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1.1 ! root 1: You can help to make this program better. If you fix bugs or implement new ! 2: features, I'd be grateful if you send me patches. For a list of interesting ! 3: projects, and for a brief summary on how UAE works, see below. ! 4: ! 5: A few guidelines for anyone who wants to help: ! 6: - Please contact me first before you implement major new features. Someone ! 7: else might be doing the same thing already. This has already happened :-( ! 8: Even if no one else is working on this feature, there might be alternative ! 9: and better/easier/more elegant ways to do it. ! 10: - Some coding guidelines. ! 11: * Avoid GNU C extensions by all means. They make your code non-portable. ! 12: * Avoid GNU indentation style by all means. It makes your code unreadable. ! 13: * Try to indent your code nicely. There are editors like JED, which is ! 14: available from space.mit.edu:/pub/davis and highly recommendable, that do ! 15: this for you automatically. ! 16: * Use eight space tabs, four space tabs make a mess of the code. ! 17: - If you have access to more than one Unix system, try compiling/running your ! 18: code on all of these. Remember, UAE is supposed to run on the DEC Alpha: so ! 19: don't assume sizeof(char*) == sizeof(int) == sizeof(long) ! 20: - If you have more than one Kickstart, try your code with each one. ! 21: - Patches are welcome in any form, but diff -u or diff -c output is preferred. ! 22: If I get whole source files, the first thing I do is to run diff on it. You ! 23: can save me some work here (and make my mailbox smaller). ! 24: ! 25: Some possible projects, in order of estimated difficulty: ! 26: - Someone with a 68020 data sheet might check whether all opcodes are ! 27: decoded correctly and whether all instructions really do what they are ! 28: supposed to do (I'm pretty sure it's OK by now, but you never know...). ! 29: - Modify UAE to run in two threads for systems that have more than one CPU. ! 30: I've thought of a way how to do it, but I don't have a multiprocessor board ! 31: to try this. Here's how it works: Start with smart update method #1. This ! 32: method nicely bundles all the data necessary for drawing a scanline into two ! 33: structures: linedescr and line_data. Instead of actually drawing the line ! 34: in the main task, signal the second one to use that information. Synchronize ! 35: the two at the end of a frame to avoid lossage. ! 36: If I haven't overlooked a big problem, it should be trivial. ! 37: Sound output could also be moved into a separate task, but the gain will be ! 38: much smaller. ! 39: - Improve the Kickstart replacement to boot more demos. ! 40: - Snapshots as in CPE. Will need to collect all the variables containing ! 41: important information. Fairly easy, but boring. (Use core dumps instead :-) ! 42: - Find out why uae.device has to be mounted manually with Kick 1.3. ! 43: The problem seems to be that we don't have a handler for it. I _think_ what ! 44: we need is the seglist of the standard filesystem handler. Problem is, ! 45: DOS hasn't been started when the devices are initialized and so we can't get ! 46: to the DosBase->RootNode->FileHandlerSeg pointer, and then there is the ! 47: confusing matter of BCPL GlobVecs and other weird stuff... ! 48: - The playfield hardware is the only important part of the Amiga that is ! 49: not really well documented in the HRM. Write some test programs that ! 50: do all sorts of weird things with the copper (like turning off bitplane ! 51: DMA during a line, and turning it directly on again: VERY interesting ! 52: result) and try to emulate this perfectly. ! 53: Not _really_ necessary, I think: Surprisingly, and unlike 8 bit computer ! 54: software, Amiga programs usually seem to make use only of documented hardware ! 55: features. ! 56: - Figure out a diskfile format that supports every possible non-standard ! 57: format. ! 58: - Implement 68551 MMU. I have docs now. Not among the most necessary things. ! 59: - Implement AGA support. Some bits and pieces exist. ! 60: - Reimplement Amiga OS. (Well-behaved) Amiga programs could then be made ! 61: to use the X Window System as a "public screen". Of course, not all the ! 62: OS would have to be re-done, only Intuition/GFX. [Started, look at gfxlib.c] ! 63: - Find some extremely clever ways to optimize the smart update methods. Maybe ! 64: try to support scrolling. Maybe find a way to update only parts of a line ! 