BizHawk/BizHawk.Emulation/Consoles/Sega/SMS/VDP.cs

515 lines
22 KiB
C#
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2011-01-11 02:55:51 +00:00
using System;
using System.Globalization;
using System.IO;
namespace BizHawk.Emulation.Consoles.Sega
{
public enum VdpCommand
{
VramRead,
VramWrite,
RegisterWrite,
CramWrite
}
public enum VdpMode
{
SMS,
GameGear
}
/// <summary>
/// Emulates the Texas Instruments TMS9918 VDP.
/// </summary>
public sealed class VDP : IVideoProvider
{
// VDP State
public byte[] VRAM = new byte[0x4000]; //16kb video RAM
public byte[] CRAM; // SMS = 32 bytes, GG = 64 bytes CRAM
public byte[] Registers = new byte[] { 0x06, 0x80, 0xFF, 0xFF, 0xFF, 0xFF, 0xFB, 0xF0, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00 };
public byte StatusByte;
private bool vdpWaitingForLatchByte = true;
private byte vdpLatch;
private byte vdpBuffer;
private ushort vdpAddress;
private VdpCommand vdpCommand;
private ushort vdpAddressClamp;
private VdpMode mode;
public VdpMode VdpMode { get { return mode; } }
public int ScanLine;
public int[] FrameBuffer = new int[256*192];
public int[] GameGearFrameBuffer = new int[160*144];
// preprocessed state assist stuff.
public int[] Palette = new int[32];
private static readonly byte[] SMSPalXlatTable = { 0, 85, 170, 255 };
private static readonly byte[] GGPalXlatTable = { 0, 17, 34, 51, 68, 85, 102, 119, 136, 153, 170, 187, 204, 221, 238, 255 };
public bool ShiftSpritesLeft8Pixels { get { return (Registers[0] & 8) > 0; } }
public bool EnableLineInterrupts { get { return (Registers[0] & 16) > 0; } }
public bool LeftBlanking { get { return (Registers[0] & 32) > 0; } }
public bool HorizScrollLock { get { return (Registers[0] & 64) > 0; } }
public bool VerticalScrollLock { get { return (Registers[0] & 128) > 0; } }
public bool DisplayOn { get { return (Registers[1] & 64) > 0; } }
public bool EnableFrameInterrupts { get { return (Registers[1] & 32) > 0; } }
public bool Enable8x16Sprites { get { return (Registers[1] & 2) > 0; } }
public byte BackdropColor { get { return (byte) (16 + (Registers[7] & 15)); } }
public int NameTableBase { get { return 1024 * (Registers[2] & 0x0E); } }
public int SpriteAttributeTableBase { get { return ((Registers[5] >> 1) << 8) & 0x3FFF; } }
public int SpriteTileBase { get { return (Registers[6] & 4) > 0 ? 256: 0; } }
private readonly byte[] VLineCounterTable =
{
0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,
0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,
0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,
0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,
0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,
0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,
0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,
0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,
0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F,
0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF,
0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE, 0xBF,
