andkrau / NuanceResurrection

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Nuance 0.6.6 Copyright 2002 - 2007 Mike Perry and 2020 - 2024 all the open source contributors (see separate license.txt) Continued using the released source in honour of the original author by Carsten Waechter (toxie at ainc.de) in 2020 NUON is a trademark of Genesis Microchip, Inc.

Disclaimer

This emulator was developed in a clean room setting, using only the Nuon SDK architecture documentation, the llama assembler, vmdisasm disassembler, and lots of hand crafted automation tools to help generate assembly files and parse the output. I cannot guarantee that this program will not blow up your computer. It is certainly capable of causing memory access violations. If you lose unsaved data while playing with it, don't say that I didn't warn you.

Requirements

This emulator requires SSE2 instruction support, at least 200 Megabytes of free RAM, and an OpenGL 1.5 implementation with support for GLSL.

The emulator is completely and utterly CPU bound. Machines that do not meet minimum requirements may even suffer reduced performance when running the less demanding SDK demos, or may hang on certain game situations (in the latter case try disabling AudioInterrupts in the 'nuance.cfg', at the cost of missing or screwed up sound).

Installation

Extract the distribution files into a new directory, click on Nuance.exe and you're good to go. The bios.cof, minibios.cof and minibiosX.cof files contain Aries assembly implementations of some BIOS routines and a complete miniBIOS. These files must be kept in the same directory as the main executable. Nuance also makes use of the Glew OpenGL extensions library. The Glew32 DLL is included with the Nuance distribution but may not always be the most recent version of the DLL. For this reason, the Glew32 DLL should be kept in the same directory as Nuance unless your system already has a more recent version of the DLL somewhere in the standard DLL search path, in which case the Nuance provided Glew32 DLL may be safely deleted.

The emulator uses configuration files for initializing options. The configuration file to use can be specified by passing in the file name as a parameter to the emulator executable. If no parameter is specified, the default filename 'nuance.cfg' is assumed.

Each configuration file must be updated to select an appropriate base path to be used for loading files from DVD. The entry should point to the directory containing the nuon.run and nuon.dat files. The DVDBase config entry is prepended on to the file name parameters passed to MediaOpen and FileOpen. The path names should have a trailing backslash. If you wish to run of the commercial games off of an original DVD, set the DVDReadBase entry to ":\Nuon\" where