65: (similar to LOW_BANDWIDTH). All such methods would probably be terribly ! 66: complicated, and not easy to get right without sacrificing compatibility. ! 67: Maybe it's not such a good idea. ! 68: - Port it to Java and Emacs Lisp ! 69: - A formal proof of correctness would be nice. ! 70: ! 71: Things I don't really want to do: ! 72: - Full ECS support, with braindamage like Productivity and SuperHires. ! 73: ! 74: How it works ! 75: ! 76: Let's start with the memory emulation. All addressable memory is split into ! 77: banks of 64K each. Each bank can define custom routines accessing bytes, ! 78: words, and longwords. All banks that really represent physical memory just ! 79: define these routines to write/read the specified amount of data to a chunk ! 80: of memory. This memory area is organized as an array of WORDs, which means ! 81: that those parts of the emulator that want to access memory in a linear ! 82: fashion can get a (WORD *) pointer and use it to circumvent the overhead of ! 83: the put_word() and get_word() calls. That is done, for example, in the ! 84: pfield_doline() function which handles screen refreshes. ! 85: Memory banks that represent hardware registers (such as the custom chip bank ! 86: at 0xDF0000) can trap reads/writes and take any necessary actions. ! 87: In some places, this scheme is abused: The uae.device and unixfs.device are ! 88: stored in a segment at 0xF00000 containing a ROMtag structure, so it is ! 89: recognized at bootup. Since this is a ROM area, writes shouldn't occur ! 90: normally and are therefore used to trap into emulation routines for these ! 91: devices. ! 92: ! 93: To provide a good emulation of graphical effects, only one thing is vital: ! 94: Copper and playfield emulation have to be kept absolutely synchronous. If the ! 95: copper writes to (say) a color register in a specific cycle, the playfield ! 96: hardware needs to use the new information in the next word of data it ! 97: processes. ! 98: UAE 0.1 used to call routines like do_pfield() and do_copper() each time the ! 99: CPU emulator had finished an instruction. That was one of the reasons why it ! 100: was so slow. Recent versions try to draw complete scanlines in one piece. This ! 101: is possible if the copper does not write to any registers affecting the ! 102: display during that scanline. Therefore, drawing the line is deferred until ! 103: the last cycle of the line. If the copper writes to a hardware register before ! 104: that, the function pfield_may_need_update() is called and this one determines ! 105: whether it should fall back to the cycle-for-cycle approach. This is very ! 106: rarely needed, mainly for copper-plasma effects and such, and the general case ! 107: is much faster. ! 108: ! 109: The CPU emulator no longer has to call all sorts of functions after each ! 110: instruction. Instead, it keeps a list of events that are scheduled (timer ! 111: interrupts, hsync and vsync events) and their "arrival time". Only the time ! 112: for the next event is checked after each CPU instruction. If it's higher than ! 113: the current cycle counter, the CPU can continue to execute. ! 114: ! 115: ! 116: Portability ! 117: ! 118: The main thing you need to worry about when porting UAE to a new platform is ! 119: the OS dependent source file handling all the graphics output. Currently, ! 120: there are xwin.c, svga.c, mac.c, dos-grx.c, dos-null.c, bebox.cpp and ! 121: NeXTwin.m. Rewriting one of these to use the features of your operating ! 122: system should be fairly easy. ! 123: You might need to worry a little about datatypes. UAE requires that your C ! 124: compiler supports 8 bit, 16 bit and 32 bit integers, otherwise a MC68000 ! 125: emulation would be not very easy to get right. Some typedefs to hide the ! 126: actual types used can be found in amiga.h. The CPU emulation is not the only ! 127: place that makes some potentially non-portable assumptions: The graphics ! 128: code in custom.c, mainly the pfield_doline() function and its friends, may ! 129: need some work if you have a really weird architecture. ! 130: The only thing that's left are some Unixoid assumptions, mainly in ! 131: filesys.c, but also in debug.c. Put in a few #ifdefs and modify the Makefile ! 132: if necessary/possible, or make up a dummy unixfs-null.c file that contains ! 133: stubs. ! 134: Apart from all that, it's fairly portable...
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