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