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PicoDrive for Series 60 Released!

366 replies · 296,384 views · Started 17 May 2004

overrider wrote:u fu cking nob i was only asking, but yea wen the Final comes out i'd gladly paid 4 it. what the fu-ck u on about paying him to work on it? we dont pay 4 that we pay 4 the end product, fu ckin LITTLE wa nker

having some typing problems??? There is no paying for the end product on this one.. Why don't you try and make your own emulator seems like you got alot of time on your hands. And I agree that really does make you seem like a happy little 7 year old.. At first I thought it was kinda strang to hear some of these people getting tired of asking for the sega and snes emulators. But now I understand. Eather keep your mouth shut or if you gonna be pushy. Send him a check...

BTW - What is a fu cking nob??

NONE WORKING ROMS

==================================================
aerobiz_supersonic_(u)_[!].zip 478 KB
afterburner_32x_(a)_[!].zip 996 KB
altered_beast_(rev_02)_(ju)_[t-port_son_car].zip 308 KB
ambition_of_caesar_2_(a)_[x].zip 359 KB
american_gladiators_(u)_[!].zip 379 KB
andre_agassi_tennis_(rev_01)_(je)_[c][!].zip 322 KB
arnold_palmer_tournament_golf_(u)_[p1].zip 283 KB
asterix_and_the_great_rescue_(u)_[!].zip 935 KB
asterix_and_the_power_of_the_gods_(e)_(eng-ger... 817 KB
ayrton_senna's_super_monaco_gp_ii_(u)_[!].zip 736 KB
barkley_shut_up_and_jam_(jue)_[!].zip 544 KB
beast_wrestler_(u)_[!].zip 668 KB
berenstain_bears',_the_camping_adventure_(u)_[... 590 KB
bill_walsh_college_football_(uej)_[c][!].zip 531 KB
bill_walsh_college_football_95_(u)_[!].zip 859 KB
bio-hazard_battle_(sep_1992)_(ue)_[!].zip 572 KB
blades_of_vengence_(eju)_[!].zip 570 KB
blockbuster_competition_2_-_nba_jam_&_judge_dr... 2199 KB
blood_shot_(ue)_[!].zip 484 KB
bonanza_brothers_(rev_01)_(jue).zip 193 KB
bonkers_(jue)_[!].zip 575 KB
brian_lara_cricket_(mar_1995)_(je)_[c].zip 439 KB
brian_lara_cricket_96_(mar_1996)_(e)_[c][!].zip 538 KB
bubba_n_stix_(u)_[!].zip 535 KB
bugs_bunny_in_double_trouble_(4)_[!].zip 1135 KB
burning_force_(u)_[!].zip 255 KB
cal_ripken_jr[1]._baseball_(u)_[c][!].zip 422 KB
california_games_(u)_[t-port_fjm].zip 328 KB
centurion_-_defender_of_rome_(u)_[c][!].zip 481 KB
championship_bowling_(u)_[!].zip 176 KB
chaos_engine,_the_(e)_[!].zip 787 KB
chase_hq_2_(jue)_[!].zip 224 KB
chester_cheetah_(u)_[c][!].zip 620 KB
chi_chi's_pro_challenge_(u)_[!].zip 232 KB
chuck_rock_(u)_[t2].zip 355 KB
chuck_rock_2_(u)_[!].zip 540 KB
cliffhanger_(u)_[c][!].zip 539 KB
coach_k_college_basketball_(u)_[!].zip 1092 KB
college_football_usa_96_(4)_[!].zip 1068 KB
college_football_usa_97_(4)_[!].zip 1226 KB
college_slam_(4)_[!].zip 2187 KB
combat_aces_(beta).zip 61 KB
comix_zone_(beta).zip 1612 KB
command_&_conquer_(beta).zip 596 KB
contra_-_hard_corps_(u)_[t-port_brgames].zip 1333 KB
corporation_(e)_[c][!].zip 285 KB
crue_ball_(u)_[!].zip 213 KB
cutey_suzuki's_ringside_angel_(ju)_[!].zip 293 KB
cyberball_(ju)_[!].zip 291 KB
cyber-cop_(uj)_[c][!].zip 285 KB
daffy_duck_in_hollywood_(jue)_[t1].zip 933 KB
davis_cup_world_tour_tennis_(jun_1993)_(uje).zip 542 KB
davis_cup_world_tour_tennis_2_(u)_(beta_7-28-9... 985 KB
death_duel_(eu)_[!].zip 504 KB
decap_attack_(uj).zip 219 KB
demolition_man_(f)_[!].zip 805 KB
desert_strike_-_return_to_the_gulf_(u)_[p1][!].zip 569 KB
dino_dini's_soccer_(e).zip 399 KB
dino_land_(ju)_[!].zip 258 KB
dominus_(jue)_[x].zip 557 KB
donald_duck_in_maui_mallard_(a)_[!].zip 1481 KB
double_dribble_-_playoff_edition_(u)_[!].zip 1101 KB
dragon_-_the_bruce_lee_story_(u)_[p1].zip 1418 KB
dragon_slayer_2_-_legend_of_heroes_(b)_[!].zip 1524 KB
dragon's_revenge_(jue)_[!].zip 710 KB
dune_-_the_battle_for_arrakis_(e).zip 591 KB
dune_-_the_building_of_a_dynasty_(u)_[!].zip 591 KB
micro_machines_(e)_[c][!].zip 315 KB
micro_machines_2_-_turbo_tournament_(jue)_[c][... 847 KB
micro_machines_96_(v1[1].1)_(e)_[c].zip 833 KB
micro_machines_military_-_it's_a_blast!_(e)_[c... 715 KB
mortal_kombat_2_32x_(jan_1995)_(jue)_[!].zip 3260 KB
psycho_pinball_(sep_1994)_(jue).zip 742 KB
road_rash_(u)_[c][!].zip 394 KB
road_rash_3_(uej)_[!].zip 1172 KB
shining_force_(u)_[!].zip 1148 KB
shining_force_2_(u)_[!].zip 1517 KB
sonic_compilation_(rev_01)_(f)_[!].zip 1688 KB
streets_of_rage_2_(u)_[t-port_xmib].zip 1010 KB
super_street_fighter_2_-_the_new_challengers_(... 2768 KB
theme_park_(f)_[!].zip 726 KB
thunder_force_2_(u)_[!].zip 374 KB
thunder_force_3_(ju)_[t1].zip 343 KB
thunder_force_4_(u)_[p2].zip 716 KB
top_gear_2_(u)_[!].zip 433 KB
worms_(_[!].zip 825 KB

