BizHawk/BizHawk.Emulation/Consoles/Nintendo/NES/NES.cs

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C#
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2011-02-20 02:49:37 +00:00
using System;
using System.Globalization;
using System.IO;
using System.Collections.Generic;
using BizHawk.Emulation.CPUs.M6502;
namespace BizHawk.Emulation.Consoles.Nintendo
{
public class NES : IEmulator
{
//hardware
MOS6502 cpu = new MOS6502();
byte[] rom;
byte[] ram;
public byte ReadPPUReg(int addr)
{
return 0xFF;
}
public byte ReadReg(int addr)
{
return 0xFF;
}
public byte ReadMemory(ushort addr)
{
if (addr < 0x0800) return ram[addr];
if (addr < 0x1000) return ram[addr - 0x0800];
if (addr < 0x1800) return ram[addr - 0x1000];
if (addr < 0x2000) return ram[addr - 0x1800];
if (addr < 0x4000) return ReadPPUReg(addr & 7);
if (addr < 0x4020) return ReadReg(addr - 0x4020);
if (addr < 0x6000) return 0xFF; //exp rom
if (addr < 0x8000) return 0xFF; //sram
return 0xFF; //got tired of doing this
}
public void WriteMemory(ushort addr, byte value)
{
if (addr < 0x0800) ram[addr] = value;
if (addr < 0x1000) ram[addr - 0x0800] = value;
if (addr < 0x1800) ram[addr - 0x1000] = value;
if (addr < 0x2000) ram[addr - 0x1800] = value;
}
public NES()
{
cpu.ReadMemory = ReadMemory;
cpu.WriteMemory = WriteMemory;
}
class MyVideoProvider : IVideoProvider
{
NES emu;
public MyVideoProvider(NES emu)
{
this.emu = emu;
}
public int[] GetVideoBuffer()
{
int testval = 0;
if (emu.Controller.IsPressed("DOWN")) testval = 0xFF;
int[] pixels = new int[256 * 256];
int i = 0;
for (int y = 0; y < 256; y++)
for (int x = 0; x < 256; x++)
{
pixels[i++] = testval;
}
return pixels;
}
public int BufferWidth { get { return 256; } }
public int BufferHeight { get { return 256; } }
public int BackgroundColor { get { return 0; } }
}
public IVideoProvider VideoProvider { get { return new MyVideoProvider(this); } }
public ISoundProvider SoundProvider { get { return new NullEmulator(); } }
public static readonly ControllerDefinition NESController =
new ControllerDefinition
{
Name = "NES Controls",
BoolButtons = { "A","B","SELECT","START","LEFT","UP","DOWN","RIGHT", "RESET" }
};
public ControllerDefinition ControllerDefinition { get { return NESController; } }
IController controller;
public IController Controller
{
get { return controller; }
set { controller = value; }
}
public void LoadGame(IGame game)
{
rom = game.GetRomData();
//parse iNes and UNIF!
//setup banks and stuff! oh crap what a pain! lets start with non-mapper games and add mappers later.
HardReset();
}
public void FrameAdvance(bool render)
{
//TODO!
//cpu.Execute(10000);
}
public void HardReset()
{
cpu.Reset();
ram = new byte[0x800];
for (int i = 0; i < 0x800; i++)
ram[i] = 0xFF;
}
public int Frame
{
get { return 0; }
}
public bool DeterministicEmulation { get { return true; } set { } }
public byte[] SaveRam { get { return null; } }
public bool SaveRamModified
{
get { return false; }
set { }
}
public void SaveStateText(TextWriter writer)
{
}
public void LoadStateText(TextReader reader)
{
}
public void SaveStateBinary(BinaryWriter writer)
{
}
public void LoadStateBinary(BinaryReader reader)
{
}
public byte[] SaveStateBinary()
{
return new byte[0];
}
public string SystemId { get { return "NES"; } }
public IList<MemoryDomain> MemoryDomains { get { throw new NotImplementedException(); } }
public MemoryDomain MainMemory { get { throw new NotImplementedException(); } }
public object Query(EmulatorQuery query)
{
return null;
}
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}
}