Showing posts with label 68000. Show all posts
Showing posts with label 68000. Show all posts

Monday, 29 November 2010

GitHub

After re-designing and re-engineering the CPU core I've now separated the 680x0 emulation into it's own project and I'm now using GitHub for hosting:

https://github.com/tonyheadford/m68k

This has taken a while although mostly because I've been too busy with other things to work on this. At one point I went up a blind alley writing code generation scripts in Ruby for a different approach to try and maximise speed (minimizing conditional code in the fetch and execute loop) and to further my Ruby skills, but it turned out to generate just too much code and made it unwieldy for both maintenance and my poor IDE.

It's quite exciting to be at a point where I can get back into the Amiga emulation.

Friday, 6 November 2009

Breakout

I am really enjoying getting back into the code. I've decided to bring all of the individual operation classes into the CPU class and make them inner classes. Lots of reasons for this but to me it just seems to be more logical for the individual instruction methods to access the internals of the CPU directly rather than through some static reference and public methods. This also means I'm removing tons of classes that helped with the previous abstraction and have adopted some simpler ways of decoding opcodes etc.

What this will lead to I hope is a much smaller and cleaner code base with no unnecessary coupling and a nice clean interface. With a bit of luck the performance might be better too, but I'm not really worried about that at the moment.
I am now thinking of creating a new project for the 68k CPU and hosting it on google code or github with a monitor/debugger/disassembler (and perhaps an assembler too) but separate from the Miggy project.

Once this is done I'll then return to Miggy and build it using this CPU core.
Thoughts anyone ?

Sunday, 1 November 2009

Back in the saddle

Woooah where did 2009 go ?

I've recently been having huge urges to get back on with this little project and I decided to go grab the code again and begin trying to find time to do some more.
Amazing how a little time makes you look at things differently. I've only just started nosing through the code again and plenty of "what was I thinking!" thoughts are appearing.
I've decided to switch to Eclipse to continue developing Miggy. I've switched full-time to my MacBook Pro now and my beloved IntelliJ isn't behaving itself properly on Snow Leopard. I can't afford or justify the upgrade to the latest version when there's free tools around that should be up to the job. I say "should be" because my previous attempts at using Eclipse have ended in plenty of swearing and its swift removal from my hard-drive. But that was a long time ago and I'm a forgiving soul/sucker for punishment.

My first thoughts are I should really get the core 68k emulation done and dusted as a separate module. I think it's there or there abouts already but I've found loads of dependencies and coupling that really shouldn't be in there, so I want to clean it up. This will certainly help me get back in the saddle with the code too.

Monday, 17 November 2008

Debugger Alpha

I thought I just make a quick post to show the GUI debugger I've been working on the last week or so. It's incomplete but working well enough to put a grin on my face while stepping through code.

A quick screenshot:



The disassembly syncs nicely with the Program Counter as you step through and registers are all editable in place too.
Still to do are breakpoints and the memory views alongside the registers.
Bananas all round to those who noticed that I've borrowed the layout from Devpac's MonAm debugger ;)

Monday, 27 October 2008

On me head son

I'm throwing huge lumps of code into the repository at the moment.  I got the first pass at the instruction emulation in and am now writing and executing unit tests.  I've already found and fixed a whole bunch of problems, especially in my condition code flag calculations.

Hooray for unit tests !

It is also incredibly satisfying to watch the tests complete successfully or to follow the operations step by step and see the instructions actually doing the right thing :-)

Sunday, 19 October 2008

Disassembler v0.1

I've put the first code drop into the google project repository and thrown together a download containing the compiled jar and a couple of scripts to run the disassembler.

The code isn't pretty at the moment, there's very little in the way of comments and there are virtually no test cases.  I'm a bad man.  That will all change in due course but I was keen to actually get something out there.  I'm itching to start on the emulation code and the release of this milestone will enable me to make a start now.

The disassembler knows nothing of executable formats but seems quite happy to disassemble lumps of compiled 68000 code.  My test file of choice has been the Amiga Kickstart 1.3 ROM.
I'm sure there are bugs, if anyone decides to try it out, please let me know what you think and if you find any problems.

If you want to try it out, you can grab the binary release here
You'll need a recent Java runtime environment installed 1.5 or 6.
Extract the archive to a directory and run either the disasm.bat for Windows or disasm.sh for *nix:

disasm.sh [-b <address>][-o <file>] filename

-b address -> The base address to use for the disassembly output.
-o offset -> Byte offset into the file to start disassembling from.

Have fun.

Thursday, 16 October 2008

Twist and Shout

I had a bit of a redesign after being rather unhappy in how messy things were becoming trying to handle the 10-bit masking and hashing, and the subsequent overlapping instruction handling that it required. I decided to add the responsibility of registering opcodes down to the individual instruction classes. This means they can correctly register for the range of opcodes they will handle in full 16-bit glory. It also means these are stored in a 16-bit look up table, directly indexed by the opcode itself. No hashing or maps required and no autoboxing of opcode values to store and retrieve the instruction classes.
The CPU instructions are all loaded dynamically via a configuration file too, so different 680x0 family processors or opcode implementations can be configured quickly.

Yay.

Apart from imminent RSI things have gone well. The disassembler is very nearly done, I'm debugging at the moment. I really want to add a lot more unit tests though, as in my coding frenzy I have been a bit lax in that department.
Once the debugging is complete and I'm happy it's disassembling correctly I'll post the code on the google code project and make a compiled version available too.

Double Yay.

Thursday, 9 October 2008

Come back z80 ...

No, not really.  Many moons ago I wrote Gameboy emulator with a cut-down z80 CPU.  Although I never got as far as handling sound, everything else worked quite nicely.  I wrote it in C++ with the CPU core written in x86 assembler.  Thinking back now it seems an order of magnitude simpler than emulating a 68000 in Java.

The painful thing with the 68000 is that the instructions are complex.  Decoding the machine code isn't as simple or straight forward as something like a z80.  The 68000's instructions are all 16-bit words and decoding these is somewhat long winded.

The goal is to quickly identify each instruction so that it can be emulated as fast as possible without wasting precious time trying to determine which action to perform.  I also want to use the same determination algorithm for both the emulator and the disassembler.

I've settled on a scheme of using the 10 most significant bits of an instruction for identification.  This covers the majority of the instruction set and allows me to determine the size of the operation in most case (byte/word/long).  There are however a few special cases where more of the instruction needs to be used for qualification.

I want my core loop clean and envisage something like this simplified pseudo code:

while(running)
short opcode = readMemWord(reg_pc)
Instruction i = Instructions.get(opcode & 0xFFC0)
i.execute(opcode)
end while

I don't really want the mother of all switch statements in there, so I will use a hash collection of some sort, keyed against the 10 most significant bits of the opcode paired with an instance of the class that implements that particular instruction.  This allows me to write a class to handle each instruction and specialise it to handle different operation sizes too.

To facilitate this, I have an Instruction interface that these classes all implement that looks like this:

public interface Instruction
{
  public int execute(int opcode);
  public DecodedInstruction disassemble(int address, int opcode);
}

The disassembler will work in exactly the same way, except calling disassemble instead of execute.

The disassembler is about half done now.  Back to it.