Total 86 file(s); Size: 66152598 Byte(s)

IN TWO POSTS BECAUSE OF LIMITS!

WORKING ROMS
================================================== ============
action_52-in-1_(uje)_[c][!].zip 557 KB
addams_family,_the_(ue)_[!].zip 593 KB
addams_family_values_(_[!].zip 1134 KB
aero_blasters_(ju).zip 310 KB
aero_the_acro-bat_(u)_[c][!].zip 511 KB
aero_the_acro-bat_2_(u)_[!].zip 1104 KB
aerobiz_(u)_[!].zip 427 KB
afterburner_ii_(u)_[!].zip 229 KB
air_busters_(u)_[c][!].zip 318 KB
air_diver_(u)_[!].zip 259 KB
aladdin_(u)_[!].zip 1110 KB
alex_kidd_in_the_enchanted_castle_(u)_[!].zip 156 KB
alien_3_(jue)_[!].zip 305 KB
alien_soldier_(b)_[t3].zip 1062 KB
alien_storm_(jue)_[p1][!].zip 358 KB
alisia_dragoon_(ju)_[!].zip 580 KB
animaniacs_(uj)_[!].zip 615 KB
another_world_(e)_[!].zip 511 KB
aquatic_games,_the_(u)_[!].zip 202 KB
arch_rivals_(ue)_[p1].zip 190 KB
arcus_odyssey_(u)_[!].zip 775 KB
ariel_-_disney's_the_little_mermaid_(u)_[!].zip 296 KB
arrow_flash_(jue)_[p2].zip 244 KB
art_alive!_(u)_[p1].zip 55 KB
art_of_fighting_(u)_[!].zip 903 KB
astroduel_(pd).zip 9 KB
atomic_robo_kid_(u)_[c][!].zip 195 KB
atomic_runner_(e)_[!].zip 492 KB
atp_tour_championship_tennis_(u)_[!].zip 978 KB
australian_rugby_league_(e)_[!].zip 635 KB
awesome_possum_(uje)_[!].zip 1201 KB
aws_pro_moves_soccer_(u)_[!].zip 319 KB
b[1].o.b_(rev_01)_(uej)_[!].zip 650 KB
baby's_day_out_(u).zip 536 KB
back_to_the_future_3_(jue)_[r-usa][!].zip 186 KB
ball_jacks_(je)_[c][!].zip 149 KB
ballz_(jue)_[!].zip 1062 KB
barbie_super_model_(u)_[!].zip 356 KB
barbie_vacation_adventure_(u).zip 523 KB
bare_knuckle_2_(beta).zip 309 KB
barkley_shut_up_and_jam_2_(jue)_[!].zip 1116 KB
barney's_hide_and_seek_(u)_[!].zip 582 KB
bass_masters_classics_(4)_[!].zip 702 KB
batman_(ue)_[!].zip 288 KB
batman_-_revenge_of_the_joker_(u)_[p4].zip 590 KB
batman_and_robin,_the_adventures_of_(ju)_[!].zip 1149 KB
batman_returns_(u)_[!].zip 626 KB
battle_squadron_(u)_[p1].zip 247 KB
battlemaster_(jue)_[c][!].zip 383 KB
battletech_(u)_[!].zip 814 KB
battletoads_(jue)_[!].zip 344 KB
battletoads_and_double_dragon_(u)_[c][!].zip 437 KB
beauty_and_the_beast_-_belle's_quest_(u)_[!].zip 621 KB
beauty_and_the_beast_-_roar_of_the_beast_(u)_[... 591 KB
