Merge pull request #643 from alyosha-tas/master
NesHawk and 6502 bug Fixes
This commit is contained in:
commit
24bbaa19bd
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@ -197,7 +197,7 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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/*TYA [implied]*/ new Uop[] { Uop.Imp_TYA, Uop.End },
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/*STA addr,Y [absolute indexed WRITE]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_Y, Uop.AbsIdx_Stage4, Uop.AbsIdx_WRITE_Stage5_STA, Uop.End },
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/*TXS [implied]*/ new Uop[] { Uop.Imp_TXS, Uop.End },
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/*SHS* addr,X [absolute indexed WRITE X] [unofficial] [NOT IMPLEMENTED - TRICKY, AND NO TEST]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_X, Uop.AbsIdx_Stage4, Uop.AbsIdx_WRITE_Stage5_ERROR, Uop.End },
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/*SHS* addr,Y [absolute indexed WRITE X] [unofficial] [NOT IMPLEMENTED - TRICKY, AND NO TEST]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_Y, Uop.AbsIdx_Stage4, Uop.AbsIdx_WRITE_Stage5_ERROR, Uop.End },
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/*SHY** [absolute indexed WRITE] [unofficial]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_X, Uop.AbsIdx_Stage4, Uop.AbsIdx_WRITE_Stage5_SHY, Uop.End },
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/*STA addr,X [absolute indexed WRITE]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_X, Uop.AbsIdx_Stage4, Uop.AbsIdx_WRITE_Stage5_STA, Uop.End },
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/*SHX* addr,Y [absolute indexed WRITE Y] [unofficial]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_Y, Uop.AbsIdx_Stage4, Uop.AbsIdx_WRITE_Stage5_SHX, Uop.End },
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@ -231,7 +231,7 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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/*CLV [implied]*/ new Uop[] { Uop.Imp_CLV, Uop.End },
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/*LDA addr,Y* [absolute indexed READ Y]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_Y, Uop.AbsIdx_READ_Stage4, Uop.AbsIdx_READ_Stage5_LDA, Uop.End },
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/*TSX [implied]*/ new Uop[] { Uop.Imp_TSX, Uop.End },
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/*LAS* addr,X [absolute indexed READ X] [unofficial]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_X, Uop.AbsIdx_READ_Stage4, Uop.AbsIdx_READ_Stage5_ERROR, Uop.End },
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/*LAS* addr,Y [absolute indexed READ Y] [unofficial]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_Y, Uop.AbsIdx_READ_Stage4, Uop.AbsIdx_READ_Stage5_ERROR, Uop.End },
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/*LDY addr,X* [absolute indexed READ X]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_X, Uop.AbsIdx_READ_Stage4, Uop.AbsIdx_READ_Stage5_LDY, Uop.End },
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/*LDA addr,X* [absolute indexed READ X]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_X, Uop.AbsIdx_READ_Stage4, Uop.AbsIdx_READ_Stage5_LDA, Uop.End },
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/*LDX addr,Y* [absolute indexed READ Y]*/ new Uop[] { Uop.Fetch2, Uop.AbsIdx_Stage3_Y, Uop.AbsIdx_READ_Stage4, Uop.AbsIdx_READ_Stage5_LDX, Uop.End },
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@ -940,9 +940,10 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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rdy_freeze = !RDY;
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if (RDY)
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{
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if (alu_temp.Bit(8))
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ReadMemory((ushort)ea);
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if (alu_temp.Bit(8))
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ea = (ushort)(ea + 0x100);
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ReadMemory((ushort)ea);
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}
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}
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@ -1090,9 +1091,7 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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void IndIdx_RMW_Stage8()
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{
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WriteMemory((ushort)ea, (byte)alu_temp);
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}
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}
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void RelBranch_Stage2_BVS()
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{
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branch_taken = FlagV == true;
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@ -2267,8 +2266,9 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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rdy_freeze = !RDY;
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if (RDY)
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{
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//bleh.. redundant code to make sure we dont clobber alu_temp before using it to decide whether to change ea
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if (alu_temp.Bit(8))
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//bleh.. redundant code to make sure we dont clobber alu_temp before using it to decide whether to change ea
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if (alu_temp.Bit(8))
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{
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alu_temp = ReadMemory((ushort)ea);
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ea = (ushort)(ea + 0x100);
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@ -2298,14 +2298,16 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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}
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void AbsIdx_WRITE_Stage5_ERROR()
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{
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rdy_freeze = !RDY;
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if (RDY)
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{
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alu_temp = ReadMemory((ushort)ea);
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//throw new InvalidOperationException("UNSUPPORTED OPCODE [probably SHS] PLEASE REPORT");
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}
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//rdy_freeze = !RDY;
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//if (RDY)
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//{
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//alu_temp = ReadMemory((ushort)ea);
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//throw new InvalidOperationException("UNSUPPORTED OPCODE [probably SHS] PLEASE REPORT");
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//}
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S = (byte)(X & A);
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WriteMemory((ushort)ea, (byte)(S & opcode3));
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}
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}
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void AbsIdx_RMW_Stage5()
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{
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rdy_freeze = !RDY;
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@ -2524,8 +2526,12 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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if (RDY)
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{
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alu_temp = ReadMemory((ushort)ea);
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//throw new InvalidOperationException("UNSUPPORTED OPCODE [probably LAS] PLEASE REPORT");
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}
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// Alyosha: wish me luck!