0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9, 0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF,
0xD0, 0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA,
0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF,
0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF,
};
public byte[] PatternBuffer = new byte[0x8000];
private byte[] ScanlinePriorityBuffer = new byte[256];
private byte[] SpriteCollisionBuffer = new byte[256];
public VDP(VdpMode mode)
{
this.mode = mode;
if (mode == VdpMode.SMS) CRAM = new byte[32];
if (mode == VdpMode.GameGear) CRAM = new byte[64];
}
public byte ReadVram()
{
vdpWaitingForLatchByte = true;
byte value = vdpBuffer;
vdpBuffer = VRAM[vdpAddress & vdpAddressClamp];
vdpAddress++;
return value;
}
public byte ReadVdpStatus()
{
vdpWaitingForLatchByte = true;
byte returnValue = StatusByte;
StatusByte &= 0x1F;
return returnValue;
}
public byte ReadVLineCounter()
{
return VLineCounterTable[ScanLine];
}
public void WriteVdpRegister(byte value)
{
if (vdpWaitingForLatchByte)
{
vdpLatch = value;
vdpWaitingForLatchByte = false;
vdpAddress = (ushort)((vdpAddress & 0xFF00) | value);
return;
}
vdpWaitingForLatchByte = true;
switch (value & 0xC0)
{
case 0x00: // read VRAM
vdpCommand = VdpCommand.VramRead;
vdpAddressClamp = 0x3FFF;
vdpAddress = (ushort)(((value & 63) << 8) | vdpLatch);
vdpBuffer = VRAM[vdpAddress & vdpAddressClamp];
vdpAddress++;
break;
case 0x40: // write VRAM
vdpCommand = VdpCommand.VramWrite;
vdpAddressClamp = 0x3FFF;
vdpAddress = (ushort)(((value & 63) << 8) | vdpLatch);
break;
case 0x80: // VDP register write
Registers[value & 0x0F] = vdpLatch;
break;
case 0xC0: // write CRAM / modify palette
vdpCommand = VdpCommand.CramWrite;
vdpAddressClamp = (byte) (mode == VdpMode.SMS ? 0x1F : 0x3F);
vdpAddress = (ushort)(((value & 63) << 8) | vdpLatch);
break;
}
}
public void WriteVdpData(byte value)
{
vdpWaitingForLatchByte = true;
vdpBuffer = value;
if (vdpCommand == VdpCommand.CramWrite)
{
// Write Palette / CRAM
CRAM[vdpAddress & vdpAddressClamp] = value;
vdpAddress++;
UpdatePrecomputedPalette();
}
else
{
// Write VRAM and update pre-computed pattern buffer.
UpdatePatternBuffer((ushort)(vdpAddress & vdpAddressClamp), value);
VRAM[vdpAddress & vdpAddressClamp] = value;
vdpAddress++;
}
}
public void UpdatePrecomputedPalette()
{
if (mode == VdpMode.SMS)
{
for (int i=0; i<32; i++)
{
byte value = CRAM[i];
byte r = SMSPalXlatTable[(value & 0x03)];
byte g = SMSPalXlatTable[(value & 0x0C) >> 2];
byte b = SMSPalXlatTable[(value & 0x30) >> 4];
Palette[i] = Colors.ARGB(r, g, b);
}
} else // GameGear
{
for (int i=0; i<32; i++)
{
ushort value = (ushort) ((CRAM[(i*2) + 1] << 8) | CRAM[(i*2) + 0]);
byte r = GGPalXlatTable[(value & 0x000F)];
byte g = GGPalXlatTable[(value & 0x00F0) >> 4];
byte b = GGPalXlatTable[(value & 0x0F00) >> 8];
Palette[i] = Colors.ARGB(r, g, b);
}
}
}
private static readonly byte[] pow2 = {1, 2, 4, 8, 16, 32, 64, 128};
private void UpdatePatternBuffer(ushort address, byte value)
{
// writing one byte affects 8 pixels due to stupid planar storage.
