contain any number of entries, and is terminated by an entry containing -1
|
|||
|
for lowaddr and highaddr, and NULL for memorycall and userdata.
|
|||
|
|
|||
|
And now, for an example of address space definition. Consider the following
|
|||
|
make-believe memory map:
|
|||
|
|
|||
|
000000-03FFFF: Program ROM
|
|||
|
300000-307FFF: Main RAM
|
|||
|
400000-407FFF: Extra RAM
|
|||
|
800000-81FFFF: Video RAM
|
|||
|
A00000-A00007: Sound chip
|
|||
|
|
|||
|
Assume that:
|
|||
|
* Program ROM is in an array called program_rom
|
|||
|
* Main RAM is in an array called main_ram
|
|||
|
* Extra RAM is in an array called extra_ram
|
|||
|
* Video RAM is in an array called video_ram
|
|||
|
* You've set up two routines to write to the sound chip:
|
|||
|
void soundchip_writebyte(unsigned address, unsigned data);
|
|||
|
void soundchip_writeword(unsigned address, unsigned data);
|
|||
|
|
|||
|
The first step is to build the program address space. Program code is
|
|||
|
probably only going to be fetched from Program ROM, Main RAM, or Extra RAM.
|
|||
|
The address space would thus be defined:
|
|||
|
|
|||
|
struct STARSCREAM_PROGRAMREGION pretend_programfetch[] = {
|
|||
|
{0x000000, 0x03FFFF, (unsigned)program_rom - 0x000000},
|
|||
|
{0x300000, 0x307FFF, (unsigned)main_ram - 0x300000},
|
|||
|
{0x400000, 0x407FFF, (unsigned)extra_ram - 0x400000},
|
|||
|
{-1, -1, NULL}
|
|||
|
};
|
|||
|
|
|||
|
The last entry must be {-1, -1, NULL}.
|
|||
|
|
|||
|
The next step is to build the data address space. This is accomplished with
|
|||
|
four arrays of STARSCREAM_DATAREGION structures: one for byte reads, word
|
|||
|
reads, byte writes, and word writes. For example:
|
|||
|
|
|||
|
struct STARSCREAM_DATAREGION pretend_readbyte[] = {
|
|||
|
{0x000000, 0x03FFFF, NULL, program_rom},
|
|||
|
{0x300000, 0x307FFF, NULL, main_ram},
|
|||
|
{0x400000, 0x407FFF, NULL, extra_ram},
|
|||
|
{0x800000, 0x81FFFF, NULL, video_ram},
|
|||
|
{-1, -1, NULL, NULL}
|
|||
|
};
|
|||
|
|
|||
|
struct STARSCREAM_DATAREGION pretend_readword[] = {
|
|||
|
{0x000000, 0x03FFFF, NULL, program_rom},
|
|||
|
{0x300000, 0x307FFF, NULL, main_ram},
|
|||
|
{0x400000, 0x407FFF, NULL, extra_ram},
|
|||
|
{0x800000, 0x81FFFF, NULL, video_ram},
|
|||
|
{-1, -1, NULL, NULL}
|
|||
|
};
|
|||
|
|
|||
|
struct STARSCREAM_DATAREGION pretend_writebyte[] = {
|
|||
|
{0x300000, 0x307FFF, NULL, main_ram},
|
|||
|
{0x400000, 0x407FFF, NULL, extra_ram},
|
|||
|
{0x800000, 0x81FFFF, NULL, video_ram},
|
|||
|
{0xA00000, 0xA00007, soundchip_writebyte, NULL},
|
|||
|
{-1, -1, NULL, NULL}
|
|||
|
};
|
|||
|
|
|||
|
struct STARSCREAM_DATAREGION pretend_writeword[] = {
|
|||
|
{0x300000, 0x307FFF, NULL, main_ram},
|
|||
|
{0x400000, 0x407FFF, NULL, extra_ram},
|
|||
|
{0x800000, 0x81FFFF, NULL, video_ram},
|
|||
|
{0xA00000, 0xA00007, soundchip_writeword, NULL},
|
|||
|
{-1, -1, NULL, NULL}
|
|||
|
};
|
|||
|
|
|||
|
The last entry of each array must be {-1, -1, NULL, NULL}.
