883 lines
20 KiB
C#
883 lines
20 KiB
C#
![]() |
using System;
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using BizHawk.Emulation.Common;
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using BizHawk.Common.NumberExtensions;
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using BizHawk.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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{
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public class GB_PPU : PPU
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{
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public override byte ReadReg(int addr)
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{
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byte ret = 0;
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switch (addr)
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{
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case 0xFF40: ret = LCDC; break; // LCDC
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case 0xFF41: ret = STAT; break; // STAT
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case 0xFF42: ret = scroll_y; break; // SCY
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case 0xFF43: ret = scroll_x; break; // SCX
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case 0xFF44: ret = LY; break; // LY
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case 0xFF45: ret = LYC; break; // LYC
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case 0xFF46: ret = DMA_addr; break; // DMA
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case 0xFF47: ret = BGP; break; // BGP
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case 0xFF48: ret = obj_pal_0; break; // OBP0
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case 0xFF49: ret = obj_pal_1; break; // OBP1
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case 0xFF4A: ret = window_y; break; // WY
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case 0xFF4B: ret = window_x; break; // WX
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}
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return ret;
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}
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public override void WriteReg(int addr, byte value)
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{
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switch (addr)
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{
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case 0xFF40: // LCDC
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if (LCDC.Bit(7) && !value.Bit(7))
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{
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VRAM_access_read = true;
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VRAM_access_write = true;
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OAM_access_read = true;
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OAM_access_write = true;
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}
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if (!LCDC.Bit(7) && value.Bit(7))
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{
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// don't draw for one frame after turning on
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blank_frame = true;
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}
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LCDC = value;
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break;
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case 0xFF41: // STAT
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// writing to STAT during mode 0 or 2 causes a STAT IRQ
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if (LCDC.Bit(7))
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{
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if (((STAT & 3) == 0) || ((STAT & 3) == 1))
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{
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LYC_INT = true;
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}
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}
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STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80);
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break;
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case 0xFF42: // SCY
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scroll_y = value;
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break;
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case 0xFF43: // SCX
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scroll_x = value;
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// calculate the column number of the tile to start with
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x_tile = (int)Math.Floor((float)(scroll_x) / 8);
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break;
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case 0xFF44: // LY
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LY = 0; /*reset*/
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break;
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case 0xFF45: // LYC
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LYC = value;
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if (LY != LYC) { STAT &= 0xFB; }
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break;
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case 0xFF46: // DMA
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DMA_addr = value;
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DMA_start = true;
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DMA_OAM_access = true;
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DMA_clock = 0;
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DMA_inc = 0;
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break;
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case 0xFF47: // BGP
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BGP = value;
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break;
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case 0xFF48: // OBP0
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obj_pal_0 = value;
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break;
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case 0xFF49: // OBP1
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obj_pal_1 = value;
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break;
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case 0xFF4A: // WY
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window_y = value;
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break;
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case 0xFF4B: // WX
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window_x = value;
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break;
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}
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}
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public override void tick()
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{
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// the ppu only does anything if it is turned on via bit 7 of LCDC
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if (LCDC.Bit(7))
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{
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// start the next scanline
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if (cycle == 456)
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{
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// scanline callback
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if ((LY + LY_inc) == Core._scanlineCallbackLine)
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{
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if (Core._scanlineCallback != null)
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{
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Core.GetGPU();
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Core._scanlineCallback(LCDC);
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}
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}
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cycle = 0;
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LY += LY_inc;
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no_scan = false;
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// here is where LY = LYC gets cleared (but only if LY isnt 0 as that's a special case
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if (LY_inc == 1)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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}
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if (LY == 0 && LY_inc == 0)
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{
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LY_inc = 1;
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Core.in_vblank = false;
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VBL_INT = false;
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if (STAT.Bit(3)) { HBL_INT = true; }
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STAT &= 0xFC;
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// special note here, the y coordiate of the window is kept if the window is deactivated
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// meaning it will pick up where it left off if re-enabled later
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// so we don't reset it in the scanline loop
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window_y_tile = 0;
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window_y_tile_inc = 0;
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window_started = false;
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}
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Core.cpu.LY = LY;
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// Automatically restore access to VRAM at this time (force end drawing)
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// Who Framed Roger Rabbit seems to run into this.
