2012-03-15 21:08:53 +00:00
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using System;
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using System.Globalization;
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using System.IO;
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using BizHawk.Emulation.CPUs.M6507;
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using System.Collections.Generic;
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namespace BizHawk.Emulation.Consoles.Atari
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{
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// Emulates the TIA
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public partial class TIA
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{
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Atari2600 core;
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2012-03-16 07:24:00 +00:00
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public bool frameComplete;
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2012-03-15 21:08:53 +00:00
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byte hsyncCnt = 0;
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2012-03-16 07:24:00 +00:00
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static byte CXP0 = 0x01;
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static byte CXP1 = 0x02;
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static byte CXM0 = 0x04;
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static byte CXM1 = 0x08;
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static byte CXPF = 0x10;
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2012-03-15 21:08:53 +00:00
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struct playerData
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{
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public byte grp;
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public byte dgrp;
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public byte color;
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public byte hPosCnt;
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public byte scanCnt;
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public byte HM;
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public bool reflect;
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public bool delay;
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public byte nusiz;
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2012-03-16 07:24:00 +00:00
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public bool reset;
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public bool drawing;
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public byte resetCnt;
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public byte collisions;
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};
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struct playfieldData
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{
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public UInt32 grp;
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public byte pfColor;
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public byte bkColor;
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public bool reflect;
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public bool score;
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public bool priority;
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2012-03-15 21:08:53 +00:00
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};
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playerData player0;
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playerData player1;
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2012-03-16 07:24:00 +00:00
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playfieldData playField;
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bool vblankEnabled = false;
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bool hmoveEnabled = false;
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bool hmoveJustStarted = false;
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byte hmoveCnt = 0;
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bool lateHBlankReset = false;
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bool player0HmoveLatch = false;
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byte player0HmoveCnt = 0;
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bool player1HmoveLatch = false;
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byte player1HmoveCnt = 0;
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List<uint[]> scanlinesBuffer = new List<uint[]>();
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uint[] scanline = new uint[160];
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UInt32[] palette = new UInt32[]{
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0x000000, 0, 0x4a4a4a, 0, 0x6f6f6f, 0, 0x8e8e8e, 0,
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0xaaaaaa, 0, 0xc0c0c0, 0, 0xd6d6d6, 0, 0xececec, 0,
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0x484800, 0, 0x69690f, 0, 0x86861d, 0, 0xa2a22a, 0,
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0xbbbb35, 0, 0xd2d240, 0, 0xe8e84a, 0, 0xfcfc54, 0,
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0x7c2c00, 0, 0x904811, 0, 0xa26221, 0, 0xb47a30, 0,
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0xc3903d, 0, 0xd2a44a, 0, 0xdfb755, 0, 0xecc860, 0,
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0x901c00, 0, 0xa33915, 0, 0xb55328, 0, 0xc66c3a, 0,
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0xd5824a, 0, 0xe39759, 0, 0xf0aa67, 0, 0xfcbc74, 0,
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0x940000, 0, 0xa71a1a, 0, 0xb83232, 0, 0xc84848, 0,