|
|||
|
|
|||
|
The above structures take advantage of Starscream's internal handling for the
|
|||
|
Program ROM, Main RAM, Extra RAM, and Video RAM, and use the custom handler
|
|||
|
when writing to the sound chip.
|
|||
|
|
|||
|
Now that you've defined your address spaces, you need to tie it in with the
|
|||
|
context (since each CPU can have different address spaces). This is done by
|
|||
|
setting the address space pointers (s_fetch, u_fetch, etc.) to point to your
|
|||
|
addres space definitions.
|
|||
|
|
|||
|
s68000context.s_fetch = pretend_programfetch;
|
|||
|
s68000context.u_fetch = pretend_programfetch;
|
|||
|
|
|||
|
s68000context.s_readbyte = pretend_readbyte;
|
|||
|
s68000context.u_readbyte = pretend_readbyte;
|
|||
|
s68000context.s_readword = pretend_readword;
|
|||
|
s68000context.u_readword = pretend_readword;
|
|||
|
s68000context.s_writebyte = pretend_writebyte;
|
|||
|
s68000context.u_writebyte = pretend_writebyte;
|
|||
|
s68000context.s_writeword = pretend_writeword;
|
|||
|
s68000context.u_writeword = pretend_writeword;
|
|||
|
|
|||
|
In this example, the Supervisor and User address spaces are set up to point
|
|||
|
to the same definitions. For most 68000-based architectures, this is
|
|||
|
correct.
|
|||
|
|
|||
|
If you are dynamically allocating memory for your emulated RAM or ROM areas
|
|||
|
(using malloc() or a similar function), you will have to set up the address
|
|||
|
space definitions at run time. This is left as a trivial exercise for the
|
|||
|
reader.
|
|||
|
|
|||
|
Veteran users of the UAE 680x0 core might wonder why there is no "readlong"
|
|||
|
or "writelong". This is because the real 68000 has a 16-bit data bus, and
|
|||
|
therefore breaks up each 32-bit access into two 16-bit accesses. Using
|
|||
|
separate handlers for 32-bit accesses is cumbersome and unnecessary. For
|
|||
|
speed considerations, Starscream's internal memory read/write handlers access
|
|||
|
32 bits at a time wherever possible (using the readword/writeword map).
|
|||
|
|
|||
|
|
|||
|
3.4. Executing Code
|
|||
|
--------------------
|
|||
|
|
|||
|
Before you execute any code, you must call s68000init(). It only needs to
|
|||
|
be called one time.
|
|||
|
|
|||
|
Once that's done, and you've set up the memory map, call s68000reset() to
|
|||
|
reset the CPU. If everything works, it should read the initial stack pointer
|
|||
|
from address 0x000000, and the initial program counter from 0x000004, using
|
|||
|
the Supervisor Program address space. (You can verify this by examining
|
|||
|
s68000context.areg[7] and s68000context.pc.)
|
|||
|
|
|||
|
At this point, you can call the interactive debugger to try disassembling or
|
|||
|
stepping through code, and to make sure everything is in the right place.
|
|||
|
(see section 3.10 for details)
|
|||
|
|
|||
|
To execute 68000 code, call s68000exec(n), where n is the number of cycles.
|
|||
|
s68000exec will return one of the following:
|
|||
|
|
|||
|
= 0x80000000: Success.
|
|||
|
= 0x80000001: Out of range - the program "went off into the weeds".
|
|||
|
More specifically, the program jumped to an address which was
|
|||
|
not defined in the s_fetch or u_fetch array.
|
|||
|
= 0x80000002: Unsupported stack frame (68010+). This happens when an RTE
|
|||
|
instruction encounters a stack frame format that hasn't been
|
|||
|
implemented (see section 5).