beavis_and_butthead_(u)_[t1].zip 1075 KB
berzerk_(pd).zip 137 KB
best_of_the_best_(beta).zip 451 KB
best_of_the_best_-_championship_karate_(u)_[c]... 467 KB
beyond_oasis_(4)_[!].zip 1772 KB
bible_adventures_(unl)_[c][!].zip 105 KB
bimini_run_(ju)_[!].zip 306 KB
bioship_paladin_(ju)_[p1].zip 410 KB
blaster_master_2_(u)_[p1].zip 402 KB
block_out_(rev_01)_(u)_[!].zip 69 KB
body_count_(e)_[!].zip 384 KB
boogerman_(u)_[!].zip 1541 KB
boxing_legends_of_the_ring_(u)_[!].zip 567 KB
bram_stoker's_dracula_(jue)_[!].zip 598 KB
brett_hull_hockey_95_(jue)_[!].zip 1146 KB
brutal_-_paws_of_fury_(u)_[!].zip 1066 KB
bubsy_(jue)_[!].zip 928 KB
bubsy_2_(jue)_[!].zip 1045 KB
budokan_-_the_martial_spirit_(unl)_[c][!].zip 354 KB
bulls_vs_blazers_and_the_nba_playoffs_(uej)_[!... 472 KB
bulls_vs_lakers_(u)_[!].zip 455 KB
cadash_(u)_[c][!].zip 332 KB
caesars_palace_(u)_[!].zip 282 KB
cannon_fodder_(e)_[!].zip 558 KB
captain_america_and_the_avengers_(e).zip 644 KB
captain_planet_and_the_planeteers_(nov_1992)_(... 361 KB
capt'n_havoc_(e)_[!].zip 649 KB
castlevania_-_bloodlines_(u)_[!].zip 695 KB
castlevania_-_the_new_generation_(e)_[!].zip 694 KB
chakan_-_the_forever_man_(u)_[!].zip 659 KB
champions_world_class_soccer_(jue)_[!].zip 506 KB
championship_pool_(u)_[!].zip 213 KB
championship_pro_am_(u)_[c][!].zip 99 KB
chavez_2_(u).zip 469 KB
chester_cheetah_2_-_wild_wild_quest_(u)_[!].zip 419 KB
chiki_chiki_boys_(u)_[!].zip 493 KB
chou_yakkyou_miracle_nine_(1)_[!].zip 1131 KB
chuck's_excellent_art_tool_animator_(jue)_[c][... 43 KB
clay_fighter_(u)_[!].zip 1280 KB
clue_(u)_[!].zip 330 KB
college_football's_national_championship_(u)_[... 1072 KB
college_football's_national_championship_2_(f)... 762 KB
columns_(rev_01)_(ju)_[!].zip 82 KB
columns_3_-_revenge_of_columns_(u).zip 241 KB
combat_cars_(jue)_[!].zip 506 KB
congo_-_the_game_(beta).zip 512 KB
cool_spot_(u)_[!].zip 619 KB
cosmic_spacehead_(e)_[c][!].zip 655 KB
crack_down_(ue)_[!].zip 222 KB
crusader_of_centy_(u)_[!].zip 1288 KB
crystal's_pony_tale_(u)_[!].zip 461 KB
cutthroat_island_(f)_[!].zip 865 KB
cyborg_justice_(u)_[!].zip 244 KB
d&d_-_warriors_of_the_eternal_sun_(u)_[!].zip 512 KB
darius_2_(j)_[c][!].zip 421 KB