is the drive letter of the DVD drive. Dynamic recompilation may be configured similarly using an entry labeled "DynamicCompiler." Additional settings for the dynamic compiler are discussed in the Dynamic Compiler section of this document. Instructions ============ The emulator will display a control panel window where you can load a file, start and stop individual processors and start and stop the emulation loop. The LED indicators at the top left of the control panel show which processors are currently running. You can double click the LEDs to toggle the running state of each processor. This should only be done while the main emulator loop is stopped. Use the Load File button to load a COFF executable or NUONROM-DISK file into memory. If the load is successful the emulation loop will automatically be started as if the "Run" button were pressed. Prior to starting the emulation loop, the pcexec register of MPE3 will be set to the entry point of the executable and the mpeGo bit of the mpectl register will be set. Use either the "Run" or "Single Step" buttons to execute a sequence of code. If the Single Step button is used, the emulator will attempt to execute a single instruction on each of the four MPEs. If an MPE does not have its mpeGo bit set, no instruction will be executed on that MPE. If the Run button is used, the emulator will execute instructions on all of the MPEs until it detects that all MPEs are halted. Use the stop button to stop the emulator loop. When the "Stop" button is used, the running state of each processor is not modified, only the flag that enables the emulation loop to execute another iteration. Note that when the dynamic recompiler is enabled, the processors may execute blocks of code consisting of multiple packets. This will behave as if each processor has a code-dependent system clock. If synchronous operation is required during debugging, use the single step mode. Use the "Single Step" button to execute a single instruction on each processor that is currently running. The single step mode will work even if the dynamic recompiler is enabled. Prior to executing each instruction, the code cache of compiled blocks is invalidated so that only a single packet will be interpreted. This may cause a brief reduction in performance when the "Run" mode is re-entered due to the fact that some blocks will need to be recompiled. When using single step mode and when the emulator loop is stopped, the display window in the center of the screen will be updated with a disassembly of the next packet to be executed. To change the MPE that is used for disassembly, single click one of the MPE labels next to the MPE LED indicators. Note that the disassembly may not represent the original ordering of instructions within the packet and that the disassembly shows the instructions in their canonical form. One user breakpoint address may be specified using a text file named "breakpoint.txt" located in the Nuance working directory. If this text file is present, the emulator will halt any MPE that attempts to execute an instruction at that address. This can be used to emulate a 'run to breakpoint' mode. To run a program without the breakpoint, simply set the breakpoint address to 0. The text file may contain multiple lines, but only the first line is parsed. The first line should contain a 32-bit hexidecimal address, e.g. "20301ABC" followed by a carriage return. There are two interlaced fields per frame. A real NTSC Nuon-based player displays at 60 fields per second. Joystick emulation via keyboard is active only in the video display window. The video display window may be resized to any desired size and the video output will be stretched to fit. To quit the application, stop the processor emulation and then click the close button of the Control Panel window. Loading commercial games ======================== I know that many users are only going to care about playing the games. This set of steps should serve as a foolproof method for successfully runnning a commercial game. Then again, I'm sure theres a fool waiting to prove me wrong. (1) If you want to run one of the supported commercial games from a DVD player, simply skip to step (3). The emulator automatically sets the DVDBase variable to the directory containing the selected program. (2) If you want to run of the supported commercial games from some other media type, copy all files from the Nuon directory on the DVD to a directory on the media from which you wish to load the files. Most games will only require the nuon.run and nuon.dat files found in the Nuon directory of the DVD. Some games may have additional data files that are required, but if the nuon.run and nuon.dat files are not copied, you are doomed to certain failure. The emulator does *not* support any form of image file. The files must be accessable via standard file system calls. An image file mounted in a virtual DVD device will work but the image must be a complete DVD image. (3) Click the "Load File" button. Dynamic Compilation Options =========================== Nuance is now capable of compiling basic blocks of code, performing optimizations on the code block and interpreting the optimized instruction sequence. This allows enhanced performance due to code optimization and reduction of dispatch loop overhead, particularly where multiprocessor synchronization and interrupt processing is involved. This