|
|||
|
= 0xFFFFFFFF: Double fault. The CPU is dead and will stay dead until it
|
|||
|
gets reset again.
|
|||
|
< 0x80000000: Invalid instruction. The value returned is the address of
|
|||
|
the instruction. For 32-bit addresses, the highest bit is
|
|||
|
cut off (s68000context.pc contains the complete address,
|
|||
|
however).
|
|||
|
|
|||
|
If you get a return code of 0x80000001, 0x80000002, or 0xFFFFFFFF, then the
|
|||
|
68000 CPU will be in an unstable state and should be reset.
|
|||
|
|
|||
|
The real 68000 generates an exception for illegal instructions. As of v0.26,
|
|||
|
this exception is always emulated. You will only get a return code less than
|
|||
|
0x80000000 in an unexpected circumstance; upon encountering an invalid
|
|||
|
instruction that isn't supposed to be. For example, a RESET instruction will
|
|||
|
cause this if the user-defined RESET handler is null (see section 3.9 for
|
|||
|
details on RESET handlers).
|
|||
|
|
|||
|
Whenever you call s68000exec, it increments the odometer (see section 3.6).
|
|||
|
|
|||
|
|
|||
|
3.5. Read and Write Handlers
|
|||
|
-----------------------------
|
|||
|
|
|||
|
Memory read and write handlers (as described in section 3.3) are a special
|
|||
|
case, as they involve Starscream calling your code instead of the other way
|
|||
|
around. Since Starscream is not re-entrant, there are some rules which all
|
|||
|
read and write handlers must follow.
|
|||
|
|
|||
|
1. They must not call any of the following routines:
|
|||
|
s68000reset s68000exec
|
|||
|
s68000SetContext s68000GetContext
|
|||
|
|
|||
|
2. They must not attempt to read or modify s68000context directly. All
|
|||
|
data in s68000context is undefined.
|
|||
|
|
|||
|
The primary purpose of a read handler is to return data, and the primary
|
|||
|
purpose of a write handler is to take data and store it somewhere. However,
|
|||
|
read and write handlers do have some control over the emulation process,
|
|||
|
beyond the data that they send or receive:
|
|||
|
|
|||
|
* You can call s68000interrupt() as much as you like (see section 3.7).
|
|||
|
|
|||
|
* You can cause s68000exec to quit early, by calling the
|
|||
|
s68000releaseTimeslice() function. This is useful if you need to transfer
|
|||
|
control over to another emulated CPU.
|
|||
|
|
|||
|
* You can read and/or clear the odometer, with some specialized functions
|
|||
|
(see section 3.6).
|
|||
|
|
|||
|
* You can read the program counter with s68000readPC(), but it probably
|
|||
|
won't be located exactly at the beginning of the instruction.
|
|||
|
|
|||
|
|
|||
|
3.6. The Odometer
|
|||
|
------------------
|
|||
|
|
|||
|
Every context contains an integer field called "odometer". Whenever you
|
|||
|
call s68000exec, the number of elapsed clock cycles is added to
|
|||
|
s68000context.odometer.
|
|||
|
|
|||
|
Note: When calling s68000exec, the number of elapsed cycles is not
|
|||
|
necessarily the same as the number of cycles you specify. Imagine this
|
|||
|
scenario: You call s68000exec(100). The next instruction in the code stream
|
|||
|
is...
|
|||
|
|
|||
|
movem.l ($100000).L,d0-d7/a0-a7
|
|||
|
|
|||
|
s68000exec would quit after that one instruction, returning the success code,
|
|||
|
80000000h (assuming nothing else went wrong), and s68000context.odometer
|
|||
|
would be incremented by 148.
|
|||
|
|
|||
|
You can freely change the odometer between calls to s68000exec, but not from
|
|||
|
within read/write handlers (as it's part of the context). If you need to use
|
|||
|
the odometer from a read or write handler, there are some specialized
|
|||
|
functions for that:
|
|||
|
|
|||
|
s68000readOdometer() - Returns the value of the odometer.