dark_castle_(u)_[!].zip 383 KB
dashin'_desperadoes_(u)_[!].zip 629 KB
david_crane's_amazing_tennis_(u)_[!].zip 382 KB
david_robinson's_supreme_court_(u)_[!].zip 256 KB
daze_before_christmas,_the_(e)_[!].zip 1193 KB
death_and_return_of_superman,_the_(u)_[!].zip 1088 KB
desert_demolition_(uje)_[!].zip 597 KB
devilish_(u)_[c][!].zip 320 KB
devilish_mahjong_tower_(unl)_[c].zip 488 KB
dick_tracy_(jue)_[c][!].zip 351 KB
dick_vitale's_awesome_baby!_college_hoops_(uje... 1048 KB
dinosaurs_for_hire_(u)_[!].zip 616 KB
disney_collection_-_castle_of_illusion_&_quack... 784 KB
dj_boy_(u)_[!].zip 219 KB
double_clutch_(jue)_[c][!].zip 169 KB
double_dragon_(u)_[!].zip 239 KB
double_dragon_3_(u)_[t2].zip 469 KB
double_dragon_5_(u)_[!].zip 1596 KB
dr[1]._robotnik's_mean_bean_machine_(u)_[!].zip 558 KB
dragon's_fury_(ue)_[!].zip 365 KB
duke_nukem_3d_(f).zip 903 KB
dynamite_headdy_(ue)_[c][!].zip 1366 KB
earthworm_jim_2_(e)_[x].zip 1761 KB
ecco_(u)_[t-port100%_fserv].zip 504 KB
gunstar_heroes_(u)_[!].zip 647 KB
lemmings_(rev_01)_(ju)_[!].zip 484 KB
magic_school_bus,_the_(5)_[!].zip 566 KB
mega_bomberman_(jue)_[!].zip 524 KB
megagames_6in1_us_(g-axe_s-hangon)_(4)_[!].zip 1805 KB
megagames_6in1_vol_3_(soccer_s-monaco)_(f).zip 1754 KB
mickey_mouse_-_world_of_illusion_(u)_[!].zip 757 KB
mortal_combat_5_(unl)_[c][!].zip 739 KB
mortal_kombat_2_(jue)_[t1].zip 2307 KB
outrun_2019_(nov_1992)_(u).zip 530 KB
road_rash_2_(uej)_[!].zip 546 KB
sega_arcade_classics_(f)_[!].zip 100 KB
shining_in_the_darkness_(u)_[!].zip 617 KB
sonic_1_-_metal_sonic_hack_(jue).zip 380 KB
sonic_1_-_mighty_hack_(jue).zip 359 KB
sonic_1_-_pirate_-_select_stage_(jue).zip 381 KB
sonic_3d_blast_(f)_[t-port_dark_ryder].zip 2556 KB
sonic_and_crackers_(beta).zip 401 KB
sonic_spinball_(u)_[p1].zip 516 KB
sonic_the_hedgehog_(jue)_[r-jap][!].zip 379 KB
sonic_the_hedgehog_2_(jue)_[t1].zip 733 KB
sonic_the_hedgehog_3_(u)_[t1].zip 1233 KB
street_fighter_2_special_champion_edition_(u)_... 1563 KB
streets_of_rage_(jue)_[p2][!].zip 365 KB
streets_of_rage_3_(u)_[t-port_xmib].zip 1645 KB
wayne's_world_(u)_[c][!].zip 292 KB
wiz_'n'_liz_(jue)_[!].zip 672 KB
wwf_super_wrestlemania_(jue)_[!].zip 623 KB
zool_(u)_[!].zip 523 KB