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0xd65c5c, 0, 0xe46f6f, 0, 0xf08080, 0, 0xfc9090, 0,
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0x840064, 0, 0x97197a, 0, 0xa8308f, 0, 0xb846a2, 0,
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0xc659b3, 0, 0xd46cc3, 0, 0xe07cd2, 0, 0xec8ce0, 0,
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0x500084, 0, 0x68199a, 0, 0x7d30ad, 0, 0x9246c0, 0,
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0xa459d0, 0, 0xb56ce0, 0, 0xc57cee, 0, 0xd48cfc, 0,
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0x140090, 0, 0x331aa3, 0, 0x4e32b5, 0, 0x6848c6, 0,
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0x7f5cd5, 0, 0x956fe3, 0, 0xa980f0, 0, 0xbc90fc, 0,
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0x000094, 0, 0x181aa7, 0, 0x2d32b8, 0, 0x4248c8, 0,
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0x545cd6, 0, 0x656fe4, 0, 0x7580f0, 0, 0x8490fc, 0,
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0x001c88, 0, 0x183b9d, 0, 0x2d57b0, 0, 0x4272c2, 0,
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0x548ad2, 0, 0x65a0e1, 0, 0x75b5ef, 0, 0x84c8fc, 0,
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0x003064, 0, 0x185080, 0, 0x2d6d98, 0, 0x4288b0, 0,
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0x54a0c5, 0, 0x65b7d9, 0, 0x75cceb, 0, 0x84e0fc, 0,
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0x004030, 0, 0x18624e, 0, 0x2d8169, 0, 0x429e82, 0,
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0x54b899, 0, 0x65d1ae, 0, 0x75e7c2, 0, 0x84fcd4, 0,
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0x004400, 0, 0x1a661a, 0, 0x328432, 0, 0x48a048, 0,
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0x5cba5c, 0, 0x6fd26f, 0, 0x80e880, 0, 0x90fc90, 0,
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0x143c00, 0, 0x355f18, 0, 0x527e2d, 0, 0x6e9c42, 0,
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0x87b754, 0, 0x9ed065, 0, 0xb4e775, 0, 0xc8fc84, 0,
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0x303800, 0, 0x505916, 0, 0x6d762b, 0, 0x88923e, 0,
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0xa0ab4f, 0, 0xb7c25f, 0, 0xccd86e, 0, 0xe0ec7c, 0,
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0x482c00, 0, 0x694d14, 0, 0x866a26, 0, 0xa28638, 0,
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0xbb9f47, 0, 0xd2b656, 0, 0xe8cc63, 0, 0xfce070, 0
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};
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2012-03-15 21:08:53 +00:00
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public TIA(Atari2600 core)
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{
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this.core = core;
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2012-03-16 07:24:00 +00:00
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player0.scanCnt = 8;
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player1.scanCnt = 8;
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2012-03-15 21:08:53 +00:00
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}
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// Execute TIA cycles
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2012-03-16 07:24:00 +00:00
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public void execute(int cycles)
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{
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// Still ignoring cycles...
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// Assume we're on the left side of the screen for now
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bool rightSide = false;
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// ---- Things that happen only in the drawing section ----
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// TODO: Remove this magic number (17). It depends on the HMOVE
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if ((hsyncCnt / 4) >= (lateHBlankReset ? 19 : 17))
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{
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// TODO: Remove this magic number
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if ((hsyncCnt / 4) >= 37)
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{
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rightSide = true;
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}
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// The bit number of the PF data which we want
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int pfBit = ((hsyncCnt / 4) - 17) % 20;
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// Create the mask for the bit we want
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// Note that bits are arranged 0 1 2 3 4 .. 19
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int pfMask = 1 << (20 - 1 - pfBit);
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// Reverse the mask if on the right and playfield is reflected
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if (rightSide && playField.reflect)
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{
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pfMask = reverseBits(pfMask, 20);
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}
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// Calculate collisions
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byte collisions = 0x00;
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if ((playField.grp & pfMask) != 0)
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{
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collisions |= CXPF;
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}
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// ---- Player 0 ----
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// If the scan counter is 0-7, we should draw that pixel!