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VRAM_access_write = true;
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VRAM_access_read = true;
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if (LY == 144)
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{
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Core.in_vblank = true;
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}
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}
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// exit vblank if LCD went from off to on
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if (LCD_was_off)
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{
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//VBL_INT = false;
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Core.in_vblank = false;
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LCD_was_off = false;
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// we exit vblank into mode 0 for 4 cycles
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// but no hblank interrupt, presumably this only happens transitioning from mode 3 to 0
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STAT &= 0xFC;
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// also the LCD doesn't turn on right away
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// also, the LCD does not enter mode 2 on scanline 0 when first turned on
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no_scan = true;
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cycle = 8;
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}
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// the VBL stat is continuously asserted
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if ((LY >= 144))
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{
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if (STAT.Bit(4))
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{
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if ((cycle >= 4) && (LY == 144))
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{
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VBL_INT = true;
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}
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else if (LY > 144)
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{
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VBL_INT = true;
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}
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}
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if ((cycle == 4) && (LY == 144)) {
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HBL_INT = false;
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// set STAT mode to 1 (VBlank) and interrupt flag if it is enabled
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STAT &= 0xFC;
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STAT |= 0x01;
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if (Core.REG_FFFF.Bit(0)) { Core.cpu.FlagI = true; }
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Core.REG_FF0F |= 0x01;
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}
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if ((LY >= 144) && (cycle == 4))
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{
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// a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1
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if (STAT.Bit(5)) { OAM_INT = true; }
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}
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if ((LY == 153) && (cycle == 8))
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{
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LY = 0;
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LY_inc = 0;
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Core.cpu.LY = LY;
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}
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}
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if (!Core.in_vblank)
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{
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if (no_scan)
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{
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// timings are slightly different if we just turned on the LCD
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// there is no mode 2 (presumably it missed the trigger)
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// mode 3 is very short, probably in some self test mode before turning on?
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if (cycle == 12)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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if (LY == LYC)
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{
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// set STAT coincidence FLAG and interrupt flag if it is enabled
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STAT |= 0x04;
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if (STAT.Bit(6)) { LYC_INT = true; }
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}
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}
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if (cycle == 84)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_read = false;
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OAM_access_write = false;
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VRAM_access_read = false;
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VRAM_access_write = false;
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}
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if (cycle == 256)
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{
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STAT &= 0xFC;