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S &= (byte)alu_temp;
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X = S;
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A = S;
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P = (byte)((P & 0x7D) | TableNZ[S]);
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}
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}
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void AbsInd_JMP_Stage4()
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@ -2959,9 +2965,11 @@ namespace BizHawk.Emulation.Cores.Components.M6502
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public void ExecuteOne()
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{
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if (!rdy_freeze)
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TotalExecutedCycles++;
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if (!rdy_freeze)
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{
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TotalExecutedCycles++;
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interrupt_pending |= Interrupted;
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}
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@ -153,7 +153,12 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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ser.Sync("VRAMBuffer", ref VRAMBuffer);
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ser.Sync("ppu_addr_temp", ref ppu_addr_temp);
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ser.Sync("OAM", ref OAM, false);
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ser.Sync("Read_Value", ref read_value);
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ser.Sync("Prev_soam_index", ref soam_index_prev);
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ser.Sync("Spr_Zero_Go", ref sprite_zero_go);
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ser.Sync("Spr_zero_in_Range", ref sprite_zero_in_range);
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ser.Sync("OAM", ref OAM, false);
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ser.Sync("PALRAM", ref PALRAM, false);
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ser.Sync("Reg2002_objoverflow", ref Reg2002_objoverflow);
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@ -210,7 +215,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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for (int i = 0; i < x; i++)
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{
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ppur.status.cycle++;
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is_even_cycle = !is_even_cycle;
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//might not actually run a cpu cycle if there are none to be run right now
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nes.RunCpuOne();
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@ -395,7 +395,31 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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OAM[reg_2003] = value;
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reg_2003++;
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}
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byte read_2004() { return OAM[reg_2003]; }
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byte read_2004()
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{
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if (ppur.status.sl < 241)
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{
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if (ppur.status.cycle < 64)
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{
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return 0xFF; // during this time all reads return FF
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}
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else if (ppur.status.cycle < 256)
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{
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return read_value;
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}
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else if (ppur.status.cycle < 320)
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{
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return read_value;
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}
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else
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{
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return soam[0];
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}
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} else
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{
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return OAM[reg_2003];
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}
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}
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byte peek_2004() { return OAM[reg_2003]; }
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//SCROLL (write)
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@ -5,6 +5,7 @@
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//TODO - correctly emulate PPU OFF state
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using BizHawk.Common;
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using System;
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namespace BizHawk.Emulation.Cores.Nintendo.NES
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{
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@ -19,7 +20,37 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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public short[] xbuf = new short[256*240];
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int ppu_addr_temp;
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// values here are used in sprite evaluation
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public bool sprite_eval_write;
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public byte read_value;
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public int soam_index;
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public int soam_index_prev;
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public int soam_m_index;
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public int oam_index;
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public int read_value_aux;
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public int soam_m_index_aux;
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public int oam_index_aux;
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public bool is_even_cycle;
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public bool sprite_zero_in_range=false;
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public bool sprite_zero_go = false;
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public int yp;
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public int spriteHeight;
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public int o_bug; // this is incramented when checks for sprite overflow start, mirroring a hardware bug
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public byte[] soam = new byte[512]; // in a real nes, this would only be 32, but we wish to allow more then 8 sprites per scanline
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struct TempOAM
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{
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public byte oam_y;
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public byte oam_ind;
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public byte oam_attr;
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public byte oam_x;
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public byte patterns_0;