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if (player0.scanCnt < 8)
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{
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// Make the mask to check the graphic
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byte playerMask = (byte)(1 << (8 - 1 - player0.scanCnt));
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// Reflect it if needed
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if (player0.reflect)
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{
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playerMask = (byte)reverseBits(playerMask, 8);
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}
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// Check the graphic (depending on delay)
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if (!player0.delay)
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{
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if ((player0.grp & playerMask) != 0)
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{
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collisions |= CXP0;
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}
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}
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else
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{
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if ((player0.dgrp & playerMask) != 0)
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{
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collisions |= CXP0;
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}
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}
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// Increment counter
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// When this reaches 8, we've run out of pixel
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// TODO: Implement multi-size graphics by changing how often this gets increased
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player0.scanCnt++;
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}
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// At counter position 0 we should start drawing, a pixel late
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// Set the scan counter at 0, and at the next pixel the graphic will start drawing
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if (player0.hPosCnt == 0 && !player0.reset)
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{
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player0.scanCnt = 0;
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}
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if (player0.hPosCnt == 16 && ((player0.nusiz & 0x07) == 0x01 || ((player0.nusiz & 0x07) == 0x03)))
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{
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player0.scanCnt = 0;
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}
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if (player0.hPosCnt == 32 && ((player0.nusiz & 0x07) == 0x02 || ((player0.nusiz & 0x07) == 0x03) || ((player0.nusiz & 0x07) == 0x06)))
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{
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player0.scanCnt = 0;
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}
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if (player0.hPosCnt == 64 && ((player0.nusiz & 0x07) == 0x04 || ((player0.nusiz & 0x07) == 0x06)))
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{
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player0.scanCnt = 0;
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}
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// Reset is no longer in effect
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player0.reset = false;
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// Increment the counter
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player0.hPosCnt++;
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// Counter loops at 160
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player0.hPosCnt %= 160;
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if (player0.resetCnt < 4)
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{
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player0.resetCnt++;
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}
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if (player0.resetCnt == 4)
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{
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player0.hPosCnt = 0;
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player0.reset = true;
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player0.resetCnt++;
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}
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// ---- END Player 0 ----
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// ---- Player 1 ----
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// If the scan counter is 0-7, we should draw that pixel!