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OAM_INT = false;
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if (STAT.Bit(3)) { HBL_INT = true; }
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OAM_access_read = true;
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OAM_access_write = true;
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VRAM_access_read = true;
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VRAM_access_write = true;
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}
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}
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else
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{
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if (cycle < 80)
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{
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if (cycle == 4)
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{
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// apparently, writes can make it to OAM one cycle longer then reads
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OAM_access_write = false;
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// here mode 2 will be set to true and interrupts fired if enabled
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STAT &= 0xFC;
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STAT |= 0x2;
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if (STAT.Bit(5)) { OAM_INT = true; }
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HBL_INT = false;
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}
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// here OAM scanning is performed
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OAM_scan(cycle);
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}
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else if (cycle >= 80 && LY < 144)
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{
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if (cycle == 84)
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{
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STAT &= 0xFC;
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STAT |= 0x03;
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OAM_INT = false;
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OAM_access_write = false;
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VRAM_access_write = false;
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}
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// render the screen and handle hblank
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render(cycle - 80);
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}
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}
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}
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if ((LY_inc == 0))
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{
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if (cycle == 12)
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{
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LYC_INT = false;
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STAT &= 0xFB;
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// Special case of LY = LYC
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if (LY == LYC)
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{
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// set STAT coincidence FLAG and interrupt flag if it is enabled
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STAT |= 0x04;
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if (STAT.Bit(6)) { LYC_INT = true; }
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}
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// also a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1
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if (STAT.Bit(5)) { OAM_INT = true; }
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}
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if (cycle == 92) { OAM_INT = false; }
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}
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// here LY=LYC will be asserted
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if ((cycle == 4) && (LY != 0))
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{
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if (LY == LYC)
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{
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// set STAT coincidence FLAG and interrupt flag if it is enabled
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STAT |= 0x04;
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if (STAT.Bit(6)) { LYC_INT = true; }
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}
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}
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cycle++;
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}
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else
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{
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STAT &= 0xF8;
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VBL_INT = LYC_INT = HBL_INT = OAM_INT = false;
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Core.in_vblank = true;
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LCD_was_off = true;
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LY = 0;
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Core.cpu.LY = LY;
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cycle = 0;
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}
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// assert the STAT IRQ line if the line went from zero to 1