|
|||
|
s68000tripOdometer() - Returns the value of the odometer, and sets it to
|
|||
|
zero in the process.
|
|||
|
|
|||
|
s68000controlOdometer(n) - If n==0, it works just like s68000readOdometer.
|
|||
|
If n!=0, it works just like s68000tripOdometer.
|
|||
|
(We have Neil Bradley to thank for this gem...)
|
|||
|
|
|||
|
|
|||
|
3.7. Interrupts
|
|||
|
----------------
|
|||
|
|
|||
|
Hardware interrupts can be generated at any time, including within read/write
|
|||
|
handlers, by calling s68000interrupt(l, v) where l is the interrupt priority
|
|||
|
level, and v is the vector number. Levels 1-7 are valid; vector numbers
|
|||
|
0-255 are valid. Vector number -1 means "auto-vectored". -2 will generate a
|
|||
|
Spurious Interrupt.
|
|||
|
|
|||
|
The interrupt in question will be made pending until the Processor Priority
|
|||
|
Level allows it to be processed. You can tell which interrupt levels are
|
|||
|
pending, if any, by examining s68000context.interrupts[0]. Bits 1-7
|
|||
|
correspond to interrupt level 1-7; bit 0 is set if the CPU is in a stopped
|
|||
|
state (waiting for an interrupt). The vector numbers are stored in
|
|||
|
s68000context.interrupts[n] where n is the interrupt level.
|
|||
|
|
|||
|
s68000interrupt returns one of the following values:
|
|||
|
|
|||
|
0 The interrupt was added successfully.
|
|||
|
1 The interrupt was not added, because there was already a pending
|
|||
|
interrupt at the same level.
|
|||
|
2 The interrupt was not added, because the parameters were invalid.
|
|||
|
|
|||
|
Pending interrupts are checked at the following times:
|
|||
|
|
|||
|
* s68000exec checks for pending interrupts before executing any code. The
|
|||
|
cycles taken by interrupt processing are subtracted from the total "cycle
|
|||
|
budget", though s68000exec is still guaranteed to execute at least one
|
|||
|
instruction.
|
|||
|
|
|||
|
* Interrupts generated from within a read/write, RESET, or BKPT handler will
|
|||
|
be checked when the current instruction is finished.
|
|||
|
|
|||
|
* You can force a pending interrupt check by calling s68000flushInterrupts.
|
|||
|
This has no effect if called from within a read/write, RESET, or BKPT
|
|||
|
handler.
|
|||
|
|
|||
|
Starscream can call a user-defined function when handling interrupts.
|
|||
|
The handler must take no arguments, and return void.
|
|||
|
|
|||
|
s68000context.inthandler = my_int_handler;
|
|||
|
|
|||
|
|
|||
|
3.8. Emulating More Than One CPU
|
|||
|
---------------------------------
|
|||
|
|
|||
|
If you want to emulate multiple 68000s, you'll need to create a context and a
|
|||
|
memory map for each one (see sections 3.2 and 3.3). For example:
|
|||
|
|
|||
|
struct S68000CONTEXT myContext[number_of_68000s];
|
|||
|
|
|||
|
When you use your own contexts, it's a good idea to initialize all the bytes
|
|||
|
in the new contexts to zero:
|
|||
|
|
|||
|
memset (myContext, 0, sizeof(myContext));
|
|||
|
|
|||
|
To use one of your own contexts, you must follow these three steps:
|
|||
|
|
|||
|
1. Copy your context into s68000context:
|
|||
|
s68000SetContext(myContext);
|
|||
|
|
|||
|
2. Use a function which reads or modifies the context - s68000exec,
|
|||
|
s68000reset, s68000interrupt, etc.