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public byte patterns_1;
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}
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TempOAM[] t_oam = new TempOAM[64];
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int ppu_addr_temp;
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void Read_bgdata(ref BGDataRecord bgdata)
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{
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for (int i = 0; i < 8; i++)
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@ -82,14 +113,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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} //switch(cycle)
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}
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unsafe struct TempOAM
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{
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public fixed byte oam[4];
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public fixed byte patterns[2];
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public byte index;
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public byte present;
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}
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//TODO - check flashing sirens in werewolf
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short PaletteAdjustPixel(int pixel)
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{
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@ -130,11 +153,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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//this seems to run just before the dummy scanline begins
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clear_2002();
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TempOAM* oams = stackalloc TempOAM[128];
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int* oamcounts = stackalloc int[2];
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int oamslot=0;
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int oamcount=0;
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idleSynch ^= true;
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//render 241 scanlines (including 1 dummy at beginning)
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@ -144,22 +162,29 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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ppur.status.sl = sl;
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int yp = sl - 1;
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soam_index = 0;
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soam_m_index = 0;
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soam_m_index_aux = 0;
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oam_index_aux = 0;
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oam_index = 0;
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o_bug = 0;
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is_even_cycle = true;
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sprite_eval_write = true;
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sprite_zero_go = false;
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if (sprite_zero_in_range)
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sprite_zero_go = true;
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sprite_zero_in_range = false;
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yp = sl - 1;
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ppuphase = PPUPHASE.BG;
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if (NTViewCallback != null && yp == NTViewCallback.Scanline) NTViewCallback.Callback();
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if (PPUViewCallback != null && yp == PPUViewCallback.Scanline) PPUViewCallback.Callback();
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//twiddle the oam buffers
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int scanslot = oamslot ^ 1;
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int renderslot = oamslot;
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oamslot ^= 1;
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oamcount = oamcounts[renderslot];
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//ok, we're also going to draw here.
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//unless we're on the first dummy scanline
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if (sl != 0)
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//ok, we're also going to draw here.
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//unless we're on the first dummy scanline
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if (sl != 0)
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{
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//the main scanline rendering loop:
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//32 times, we will fetch a tile and then render 8 pixels.
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@ -168,19 +193,115 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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for (int xt = 0; xt < 32; xt++)
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{
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int xstart = xt << 3;
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oamcount = oamcounts[renderslot];
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int target = yp_shift + xstart;
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int rasterpos = xstart;
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//check all the conditions that can cause things to render in these 8px
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bool renderspritenow = reg_2001.show_obj && (xt > 0 || reg_2001.show_obj_leftmost);
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spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
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//check all the conditions that can cause things to render in these 8px
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bool renderspritenow = reg_2001.show_obj && (xt > 0 || reg_2001.show_obj_leftmost);
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bool renderbgnow = reg_2001.show_bg && (xt > 0 || reg_2001.show_bg_leftmost);
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for (int xp = 0; xp < 8; xp++, rasterpos++)
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{
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//process the current clock's worth of bg data fetching
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//this needs to be split into 8 pieces or else exact sprite 0 hitting wont work due to the cpu not running while the sprite renders below
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Read_bgdata(xp, ref bgdata[xt + 2]);
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//////////////////////////////////////////////////
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//Sprite Evaluation Start
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//////////////////////////////////////////////////
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if (ppur.status.cycle <= 63 && !is_even_cycle)
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{
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// the first 64 cycles of each scanline are used to initialize sceondary OAM
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// the actual effect setting a flag that always returns 0xFF from a OAM read
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// this is a bit of a shortcut to save some instructions
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// data is read from OAM as normal but never used
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soam[soam_index] = 0xFF;
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soam_index++;