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stat_line = VBL_INT | LYC_INT | HBL_INT | OAM_INT;
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if (stat_line && !stat_line_old)
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{
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if (Core.REG_FFFF.Bit(1)) { Core.cpu.FlagI = true; }
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Core.REG_FF0F |= 0x02;
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}
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stat_line_old = stat_line;
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// process latch delays
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//latch_delay();
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}
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// might be needed, not sure yet
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public override void latch_delay()
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{
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//BGP_l = BGP;
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}
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public override void render(int render_cycle)
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{
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// we are now in STAT mode 3
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// NOTE: presumably the first necessary sprite is fetched at sprite evaulation
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// i.e. just keeping track of the lowest x-value sprite
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if (render_cycle == 0)
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{
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OAM_access_read = false;
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OAM_access_write = true;
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VRAM_access_read = false;
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// window X is latched for the scanline, mid-line changes have no effect
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window_x_latch = window_x;
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OAM_scan_index = 0;
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read_case = 0;
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internal_cycle = 0;
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pre_render = true;
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tile_inc = 0;
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pixel_counter = -8;
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sl_use_index = 0;
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fetch_sprite = false;
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fetch_sprite_01 = false;
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fetch_sprite_4 = false;
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going_to_fetch = false;
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no_sprites = false;
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evaled_sprites = 0;
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window_pre_render = false;
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if (window_started && LCDC.Bit(5))
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{
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window_y_tile_inc++;
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if (window_y_tile_inc==8)
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{
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window_y_tile_inc = 0;
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window_y_tile++;
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window_y_tile %= 32;
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}
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}
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window_started = false;
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if (SL_sprites_index == 0) { no_sprites = true; }
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// it is much easier to process sprites if we order them according to the rules of sprite priority first
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if (!no_sprites) { reorder_and_assemble_sprites(); }
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}
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// before anything else, we have to check if windowing is in effect
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if (LCDC.Bit(5) && !window_started && (LY >= window_y) && (pixel_counter >= (window_x_latch - 7)) && (window_x_latch < 167))
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{
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/*
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Console.Write(LY);
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Console.Write(" ");
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Console.Write(cycle);
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Console.Write(" ");
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Console.Write(window_y_tile_inc);
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Console.Write(" ");
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Console.Write(window_x_latch);
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Console.Write(" ");
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Console.WriteLine(pixel_counter);
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*/
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if (pixel_counter == 0 && window_x_latch <= 7)
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{
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// if the window starts at zero, we still do the first access to the BG
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// but then restart all over again at the window