section describes the configuration file entries that apply to the dynamic compiler. For more information on the implementation details of the compiler, please read the 'DynamicCompiler.txt' file included in the distribution package. The configuration entries applicable to dynamic compilation are: [DynamicCompiler] Enabled/Disabled: forces (slower) interpretation when disabled, recommended: Enabled [CompilerConstantPropagation] Enabled/Disabled: toggles constant propagation phase that is performed after fetching the block instructions NOTE: Still buggy, recommended: Disabled [CompilerDeadCodeElimination] Enabled/Disabled: toggles dead code elimination phase that is performed after constant propagation NOTE: Still buggy, recommended: Disabled [DumpCompiledBlocks] NOTE: This option is only available in custom builds, not released versions! Enabled/Disabled: toggles file dump of blocks that are compiled during execution. When enabled, the emulator will print the resulting optimized blocks in a readable format to the files SuperBlocks0.txt through SuperBlocks3.txt corresponding to MPE0 through MPE3. Note that these files can grow in size very quickly. It is not uncommon for the files to grow beyond 500 megabytes or even wrap around the maximum file sise of 4 GB. There are not too many text editors that will successfully open a file greater than 400 MB and so if a dump file grows this large it is not recommended to open it else the chances of locking up your system is high, recommended: Disabled [T3KCompilerHack] Enable/Disabled: toggles a compiler hack that avoids errors in T3K that occur even without optimization enabled. The penalty is an increase in non-compilable instructions and less chance for constant propagation. NOTE: This does not seem to be needed nowadays anymore, but i left it in for now, lets see, recommended: Disabled (so please use the recommendation in GameCompatibility.txt instead) Flash ROM Support ================= Nuance provides emulation support for the Atmel AT49BV162A/163A flash EEPROM chips. These chips provide 2MB of ROM space starting at address $F0000000. The flash interface is compatible with the VMLabs libflash library. When the emulator is started, the virtual flash ROM will be populated with data from the file "flashEEPROM.bin" if it exists. When the emulator is exited, the virtual flash ROM contents will be dumped back out to the "flashEEPROM.bin" file. The virtual flash EEPROM memory range can be accessed via standard MEM unit load instructions. The emulator cannot currently execute instructions out of ROM. Please note that the ROM emulation is not perfect and can cause corrupted bytes to be output in a repetitive fashion when running the Samsung BIOS update program. printf Debugging (kprintf) Support ================================== The Nuon rombios library implements a function 'kprintf' which isn't included in any of the SDK headers, but is defined as follows: extern void kprintf(const char *fmt, ...); And behaves like one would expect printf to. Nuance implements this BIOS function by storing the generated text in a ring buffer that can be viewed in the status dialog by clicking the "kprintf Log" button. Additionally, Nuance can log the kprintf output to a file. To enable logging, include the [DebugLogFile] section in your nuance.cfg file, and include the filename (or full path) of the desired log file on the next line, e.g.: [DebugLogFile] nuance_debug.log Here is a small sample code listing demonstrating how to use the functionality in a Nuon program: #include extern void kprintf(const char *fmt, ...); int main(void) { kprintf("Hello, world! %d %d %d\n", 1, 2, 3); return 0; } Compiling and running this program in Nuance will output: Hello, world! 1 2 3 In the kprintf Log status and the debug log file, if configured. Known Issues ============ Compiler issues: The constant propagation optimizations are still being debugged. Some programs can be safely run with constant propagation turned on while others cannot. Dead code elimination is extremely buggy. Some programs will appear to be working smoothly only to freeze unexpectedly later on. Play around with compiler options to determine the best setting for a particular program. The T3KCompilerHack option must be enabled in order for T3K to avoid crashing during level selection, even if compiler optimizations are disabled. NOTE: This hack does not seem to work anymore on nowadays systems, so please use the recommendation in GameCompatibility.txt instead Pixel shader issues: The current pixel shader only fully supports pixel mode 2 (16-bit, no Z-buffer) & 4 (32-bit, no Z-buffer). Others partially fall back to the CPU. Speed issues: This is a CPU intensive emulator and there is no way around that. NISE support: The emulator does not use a native implementation of the NISE mixer. This means that if your system cannot run Nuance reasonably fast, you can expect audio to sound distorted, slow and possibly several octaves lower than expected. When running with dynamic recompilation enabled, sound output is reasonably good and so audio interrupts are enabled by default. Audio interrupts can be disabled via the configuration file but some programs may not work correctly if audio interrupts are not enabled. In particular, some games will wait for a particular sound to complete where the completion is determined by NISE having had