BizHawk/BizHawk.Emulation/Consoles/Nintendo/Gameboy/GambatteLink.cs

385 lines
11 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace BizHawk.Emulation.Consoles.GB
{
public class GambatteLink : IEmulator, IVideoProvider, ISyncSoundProvider
{
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bool disposed = false;
Gameboy L;
Gameboy R;
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// counter to ensure we do 35112 samples per frame
int overflowL = 0;
int overflowR = 0;
const int SampPerFrame = 35112;
Consoles.Nintendo.SNES.LibsnesCore.SnesSaveController LCont = new Nintendo.SNES.LibsnesCore.SnesSaveController(Gameboy.GbController);
Consoles.Nintendo.SNES.LibsnesCore.SnesSaveController RCont = new Nintendo.SNES.LibsnesCore.SnesSaveController(Gameboy.GbController);
public GambatteLink(CoreComm comm, GameInfo leftinfo, byte[] leftrom, GameInfo rightinfo, byte[] rightrom)
{
CoreComm = comm;
L = new Gameboy(new CoreComm(), leftinfo, leftrom);
R = new Gameboy(new CoreComm(), rightinfo, rightrom);
// connect link cable
LibGambatte.gambatte_linkstatus(L.GambatteState, 259);
LibGambatte.gambatte_linkstatus(R.GambatteState, 259);
L.Controller = LCont;
R.Controller = RCont;
comm.VsyncNum = L.CoreComm.VsyncNum;
comm.VsyncDen = L.CoreComm.VsyncDen;
comm.RomStatusAnnotation = null;
comm.RomStatusDetails = "LEFT:\r\n" + L.CoreComm.RomStatusDetails + "RIGHT:\r\n" + R.CoreComm.RomStatusDetails;
comm.CpuTraceAvailable = false; // TODO
comm.NominalWidth = L.CoreComm.NominalWidth + R.CoreComm.NominalWidth;
comm.NominalHeight = L.CoreComm.NominalHeight;
Frame = 0;
LagCount = 0;
IsLagFrame = false;
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blip_left = new Sound.Utilities.BlipBuffer(1024);
blip_right = new Sound.Utilities.BlipBuffer(1024);
blip_left.SetRates(2097152 * 2, 44100);
blip_right.SetRates(2097152 * 2, 44100);
}
public IVideoProvider VideoProvider { get { return this; } }
public ISoundProvider SoundProvider { get { return null; } }
public ISyncSoundProvider SyncSoundProvider { get { return this; } }
public bool StartAsyncSound() { return false; }
public void EndAsyncSound() { }
public static readonly ControllerDefinition DualGbController = new ControllerDefinition
{
Name = "Dual Gameboy Controller",
BoolButtons =
{
"P1 Up", "P1 Down", "P1 Left", "P1 Right", "P1 A", "P1 B", "P1 Select", "P1 Start", "P1 Power",
"P2 Up", "P2 Down", "P2 Left", "P2 Right", "P2 A", "P2 B", "P2 Select", "P2 Start", "P2 Power",
}
};
public ControllerDefinition ControllerDefinition { get { return DualGbController; } }
public IController Controller { get; set; }
public void FrameAdvance(bool render, bool rendersound = true)
{
LCont.Clear();
RCont.Clear();
foreach (var s in DualGbController.BoolButtons)
{
if (Controller[s])
{
if (s.Contains("P1 "))
LCont.Set(s.Replace("P1 ", ""));
else if (s.Contains("P2 "))
RCont.Set(s.Replace("P2 ", ""));
}
}
Frame++;
L.FrameAdvancePrep();
R.FrameAdvancePrep();
unsafe
{
fixed (int* leftvbuff = &VideoBuffer[0])
{
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// use pitch to have both cores write to the same video buffer, interleaved
int* rightvbuff = leftvbuff + 160;
const int pitch = 160 * 2;
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fixed (short* leftsbuff = LeftBuffer, rightsbuff = RightBuffer)
{
const int step = 32; // could be 1024 for GB
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int nL = overflowL;