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window_pre_render = true;
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}
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else
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{
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// otherwise, just restart the whole process as if starting BG again
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window_pre_render = true;
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|
read_case = 4;
|
|||
|
}
|
|||
|
window_counter = 0;
|
|||
|
|
|||
|
window_x_tile = (int)Math.Floor((float)(pixel_counter - (window_x_latch - 7)) / 8);
|
|||
|
|
|||
|
window_tile_inc = 0;
|
|||
|
window_started = true;
|
|||
|
}
|
|||
|
|
|||
|
if (!pre_render && !fetch_sprite && !window_pre_render)
|
|||
|
{
|
|||
|
// start shifting data into the LCD
|
|||
|
if (render_counter >= (render_offset + 8))
|
|||
|
{
|
|||
|
pixel = tile_data_latch[0].Bit(7 - (render_counter % 8)) ? 1 : 0;
|
|||
|
pixel |= tile_data_latch[1].Bit(7 - (render_counter % 8)) ? 2 : 0;
|
|||
|
|
|||
|
int ref_pixel = pixel;
|
|||
|
if (LCDC.Bit(0))
|
|||
|
{
|
|||
|
pixel = (BGP >> (pixel * 2)) & 3;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
pixel = 0;
|
|||
|
}
|
|||
|
|
|||
|
// now we have the BG pixel, we next need the sprite pixel
|
|||
|
if (!no_sprites)
|
|||
|
{
|
|||
|
bool have_sprite = false;
|
|||
|
int s_pixel = 0;
|
|||
|
int sprite_attr = 0;
|
|||
|
|
|||
|
if (sprite_present_list[pixel_counter] == 1)
|
|||
|
{
|
|||
|
have_sprite = true;
|
|||
|
s_pixel = sprite_pixel_list[pixel_counter];
|
|||
|
sprite_attr = sprite_attr_list[pixel_counter];
|
|||
|
}
|
|||
|
|
|||
|
if (have_sprite)
|
|||
|
{
|
|||
|
bool use_sprite = false;
|
|||
|
if (LCDC.Bit(1))
|
|||
|
{
|
|||
|
if (!sprite_attr.Bit(7))
|
|||
|
{
|
|||
|
use_sprite = true;
|
|||
|
}
|
|||
|
else if (ref_pixel == 0)
|
|||
|
{
|
|||
|
use_sprite = true;
|
|||
|
}
|
|||
|
|
|||
|
if (!LCDC.Bit(0))
|
|||
|
{
|
|||
|
use_sprite = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (use_sprite)
|
|||
|
{
|
|||
|
if (sprite_attr.Bit(4))
|
|||
|
{
|
|||
|
pixel = (obj_pal_1 >> (s_pixel * 2)) & 3;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
pixel = (obj_pal_0 >> (s_pixel * 2)) & 3;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// based on sprite priority and pixel values, pick a final pixel color
|
|||
|
Core._vidbuffer[LY * 160 + pixel_counter] = (int)Core.color_palette[pixel];
|
|||
|
pixel_counter++;
|
|||
|
|
|||
|
if (pixel_counter == 160)
|
|||
|
{
|
|||
|
read_case = 8;
|
|||
|
hbl_countdown = 7;
|
|||
|
}
|
|||
|
}
|
|||
|
else if ((render_counter >= render_offset) && (pixel_counter < 0))
|
|||
|
{
|
|||
|
pixel_counter++;
|
|||
|
}
|
|||
|
render_counter++;
|
|||
|
}
|
|||
|
|
|||
|
if (!fetch_sprite)
|
|||
|
{
|
|||
|
if (!pre_render)
|
|||
|
{
|
|||
|
// before we go on to read case 3, we need to know if we stall there or not
|
|||
|
// Gekkio's tests show that if sprites are at position 0 or 1 (mod 8)
|
|||
|
// then it takes an extra cycle (1 or 2 more t-states) to process them
|
|||
|
|
|||
|
if (!no_sprites && (pixel_counter < 160))
|
|||
|
{
|
|||
|
for (int i = 0; i < SL_sprites_index; i++)
|
|||
|
{
|
|||
|
if ((pixel_counter >= (SL_sprites[i * 4 + 1] - 8)) &&
|
|||
|
(pixel_counter < (SL_sprites[i * 4 + 1])) &&
|
|||
|
!evaled_sprites.Bit(i))
|
|||
|
{
|
|||
|
going_to_fetch = true;
|
|||
|
fetch_sprite = true;
|
|||
|
|
|||
|
if ((SL_sprites[i * 4 + 1] % 8) < 2)
|
|||
|
{
|
|||
|
fetch_sprite_01 = true;
|
|||
|
}
|
|||
|
if ((SL_sprites[i * 4 + 1] % 8) > 3)
|
|||
|
{
|
|||
|
fetch_sprite_4 = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
switch (read_case)
|
|||
|
{
|
|||
|
case 0: // read a background tile
|
|||
|
if ((internal_cycle % 2) == 0)
|
|||
|
{
|
|||
|
// calculate the row number of the tiles to be fetched
|
|||
|
y_tile = ((int)Math.Floor((float)(scroll_y + LY) / 8)) % 32;
|
|||
|
|
|||
|
temp_fetch = y_tile * 32 + (x_tile + tile_inc) % 32;
|
|||
|
tile_byte = LCDC.Bit(3) ? Core.BG_map_2[temp_fetch] : Core.BG_map_1[temp_fetch];
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 1;
|
|||
|
if (!pre_render)
|
|||
|
{
|
|||
|
tile_inc++;
|
|||
|
if (window_pre_render)
|
|||
|
{
|
|||
|
read_case = 4;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case 1: // read from tile graphics (0)
|
|||
|
if ((internal_cycle % 2) == 0)
|
|||
|
{
|
|||
|
y_scroll_offset = (scroll_y + LY) % 8;
|
|||
|
|
|||
|
if (LCDC.Bit(4))
|
|||
|
{
|
|||
|
tile_data[0] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2];
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// same as before except now tile byte represents a signed byte
|
|||
|
if (tile_byte.Bit(7))
|
|||
|
{
|
|||
|
tile_byte -= 256;
|
|||
|
}
|
|||
|
tile_data[0] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2];
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 2;
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case 2: // read from tile graphics (1)
|
|||
|
if ((internal_cycle % 2) == 0)
|
|||
|
{
|
|||
|
y_scroll_offset = (scroll_y + LY) % 8;
|
|||
|
|
|||
|
if (LCDC.Bit(4))
|
|||
|
{
|
|||
|
// if LCDC somehow changed between the two reads, make sure we have a positive number
|
|||
|
if (tile_byte < 0)
|
|||
|
{
|
|||
|
tile_byte += 256;
|
|||
|
}
|
|||
|
|
|||
|
tile_data[1] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2 + 1];
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// same as before except now tile byte represents a signed byte
|
|||
|
if (tile_byte.Bit(7) && tile_byte > 0)
|
|||
|
{
|
|||
|
tile_byte -= 256;
|
|||
|
}
|
|||
|
|
|||
|
tile_data[1] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1];
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (pre_render)
|
|||
|
{
|
|||
|
// here we set up rendering
|
|||
|
pre_render = false;
