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

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//http://nesdev.parodius.com/bbs/viewtopic.php?p=4571&sid=db4c7e35316cc5d734606dd02f11dccb
using System;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Collections.Generic;
using BizHawk.Emulation.CPUs.M6502;
namespace BizHawk.Emulation.Consoles.Nintendo
{
partial class NES
{
partial class PPU
{
const int kFetchTime = 2;
struct BGDataRecord {
public byte nt, at;
public byte pt_0, pt_1;
};
public int[] xbuf = new int[256*256];
void Read_bgdata(ref BGDataRecord bgdata) {
int addr = ppur.get_ntread();
if (addr == 0x2043)
{
int zzz = 9;
}
bgdata.nt = ppubus_read(addr);
runppu(kFetchTime);
addr = ppur.get_atread();
byte at = ppubus_read(addr);
//modify at to get appropriate palette shift
if((ppur.vt&2)!=0) at >>= 4;
if((ppur.ht&2)!=0) at >>= 2;
at &= 0x03;
at <<= 2;
bgdata.at = at;
//horizontal scroll clocked at cycle 3 and then
//vertical scroll at 251
runppu(1);
if (reg_2001.PPUON)
{
ppur.increment_hsc();
if (ppur.status.cycle == 251)
ppur.increment_vs();
}
runppu(1);
ppur.par = bgdata.nt;
addr = ppur.get_ptread();
bgdata.pt_0 = ppubus_read(addr);
runppu(kFetchTime);
addr |= 8;
bgdata.pt_1 = ppubus_read(addr);
runppu(kFetchTime);
}
unsafe struct TempOAM
{
public fixed byte oam[4];
public fixed byte patterns[2];
public byte index;
byte pad;
}
2011-02-27 10:55:38 +00:00
//TODO - check flashing sirens in werewolf
int PaletteAdjustPixel(int pixel)
{
//tack on the deemph bits
pixel |= (reg_2001.intense_red<<8)|(reg_2001.intense_green<<9)|(reg_2001.intense_blue<<10);
return pixel;
}
const int kLineTime = 341;
public unsafe void FrameAdvance()
{
BGDataRecord[] bgdata = new BGDataRecord[34]; //one at the end is junk, it can never be rendered
//262 scanlines
if (ppudead != 0)
{
FrameAdvance_ppudead();
return;
}
Reg2002_vblank_active = 1;
ppuphase = PPUPHASE.VBL;
//Not sure if this is correct. According to Matt Conte and my own tests, it is.
//Timing is probably off, though.
//NOTE: Not having this here breaks a Super Donkey Kong game.
reg_2003 = 0;
const int delay = 20; //fceu used 12 here but I couldnt get it to work in marble madness and pirates.
runppu(delay); //X6502_Run(12);
if (reg_2000.vblank_nmi_gen) TriggerNMI();
if (PAL)
runppu(70 * (kLineTime) - delay);
else
runppu(20 * (kLineTime) - delay);
//this seems to run just before the dummy scanline begins
clear_2002();
//this early out caused metroid to fail to boot. I am leaving it here as a reminder of what not to do
//if(!PPUON) { runppu(kLineTime*242); goto finish; }
//There are 2 conditions that update all 5 PPU scroll counters with the
//contents of the latches adjacent to them. The first is after a write to
//2006/2. The second, is at the beginning of scanline 20, when the PPU starts
//rendering data for the first time in a frame (this update won't happen if
//all rendering is disabled via 2001.3 and 2001.4).
//if(PPUON)
// ppur.install_latches();
TempOAM[,] oams = new TempOAM[2,64]; //[7] turned to [8] for faster indexing
int[] oamcounts = new int[2];
int oamslot=0;
int oamcount=0;
//capture the initial xscroll
//int xscroll = ppur.fh;
//render 241 scanlines (including 1 dummy at beginning)
for (int sl = 0; sl < 241; sl++)
{
ppur.status.sl = sl;
int yp = sl - 1;
ppuphase = PPUPHASE.BG;
//twiddle the oam buffers
int scanslot = oamslot ^ 1;
int renderslot = oamslot;
oamslot ^= 1;
oamcount = oamcounts[renderslot];
//the main scanline rendering loop:
//32 times, we will fetch a tile and then render 8 pixels.
//two of those tiles were read in the last scanline.
for (int xt = 0; xt < 32; xt++)
{
Read_bgdata(ref bgdata[xt + 2]);
//ok, we're also going to draw here.