played all samples. If audio interrupts are disabled, NISE will never update the sample pointer and hence will never update the sound channel as being available. This is observable in Chomp where running into a ghost will lock up the game as the "player died" sound never "finishes" causing a wait loop to execute indefinitely. SYNTH support: At this point in time, libSYNTH is not supported. Unlike libNISE, the synth code configures the audio DAC to interrupt after each sample. This is impossible to emulate using a timer based approach. It may be possible to use a performance timer (e.g. timestamp counter) but this method of timing is not currently supported. Sound support: Audio is implemented using the FMOD library. The emulator supports all DAC configurations made possible through the Nuon BIOS audio routines. Multi-cycle instructions: The dot product, multiplication and load instructions take two cycles to execute on the real Aries processor. As with most emulators, this behavior will not be emulated. The implementations of these instructions will be such there is an imaginary pipeline stall after a packet containing one of these instructions. Since code must be written to assume that there is no stall, this implementation choice is not a problem since code should not be accessing the destination register until two cycles after a dot product, multiply or load is issued. BIOS calls: The emulator supports BIOS calls but not all BIOS functions are implemented at this time. It is safe to call unimplemented BIOS functions but they will not perform any useful actions. Please read bios_support.txt for a list of implemented BIOS calls. The current BIOS implementation does not passing pointer parameters that point to a remote MPE address. For example, if MPE3 makes a BIOS call that takes a pointer parameter, the pointer must point to local memory on MPE3. MINIbios: Two minibios implementations allow MediaInitMPE to install the minibios on any of the four MPEs. The use of the minibios on MPEs other than MPE0 has not been tested but should work. The only difference between the two implementations minibios and minibiosX is that minibiosX addresses are shifted down by 4KB as required by the NISE library. DMA support: DMALinear: All transfer modes have been implemented but only contiguous scalar mode has been tested. Byte mode transfers and contiguous word transfers are supported but may not behave true to life since no example of non-scalar transfers is known. Skah_T has attempted to perform byte transfers on a real Nuon player using what looked like reasonable DMA flags but the result was a locked up player. Without knowing how byte transfers are really supposed to work, I have implemented byte mode in the same fashion as scalar mode except that the destination stride is one word and the LENGTH/XSIZE field is interpreted as the number of words to be transfered rather than the number of scalars to be transfered. In this mode, the source address and destination address are both incremented by one word for each word or partial word transfered. This routine will work with both Other Bus and System Bus addresses. DMABiLinear: Bilinear DMA is supported but only standard left-to-right, top-to-bottom DMA direction flags have been tested beyond what is used by demos and commercial games. Almost all pixel modes are supported with the exception of Z-value only reads and writes. DMA transfer is implemented as a loop of simple memory copies. Transfers to and from control register memory areas will not trigger the standard register behavior that is obtained via load and store commands. I could implement this feature but then I'd have to kill you. Single and batch mode transfers are allowed but chained DMA transfers are not yet implemented. Interrupts: Interrupts are fully supported but hardware specific interrupts such as VDP interrupts are not emulated. Comm, timer, VDG and software interrupts should behave as expected. Note though that timer, video and audio interrupts (and also VSyncs) are triggered (mostly) at an 'ideal'/PC-based-timing, so that the emulator will behave as an "over- or under-clocked" Nuon to Nuon-apps, which so far all tested apps seem to be able to cope with though, as they feature some variant of a syncing mechanism to not run too slow or fast. The benefit of doing emulation like this is, that sound and gameplay will (mostly) run at the intended speed even when running the emulator on a PC that will not be able to match 50/60 fps (full cycle emulation speed). Comm Bus support: The communications bus is fully supported for communications between MPEs. Similar to DMA implementation, the real world latency of the Comm Bus is not emulated and it is possible for a target MPE to receive a sent packet in the same cycle in which it was sent. If no commrecv handlers take care of a received packet, the packet is placed into a one entry queue for future retrieval. If the queue is full then the packet is dropped. Most hardware comm bus targets are unimplemented. Only the VDP clut and audio configuration register read and write commands are supported. Memory management support: A simple memory manager is implemented that supports the necessary functionality for the MemAlloc and MemFree BIOS calls. Alignment requests may be any power of two including one. MemAlloc requests for kernel memory are not currently allowed. This should