|
|||
|
render_offset = scroll_x % 8;
|
|||
|
render_counter = 0;
|
|||
|
latch_counter = 0;
|
|||
|
read_case = 0;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 3;
|
|||
|
}
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case 3: // read from sprite data
|
|||
|
if ((internal_cycle % 2) == 0)
|
|||
|
{
|
|||
|
// nothing to do if not fetching
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 0;
|
|||
|
latch_new_data = true;
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case 4: // read from window data
|
|||
|
if ((window_counter % 2) == 0)
|
|||
|
{
|
|||
|
temp_fetch = window_y_tile * 32 + (window_x_tile + window_tile_inc) % 32;
|
|||
|
tile_byte = LCDC.Bit(6) ? Core.BG_map_2[temp_fetch] : Core.BG_map_1[temp_fetch];
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (!window_pre_render)
|
|||
|
{
|
|||
|
window_tile_inc++;
|
|||
|
}
|
|||
|
read_case = 5;
|
|||
|
}
|
|||
|
window_counter++;
|
|||
|
break;
|
|||
|
|
|||
|
case 5: // read from tile graphics (for the window)
|
|||
|
if ((window_counter % 2) == 0)
|
|||
|
{
|
|||
|
y_scroll_offset = (window_y_tile_inc) % 8;
|
|||
|
|
|||
|
if (LCDC.Bit(4))
|
|||
|
{
|
|||
|
|
|||
|
tile_data[0] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2];
|
|||
|
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// same as before except now tile byte represents a signed byte
|
|||
|
if (tile_byte.Bit(7))
|
|||
|
{
|
|||
|
tile_byte -= 256;
|
|||
|
}
|
|||
|
|
|||
|
tile_data[0] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2];
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 6;
|
|||
|
}
|
|||
|
window_counter++;
|
|||
|
break;
|
|||
|
|
|||
|
case 6: // read from tile graphics (for the window)
|
|||
|
if ((window_counter % 2) == 0)
|
|||
|
{
|
|||
|
y_scroll_offset = (window_y_tile_inc) % 8;
|
|||
|
if (LCDC.Bit(4))
|
|||
|
{
|
|||
|
// if LCDC somehow changed between the two reads, make sure we have a positive number
|
|||
|
if (tile_byte < 0)
|
|||
|
{
|
|||
|
tile_byte += 256;
|
|||
|
}
|
|||
|
|
|||
|
tile_data[1] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2 + 1];
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// same as before except now tile byte represents a signed byte
|
|||
|
if (tile_byte.Bit(7) && tile_byte > 0)
|
|||
|
{
|
|||
|
tile_byte -= 256;
|
|||
|
}
|
|||
|
|
|||
|
tile_data[1] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1];
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (window_pre_render)
|
|||
|
{
|
|||
|
// here we set up rendering
|
|||
|
window_pre_render = false;
|
|||
|
render_offset = 0;
|
|||
|
render_counter = 0;
|
|||
|
latch_counter = 0;
|
|||
|
read_case = 4;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 7;
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
window_counter++;
|
|||
|
break;
|
|||
|
|
|||
|
case 7: // read from sprite data
|
|||
|
if ((window_counter % 2) == 0)
|
|||
|
{
|
|||
|
// nothing to do if not fetching
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
read_case = 4;
|
|||
|
latch_new_data = true;
|
|||
|
}
|
|||
|
window_counter++;
|
|||
|
break;
|
|||
|
|
|||
|
case 8: // done reading, we are now in phase 0
|
|||
|
|
|||
|
pre_render = true;
|
|||
|
|
|||
|
// the other interrupts appear to be delayed by 1 CPU cycle, so do the same here
|
|||
|
if (hbl_countdown > 0)
|
|||
|
{
|
|||
|
hbl_countdown--;
|
|||
|
if (hbl_countdown == 0)
|
|||
|
{
|
|||
|
STAT &= 0xFC;
|
|||
|
STAT |= 0x00;
|
|||
|
|
|||
|
if (STAT.Bit(3)) { HBL_INT = true; }
|
|||
|
|
|||
|
OAM_access_read = true;
|
|||
|
OAM_access_write = true;
|
|||
|
VRAM_access_read = true;
|
|||
|
VRAM_access_write = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
break;
|
|||
|
}
|
|||
|
internal_cycle++;
|
|||
|
|
|||
|
if (latch_new_data)
|
|||
|
{
|
|||
|
latch_new_data = false;
|
|||
|
tile_data_latch[0] = tile_data[0];
|
|||
|
tile_data_latch[1] = tile_data[1];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// every in range sprite takes 6 cycles to process
|
|||
|
// sprites located at x=0 still take 6 cycles to process even though they don't appear on screen
|
|||
|
// sprites above x=168 do not take any cycles to process however
|
|||
|
if (fetch_sprite)
|
|||
|
{
|
|||
|
if (going_to_fetch)
|
|||
|
{
|
|||
|
going_to_fetch = false;
|
|||
|
sprite_fetch_counter = 0;
|
|||
|
|
|||
|
if (fetch_sprite_01)
|
|||
|
{
|
|||
|
sprite_fetch_counter += 2;
|
|||
|
fetch_sprite_01 = false;
|
|||
|
}
|
|||
|
|
|||
|
if (fetch_sprite_4)
|
|||
|
{
|
|||
|
sprite_fetch_counter -= 2;
|
|||
|
fetch_sprite_4 = false;
|
|||
|
}
|
|||
|
|
|||
|
int last_eval = 0;
|
|||
|
|
|||
|
// at this time it is unknown what each cycle does, but we only need to accurately keep track of cycles
|
|||
|
for (int i = 0; i < SL_sprites_index; i++)
|
|||
|
{
|
|||
|
if ((pixel_counter >= (SL_sprites[i * 4 + 1] - 8)) &&
|
|||
|
(pixel_counter < (SL_sprites[i * 4 + 1])) &&
|
|||
|
!evaled_sprites.Bit(i))
|
|||
|
{
|
|||
|
sprite_fetch_counter += 6;
|
|||
|
evaled_sprites |= (1 << i);
|
|||
|
last_eval = SL_sprites[i * 4 + 1];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// if we didn't evaluate all the sprites immediately, 2 more cycles are added to restart it
|
|||
|
if (evaled_sprites != (Math.Pow(2,SL_sprites_index) - 1))
|
|||
|
{
|
|||
|
if ((last_eval % 8) == 0) { sprite_fetch_counter += 3; }
|
|||
|
else if ((last_eval % 8) == 1) { sprite_fetch_counter += 2; }
|
|||
|
else if ((last_eval % 8) == 2) { sprite_fetch_counter += 3; }
|
|||
|
else if ((last_eval % 8) == 3) { sprite_fetch_counter += 2; }
|
|||
|
else if ((last_eval % 8) == 4) { sprite_fetch_counter += 3; }
|
|||
|
else { sprite_fetch_counter += 2; }
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
sprite_fetch_counter--;
|
|||
|
if (sprite_fetch_counter == 0)
|
|||
|
{
|
|||
|
fetch_sprite = false;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|