for (int i=0; i<8; i++)
{
byte colorBit = pow2[address%4];
byte sourceBit = pow2[7 - i];
ushort dest = (ushort) (((address & 0xFFFC)*2) + i);
if ((value & sourceBit) > 0) // setting bit
PatternBuffer[dest] |= colorBit;
else // clearing bit
PatternBuffer[dest] &= (byte)~colorBit;
}
}
internal void RenderCurrentScanline(bool render)
{
// TODO: make frameskip actually skip rendering
RenderBackgroundCurrentLine();
RenderSpritesCurrentLine();
}
internal void RenderBackgroundCurrentLine()
{
if (DisplayOn == false)
{
for (int x = 0; x < 256; x++)
FrameBuffer[(ScanLine*256) + x] = BackdropColor;
return;
}
// Clear the priority buffer for this scanline
for (int p = 0; p < 256; p++)
ScanlinePriorityBuffer[p] = 0;
int mapBase = NameTableBase;
int vertOffset = ScanLine + Registers[9];
if (vertOffset >= 224)
vertOffset -= 224;
byte horzOffset = (HorizScrollLock && ScanLine < 16) ? (byte) 0 : Registers[8];
int yTile = vertOffset/8;
for (int xTile = 0; xTile<32; xTile++)
{
if (xTile == 24 && VerticalScrollLock)
{
vertOffset = ScanLine;
yTile = vertOffset/8;
}
byte PaletteBase = 0;
int tileInfo = VRAM[mapBase+((yTile*32) + xTile)*2] | (VRAM[mapBase+(((yTile*32) + xTile)*2) + 1]<<8);
int tileNo = tileInfo & 0x01FF;
if ((tileInfo & 0x800) != 0)
PaletteBase = 16;
bool Priority = (tileInfo & 0x1000) != 0;
bool VFlip = (tileInfo & 0x400) != 0;
bool HFlip = (tileInfo & 0x200) != 0;
int yOfs = vertOffset & 7;
if (VFlip)
yOfs = 7 - yOfs;
if (HFlip == false)
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase];
if (Priority)
{
horzOffset -= 8;
for (int k = 0; k < 8; k++)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
else // Flipped Horizontally
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase];
if (Priority)
{
horzOffset -= 8;
for (int k = 7; k >= 0; k--)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
}
}
internal void RenderSpritesCurrentLine()
{
if (DisplayOn == false) return;
int SpriteBase = SpriteAttributeTableBase;
int SpriteHeight = Enable8x16Sprites ? 16 : 8;
// Clear the sprite collision buffer for this scanline
for (int c = 0; c < 256; c++)
SpriteCollisionBuffer[c] = 0;
// 208 is a special terminator sprite. Lets find it...
int TerminalSprite = 64;
for (int i = 0; i < 64; i++)
{
if (VRAM[SpriteBase + i] == 208)
{
TerminalSprite = i;
break;
}
}
// Loop through these sprites and render the current scanline
int SpritesDrawnThisScanline = 0;
for (int i = TerminalSprite - 1; i >= 0; i--)
{
if (SpritesDrawnThisScanline >= 8)
StatusByte |= 0x40; // Set Overflow bit
int x = VRAM[SpriteBase + 0x80 + (i*2)];
if (ShiftSpritesLeft8Pixels)
x -= 8;
int y = VRAM[SpriteBase + i] + 1;
if (y >= (Enable8x16Sprites ? 240 : 248)) y -= 256;
if (y+SpriteHeight<=ScanLine || y > ScanLine)
continue;
int tileNo = VRAM[SpriteBase + 0x80 + (i*2) + 1];
if (Enable8x16Sprites)
tileNo &= 0xFE;
tileNo += SpriteTileBase;
int ys = ScanLine - y;
for (int xs = 0; xs<8 && x+xs < 256; xs++)
{
byte color = PatternBuffer[(tileNo*64) + (ys*8) + xs];
if (color != 0 && x+xs >= 0 && ScanlinePriorityBuffer[x + xs] == 0)
{
FrameBuffer[(ys + y)*256 + x + xs] = Palette[(color + 16)];
if (SpriteCollisionBuffer[x + xs] != 0)
StatusByte |= 0x20; // Set Collision bit
SpriteCollisionBuffer[x + xs] = 1;
}
}
SpritesDrawnThisScanline++;
}
}
/// <summary>
/// Performs render buffer blanking. This includes the left-column blanking as well as Game Gear blanking if requested.
/// Should be called at the end of the frame.
