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

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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 partial class VDP : IVideoProvider
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{
// 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;
private int FrameHeight = 192;
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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 SpriteAttributeTableBase { get { return ((Registers[5] >> 1) << 8) & 0x3FFF; } }
public int SpriteTileBase { get { return (Registers[6] & 4) > 0 ? 256: 0; } }
public int NameTableBase
{
get
{
if (FrameHeight == 192)
return 1024 * (Registers[2] & 0x0E);
return (1024 * (Registers[2] & 0x0C)) + 0x0700;
}
}
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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 FrameHeight == 240 ? VLineCounterTableNTSC240[ScanLine] : VLineCounterTableNTSC192[ScanLine];
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}
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
int reg = value & 0x0F;
Registers[reg] = vdpLatch;
if (reg == 1 || reg == 2)
CheckVideoMode();
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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 void CheckVideoMode()
{
if ((Registers[0] & 6) == 6) // if Mode4 and Mode2 set, then check extension modes
{
switch (Registers[1] & 0x18)
{
case 0x00:
case 0x18: // 192-line mode
if (FrameHeight != 192)
{
FrameHeight = 192;
FrameBuffer = new int[256*192];
}
break;
case 0x10: // 224-line mode
if (FrameHeight != 224)
{
FrameHeight = 224;
FrameBuffer = new int[256*224];
}
break;
case 0x08: // 240-line mode
if (FrameHeight != 240)
{
FrameHeight = 240;
FrameBuffer = new int[256 * 240];
}
break;
}
} else { // default to standard 192-line mode4
if (FrameHeight != 192)
{
FrameHeight = 192;
FrameBuffer = new int[256*192];
}
}
}
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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)
{
if (ScanLine >= FrameHeight)
return;
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// 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 (FrameHeight == 192)
{
if (vertOffset >= 224)
vertOffset -= 224;
} else
{
if (vertOffset >= 256)
vertOffset -= 256;
}
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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 (in 192-line mode). Lets find it...
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int TerminalSprite = 64;
if (FrameHeight == 192)
for (int i = 0; i < 64; i++)
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{
if (VRAM[SpriteBase + i] == 208)
{
TerminalSprite = i;
break;
}
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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<FrameHeight; y++)
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{
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]);
}
CheckVideoMode();
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}
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]);
CheckVideoMode();
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}
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 ? FrameHeight : 144; }
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}
public int BackgroundColor
{
get { return Palette[BackdropColor]; }
}
}
}