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

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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
// any of the 3 cpus are drop in replacements
public MOS6502X cpu;
//public MOS6502X_CPP cpu;
//public MOS6502XDouble cpu;
// dispose list as the native core can't keep track of its own stuff
List<System.Runtime.InteropServices.GCHandle> DisposeList = new List<System.Runtime.InteropServices.GCHandle>();
int cpu_accumulate; //cpu timekeeper
public PPU ppu;
public APU apu;
byte[] ram;
NESWatch[] sysbus_watch = new NESWatch[65536];
public 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
EDetectionOrigin origin = EDetectionOrigin.None;
public bool SoundOn = true;
int sprdma_countdown;
bool _irq_apu; //various irq signals that get merged to the cpu irq pin
/// <summary>if true, use VS. system arrangement of $4016..$4020</summary>
bool vs_io = false;
bool vs_coin1;
bool vs_coin2;
//irq state management
public bool irq_apu { get { return _irq_apu; } set { _irq_apu = value; } }
//user configuration
int[,] palette = new int[64,3];
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int[] palette_compiled = new int[64*8];
IPortDevice[] ports;
//Sound config
public void SetSquare1(bool enabled) { apu.EnableSquare1 = enabled; }
public void SetSquare2(bool enabled) { apu.EnableSquare2 = enabled; }
public void SetTriangle(bool enabled) { apu.EnableTriangle = enabled; }
public void SetNoise(bool enabled) { apu.EnableNoise = enabled; }
public void SetDMC(bool enabled) { apu.EnableDMC = enabled; }
public void Dispose()
{
if (magicSoundProvider != null) magicSoundProvider.Dispose();
magicSoundProvider = null;
if (DisposeList != null)
{
foreach (var h in DisposeList)
h.Free();
DisposeList = null;
}
}
class MagicSoundProvider : ISoundProvider, IDisposable
{
Sound.Utilities.SpeexResampler resampler;
ISoundProvider output;
NES nes;
public MagicSoundProvider(NES nes, uint infreq)
{
this.nes = nes;
var actualMetaspu = new Sound.MetaspuSoundProvider(Sound.ESynchMethod.ESynchMethod_V);
//1.789773mhz NTSC
resampler = new Sound.Utilities.SpeexResampler(2, infreq, 44100 * APU.DECIMATIONFACTOR, infreq, 44100, actualMetaspu.buffer.enqueue_samples);
output = new Sound.Utilities.DCFilter(actualMetaspu);
}
Random r = new Random();
public void GetSamples(short[] samples)
{
if (nes.apu.squeue.Count == 0)
return;
var monosampbuf = nes.apu.squeue.ToArray(2);
nes.apu.squeue.Clear();
if (monosampbuf.Length > 0)
{
var stereosampbuf = new short[monosampbuf.Length * 2];
for (int i = 0; i < monosampbuf.Length; i++)
{
stereosampbuf[i * 2 + 0] = monosampbuf[i];
stereosampbuf[i * 2 + 1] = monosampbuf[i];
}
resampler.EnqueueSamples(stereosampbuf, monosampbuf.Length);
resampler.Flush();
output.GetSamples(samples);
}
//mix in the cart's extra sound circuit
nes.board.ApplyCustomAudio(samples);
}
public void DiscardSamples()
{
output.DiscardSamples();
}
public int MaxVolume { get; set; }
public void Dispose()
{
resampler.Dispose();
resampler = null;
}
}
MagicSoundProvider magicSoundProvider;
public void HardReset()