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if (player1.scanCnt < 8)
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{
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// Make the mask to check the graphic
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byte playerMask = (byte)(1 << (8 - 1 - player1.scanCnt));
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// Reflect it if needed
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if (player1.reflect)
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{
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playerMask = (byte)reverseBits(playerMask, 8);
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}
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// Check the graphic (depending on delay)
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if (!player1.delay)
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{
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if ((player1.grp & playerMask) != 0)
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{
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collisions |= CXP1;
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}
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}
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else
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{
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if ((player1.dgrp & playerMask) != 0)
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{
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collisions |= CXP1;
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}
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}
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// Increment counter
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// When this reaches 8, we've run out of pixel
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// TODO: Implement multi-size graphics by changing how often this gets increased
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player1.scanCnt++;
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}
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// At counter position 0 we should start drawing, a pixel late
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// Set the scan counter at 0, and at the next pixel the graphic will start drawing
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if (player1.hPosCnt == 0 && !player1.reset)
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{
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player1.scanCnt = 0;
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}
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if (player1.hPosCnt == 16 && ((player1.nusiz & 0x07) == 0x01 || ((player1.nusiz & 0x07) == 0x03)))
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{
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player1.scanCnt = 0;
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}
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if (player1.hPosCnt == 32 && ((player1.nusiz & 0x07) == 0x02 || ((player1.nusiz & 0x07) == 0x03) || ((player1.nusiz & 0x07) == 0x06)))
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{
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player1.scanCnt = 0;
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}
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if (player1.hPosCnt == 64 && ((player1.nusiz & 0x07) == 0x04 || ((player1.nusiz & 0x07) == 0x06)))
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{
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player1.scanCnt = 0;
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}
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2012-03-15 21:08:53 +00:00
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2012-03-16 07:24:00 +00:00
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// Reset is no longer in effect
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player1.reset = false;
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// Increment the counter
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player1.hPosCnt++;
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// Counter loops at 160
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player1.hPosCnt %= 160;
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if (player1.resetCnt < 4)
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{
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player1.resetCnt++;
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}
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if (player1.resetCnt == 4)
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{
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player1.hPosCnt = 0;
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player1.reset = true;
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player1.resetCnt++;
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}