//unless we're on the first dummy scanline
if (sl != 0)
{
int xstart = xt << 3;
oamcount = oamcounts[renderslot];
int target = (yp << 8) + xstart;
int rasterpos = xstart;
//check all the conditions that can cause things to render in these 8px
bool renderspritenow = reg_2001.show_obj && (xt > 0 || reg_2001.show_obj_leftmost);
bool renderbgnow = reg_2001.show_bg && (xt > 0 || reg_2001.show_bg_leftmost);
for (int xp = 0; xp < 8; xp++, rasterpos++)
{
//bg pos is different from raster pos due to its offsetability.
//so adjust for that here
int bgpos = rasterpos + ppur.fh;
int bgpx = bgpos & 7;
int bgtile = bgpos >> 3;
int pixel = 0, pixelcolor;
//generate the BG data
if (renderbgnow)
{
byte pt_0 = bgdata[bgtile].pt_0;
byte pt_1 = bgdata[bgtile].pt_1;
pixel = ((pt_0 >> (7 - bgpx)) & 1) | (((pt_1 >> (7 - bgpx)) & 1) << 1);
if(pixel != 0)
pixel |= bgdata[bgtile].at;
}
pixelcolor = PALRAM[pixel];
//look for a sprite to be drawn
bool havepixel = false;
for (int s = 0; s < oamcount; s++)
{
fixed (TempOAM* oam = &oams[renderslot, s])
{
int x = oam->oam[3];
if (rasterpos >= x && rasterpos < x + 8)
{
//build the pixel.
//fetch the LSB of the patterns
int spixel = oam->patterns[0] & 1;
spixel |= (oam->patterns[1] & 1) << 1;
//shift down the patterns so the next pixel is in the LSB
oam->patterns[0] >>= 1;
oam->patterns[1] >>= 1;
if (!renderspritenow) continue;
//bail out if we already have a pixel from a higher priority sprite
if (havepixel) continue;
//transparent pixel bailout
if (spixel == 0) continue;
//spritehit:
//1. is it sprite#0?
//2. is the bg pixel nonzero?
//then, it is spritehit.
if (oam->index == 0 && (pixel & 3) != 0 && rasterpos < 255)
{
Reg2002_objhit = true;
}
havepixel = true;
//priority handling
if ((oam->oam[2] & 0x20) != 0)
{
//behind background:
if ((pixel & 3) != 0) continue;
}
//bring in the palette bits and palettize
spixel |= (oam->oam[2] & 3) << 2;
pixelcolor = PALRAM[0x10 + spixel];
} //rasterpos in sprite range
} //c# fixed oam ptr
}//oamcount loop
xbuf[target] = PaletteAdjustPixel(pixelcolor);
target++;
} //loop across 8 pixels
} //scanline != 0
} //loop across 32 tiles
//look for sprites (was supposed to run concurrent with bg rendering)
oamcounts[scanslot] = 0;
oamcount = 0;
if (sl == 0xb1)
{
int zzz = 9;
}
int spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
for (int i = 0; i < 64; i++)
{
int spr = i * 4;
if (yp >= OAM[spr] && yp < OAM[spr] + spriteHeight)
{
//if we already have maxsprites, then this new one causes an overflow,
//set the flag and bail out.
if (oamcount >= 8 && reg_2001.PPUON)
{
Reg2002_objoverflow = true;
if (SPRITELIMIT)
break;
}
//just copy some bytes into the internal sprite buffer
for (int j = 0; j < 4; j++)
fixed (TempOAM* oam = &oams[scanslot, oamcount])
oam->oam[j] = OAM[spr + j];
//note that we stuff the oam index into [6].
//i need to turn this into a struct so we can have fewer magic numbers
oams[scanslot, oamcount].index = (byte)i;
oamcount++;
}
}
oamcounts[scanslot] = oamcount;
//FV is clocked by the PPU's horizontal blanking impulse, and therefore will increment every scanline.
//well, according to (which?) tests, maybe at the end of hblank.
//but, according to what it took to get crystalis working, it is at the beginning of hblank.
//this is done at cycle 251
//rendering scanline, it doesn't need to be scanline 0,
//because on the first scanline when the increment is 0, the vs_scroll is reloaded.