{
cpu = new MOS6502X((h) => DisposeList.Add(h));
//cpu = new MOS6502X_CPP((h) => DisposeList.Add(h));
//cpu = new MOS6502XDouble((h) => DisposeList.Add(h));
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cpu.SetCallbacks(ReadMemory, ReadMemory, PeekMemory, WriteMemory, (h) => DisposeList.Add(h));
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cpu.FetchCallback = () =>
{
if (CoreInputComm.Tracer.Enabled)
{
CoreInputComm.Tracer.Put(cpu.TraceState());
}
};
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cpu.BCD_Enabled = false;
ppu = new PPU(this);
ram = new byte[0x800];
CIRAM = new byte[0x800];
ports = new IPortDevice[2];
ports[0] = new JoypadPortDevice(this, 0);
ports[1] = new JoypadPortDevice(this, 1);
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BoardSystemHardReset();
apu = new APU(this, apu);
// don't replace the magicSoundProvider on reset, as it's not needed
// if (magicSoundProvider != null) magicSoundProvider.Dispose();
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// set up region
switch (cart.system)
{
case "NES-PAL":
case "NES-PAL-A":
case "NES-PAL-B":
ppu.region = PPU.Region.PAL;
CoreOutputComm.VsyncNum = 50;
CoreOutputComm.VsyncDen = 1;
cpu_sequence = cpu_sequence_PAL;
if (magicSoundProvider == null)
magicSoundProvider = new MagicSoundProvider(this, 1662607);
break;
case "NES-NTSC":
case "Famicom":
ppu.region = PPU.Region.NTSC;
cpu_sequence = cpu_sequence_NTSC;
if (magicSoundProvider == null)
magicSoundProvider = new MagicSoundProvider(this, 1789773);
break;
// there's no official name for these in bootgod, not sure what we should use
//case "PC10"://TODO
case "VS":
ppu.region = PPU.Region.RGB;
cpu_sequence = cpu_sequence_NTSC;
if (magicSoundProvider == null)
magicSoundProvider = new MagicSoundProvider(this, 1789773);
vs_io = true;
break;
// this is in bootgod, but not used at all
case "Dendy":
ppu.region = PPU.Region.Dendy;
CoreOutputComm.VsyncNum = 50;
CoreOutputComm.VsyncDen = 1;
cpu_sequence = cpu_sequence_NTSC;
if (magicSoundProvider == null)
magicSoundProvider = new MagicSoundProvider(this, 1773448);
break;
case null:
Console.WriteLine("Unknown NES system! Defaulting to NTSC.");
goto case "NES-NTSC";
default:
Console.WriteLine("Unrecognized NES system \"{0}\"! Defaulting to NTSC.", cart.system);
goto case "NES-NTSC";
}
//check fceux's PowerNES function for more information:
//relevant games: Cybernoid; Minna no Taabou no Nakayoshi Daisakusen; Huang Di; and maybe mechanized attack
for(int i=0;i<0x800;i++) if((i&1)!=0) ram[i] = 0xAA; else ram[i] = 0x55;
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SetupMemoryDomains();
//in this emulator, reset takes place instantaneously
cpu.PC = (ushort)(ReadMemory(0xFFFC) | (ReadMemory(0xFFFD) << 8));
cpu.P = 0x34;
cpu.S = 0xFD;
}
bool resetSignal;
bool hardResetSignal;
public void FrameAdvance(bool render, bool rendersound)
{
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lagged = true;
if (resetSignal)
{
board.NESSoftReset();
cpu.NESSoftReset();
apu.NESSoftReset();
//need to study what happens to ppu and apu and stuff..