Total 162 file(s); Size: 103761202 Byte(s)

Go to http://nokiafree.org/forums/t63071/h/s.html for the list thread

PURPLEMUSTANG wrote:Someone make SHADOW RUNNER WORK.
I think the emu is not able to play games that have a built in save function to them.

Alt least the phantasy star series games work even though they have built in save game. Well, you can't save in them of course, but that's beside the point.

Does shadowrunner even start?

A nice feature to add would be the multi-saves states support (by selecting wich one is used via another line in the menu)

but when play on street fighter i can't jump on the angle, is possible to solve this problem?

ciccio80 wrote:but when play on street fighter i can't jump on the angle, is possible to solve this problem?

What phone are you using?

I have downloaded the picodrive and tried theme park but it dont work
it only loads up electronic arts and thats it

konttori wrote:Fdave:
You have attributed some compatibility errors to the vram copy not being implemented in the cyclone core. Is that on the pipeline, so should we be expecting an update on that issue in the near future?

Actually I just added it to PicoDrive and GigaDrive (source code is on my site), so soon I guess.

The VRam Copy function is not in the Cyclone 68000 core by the way, it's in the Megadrive's VDP chip.

fdave wrote:Actually I just added it to PicoDrive and GigaDrive (source code is on my site), so soon I guess.

The VRam Copy function is not in the Cyclone 68000 core by the way, it's in the Megadrive's VDP chip.

...but vram copy and read didn't fix Truxton and the other ones sadly - it must be something else i haven't thought of yet. don't worry it'll get fixed

By the way, is a readme included in the S60 port? if not I'll post the PicoDrive / GigaDrive latest change fyi:

What's New

0.023
+ Very premilinary YM2612 sound. It plays a simple fixed volume square wave beep in
response to Key On/Off events. In other words it sounds worse than a Spectrum!
And yes, it will get better don't worry!
Please don't e-mail me saying the sound sounds funny, I realise!

Of course since there is no Z80 emulation only the minority of games which don't
need the Z80 for sound work. I've compiled a short list, let me know if you find others
as I'm curious about this!