int nR = overflowR;
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// slowly step our way through the frame, while continually checking and resolving link cable status
for (int target = 0; target < SampPerFrame;)
{
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target += step;
if (nL < target)
{
uint nsamp = (uint)(target - nL);
LibGambatte.gambatte_runfor(L.GambatteState, leftvbuff, pitch, leftsbuff + nL * 2, ref nsamp);
nL += (int)nsamp;
}
if (nR < target)
{
uint nsamp = (uint)(target - nR);
LibGambatte.gambatte_runfor(R.GambatteState, rightvbuff, pitch, rightsbuff + nR * 2, ref nsamp);
nR += (int)nsamp;
}
// poll link cable statuses
if (LibGambatte.gambatte_linkstatus(L.GambatteState, 256) != 0) // ClockTrigger
{
LibGambatte.gambatte_linkstatus(L.GambatteState, 257); // ack
int lo = LibGambatte.gambatte_linkstatus(L.GambatteState, 258); // GetOut
int ro = LibGambatte.gambatte_linkstatus(R.GambatteState, 258);
LibGambatte.gambatte_linkstatus(L.GambatteState, ro & 0xff); // ShiftIn
LibGambatte.gambatte_linkstatus(R.GambatteState, lo & 0xff); // ShiftIn
}
if (LibGambatte.gambatte_linkstatus(R.GambatteState, 256) != 0) // ClockTrigger
{
LibGambatte.gambatte_linkstatus(R.GambatteState, 257); // ack
int lo = LibGambatte.gambatte_linkstatus(L.GambatteState, 258); // GetOut
int ro = LibGambatte.gambatte_linkstatus(R.GambatteState, 258);
LibGambatte.gambatte_linkstatus(L.GambatteState, ro & 0xff); // ShiftIn
LibGambatte.gambatte_linkstatus(R.GambatteState, lo & 0xff); // ShiftIn
}
}
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overflowL = nL - SampPerFrame;
overflowR = nR - SampPerFrame;
if (overflowL < 0 || overflowR < 0)
throw new Exception("Sound problem?");
if (rendersound)
{
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PrepSound();
}
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// copy extra samples back to beginning
for (int i = 0; i < overflowL * 2; i++)
LeftBuffer[i] = LeftBuffer[i + SampPerFrame * 2];
for (int i = 0; i < overflowR * 2; i++)
RightBuffer[i] = RightBuffer[i + SampPerFrame * 2];
}
}
}
L.FrameAdvancePost();
R.FrameAdvancePost();
IsLagFrame = L.IsLagFrame && R.IsLagFrame;
if (IsLagFrame)
LagCount++;
}
public int Frame { get; private set; }
public int LagCount { get; set; }
public bool IsLagFrame { get; private set; }
public string SystemId { get { return "DGB"; } }
public bool DeterministicEmulation { get { return true; } }
#region saveram
public byte[] ReadSaveRam()
{
byte[] lb = L.ReadSaveRam();
byte[] rb = R.ReadSaveRam();
byte[] ret = new byte[lb.Length + rb.Length];
Buffer.BlockCopy(lb, 0, ret, 0, lb.Length);
Buffer.BlockCopy(rb, 0, ret, lb.Length, rb.Length);
return ret;
}
public void StoreSaveRam(byte[] data)
{
byte[] lb = new byte[L.ReadSaveRam().Length];
byte[] rb = new byte[R.ReadSaveRam().Length];
Buffer.BlockCopy(data, 0, lb, 0, lb.Length);
Buffer.BlockCopy(data, lb.Length, rb, 0, rb.Length);
L.StoreSaveRam(lb);
R.StoreSaveRam(rb);
}
public void ClearSaveRam()
{
L.ClearSaveRam();
R.ClearSaveRam();
}
public bool SaveRamModified
{
get
{
return L.SaveRamModified || R.SaveRamModified;
}
set
{
throw new NotImplementedException();
}
}
#endregion
public void ResetFrameCounter()
{
Frame = 0;
LagCount = 0;
IsLagFrame = false;
}
#region savestates
public void SaveStateText(TextWriter writer)
{
var temp = SaveStateBinary();
temp.SaveAsHex(writer);
// write extra copy of stuff we don't use