}
else if (hardResetSignal)
{
HardReset();
}
Controller.UpdateControls(Frame++);
//if (resetSignal)
//Controller.UnpressButton("Reset"); TODO fix this
resetSignal = Controller["Reset"];
hardResetSignal = Controller["Power"];
if (board is FDS)
{
var b = board as FDS;
if (Controller["FDS Eject"])
b.Eject();
for (int i = 0; i < b.NumSides; i++)
if (Controller["FDS Insert " + i])
b.InsertSide(i);
}
if (vs_io)
{
if (Controller["VS Coin 1"])
vs_coin1 = true;
if (Controller["VS Coin 2"])
vs_coin2 = true;
}
ppu.FrameAdvance();
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if (lagged)
{
_lagcount++;
islag = true;
}
else
islag = false;
videoProvider.FillFrameBuffer();
}
//PAL:
//0 15 30 45 60 -> 12 27 42 57 -> 9 24 39 54 -> 6 21 36 51 -> 3 18 33 48 -> 0
//sequence of ppu clocks per cpu clock: 4,3,3,3,3
//NTSC:
//sequence of ppu clocks per cpu clock: 3
ByteBuffer cpu_sequence;
static ByteBuffer cpu_sequence_NTSC = new ByteBuffer(new byte[]{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3});
static ByteBuffer cpu_sequence_PAL = new ByteBuffer(new byte[]{4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3});
public int cpu_step, cpu_stepcounter, cpu_deadcounter;
protected void RunCpuOne()
{
cpu_stepcounter++;
if (cpu_stepcounter == cpu_sequence[cpu_step])
{
cpu_step++;
cpu_step &= 31;
cpu_stepcounter = 0;
if (sprdma_countdown > 0)
{
sprdma_countdown--;
if (sprdma_countdown == 0)
{
//its weird that this is 514.. normally itd be 512 (and people would say its wrong) or 513 (and people would say its right)
//but 514 passes test 4-irq_and_dma
cpu_deadcounter += 514;
}
}
if (cpu_deadcounter > 0)
cpu_deadcounter--;
else
{
cpu.IRQ = _irq_apu || board.IRQSignal;
cpu.ExecuteOne();
}
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apu.RunOne();
board.ClockCPU();
ppu.PostCpuInstructionOne();
}
}
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);
case 0x4016:
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case 0x4017:
return read_joyport(addr);
default:
//Console.WriteLine("read register: {0:x4}", addr);
break;
}
return 0xFF;
}
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public byte PeekReg(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.PeekReg(addr);
case 0x4014: /*OAM DMA*/ break;
case 0x4015: return apu.PeekReg(addr);
case 0x4016:
case 0x4017:
return peek_joyport(addr);
default:
//Console.WriteLine("read register: {0:x4}", addr);
break;
}
return 0xFF;
}
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);
if (vs_io && board is Mapper099)
{
// happily, there aren't any other "VS exceptions" like this
var b = board as Mapper099;
b.Signal4016(val >> 2 & 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)
{
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if (CoreInputComm.InputCallback != null) CoreInputComm.InputCallback();
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return handle_read_joyport(addr, false);
}
byte peek_joyport(int addr)
{
return handle_read_joyport(addr, true);
}
byte handle_read_joyport(int addr, bool peek)
{
//read joystick port
//many todos here
lagged = false;
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byte ret;
if (addr == 0x4016)
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ret = ports[vs_io ? 1 : 0].Read(peek);
else
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ret = ports[vs_io ? 0 : 1].Read(peek);
if (vs_io)
{
if (addr == 0x4016)
{
// clear bits 2-6
ret &= 0x83;
if (false) // service switch
ret |= 0x04;
if (false) // DIP1
ret |= 0x08;
if (false) // DIP2
ret |= 0x10;
if (vs_coin1)
ret |= 0x20;
if (vs_coin2)
ret |= 0x40;
}
else
{
// clear bits 2-7
ret &= 0x03;
if (false) // DIP3
ret |= 0x04;
if (false) // DIP4
ret |= 0x08;
if (false) // DIP5
ret |= 0x10;
if (false) // DIP6
ret |= 0x20;
if (false) // DIP7
ret |= 0x40;
if (false) // DIP8
ret |= 0x80;
}
}
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return ret;
}
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++;
}
//schedule a sprite dma event for beginning 1 cycle in the future.