Alien Soldier
Afterburner II
Dragonball Z
Dynamite Heady
Fantasia
Golden Axe 2/3
Gunstar Heroes
Gynoug
Hokuto no Ken - Last battle
Legend of Toki
Mega Bomberman
Moonwalker (not running yet)
Panorama Cotton
Phantasy Star 4
Revenge of Shinobi
Samurai Shodown (not running yet)
Sega Soccer
Shadow Dancer
Shinobi 3
Sonic 1
Sparkster and Rocket Knight Adventures
Street Fighter 2 Plus Champion Edition
Streets of Rage
Streets of Rage 2
Strider
Sword of Vermillion
Test Drive 2
Toe Jam and Earl
Trouble Shooter

+ Added VRAM/CRAM/VSRAM read.
NHL Hockey 92 works, Hellfire now works. Gauntlet intro and Ghostbusters black square are
now fixed. Phantasy Star 3 works.
+ Fixed some problems with H-Interrupts.
Super Monaco GP, Gauntlet 4, Lotus 2, etc are now fixed.

0.020
+ I think I fixed that emulator hang - it seemed to be something to do with when the
time passed was less than one frame (e.g. the emulator was running too fast).

0.019
Cyclone changes:
+ Added movep opcode (Sonic 3 works)
+ Fixed a problem with DBcc not decrementing if the condition is false (Shadow of the Beast)

Nice!

Dave,could you maybe persuade Lars to give some more info on PicoDrive(what version of the core is used in each version of PicoDrive S60 etc etc),if he has the time that is,so maybe we can start a website for PicoDrive S60/UIQ and other Symbian projects you and Lars will think of 😉
You and Lars could manage it as you please.

A temporary fix for the Street Fighter freaks: It was mentioned here that if you don't press any buttons during the score count SF will not freeze.Well,that is not enough.IF you beat an opponent with a perfect score(full energy bar)the score loop bug occurs.So,to play SF without freezing,you mustn't press the keys during the score count,you mustn't win with a perfect score(give your opponents a free shot once in a while ) and you mustn't finish the bonus stages(the car and the barrels).

well i'm pretty in a rush to test SF2T with speaker sound 😉
DAve about picodrive how many % of the CPU is used cause it runs pretty fast how did u make it possible?
so i was wondering what u were thinking about GBA emulator on s60 = possible or dream?

BTW when will the emulator support diagonals and to press 2 keys in the same time cause i cant jump and go forward in street fighter 2 on my 6600

thanx for all the entertainment!

just to let me know : is it possible to make a release of picodrive for s40 phone like 6230 or technically unmakable

thanx

PicoDrive S60 doesn't have sound yet.The emulator is FAST because Dave coded the core in ARM ASM and not C++ like most of the other emus and Lars did a great job in porting it.

The emulator does support multiple keypresses.I can do a dragon punch anytime. 😛

PicoDrive on Series 40?Very unlikely - NOS Series 40 phones are a lot less powerfull then Symbian Series 60 phone in the CPU and RAM area;J2ME is a lot slower then C++ and its definitely not the language for applications that go deep in to the OS and access the hardware directly(PicoDrive).

I hope Dave can answer you GBA query.

okay but i cant do fireballs on my 6600 ! :'( what is your s60?
btw when i loose i have the countdown and it doesnt bug , but when i finish a stage it stucks...
i was talking about the preview of 0.23 which includes sound preview

GhostDog wrote:PicoDrive S60 doesn't have sound yet.The emulator is FAST because Dave coded the core in ARM ASM and not C++ like most of the other emus and Lars did a great job in porting it.

The emulator does support multiple keypresses.I can do a dragon punch anytime. 😛

PicoDrive on Series 40?Very unlikely - NOS Series 40 phones are a lot less powerfull then Symbian Series 60 phone in the CPU and RAM area;J2ME is a lot slower then C++ and its definitely not the language for applications that go deep in to the OS and access the hardware directly(PicoDrive).

I hope Dave can answer you GBA query.

GBA emulation is immoral and illegal, ripping off games currently in the shops for no practical purpose other than the distribution of warez. I will not develop or condone it for another 5 - 10 years at the very least. I do not currently regard it as 'emulation' in the way I like to think of emulation.