writer.WriteLine("Frame {0}", Frame);
}
public void LoadStateText(TextReader reader)
{
string hex = reader.ReadLine();
byte[] state = new byte[hex.Length / 2];
state.ReadFromHex(hex);
LoadStateBinary(new BinaryReader(new MemoryStream(state)));
}
public void SaveStateBinary(BinaryWriter writer)
{
L.SaveStateBinary(writer);
R.SaveStateBinary(writer);
// other variables
writer.Write(IsLagFrame);
writer.Write(LagCount);
writer.Write(Frame);
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writer.Write(overflowL);
writer.Write(overflowR);
writer.Write(LatchL);
writer.Write(LatchR);
}
public void LoadStateBinary(BinaryReader reader)
{
L.LoadStateBinary(reader);
R.LoadStateBinary(reader);
// other variables
IsLagFrame = reader.ReadBoolean();
LagCount = reader.ReadInt32();
Frame = reader.ReadInt32();
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overflowL = reader.ReadInt32();
overflowR = reader.ReadInt32();
LatchL = reader.ReadInt32();
LatchR = reader.ReadInt32();
}
public byte[] SaveStateBinary()
{
MemoryStream ms = new MemoryStream();
BinaryWriter bw = new BinaryWriter(ms);
SaveStateBinary(bw);
bw.Flush();
return ms.ToArray();
}
#endregion
public CoreComm CoreComm { get; private set; }
public IList<MemoryDomain> MemoryDomains
{
get { throw new NotImplementedException(); }
}
public MemoryDomain MainMemory
{
get { throw new NotImplementedException(); }
}
public void Dispose()
{
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if (!disposed)
{
L.Dispose();
L = null;
R.Dispose();
R = null;
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blip_left.Dispose();
blip_left = null;
blip_right.Dispose();
blip_right = null;
disposed = true;
}
}
int[] VideoBuffer = new int[160 * 2 * 144];
public int[] GetVideoBuffer() { return VideoBuffer; }
public int VirtualWidth { get { return 320; } }
public int BufferWidth { get { return 320; } }
public int BufferHeight { get { return 144; } }
public int BackgroundColor { get { return unchecked((int)0xff000000); } }
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// we tried using the left and right buffers and then mixing them together... it was kind of a mess of code, and slow
Sound.Utilities.BlipBuffer blip_left;
Sound.Utilities.BlipBuffer blip_right;
short[] LeftBuffer = new short[(35112 + 2064) * 2];
short[] RightBuffer = new short[(35112 + 2064) * 2];
short[] SampleBuffer = new short[1536];
int SampleBufferContains = 0;
int LatchL;
int LatchR;
void PrepSound()
{
unsafe
{
fixed (short* sl = LeftBuffer, sr = RightBuffer)
{
for (uint i = 0; i < SampPerFrame * 2; i += 2)
{
// gameboy audio output is mono, so ignore one sample
int s = sl[i];
if (s != LatchL)
{
blip_left.AddDelta(i, s - LatchL);
LatchL = s;
}
s = sr[i];
if (s != LatchR)
{
blip_right.AddDelta(i, s - LatchR);
LatchR = s;
}
}
}
}
blip_left.EndFrame(SampPerFrame * 2);
blip_right.EndFrame(SampPerFrame * 2);
int count = blip_left.SamplesAvailable();
if (count != blip_right.SamplesAvailable())
throw new Exception("Sound problem?");
blip_left.ReadSamplesLeft(SampleBuffer, count);
blip_right.ReadSamplesRight(SampleBuffer, count);
SampleBufferContains = count;
}
public void GetSamples(out short[] samples, out int nsamp)
{
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nsamp = SampleBufferContains;
samples = SampleBuffer;
}
public void DiscardSamples()
{
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SampleBufferContains = 0;
}
}
}