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}
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if (ppur.status.cycle == 64)
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soam_index = 0;
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// otherwise, scan through OAM and test if sprites are in range
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// if they are, they get copied to the secondary OAM
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if (ppur.status.cycle >= 64)
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{
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if (oam_index==64)
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{
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oam_index_aux = 0;
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oam_index = 0;
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sprite_eval_write = false;
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}
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if (is_even_cycle)
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{
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read_value = OAM[oam_index * 4+soam_m_index];
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if (oam_index_aux>63)
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oam_index_aux = 63;
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read_value_aux = OAM[oam_index_aux * 4 + soam_m_index_aux];
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}
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else if (sprite_eval_write)
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{
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if (soam_index >= 8)
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{
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// this code mirrors sprite overflow bug behaviour
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// see http://wiki.nesdev.com/w/index.php/PPU_sprite_evaluation
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if (yp >= read_value && yp < read_value + spriteHeight && reg_2001.PPUON)
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{
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Reg2002_objoverflow = true;
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}
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else
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{
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soam_m_index++;
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oam_index++;
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if (soam_m_index == 4)
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soam_m_index = 0;
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}
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}
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//look for sprites
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soam[soam_index * 4] = OAM[oam_index_aux * 4];
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if (yp >= read_value_aux && yp < read_value_aux + spriteHeight && soam_m_index_aux == 0)
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{
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//a flag gets set if sprite zero is in range
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if (oam_index_aux == 0)
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sprite_zero_in_range = true;
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soam_m_index_aux++;
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} else if (soam_m_index_aux > 0 && soam_m_index_aux < 4)
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{
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soam[soam_index * 4 + soam_m_index_aux] = OAM[oam_index_aux * 4 + soam_m_index_aux];
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soam_m_index_aux++;
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if (soam_m_index_aux == 4)
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{
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oam_index_aux++;
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soam_index++;
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soam_m_index_aux = 0;
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}
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} else
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{
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oam_index_aux++;
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}
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if (soam_index<8)
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{
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soam_m_index = soam_m_index_aux;
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oam_index = oam_index_aux;
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}
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}
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}
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//////////////////////////////////////////////////
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//Sprite Evaluation End
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//////////////////////////////////////////////////
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//process the current clock's worth of bg data fetching
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//this needs to be split into 8 pieces or else exact sprite 0 hitting wont work due to the cpu not running while the sprite renders below
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Read_bgdata(xp, ref bgdata[xt + 2]);
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//bg pos is different from raster pos due to its offsetability.
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//so adjust for that here
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@ -219,44 +340,43 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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if (!nes.Settings.DispBackground)
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pixelcolor = 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later
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//look for a sprite to be drawn
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bool havepixel = false;
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int renderslot_shift = renderslot << 6;
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for (int s = 0; s < oamcount; s++)
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//look for a sprite to be drawn
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bool havepixel = false;
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for (int s = 0; s < soam_index_prev; s++)
|
||||
{
|
||||
TempOAM* oam = &oams[renderslot_shift + s];
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int x = oam->oam[3];
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int x = t_oam[s].oam_x;
|
||||
if (rasterpos >= x && rasterpos < x + 8)
|
||||
{
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||||
//build the pixel.
|
||||
//fetch the LSB of the patterns
|
||||
int spixel = oam->patterns[0] & 1;
|
||||
spixel |= (oam->patterns[1] & 1) << 1;
|
||||
int spixel = t_oam[s].patterns_0 & 1;
|
||||
spixel |= (t_oam[s].patterns_1 & 1) << 1;
|
||||
|
||||
//shift down the patterns so the next pixel is in the LSB
|
||||
oam->patterns[0] >>= 1;
|
||||
oam->patterns[1] >>= 1;
|
||||
//shift down the patterns so the next pixel is in the LSB
|
||||
t_oam[s].patterns_0 >>= 1;
|
||||
t_oam[s].patterns_1 >>= 1;
|
||||
|
||||
//bail out if we already have a pixel from a higher priority sprite.
|
||||
//notice that we continue looping anyway, so that we can shift down the patterns
|
||||
//transparent pixel bailout
|
||||
if (!renderspritenow || havepixel || spixel == 0) continue;
|
||||
//bail out if we already have a pixel from a higher priority sprite.