|
|||
|
|
|||
|
3. Copy s68000context back into your context:
|
|||
|
s68000GetContext(myContext);
|
|||
|
|
|||
|
Expanding on the example in section 3.2 - say you're emulating two 68000s,
|
|||
|
and you've set up two contexts for them:
|
|||
|
|
|||
|
struct S68000CONTEXT myContext[2];
|
|||
|
|
|||
|
To reset both CPUs, you'd do this:
|
|||
|
|
|||
|
for(i = 0; i < 2; i++) {
|
|||
|
s68000SetContext(&myContext[i]);
|
|||
|
s68000reset();
|
|||
|
s68000GetContext(&myContext[i]);
|
|||
|
}
|
|||
|
|
|||
|
An emulation loop involving both CPUs might look something like this. (Note:
|
|||
|
This is a CRUDE example.)
|
|||
|
|
|||
|
while(!done) {
|
|||
|
/* Emulate primary 68000 */
|
|||
|
s68000SetContext(&myContext[0]);
|
|||
|
s68000exec(100000);
|
|||
|
s68000GetContext(&myContext[0]);
|
|||
|
|
|||
|
/* Emulate secondary 68000 */
|
|||
|
s68000SetContext(&myContext[1]);
|
|||
|
s68000exec(100000);
|
|||
|
s68000GetContext(&myContext[1]);
|
|||
|
}
|
|||
|
|
|||
|
The overhead of copying CPU contexts is compensated by the fact that you can
|
|||
|
emulate the CPUs in large timeslices.
|
|||
|
|
|||
|
|
|||
|
3.9. RESET and BKPT Instructions
|
|||
|
---------------------------------
|
|||
|
|
|||
|
Starscream can call a user-defined function to emulate the RESET instruction,
|
|||
|
and to notify when a BKPT instruction is executed. The handlers must take no
|
|||
|
arguments, and return void. For example:
|
|||
|
|
|||
|
void my_reset_handler(void) {
|
|||
|
/* Reset some hardware */
|
|||
|
}
|
|||
|
|
|||
|
Note: RESET and BKPT handlers must follow the same rules as memory
|
|||
|
read/write handlers (see section 3.5).
|
|||
|
|
|||
|
To register a handler function, set the "resethandler" and/or "bkpthandler"
|
|||
|
field of the appropriate context to point to the function, i.e.:
|
|||
|
|
|||
|
s68000context.resethandler = my_reset_handler;
|
|||
|
|
|||
|
You can also set "resethandler" or "bkpthandler" to NULL, in which case:
|
|||
|
|
|||
|
* A RESET instruction will cause an Invalid Instruction case. s68000exec
|
|||
|
will halt and return its address.
|
|||
|
|
|||
|
* A BKPT instruction will behave normally, but without notification.
|
|||
|
|
|||
|
Calling s68000readPC() during a RESET or BKPT handler will return the address
|
|||
|
directly after the RESET or BKPT instruction. So, to determine the exact
|
|||
|
BKPT opcode, you can do this:
|
|||
|
|
|||
|
opcode = s68000fetch(s68000readPC() - 2);
|
|||
|
|
|||
|
|
|||
|
3.10. Using the Interactive Debugger
|
|||
|
-------------------------------------
|
|||
|
|
|||
|
Included in the Starscream package is an interactive 68000 cross-debugger and
|
|||
|
built in disassembler, with an interface similar to the MS-DOS DEBUG utility.
|
|||
|
CPUDEBUG.C contains everything needed for the debugger. If you don't need
|
|||
|
it, you can leave out CPUDEBUG.C and CPUDEBUG.H altogether.
|
|||
|
|
|||
|
Before using the debugger, make sure to set up your memory map, and call
|
|||
|
s68000init() and s68000reset().
|
|||
|
|
|||
|
To start the debugger, call the cpudebug_interactive routine, which is
|
|||
|
defined in CPUDEBUG.H as:
|
|||
|
|
|||
|
int cpudebug_interactive(
|
|||
|
int cpun,
|
|||
|
void (*put)(const char*),
|
|||
|
void (*get)(char*, int),
|
|||
|
void (*execstep)(void),
|
|||
|
void (*dump)(void)
|
|||
|
);
|
|||
|
|
|||
|
"put", "get", "execstep", and "dump" are all optional - you can pass NULL
|
|||
|
values for any or all of them. Their purpose is explained below.