//this receives 2 because thats just the way it works out.
sprdma_countdown = 2;
}
/// <summary>
/// sets the provided palette as current
/// </summary>
public void SetPalette(int[,] pal)
{
Array.Copy(pal,palette,64*3);
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for(int i=0;i<64*8;i++)
{
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int d = i >> 6;
int c = i & 63;
int r = palette[c, 0];
int g = palette[c, 1];
int b = palette[c, 2];
Palettes.ApplyDeemphasis(ref r, ref g, ref b, d);
palette_compiled[i] = (int)unchecked((int)0xFF000000 | (r << 16) | (g << 8) | b);
}
}
/// <summary>
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/// looks up an internal NES pixel value to an rgb int (applying the core's current palette and assuming no deemph)
/// </summary>
public int LookupColor(int pixel)
{
return palette_compiled[pixel];
}
public byte DummyReadMemory(ushort addr) { return 0; }
private void ApplySystemBusPoke(int addr, byte value)
{
if (addr < 0x2000)
{
ram[(addr & 0x7FF)] = value;
}
else if (addr < 0x4000)
{
ppu.WriteReg((addr & 0x07), value);
}
else if (addr < 0x4020)
{
WriteReg(addr, value);
}
else
{
ApplyGameGenie(addr, value, null); //Apply a cheat to the remaining regions since they have no direct access, this may not be the best way to handle this situation
}
}
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public byte PeekMemory(ushort addr)
{
byte ret;
if (addr >= 0x4020)
{
ret = board.PeekCart(addr); //easy optimization, since rom reads are so common, move this up (reordering the rest of these elseifs is not easy)
}
else if (addr < 0x0800)
{
ret = ram[addr];
}
else if (addr < 0x2000)
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{
ret = ram[addr & 0x7FF];
}
else if (addr < 0x4000)
{
ret = ppu.ReadReg(addr & 7);
}
else if (addr < 0x4020)
{
ret = ReadReg(addr); //we're not rebasing the register just to keep register names canonical
}
else
{
throw new Exception("Woopsie-doodle!");
ret = 0xFF;
}
return ret;
}
//old data bus values from previous reads
public byte DB;
public byte ReadMemory(ushort addr)
{
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byte ret;
if (addr >= 0x8000)
{
ret = board.ReadPRG(addr - 0x8000); //easy optimization, since rom reads are so common, move this up (reordering the rest of these elseifs is not easy)
}
else if (addr < 0x0800)
{
ret = ram[addr];
}
else if (addr < 0x2000)
{
ret = ram[addr & 0x7FF];
}
else if (addr < 0x4000)
{
ret = ppu.ReadReg(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 - 0x4000);
}
else
{
ret = board.ReadWRAM(addr - 0x6000);
}
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//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);
}
if (CoreInputComm.MemoryCallbackSystem.HasRead)
{
CoreInputComm.MemoryCallbackSystem.TriggerRead(addr);
}
DB = ret;
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return ret;
}
public void ApplyGameGenie(int addr, byte value, byte? compare)
{
if (addr < sysbus_watch.Length)
{
GetWatch(NESWatch.EDomain.Sysbus, addr).SetGameGenie(compare, value);
}
}
public void RemoveGameGenie(int addr)
{
if (addr < sysbus_watch.Length)
{
GetWatch(NESWatch.EDomain.Sysbus, addr).RemoveGameGenie();
}
}
public void WriteMemory(ushort addr, byte value)
{
if (addr < 0x0800)
{
ram[addr] = value;
}
else if (addr < 0x2000)
{
ram[addr & 0x7FF] = value;
}
else if (addr < 0x4000)
{
ppu.WriteReg(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)
{
if (vs_io && addr == 0x4020 && (value & 1) != 0)
{
// acknowledge coin insertion
vs_coin1 = false;
vs_coin2 = false;
}
board.WriteEXP(addr - 0x4000, value);
}
else if (addr < 0x8000)
{
board.WriteWRAM(addr - 0x6000, value);
}
else
{
board.WritePRG(addr - 0x8000, value);
}
if (CoreInputComm.MemoryCallbackSystem.HasWrite)
{
CoreInputComm.MemoryCallbackSystem.TriggerWrite(addr);
}
}
}
}