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|
|
// ---- END Player 1 ----
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Pick the pixel color from collisions
|
|
|
|
|
uint pixelColor = palette[playField.bkColor];
|
|
|
|
|
|
|
|
|
|
if ((collisions & CXPF) != 0)
|
|
|
|
|
{
|
|
|
|
|
if (playField.score)
|
|
|
|
|
{
|
|
|
|
|
if (!rightSide)
|
|
|
|
|
{
|
|
|
|
|
pixelColor = palette[player0.color];
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pixelColor = palette[player1.color];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pixelColor = palette[playField.pfColor];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((collisions & CXP1) != 0)
|
|
|
|
|
{
|
|
|
|
|
player1.collisions |= collisions;
|
|
|
|
|
pixelColor = palette[player1.color];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((collisions & CXP0) != 0)
|
|
|
|
|
{
|
|
|
|
|
player0.collisions |= collisions;
|
|
|
|
|
pixelColor = palette[player0.color];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playField.priority && (collisions & CXPF) != 0)
|
|
|
|
|
{
|
|
|
|
|
if (playField.score)
|
|
|
|
|
{
|
|
|
|
|
if (!rightSide)
|
|
|
|
|
{
|
|
|
|
|
pixelColor = palette[player0.color];
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pixelColor = palette[player1.color];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pixelColor = palette[playField.pfColor];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Handle vblank
|
|
|
|
|
if (vblankEnabled)
|
|
|
|
|
{
|
|
|
|
|
pixelColor = 0x000000;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add the pixel to the scanline
|
|
|
|
|
// TODO: Remove this magic number (68)
|
|
|
|
|
scanline[hsyncCnt - 68] = pixelColor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ---- Things that happen every time ----
|
|
|
|
|
|
|
|
|
|
// Handle HMOVE
|
|
|
|
|
if (hmoveEnabled)
|
|
|
|
|
{
|
|
|
|
|
// On the first time, set the latches and counters
|
|
|
|
|
if (hmoveJustStarted)
|
|
|
|
|
{
|
|
|
|
|
player0HmoveLatch = true;
|
|
|
|
|
player0HmoveCnt = 0;
|
|
|
|
|
|
|
|
|
|
player1HmoveLatch = true;
|
|
|
|
|
player1HmoveCnt = 0;
|
|
|
|
|
|
|
|
|
|
hmoveCnt = 0;
|
|
|
|
|
|
|
|
|
|
hmoveCnt++;
|
|
|
|
|
hmoveJustStarted = false;
|
|
|
|
|
lateHBlankReset = true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Actually do stuff only evey 4 pulses
|
|
|
|
|
if (hmoveCnt == 0)
|
|
|
|
|
{
|
|
|
|
|
// If the latch is still set
|
|
|
|
|
if (player0HmoveLatch)
|
|
|
|
|
{
|
|
|
|
|
// If the move counter still has a bit in common with the HM register
|
|
|
|
|
//if (((15-player0HmoveCnt) ^ ((player0.HM & 0x07) | ((~(player0.HM & 0x08)) & 0x08))) != 0x0F)
|
|
|
|
|
if (((15-player0HmoveCnt) ^ ((player0.HM & 0x07) | ((~(player0.HM & 0x08)) & 0x08))) != 0x0F)
|
|
|
|
|
//if (((15 - player0HmoveCnt) ^ (player0.HM & 0x0F) ) != 0x0F)
|
|
|
|
|
{
|
|
|
|
|
// Shift the player left one pixel
|
|
|
|
|
player0.hPosCnt++;
|
|
|
|
|
|
|
|
|
|
// Increase by 1, max of 15
|
|
|
|
|
player0HmoveCnt++;
|
|
|
|
|
player0HmoveCnt %= 16;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
player0HmoveLatch = false;
|
|
|
|
|
//hmoveEnabled = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (player1HmoveLatch)
|
|
|
|
|
{
|
|
|
|
|
// If the move counter still has a bit in common with the HM register
|
|
|
|
|
//if (((15-player0HmoveCnt) ^ ((player0.HM & 0x07) | ((~(player0.HM & 0x08)) & 0x08))) != 0x0F)
|
|
|
|
|
if (((15 - player1HmoveCnt) ^ ((player1.HM & 0x07) | ((~(player1.HM & 0x08)) & 0x08))) != 0x0F)
|
|
|
|
|
//if (((15 - player0HmoveCnt) ^ (player0.HM & 0x0F) ) != 0x0F)
|
|
|
|
|
{
|
|
|
|
|
// Shift the player left one pixel
|
|
|
|
|
player1.hPosCnt++;
|
|
|
|
|
|
|
|
|
|
// Increase by 1, max of 15
|
|
|
|
|
player1HmoveCnt++;
|
|
|
|
|
player1HmoveCnt %= 16;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
player1HmoveLatch = false;
|
|
|
|
|
//hmoveEnabled = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!player0HmoveLatch && !player1HmoveLatch)
|
|
|
|
|
{
|
|
|
|
|
hmoveEnabled = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
hmoveJustStarted = false;
|
|
|
|
|
hmoveCnt++;
|
|
|
|
|
hmoveCnt %= 4;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Increment the hsync counter
|
|
|
|
|
hsyncCnt++;
|
|
|
|
|
hsyncCnt %= 228;
|
|
|
|
|
|
|
|
|
|
// End of the line? Add it to the buffer!
|
|
|
|
|
if (hsyncCnt == 0)
|
|
|
|
|
{
|
|
|
|
|
lateHBlankReset = false;
|
|
|
|
|
scanlinesBuffer.Add(scanline);
|
|
|
|
|
scanline = new uint[160];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO: Remove the magic numbers from this function to allow for a variable height screen
|
|
|
|
|
public void outputFrame()
|
|
|
|
|
{
|
|
|
|
|
for (int row = 0; row < 262; row++)
|
|
|
|
|
{
|
|
|
|
|
for (int col = 0; col < 320; col++)
|
|
|
|
|
{
|
|
|
|
|
if (scanlinesBuffer.Count > row)
|
|
|
|
|
{
|
|
|
|
|
core.frameBuffer[row * 320 + col] = (int)(scanlinesBuffer[row][col / 2]);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
core.frameBuffer[row * 320 + col] = 0x000000;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public byte ReadMemory(ushort addr)