|
|||
|
|
|||
|
If you're only emulating one CPU, use a value of 1 for "cpun", and keep
|
|||
|
calling cpudebug_interactive until the return value is -1.
|
|||
|
|
|||
|
If you're debugging more than one CPU, assign an ID number to each (starting
|
|||
|
at 1), including any non-68000 CPUs. Switch to the context of the CPU you
|
|||
|
want to debug, and then call cpudebug_interactive with the appropriate ID
|
|||
|
number in "cpun". Then, take one of the following actions depending on the
|
|||
|
return value:
|
|||
|
|
|||
|
-1 Quit
|
|||
|
0 Switch to the next CPU in your list (ID + 1), wrap around if necessary,
|
|||
|
and call cpudebug_interactive again. Or, if the CPU in question is not
|
|||
|
a 680x0, then use whatever debugger is appropriate.
|
|||
|
N Switch to CPU #N. If N is invalid, don't switch. In either case, call
|
|||
|
the appropriate debugger.
|
|||
|
|
|||
|
While you're at the debug prompt, enter "?" for a list of commands.
|
|||
|
|
|||
|
Normally, the interactive debugger uses stdin and stdout for its input and
|
|||
|
output. If you need to use another source of input or output, you can write
|
|||
|
custom replacement functions for puts() and gets(), and pass their addresses
|
|||
|
via "put" and "get".
|
|||
|
|
|||
|
Normally, the debugger calls s68000exec() directly to step through each
|
|||
|
instruction. If your emulator manages its own timing, you can write a custom
|
|||
|
replacement single-step function, and pass its address via "execstep".
|
|||
|
|
|||
|
The debugger command 'h' (Hardware dump) will call the function specified by
|
|||
|
"dump", if it exists.
|
|||
|
|
|||
|
|
|||
|
3.11. Emulating the 68010
|
|||
|
--------------------------
|
|||
|
|
|||
|
To generate a 68010 emulator, use the "-cputype 68010" option when building
|
|||
|
your source code file. The names of all identifiers will begin with s68010
|
|||
|
instead of s68000 (unless overridden by the -name option).
|
|||
|
|
|||
|
When emulating the 68010, use the S68010CONTEXT structure instead of
|
|||
|
S68000CONTEXT.
|
|||
|
|
|||
|
S68010CONTEXT has six new fields:
|
|||
|
|
|||
|
unsigned char sfc;
|
|||
|
unsigned char dfc;
|
|||
|
unsigned vbr;
|
|||
|
void (*bkpthandler)(void);
|
|||
|
unsigned char loopmode;
|
|||
|
unsigned char contextfiller10[3];
|
|||
|
|
|||
|
"vbr", "sfc", and "dfc" are control registers.
|
|||
|
|
|||
|
"bkpthandler" is a user-defined routine for BKPT notification (see section
|
|||
|
3.8).
|
|||
|
|
|||
|
"loopmode" is used internally for loop mode timing. (Did I mention the loop
|
|||
|
mode timing is insanely accurate?)
|
|||
|
|
|||
|
"contextfiller10" is there just to maintain alignment.
|
|||
|
|
|||
|
An invalid MOVEC register code will cause s68010exec to return with an
|
|||
|
invalid instruction error, pointing to the MOVEC instruction (not the code
|
|||
|
itself).
|
|||
|
|
|||
|
NOTE: The interactive debugger currently does not support the 68010.
|
|||
|
|
|||
|
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
4. Tricks of the Trade
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
|
|||
|
4.1. Inter-CPU Communication
|
|||
|
-----------------------------
|
|||
|
|
|||
|
Many arcade and console game systems which use multiple CPUs use a sort of
|
|||
|
"mailbox" technique to allow the main CPU to send messages to the sub CPU
|
|||
|
(sound effect numbers, etc.)