//if(PPUON && sl != 0)
// ppur.increment_vs();
//todo - think about clearing oams to a predefined value to force deterministic behavior
//so.. this is the end of hblank. latch horizontal scroll values
//do it cycle at 251
if (reg_2001.PPUON && sl != 0)
ppur.install_h_latches();
ppuphase = PPUPHASE.OBJ;
//fetch sprite patterns
for (int s = 0; s < MAXSPRITES; s++)
{
if (sl == 0x9E && s == 1)
{
int zzz = 9;
}
//if we have hit our eight sprite pattern and we dont have any more sprites, then bail
if (s == oamcount && s >= 8)
break;
//if this is a real sprite sprite, then it is not above the 8 sprite limit.
//this is how we support the no 8 sprite limit feature.
//not that at some point we may need a virtual CALL_PPUREAD which just peeks and doesnt increment any counters
//this could be handy for the debugging tools also
bool realSprite = (s < 8);
fixed (TempOAM* oam = &oams[scanslot, s])
{
int line = yp - oam->oam[0];
if ((oam->oam[2] & 0x80) != 0) //vflip
line = spriteHeight - line - 1;
int patternNumber = oam->oam[1];
int patternAddress;
//8x16 sprite handling:
if (reg_2000.obj_size_16)
{
int bank = (patternNumber & 1) << 12;
patternNumber = patternNumber & ~1;
patternNumber |= (line >> 3);
patternAddress = (patternNumber << 4) | bank;
}
else
{
patternAddress = (patternNumber << 4) | (reg_2000.obj_pattern_hi << 9);
}
//offset into the pattern for the current line.
//tricky: tall sprites have already had lines>8 taken care of by getting a new pattern number above.
//so we just need the line offset for the second pattern
patternAddress += line & 7;
//garbage nametable fetches
//reset the scroll counter, happens at cycle 304
if (realSprite)
{
if ((sl == 0) && reg_2001.PPUON)
{
if (ppur.status.cycle == 304)
{
runppu(1);
ppur.install_latches();
runppu(1);
}
else
runppu(kFetchTime);
}
else
runppu(kFetchTime);
}
//..etc.. hacks about dragon's lair, MMC3, crystalis and SMB3. this should be implemented through the board
if (realSprite) runppu(kFetchTime);
//pattern table fetches
int addr = patternAddress;
oam->patterns[0] = ppubus_read(addr);
if (realSprite) runppu(kFetchTime);
addr += 8;
oam->patterns[1] = ppubus_read(addr);
if (realSprite) runppu(kFetchTime);
//hflip
if ((oam->oam[2] & 0x40) == 0)
{
oam->patterns[0] = BITREV.byte_8[oam->patterns[0]];
oam->patterns[1] = BITREV.byte_8[oam->patterns[1]];
}
} //c# fixed oam
} //sprite pattern fetch loop
ppuphase = PPUPHASE.BG;
//fetch BG: two tiles for next line
for (int xt = 0; xt < 2; xt++)
Read_bgdata(ref bgdata[xt]);
//I'm unclear of the reason why this particular access to memory is made.
//The nametable address that is accessed 2 times in a row here, is also the
//same nametable address that points to the 3rd tile to be rendered on the
//screen (or basically, the first nametable address that will be accessed when
//the PPU is fetching background data on the next scanline).
//(not implemented yet)
runppu(kFetchTime);
if (sl == 0)
{
if (idleSynch && reg_2001.PPUON && !PAL)
ppur.status.end_cycle = 340;
else
ppur.status.end_cycle = 341;
idleSynch ^= true;
}
else
ppur.status.end_cycle = 341;
runppu(kFetchTime);
//After memory access 170, the PPU simply rests for 4 cycles (or the
//equivelant of half a memory access cycle) before repeating the whole
//pixel/scanline rendering process. If the scanline being rendered is the very
//first one on every second frame, then this delay simply doesn't exist.
if (ppur.status.end_cycle == 341)
runppu(1);
} //scanline loop
//hacks...
//if (MMC5Hack && PPUON) MMC5_hb(240);
//idle for one line
runppu(kLineTime);
} //FrameAdvance
void FrameAdvance_ppudead()
{
//not quite emulating all the NES power up behavior
//since it is known that the NES ignores writes to some
//register before around a full frame, but no games
//should write to those regs during that time, it needs
//to wait for vblank
ppur.status.sl = 241;
if (PAL)
runppu(70 * kLineTime);
else
runppu(20 * kLineTime);
ppur.status.sl = 0;
runppu(242 * kLineTime);
--ppudead;
}
}
}
}