Being pedantic, Musashi is developed in C (it is part of MAME) not C++! Though you are spot on correct that PicoDrive's core (Cyclone) is ARM assembler. The rest of PicoDrive is pretty speedy C code (with C++ linkage for covenience). Presumably Lars's front-end contains some C++ since Symbian uses C++

PicoDrive on Series 40 is not going to happen - Nokia chose to completely close off the operating system, you cannot develop in 'real' programming languages like C, Asm, C++ for it

On Series 40 you can program in Java (J2ME), which is laughably bad. The JVM is hideously slow. Not only can you not write an emulator in it, you can barely write a game. Believe me, I know, I've written several. Sun chose not to provide any way of editing a bitmap, which is just ridiculous. If I had to compare it to a platform, I would say it's a bit like programming a Spectrum only with a high-level blitter, a slower processor and no direct screen access.

J2ME can only be decribed as a game programming language designed and engineered by people who have no idea about games programming.

It's sad, because Nokia Series 40 phones presumably have a great little cpu inside (36mhz?) which you could do something great with.
The best you could possibly hope for is someone from Nokia with access to the Series 40 source code compiling in a version of PicoDrive and making a new firmware for you to flash. And that ain't going to happen (unless there is some Series 40 hacking site I don't know about... let me know if there is, my phone is Nokia 6610!)

Thank god they moved to Symbian, an open operating system, something you can *do* something with like emulate a Megadrive

GhostDog wrote:A temporary fix for the Street Fighter freaks: It was mentioned here that if you don't press any buttons during the score count SF will not freeze.Well,that is not enough.IF you beat an opponent with a perfect score(full energy bar)the score loop bug occurs.So,to play SF without freezing,you mustn't press the keys during the score count,you mustn't win with a perfect score(give your opponents a free shot once in a while ) and you mustn't finish the bonus stages(the car and the barrels).

or i could just fix ABCD and SBCD of course 😊

I think one the flags isn't getting set when the 99 wraps round, or the 00 wraps round to 99 - Rolling Thunder and SOV do it as well...

This is the offending ABCD/SBCD opcode, anyone who knows how to program can you see anything wrong with the flag calculation?

<pre><tt>
// --------------------- Opcodes 0x8100+ ---------------------
// 1t00ddd1 0000asss - sbcd/abcd Ds,Dd or -(As),-(Ad)
int OpAbcd(int op)
{
int use=0;
int type=0,sea=0,addr=0,dea=0;

type=(op>>14)&1;
dea =(op>> 9)&7;
addr=(op>> 3)&1;
sea = op &7;

if (addr) { sea|=0x20; dea|=0x20; }

use=op&~0x0e07; // Use same opcode for all registers
if (op!=use) { OpUse(op,use); return 0; } // Use existing handler

OpStart(op); Cycles=6;

EaCalc( 0,0x0007, sea,0);
EaRead( 0, 10, sea,0,1);
EaCalc(11,0x0e00, dea,0);
EaRead(11, 1, dea,0,1);

ot(" ldrb r2,[r7,#0x45] ;@ Get X bit\n"😉;
ot(" tst r2,#2\n"😉;
ot(" addne r10,r10,#0x01000000 ;@ Add carry bit\n"😉;

if (type)
{
ot(";@ Add units into r2:\n"😉;
ot(" and r2,r1, #0x0f000000\n"😉;
ot(" and r0,r10,#0x0f000000\n"😉;
ot(" add r2,r2,r0\n"😉;
ot(" cmp r2,#0x0a000000\n"😉;
ot(" addpl r1,r1,#0x06000000 ;@ Decimal adjust units\n"😉;
ot(" add r1,r1,r10 ;@ Add BCD\n"😉;
ot(" mov r0,r1,lsr #24\n"😉;
ot(" cmp r0,#0xa0\n"😉;
ot(" addpl r1,r1,#0x60000000 ;@ Decimal adjust tens\n"😉;
OpGetFlags(0,1);
}
else
{
ot(";@ Sub units into r2:\n"😉;
ot(" and r2,r1, #0x0f000000\n"😉;
ot(" and r0,r10,#0x0f000000\n"😉;
ot(" subs r2,r2,r0\n"😉;
ot(" submi r1,r1,#0x06000000 ;@ Decimal adjust units\n"😉;
ot(" subs r1,r1,r10 ;@ Subtract BCD\n"😉;
ot(" submi r1,r1,#0x60000000 ;@ Decimal adjust tens\n"😉;
OpGetFlags(1,1);
}
ot("\n"😉;

