BizHawk/BizHawk.Emulation/Consoles/Nintendo/NES/Core.cs

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C#
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using System;
using System.Linq;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Collections.Generic;
using BizHawk.Emulation.CPUs.M6502;
namespace BizHawk.Emulation.Consoles.Nintendo
{
public partial class NES : IEmulator
{
//hardware/state
protected MOS6502 cpu;
int cpu_accumulate; //cpu timekeeper
public PPU ppu;
public APU apu;
byte[] ram;
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MemoryDomain.FreezeData[] sysbus_freeze = new MemoryDomain.FreezeData[65536];
NESWatch[] sysbus_watch = new NESWatch[65536];
protected byte[] CIRAM; //AKA nametables
string game_name; //friendly name exposed to user and used as filename base
CartInfo cart; //the current cart prototype. should be moved into the board, perhaps
INESBoard board; //the board hardware that is currently driving things
//user configuration
int[,] palette = new int[64,3];
int[] palette_compiled = new int[64];
IPortDevice[] ports;
public void HardReset()
{
cpu = new MOS6502();
cpu.ReadMemory = ReadMemory;
cpu.WriteMemory = WriteMemory;
ppu = new PPU(this);
apu = new APU(this);
ram = new byte[0x800];
CIRAM = new byte[0x800];
ports = new IPortDevice[2];
ports[0] = new JoypadPortDevice(this);
ports[1] = new NullPortDevice();
//fceux uses this technique, which presumably tricks some games into thinking the memory is randomized
for (int i = 0; i < 0x800; i++)
{
if ((i & 4) != 0) ram[i] = 0xFF; else ram[i] = 0x00;
}
//in this emulator, reset takes place instantaneously
cpu.PC = (ushort)(ReadMemory(0xFFFC) | (ReadMemory(0xFFFD) << 8));
//cpu.debug = true;
}
public void FrameAdvance(bool render)
{
Controller.UpdateControls(Frame++);
ppu.FrameAdvance();
}
protected void RunCpu(int ppu_cycles)
{
int cycles = ppu_cycles;
if (ppu.PAL)
cycles *= 15;
else
cycles *= 16;
cpu_accumulate += cycles;
int todo = cpu_accumulate / 48;
cpu_accumulate -= todo * 48;
if (todo > 0)
{
cpu.Execute(todo);
apu.Run(todo);
}
}
public byte ReadPPUReg(int addr)
{
return ppu.ReadReg(addr);
}
public byte ReadReg(int addr)
{
switch (addr)
{
case 0x4000: case 0x4001: case 0x4002: case 0x4003:
case 0x4004: case 0x4005: case 0x4006: case 0x4007:
case 0x4008: case 0x4009: case 0x400A: case 0x400B:
case 0x400C: case 0x400D: case 0x400E: case 0x400F:
case 0x4010: case 0x4011: case 0x4012: case 0x4013:
return apu.ReadReg(addr);
case 0x4014: /*OAM DMA*/ break;
case 0x4015: return apu.ReadReg(addr); break;
case 0x4016:
return read_joyport(addr);
case 0x4017: return apu.ReadReg(addr); break;
default:
//Console.WriteLine("read register: {0:x4}", addr);
break;
}
return 0xFF;
}
void WritePPUReg(int addr, byte val)
{
ppu.WriteReg(addr, val);
}
void WriteReg(int addr, byte val)
{
switch (addr)
{
case 0x4000: case 0x4001: case 0x4002: case 0x4003:
case 0x4004: case 0x4005: case 0x4006: case 0x4007:
case 0x4008: case 0x4009: case 0x400A: case 0x400B:
case 0x400C: case 0x400D: case 0x400E: case 0x400F:
case 0x4010: case 0x4011: case 0x4012: case 0x4013:
apu.WriteReg(addr, val);
break;
case 0x4014: Exec_OAMDma(val); break;
case 0x4015: apu.WriteReg(addr, val); break;
case 0x4016:
ports[0].Write(val & 1);
ports[1].Write(val & 1);
break;
case 0x4017: apu.WriteReg(addr, val); break;
default:
//Console.WriteLine("wrote register: {0:x4} = {1:x2}", addr, val);
break;
}
}
byte read_joyport(int addr)
{
//read joystick port
//many todos here
if (addr == 0x4016)
{
byte ret = ports[0].Read();
return ret;
}
else return 0;
}
void Exec_OAMDma(byte val)
{
ushort addr = (ushort)(val << 8);
for (int i = 0; i < 256; i++)
{
byte db = ReadMemory((ushort)addr);
WriteMemory(0x2004, db);
addr++;
}
cpu.PendingCycles -= 512;
}
/// <summary>
/// sets the provided palette as current
/// </summary>
void SetPalette(int[,] pal)
{
Array.Copy(pal,palette,64*3);
for(int i=0;i<64;i++)
{
int r = palette[i, 0];
int g = palette[i, 1];
int b = palette[i, 2];
palette_compiled[i] = (int)unchecked((int)0xFF000000 | (r << 16) | (g << 8) | b);
}
}
/// <summary>
/// Converts an internal NES core pixel value (includes deemph bits) to an rgb int.
/// </summary>
int CompleteDecodeColor(int pixel)
{
int deemph = pixel >> 8;
int palentry = pixel & 0xFF;
int r = palette[palentry, 0];
int g = palette[palentry, 1];
int b = palette[palentry, 2];
Palettes.ApplyDeemphasis(ref r, ref g, ref b, deemph);
return (r << 16) | (g << 8) | b;
}
/// <summary>
/// looks up an internal NES pixel value to an rgb int.
/// </summary>
public int LookupColor(int pixel)
{
return palette_compiled[pixel];
}
public byte ReadMemory(ushort addr)
{
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byte ret;
if (addr < 0x0800) ret = ram[addr];
else if (addr < 0x1000) ret = ram[addr - 0x0800];
else if (addr < 0x1800) ret = ram[addr - 0x1000];
else if (addr < 0x2000) ret = ram[addr - 0x1800];
else if (addr < 0x4000) ret = ReadPPUReg(addr & 7);
else if (addr < 0x4020) ret = ReadReg(addr); //we're not rebasing the register just to keep register names canonical
else if (addr < 0x6000) ret = board.ReadEXP(addr);
else if (addr < 0x8000) ret = board.ReadPRAM(addr);
else ret = board.ReadPRG(addr - 0x8000);
//apply freeze
if (sysbus_freeze[addr].IsFrozen) ret = sysbus_freeze[addr].value;
//handle breakpoints and stuff.
//the idea is that each core can implement its own watch class on an address which will track all the different kinds of monitors and breakpoints and etc.
//but since freeze is a common case, it was implemented through its own mechanisms
if (sysbus_watch[addr] != null)
{
sysbus_watch[addr].Sync();
ret = sysbus_watch[addr].ApplyGameGenie(ret);
}
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return ret;
}
public void WriteMemory(ushort addr, byte value)
{
if (addr < 0x0800) ram[addr] = value;
else if (addr < 0x1000) ram[addr - 0x0800] = value;
else if (addr < 0x1800) ram[addr - 0x1000] = value;
else if (addr < 0x2000) ram[addr - 0x1800] = value;
else if (addr < 0x4000) WritePPUReg(addr & 7, value);
else if (addr < 0x4020) WriteReg(addr, value); //we're not rebasing the register just to keep register names canonical
else if (addr < 0x6000) board.WriteEXP(addr, value);
else if (addr < 0x8000) board.WritePRAM(addr, value);
else board.WritePRG(addr - 0x8000, value);
}
}
}