not be an issue because user applications are not supposed to request kernel memory. As with the real Nuon BIOS, the 64K range starting at $80000000 and the 640K range at $80760000 is not made available to user programs. The current implementation of MemLocalScratch always returns $20100D00 and a size of 512 bytes. This is due to a flaw in some commercially compiled versions of MML2D where an environment variable field will overflow for values greater than 3968 bytes. Framebuffer support: The 8-bit, 16 bit, and 32 bit pixel formats are supported, with or without Z. A real Nuon system requires that the frame buffer reside in Main Bus SDRAM. The emulator can also handle frame buffers in System Bus DRAM. You can also write directly to frame buffer memory when running emulated code but on a real Nuon system, the frame buffer should only be accessed via DMA. The emulator stores the frame buffer in a standard linear fashion but the Nuon video processor stores frame buffer data in an interleaved, cache optimized fashion in order to speed up retrieval, particularly when filtering is used. The emulator performs YCrCb to RGB color conversion using pixel shaders. This allows complete hardware acceleration of the color conversion process, saving several hundred million CPU cycles per second that are now available for use by the processor emulation thread. Joystick support: By default, the keyboard may be used to control Controller slots 0 and 1 using the following keys: A: Button Start S: Button Nuon/Z D: Button A F: Button B Q: Button LShoulder T: Button RShoulder W: Button C_Left E: Button C_Down R: Button C_Right 3: Button C_Up Up: DPad Up Down: DPad Down Left: Dpad Left Right: DPad Right Z: switch between controller 0 and controller 1 The default controller bindings can be modified by including a [Controller1Mappings] section in the configuration file, followed by a list of = pairs. The available controller button names are: CPAD_UP CPAD_RIGHT CPAD_DOWN CPAD_LEFT A B L R DPAD_UP DPAD_RIGHT DPAD_DOWN DPAD_LEFT NUON START The format for joystick/keyboard bindings is: __ Where can be: KEY - A keyboard key JOYBUT - Joystick button JOYAXIS - Joystick axis, usuallly an analog stick axis. JOYPOV - Joystick point of view direction, e.g., a D-pad button. can take on the following values, depending on : KEY - A win32 Virtual Keycode. See https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes for a list of valid values. Note the value must be in decimal, not hex. JOYBUT - A Joystick button number. JOYAXIS - A Joystick axis index. JOYPOV - A Joystick POV control index. Usually 0. cantake on the following values, depending on : KEY - Must be '0' JOYBUT - Must be '0' JOYAXIS - '0' = axis min direction, '1' = axis max direction JOYPOV - '0' = up, '1' = right, '2' = down, '3' = left. To figure which buttons/controls are which, you can use the "Properties" button on the "Set up USB game controllers" control panel widget. Note the buttons in the config file are indexed from zero, while the numbering in the control panel widget starts at 1. Aries version: At the moment the emulator is hardwired to assume an Aries 2 generation chip History ======= version 0.6.6: Implement (bi)linear address mirroring properly and enable it Optimize (bi)linear memory reads, and some memory stores Optimize DMA transfers (especially all that are triggered by T3K) Fix linear DMA if Write & Dup & Direct mode Fix linear DMA when writing to local control register Fix missing 0x7F mask for shifts in certain mul/shift ops when using the dynamic recompiler Implement BDMA_Type8_Read_0 (e.g. fixes Space Invaders 'Overlay' play mode) Add zero 'area' return to GetPointerToMemory(), as some games read 'invalid' mem regions (like $0 which returns 0 on Nuon HW) 01/04/2024 version 0.6.5: Fix loading of nuance.cfg when drag and drop is used Hide mouse cursor when in fullscreen mode Make rendering window behave like the others when trying to close it (e.g. clicking 'X' and Alt-F4 work now) Fix user breakpoints Fix 16/16z pixel format bilinear DMA Enable kprintf outputs (also new documentation about it within this readme file) Fix regression in code interpreter (shift+XXX opcodes) Slightly optimize code interpreter (ALU add+/sub+XXX opcodes) 01/10/2023 version 0.6.4: Fix command line file parsing, also drag and drop will now work properly Fix wrong handling of global overlay alpha values > 0 Optimize OpenGL output shaders Fix CRT-like shader for very high resolutions (e.g. 4K) Retweak CRT-like shader to be a bit more realistic compared to common CRT TVs back in the days 01/04/2023 version 0.6.3: Add new (optional) postprocessing CRT-like shader ([UseCRTshader] in the .cfg), enabled by default, looks best in fullscreen Its now possible to specify a file that should be loaded directly from the command line, e.g. nuance.exe C:\NuonGame\nuon.run this will also automatically launch in fullscreen mode, too Add new [Controller1Mappings] section in the .cfg along with DirectInput support for joypads/sticks and an additional UI dialog to configure keys/buttons Fix a lot of problems with the MPE IRAM overlay areas and the code caching of these Make MPE IRAM overlay caching more efficient Merlin Racing now is playable (although the AI carts are still driving around randomly) Update status window on single stepping, too Add missing registers to status window Add debug output for BIOS