/// </summary>
public void RenderBlankingRegions()
{
int blankingColor = Palette[BackdropColor];
if (LeftBlanking)
{
for (int y=0; y<192; y++)
{
for (int x=0; x<8; x++)
FrameBuffer[(y*256) + x] = blankingColor;
}
}
if (mode == VdpMode.GameGear)
{
for (int y = 0; y < 144; y++)
for (int x = 0; x < 160; x++)
GameGearFrameBuffer[(y*160) + x] = FrameBuffer[((y + 24)*256) + x + 48];
}
}
public void SaveStateText(TextWriter writer)
{
writer.WriteLine("[VDP]");
writer.WriteLine("Mode " + Enum.GetName(typeof(VdpMode), VdpMode));
writer.WriteLine("StatusByte {0:X2}", StatusByte);
writer.WriteLine("WaitingForLatchByte {0}", vdpWaitingForLatchByte);
writer.WriteLine("Latch {0:X2}", vdpLatch);
writer.WriteLine("ReadBuffer {0:X2}", vdpBuffer);
writer.WriteLine("VdpAddress {0:X4}", vdpAddress);
writer.WriteLine("VdpAddressMask {0:X2}", vdpAddressClamp);
writer.WriteLine("Command " + Enum.GetName(typeof(VdpCommand), vdpCommand));
writer.Write("Registers ");
Registers.SaveAsHex(writer);
writer.Write("CRAM ");
CRAM.SaveAsHex(writer);
writer.Write("VRAM ");
VRAM.SaveAsHex(writer);
writer.WriteLine("[/VDP]");
writer.WriteLine();
}
public void LoadStateText(TextReader reader)
{
while (true)
{
string[] args = reader.ReadLine().Split(' ');
if (args[0].Trim() == "") continue;
if (args[0] == "[/VDP]") break;
if (args[0] == "StatusByte")
StatusByte = byte.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "WaitingForLatchByte")
vdpWaitingForLatchByte = bool.Parse(args[1]);
else if (args[0] == "Latch")
vdpLatch = byte.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "ReadBuffer")
vdpBuffer = byte.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "VdpAddress")
vdpAddress = ushort.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "VdpAddressMask")
vdpAddressClamp = ushort.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "Command")
vdpCommand = (VdpCommand) Enum.Parse(typeof (VdpCommand), args[1]);
else if (args[0] == "Registers")
Registers.ReadFromHex(args[1]);
else if (args[0] == "CRAM")
{
CRAM.ReadFromHex(args[1]);
UpdatePrecomputedPalette();
}
else if (args[0] == "VRAM")
{
VRAM.ReadFromHex(args[1]);
for (ushort i=0; i<VRAM.Length; i++)
UpdatePatternBuffer(i, VRAM[i]);
}
else
Console.WriteLine("Skipping unrecognized identifier "+args[0]);
}
}
public void SaveStateBinary(BinaryWriter writer)
{
writer.Write(StatusByte);
writer.Write(vdpWaitingForLatchByte);
writer.Write(vdpLatch);
writer.Write(vdpBuffer);
writer.Write(vdpAddress);
writer.Write(vdpAddressClamp);
writer.Write((byte)vdpCommand);
writer.Write(Registers);
writer.Write(CRAM);
writer.Write(VRAM);
}
public void LoadStateBinary(BinaryReader reader)
{
StatusByte = reader.ReadByte();
vdpWaitingForLatchByte = reader.ReadBoolean();
vdpLatch = reader.ReadByte();
vdpBuffer = reader.ReadByte();
vdpAddress = reader.ReadUInt16();
vdpAddressClamp = reader.ReadUInt16();
vdpCommand = (VdpCommand) Enum.ToObject(typeof(VdpCommand), reader.ReadByte());
Registers = reader.ReadBytes(Registers.Length);
CRAM = reader.ReadBytes(CRAM.Length);
VRAM = reader.ReadBytes(VRAM.Length);
UpdatePrecomputedPalette();
for (ushort i = 0; i < VRAM.Length; i++)
UpdatePatternBuffer(i, VRAM[i]);
}
public int[] GetVideoBuffer()
{
return mode == VdpMode.SMS ? FrameBuffer : GameGearFrameBuffer;
}
public int BufferWidth
{
get { return mode == VdpMode.SMS ? 256 : 160; }
}
public int BufferHeight
{
get { return mode == VdpMode.SMS ? 192 : 144; }
}
public int BackgroundColor
{
get { return Palette[BackdropColor]; }
}
}
}