EaWrite(11, 1, dea,0,1);

OpEnd();

return 0;
}

</tt></pre>

fdave:

Never done any arm asm, so I may be talking my head off here, but as you described that the problem is when values wrap around and after a wile looking at the code, it seemed that could the decimal adjustments tick it over when you either add or remove values at the extreme values?

Just a question about a Nintedo emulator. Someone asked for a GBA emulator, but I must say that I agree with you that it is like piracy. However, I don't think it would be the same thing for SNES , so I would like to know if such an emu would be possible on a N-Gage ? (note that if you don't make plan to do such an emu, I would only know if you think that it is possible with the cpu or is it too weak).

Oh, and btw, do you plan to add the multi saves states support for a game liked asked above in picodrive ??

I hope you will take the time to answer my questions, and I regret that I cannot help you on your problems in return 'cause I didn't know anything in programmation. Anyway, thanks again for your wonderful emu (I am always amazed by the screen quality after I have saw the results of the Fit Screen in MAME).

A new idea : is it possible to code some routine to disable the "bips" each time we press a key ??

Unregistered26 wrote:Just a question about a Nintedo emulator. Someone asked for a GBA emulator, but I must say that I agree with you that it is like piracy. However, I don't think it would be the same thing for SNES , so I would like to know if such an emu would be possible on a N-Gage ? (note that if you don't make plan to do such an emu, I would only know if you think that it is possible with the cpu or is it too weak).

Oh, and btw, do you plan to add the multi saves states support for a game liked asked above in picodrive ??

I hope you will take the time to answer my questions, and I regret that I cannot help you on your problems in return 'cause I didn't know anything in programmation. Anyway, thanks again for your wonderful emu (I am always amazed by the screen quality after I have saw the results of the Fit Screen in MAME).

SNES emulator would be totally fine in my books if someone wanted to do one - there are lots of games which haven't been re-released on GBA which people want to play again. I'm not planning to do one at this point though, I'm going up the 68000 route.

konttori wrote:fdave:

Never done any arm asm, so I may be talking my head off here, but as you described that the problem is when values wrap around and after a wile looking at the code, it seemed that could the decimal adjustments tick it over when you either add or remove values at the extreme values?

S**t! i think I know what it is actually...

ot(" addpl r1,r1,#0x60000000 ;@ Decimal adjust tens\n"😉;
OpGetFlags(0,1);

ot(" submi r1,r1,#0x60000000 ;@ Decimal adjust tens\n"😉;
OpGetFlags(1,1);

I think these should be addspl and subsmi, i.e. they should set the flags like N and Carry... argggh whatamistakadamaker

fdave wrote:S**t! i think I know what it is actually...

ot(" addpl r1,r1,#0x60000000 ;@ Decimal adjust tens\n"😉;
OpGetFlags(0,1);

ot(" submi r1,r1,#0x60000000 ;@ Decimal adjust tens\n"😉;
OpGetFlags(1,1);

I think these should be addspl and subsmi, i.e. they should set the flags like N and Carry... argggh whatamistakadamaker

Actually you guys can probably help, I get all confused about the Carry flag on ARM

I want the carry flag to be set if say 0xa0000000 gets reached and addpl adds on 0x60000000 and it wraps to 0x00000000

And a similar thing for submi, only I get confused about the Carry flag - it's opposite between 68K and ARM...

Unregistered27 wrote:A new idea : is it possible to code some routine to disable the "bips" each time we press a key ??

You should disable the key sounds in your current sound profile in your phone. I think that's the easiest way to get rid of the "bips".