calls Add new [AutomaticLoadPopup] section to configure if the automatic file selection pops up on startup or not 11/27/2022 version 0.6.2: Tweak audio interrupts some more Correctly set DST Some internal buffer overflow protection Improve debugging output a bit 09/19/2021 version 0.6.1: Optimizations Fix some more opcode implementations Improve Video- and SysTimer precision 5/28/2020, version 0.6.0: Fix corrupted gfx in (at least) T3K Fix wrong DMAs in Ballistic and Merlin Racing (so that these display mostly (always?) correct now) (Mostly) fix distorted sound Optimizations all over the place (memory usage and performance) Always enable Pixel Shaders and fully support pixel mode 2 for more performance Remove fields-per-second and always-update-video settings in the 'nuance.cfg' Support Nuons VSyncing mechanism if a PC is emulating 'too fast' Resolve a lot of hangs during gameplay, although this can still happen in some demanding situations (especially on low end PCs) Fix fullscreen toggle (via F1/ESC) Rudimentary support for x64/64bit compiles, needs to force-disable dynamic compiler though Enable Reshade support by using double buffering 5/30/2007, version 0.5.0: Fixed tons of compiler bugs. Fixed TimeToSleep routine, allowing Snake to work again. Added compiler support for all remaining instructions including delayed branches. Implemented syscall interface. Added SetISRExitHook BIOS call. Fixed problem with minibios MPE hanging when audio library initialized prior to sprite library. Added functionality required to support bootloader. 2/05/2006, version 0.4.0: Fixed most BIOS related bugs to the point where the only demos that do not run correctly are those that use libSYNTH or fancy z-buffer modes. Added support for FileOpen, FileClose, FileRead, FileWrite, FileLSeek, and FileStat. Added support for 4-bit DMA and 4-bit/8-bit framebuffer modes, fixing corrupted textures in Tetris. Implemented ability to recompile to native x86 machine code. 10/16/2004, version 0.3.2: Fixed critical IntSetVector errors which were breaking user ISRs, particularly comm handlers. Added support for VDG interrupts. Fixed code in video_m32_o32 fragment shader and made it the default fragment shader instead of video_m32.fs. Added Atmel AT49BV162A/163A flash emulation to duplicate the flash functionality of the Samsung N501. 7/03/2004, version 0.3.1: Fixed thread synchronization oversight that caused abnormally slow execution of all programs using multiple framebuffers, namely commercial games. Tweaked internal cache routines to significantly reduce cache invalidation overhead and greatly improve performance of programs with large working sets, e.g. most stuff running out of external memory on mpe3. 6/30/2004, version 0.3.0: Added dynamic recompiler with support for block coalescing, constant propagation and dead code elimination. Added support for standard non-rectangle textures. Added pixel shader support for pixel mode 4 (GLSL required, no overlay support). Added optional command line parameter for specifying configuration file. Added compiler options and video options to configuration file. 6/30/2004, version 0.3.0: Added dynamic recompiler with support for block coalescing, constant propagation and dead code elimination. Added support for standard non-rectangle textures. Added pixel shader support for pixel mode 4 (GLSL required, no overlay support). Added optional command line parameter for specifying configuration file. Added compiler options and video options to configuration file. 4/03/2004, Version 0.2.2: Fixed BIOS interrupt level1 comm handler bug introduced in the previous bug fix release. Switched from Extgl to Glew for OpenGL extensions management. 3/24/2004, Version 0.2.1: Repaired bug in BIOS implementation that caused getenv to always return NULL. 3/22/2004, Version 0.2.0: Fixed flag bug in MSB instruction handler. This fixes Decaying Orbit and the NISE audio library. Added audio playback support via the FMOD library. Updated the minibios bios implementation to fix potential issues with the NISE audio library. Added a second minibios implementation as required by the NISE audio library. Disabled stdout and stderr edit boxes due to memory sharing problems with FMOD. Added BIOS support for CommmSendRecvInfo, CommSendRecv, CommSendRecvInfo, TimerInit and SpinWait. Rewrote TimeToSleep in Nuon assembly to support a non-blocking version of the function that blocks only the MPE that called the function. 11/25/2003, Version 0.1.0: Major update from 0.0.1B. Honestly there are too many to list and I stopped keeping track somewhere in the middle. Dozens of critical bugs were squashed and the process, most of the remaining SDK demos began to work including MML2D, MML3D, M3DL and MGL demos. Most importantly, commercial games are now playable! In chronological order, the games that are playable are: Space Invaders XL, The Next Tetris, Merlin Racing and Tempest 3000. The Next Tetris suffers from texture corruption but the other three games are perfectly emulated. This release is a major milestone in the history of the emulator. 11/01/2003, Version 0.0.1B: Bugfix release of 0.0.1A. Added a memory display to the register window which allows MPE local memory, main bus RAM and system BUS ram to be examined in single step mode. The display will not update during normal emulation. Decoding and output dependency bugs were fixed for ST_S #nnnn,