Significant progress today!
@Toya from the MiSTer dev-talk channel on Discord pointed me at jotego's fork of the fx68k core that is compatible with Verilator. After (finally) discovering that Verilator will randomly create new .cpp files when you add code, I was able to build the 68k CPU into the simulation.
That also required adding the CPU ROM files to the download, with some (more) emulated ROM in the simulation. A few debug cycles later and it was downloading the CPU ROM to the emulated memory!
Next step was to see if the CPU was executing the ROM code correctly. Have to admit this took a couple of hours to get right. At first I couldn't get the CPU to start out of reset; turned out that BGACKn was tied low and the core was spinning waiting for... something to happen.
Following the trace, it seemed to fetch the RESET vector and start executing, even the subsequent branch. Then it entered a long loop where the entire ROM contents are fed into the Namco CUSKEY chip as a protection check. This is where my brain stopped working for an hour or so...
I won't go into too many details, but rather fast-forward to where I'd added 'breakpoints' into the simulation to stop when the address bus had a certain value, so I could halt at the routine where it starts to write to the YGV608 registers. That appeared to work, but what was happening after that didn't match the code at that point?!? Fast forward an hour or two and I suddenly realised - it wasn't EXECUTING at the breakpoint address, it was feeding that address into the CUSKEY!!!
A few hacks later and I managed to halt it at the actual breakpoint. Now I could finally debug the YGV608 register interface and tweak (fudge) the pattern name table pointers for the mode I wanted. While I was at it, I also added the code to pick up the border colour from the register. And here is what is displayed in the simulation:
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Clear screen and correct border colour - in simulation |
It may look like I've gone backwards, but in fact code is running from the ROMs and has cleared the screen, removing all the '0' characters from the empty pattern name table memory. And note the border is black, as it should be.
I have a few options moving forward from here.
One is to add the palette register interface and allow the code to set the palette, rather than use the hard-coded (but correct, partial) palette I have now.
Another is to find out why nothing else happens on the screen - it should eventually display the self test screen, and then continue to the menu. It's possible that it requires (at least) the VBLANK interrupt to get that far. Or some other I/O location to be implemented/fudged.
UPDATE: It's spinning reading $40002 waiting for something to set bit 7...
Or I could try to get this running on MiSTer. That will require another attempt at getting things running from SDRAM - both Graphics ROM and CPU ROM. Something that could require a few days at least.
I think I'll attempt the above in the order I've listed.