|
|
|
|
|
{
|
|
|
|
|
ushort maskedAddr = (ushort)(addr & 0x000F);
|
|
|
|
|
Console.WriteLine("TIA read: " + maskedAddr.ToString("x"));
|
|
|
|
|
return 0x00;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void WriteMemory(ushort addr, byte value)
|
|
|
|
|
{
|
|
|
|
|
ushort maskedAddr = (ushort)(addr & 0x3f);
|
|
|
|
|
Console.WriteLine("TIA write: " + maskedAddr.ToString("x"));
|
|
|
|
|
|
|
|
|
|
if (maskedAddr == 0x00) // VSYNC
|
|
|
|
|
{
|
|
|
|
|
if ((value & 0x02) != 0)
|
|
|
|
|
{
|
|
|
|
|
// Frame is complete, output to buffer
|
|
|
|
|
outputFrame();
|
|
|
|
|
scanlinesBuffer.Clear();
|
|
|
|
|
frameComplete = true;
|
|
|
|
|
hsyncCnt = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Console.WriteLine("TIA VSYNC Off");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x01) // VBLANK
|
|
|
|
|
{
|
|
|
|
|
vblankEnabled = (value & 0x02) != 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x02) // WSYNC
|
|
|
|
|
{
|
|
|
|
|
while (hsyncCnt > 0)
|
|
|
|
|
{
|
|
|
|
|
execute(1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x04) // NUSIZ0
|
|
|
|
|
{
|
|
|
|
|
player0.nusiz = (byte)(value & 0x37);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x05) // NUSIZ1
|
|
|
|
|
{
|
|
|
|
|
player1.nusiz = (byte)(value & 0x37);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x06) // COLUP0
|
|
|
|
|
{
|
|
|
|
|
player0.color = (byte)(value & 0xFE);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x07) // COLUP1
|
|
|
|
|
{
|
|
|
|
|
player1.color = (byte)(value & 0xFE);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x08) // COLUPF
|
|
|
|
|
{
|
|
|
|
|
playField.pfColor = (byte)(value & 0xFE);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x09) // COLUBK
|
|
|
|
|
{
|
|
|
|
|
playField.bkColor = (byte)(value & 0xFE);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x0A) // CTRLPF
|
|
|
|
|
{
|
|
|
|
|
playField.reflect = (value & 0x01) != 0;
|
|
|
|
|
playField.priority = (value & 0x04) != 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x0B) // REFP0
|
|
|
|
|
{
|
|
|
|
|
player0.reflect = ((value & 0x08) != 0);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x0C) // REFP1
|
|
|
|
|
{
|
|
|
|
|
player1.reflect = ((value & 0x08) != 0);
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x0D) // PF0
|
|
|
|
|
{
|
|
|
|
|
playField.grp = (UInt32)((playField.grp & 0x0FFFF) + ((reverseBits(value,8) & 0x0F) << 16));
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x0E) // PF1
|
|
|
|
|
{
|
|
|
|
|
playField.grp = (UInt32)((playField.grp & 0xF00FF) + (value << 8));
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x0F) // PF2
|
|
|
|
|
{
|
|
|
|
|
playField.grp = (UInt32)((playField.grp & 0xFFF00) + reverseBits(value,8));
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x10) // RESP0
|
|
|
|
|
{
|
|
|
|
|
//player0.hPosCnt = 0;
|
|
|
|
|
//player0.reset = true;
|
|
|
|
|
player0.resetCnt = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x11) // RESP1
|
|
|
|
|
{
|
|
|
|
|
//player1.hPosCnt = 0;
|
|
|
|
|
//player1.reset = true;
|
|
|
|
|
player1.resetCnt = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x14) // RESBL
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x15) // AUDC0
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x17) // AUDF0
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x1B) // GRP0
|
|
|
|
|
{
|
|
|
|
|
player0.grp = value;
|
|
|
|
|
player1.dgrp = player1.grp;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x1C) // GRP1
|
|
|
|
|
{
|
|
|
|
|
player1.grp = value;
|
|
|
|
|
player0.dgrp = player0.grp;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x1F) // ENABL
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x20) // HMP0
|
|
|
|
|
{
|
|
|
|
|
player0.HM = (byte)((value & 0xF0) >> 4);
|
|
|
|
|
//player0.HM = 0x00;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x21) // HMP1
|
|
|
|
|
{
|
|
|
|
|
player1.HM = (byte)((value & 0xF0) >> 4);
|
|
|
|
|
//player1.HM = 0x00;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x24) // HMBL
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x25) // VDELP0
|
|
|
|
|
{
|
|
|
|
|
player0.delay = (value & 0x01) != 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x26) // VDELP1
|
|
|
|
|
{
|
|
|
|
|
player1.delay = (value & 0x01) != 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x2A) // HMOVE
|
|
|
|
|
{
|
|
|
|
|
hmoveEnabled = true;
|
|
|
|
|
hmoveJustStarted = true;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x2B) // HMCLR
|
|
|
|
|
{
|
|
|
|
|
player0.HM = 0;
|
|
|
|
|
player1.HM = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (maskedAddr == 0x2C) // CXCLR
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int reverseBits(int value, int bits)
|
|
|
|
|
{
|
|
|
|
|
int result = 0;
|
|
|
|
|
for (int i = 0; i < bits; i++)
|
|
|
|
|
{
|
|
|
|
|
result = (result << 1) | ((value >> i) & 0x01);
|
|
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
}
|
2012-03-15 21:08:53 +00:00
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|