|
|||
|
|
|||
|
When one of your 68000s writes to another CPU's mailbox, it's generally a
|
|||
|
good idea to transfer control over to the other CPU temporarily. This can be
|
|||
|
achieved by calling s68000releaseTimeslice() from your I/O handler. This
|
|||
|
will cause s68000exec to exit, even if it's not finished. (Always check the
|
|||
|
odometer to see how many cycles were really executed!)
|
|||
|
|
|||
|
|
|||
|
4.2. Other Helpful Tips
|
|||
|
------------------------
|
|||
|
|
|||
|
When defining your memory map(s):
|
|||
|
|
|||
|
* Take advantage of the built-in RAM and ROM handling as much as possible.
|
|||
|
They involve much less "red tape" than using your own handlers.
|
|||
|
|
|||
|
* The addresses don't have to be in order. You can rearrange them so that
|
|||
|
the most commonly-accessed areas are at the beginning. This will shave a
|
|||
|
few cycles off each access.
|
|||
|
|
|||
|
* If you have two areas of fetchable RAM or ROM that are right next to each
|
|||
|
other, consider coalescing them into one area. This will make the memory
|
|||
|
map simpler and facilitate fetch region caching. It will also allow the
|
|||
|
680x0 code to wander from one area into the next. Starscream only checks
|
|||
|
boundaries after JMP, JSR, RTS, RTR, RTD, RTE, and exceptions.
|
|||
|
|
|||
|
When executing code:
|
|||
|
|
|||
|
* Instead of calling s68000exec with a fixed number of cycles, keep track of
|
|||
|
how many cycles overflowed from the last call to s68000exec, and subtract
|
|||
|
them:
|
|||
|
|
|||
|
#define TIMESLICE 100000
|
|||
|
|
|||
|
s68000context.odometer = 0;
|
|||
|
while(!done) {
|
|||
|
if (s68000context.odometer < TIMESLICE) {
|
|||
|
s68000exec(TIMESLICE - s68000context.odometer);
|
|||
|
}
|
|||
|
s68000context.odometer -= TIMESLICE;
|
|||
|
}
|
|||
|
|
|||
|
* Use big timeslices. The fewer calls you make to s68000exec, the better.
|
|||
|
|
|||
|
|
|||
|
4.3. Pitfalls
|
|||
|
--------------
|
|||
|
|
|||
|
* Make sure to include "starcpu.h" in any of your C modules that use
|
|||
|
Starscream. Also remember that starcpu.h is subject to change in new
|
|||
|
versions. (Hint hint.)
|
|||
|
|
|||
|
* Remember to call s68000init before executing any code. s68000init doesn't
|
|||
|
automatically call s68000reset, so you must call s68000reset also.
|
|||
|
|
|||
|
* Remember to set up your memory map before calling s68000reset. The memory
|
|||
|
map is required in order to read the initial SSP/PC from the vector table.
|
|||
|
|
|||
|
* When you store a context via s68000SetContext, remember to read it back
|
|||
|
via s68000GetContext.
|
|||
|
|
|||
|
* The interactive debugger can only read memory areas that are defined in
|
|||
|
your STARSCREAM_PROGRAMREGION array. Everything else will appear as FFFF.
|
|||
|
The upshot of this is that a memory dump is guaranteed not to trigger any
|
|||
|
I/O hardware.
|
|||
|
|
|||
|
* Simplify your STARSCREAM_PROGRAMREGION map as much as possible, in case
|
|||
|
the emulated code decides to wander from one area to another.
|
|||
|
|
|||
|
* Remember the rules for read/write handlers (section 3.5), and remember
|
|||
|
that they also apply to RESET and BKPT handlers (section 3.9).
|
|||
|
|
|||
|
* When you use your own contexts, make sure to explicitly set "resethandler"
|
|||
|
and "bkpthandler" to NULL if you're not using them. (This is why it's a
|
|||
|
good idea to initialize every byte of a new context to zero.)
|
|||
|
|
|||
|
|
|||
|
4.4. Ways to Abuse Starscream
|
|||
|
------------------------------
|
|||
|
|
|||
|
For the adventurous...
|
|||
|
|
|||
|
* Upon encountering an unrecognized opcode, s68000exec will return the
|
|||
|
address of the opcode, instead of the success code, 0x80000000. If you
|
|||
|
need to emulate an instruction that's not implemented yet, you can take
|
|||
|
advantage of this behavior and implement it in your own code.
|
|||
|
|
|||
|
Outside of s68000exec, the context can be modified freely. You can use
|
|||
|
the s68000fetch routine to fetch the unrecognized opcode and anything
|
|||
|
after it (see section 3.1 for the declaration of s68000fetch).
|
|||
|
|
|||
|
* Using 32-bit addresses (-addressbits 32) saves one cycle for every memory
|
|||
|
access, and simplifies the PC re-basing process. This is safe only for
|
|||
|
software that is "32-bit clean", however.
|
|||
|
|
|||
|
* Make a stand-alone 68000 disassembler out of CPUDEBUG.C. ;)
|
|||
|
|
|||
|
|
|||
|
4.5. Emulating Other 68K-Series CPUs
|
|||
|
-------------------------------------
|
|||
|
|
|||
|
Note: None of these are officially supported.
|
|||
|
|
|||
|
68008
|
|||
|
Try "-cputype 68000 -addressbits 20" or "-cputype 68000 -addressbits 22",
|
|||
|
depending on the chip package. You'll have to lower the clock speed to get
|
|||
|
more accurate timing (try dividing it in half), and you might have to
|
|||
|
compensate for the 8-bit data bus.
|
|||
|
|
|||
|
68EC000
|
|||
|
"-cputype 68000" should work. If it's running in 8-bit mode, try dividing
|
|||
|
the clock speed in half.
|
|||
|
|
|||
|
SCC68070
|
|||
|
Try "-cputype 68000 -addressbits 32". Not sure about timing issues.
|
|||
|
|
|||
|
6833X (CPU32)
|
|||
|
Try "-cputype 68010". Timing might be a little slow. A few instructions
|
|||
|
aren't supported.
|
|||
|
|
|||
|
68020 and higher
|
|||
|
Try "-cputype 68010 -addressbits 32". This is a bit of a stretch, though,
|
|||
|
since the 68020 supports many new address modes and instructions. Failing
|
|||
|
that, wait until official 68020 support is added. ;)
|
|||
|
|
|||
|
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
5. Known Bugs
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
|
|||
|
* Address and Bus Errors are not implemented. For arcade game emulation,
|
|||
|
this is probably OK, but if you're emulating a home computer system, this
|
|||
|
could be cause for concern.
|
|||
|
|
|||
|
* The MOVES instruction (68010+) is not implemented.
|
|||
|
|
|||
|
* Stack frame format 8 (68010+) is not supported. Starscream will never
|
|||
|
generate such a stack frame itself; however, if this format is
|
|||
|
encountered during a RTE, s68010exec() will return with an "Unsupported
|
|||
|
stack frame" error.
|
|||
|
|
|||
|
* There are a few timing inaccuracies:
|
|||
|
68000: DIVS and DIVU: +/- 5%
|
|||
|
68010: MULS and MULU are inaccurate, but I'm not sure by how much.
|
|||
|
|
|||
|
* Flags which Motorola documents as "Undefined" are, in fact, undefined.
|
|||
|
I could probably look up how they're calculated, and implement them, but
|
|||
|
the need has not arisen (yet).
|
|||
|
|
|||
|
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
6. Credits
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
|
|||
|
Thanks to:
|
|||
|
|
|||
|
* Heinz Seltmann, for letting me borrow his M68000 Microprocessor User's
|
|||
|
Manual (Ninth Edition) for way too long.
|
|||
|
|
|||
|
* Neil Bradley, Mike Cuddy, James Boulton, Richard Bush, and Dave (of DTMNT/
|
|||
|
DGen fame) for various tips and ideas.
|
|||
|
|
|||
|
* Thierry Lescot, who gave me the idea to distribute Starscream in the first
|
|||
|
place.
|