|
||||
//notice that we continue looping anyway, so that we can shift down the patterns
|
||||
//transparent pixel bailout
|
||||
if (!renderspritenow || havepixel || spixel == 0) continue;
|
||||
|
||||
havepixel = true;
|
||||
|
||||
|
||||
//TODO - make sure we dont trigger spritehit if the edges are masked for either BG or OBJ
|
||||
//spritehit:
|
||||
//1. is it sprite#0?
|
||||
//2. is the bg pixel nonzero?
|
||||
//then, it is spritehit.
|
||||
Reg2002_objhit |= (oam->index == 0 && pixel != 0 && rasterpos < 255);
|
||||
Reg2002_objhit |= (sprite_zero_go && s==0 && pixel != 0 && rasterpos < 255);
|
||||
|
||||
//priority handling, if in front of BG:
|
||||
bool drawsprite = !(((oam->oam[2] & 0x20) != 0) && ((pixel & 3) != 0));
|
||||
bool drawsprite = !(((t_oam[s].oam_attr & 0x20) != 0) && ((pixel & 3) != 0));
|
||||
if (drawsprite && nes.Settings.DispSprites)
|
||||
{
|
||||
//bring in the palette bits and palettize
|
||||
spixel |= (oam->oam[2] & 3) << 2;
|
||||
spixel |= (t_oam[s].oam_attr & 3) << 2;
|
||||
//save it for use in the framebuffer
|
||||
pixelcolor = PALRAM[0x10 + spixel];
|
||||
}
|
||||
|
@ -273,77 +393,50 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
|
|||
}
|
||||
else
|
||||
for (int xt = 0; xt < 32; xt++)
|
||||
Read_bgdata(ref bgdata[xt + 2]);
|
||||
Read_bgdata(ref bgdata[xt + 2]);
|
||||
|
||||
//look for sprites (was supposed to run concurrent with bg rendering)
|
||||
oamcounts[scanslot] = 0;
|
||||
oamcount = 0;
|
||||
int spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
|
||||
|
||||
int scanslot_lshift = scanslot << 6;
|
||||
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
oams[scanslot_lshift + i].present = 0;
|
||||
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.
|
||||
//should we set this flag anyway??
|
||||
if (oamcount >= 8 && reg_2001.PPUON)
|
||||
{
|
||||
Reg2002_objoverflow = true;
|
||||
if(!nes.Settings.AllowMoreThanEightSprites)
|
||||
break;
|
||||
}
|
||||
//just copy some bytes into the internal sprite buffer
|
||||
TempOAM* oam = &oams[scanslot_lshift + oamcount];
|
||||
for (int j = 0; j < 4; j++)
|
||||
oam->oam[j] = OAM[spr + j];
|
||||
oam->present = 1;
|
||||
//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_lshift + oamcount].index = (byte)i;
|
||||
oamcount++;
|
||||
}
|
||||
}
|
||||
oamcounts[scanslot] = oamcount;
|
||||
// normally only 8 sprites are allowed, but with a particular setting we can have more then that
|
||||
soam_index_prev = soam_index;
|
||||
if (soam_index_prev > 8 && !nes.Settings.AllowMoreThanEightSprites)
|
||||
soam_index_prev = 8;
|
||||
|
||||
ppuphase = PPUPHASE.OBJ;
|
||||
|
||||
//fetch sprite patterns
|
||||
int oam_todo = oamcount;
|
||||
if (oam_todo < 8)
|
||||
oam_todo = 8;
|
||||
for (int s = 0; s < oam_todo; s++)
|
||||
spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
|
||||
|
||||
// if there are less then 8 evaluated sprites, we still process 8 sprites
|
||||
int bound;
|
||||
|
||||
if (soam_index_prev>8)
|
||||
{
|
||||
bound = soam_index_prev;
|
||||
} else
|
||||
{
|
||||
bound = 8;
|
||||
}
|
||||
|
||||
for (int s = 0; s < bound; s++)
|
||||
{
|
||||
//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);
|
||||
bool junksprite = (s >= oamcount || !reg_2001.PPUON);
|
||||
bool junksprite = (!reg_2001.PPUON);
|
||||
bool extra_sprite = (s >= 8);
|
||||
|
||||
TempOAM* oam = &oams[scanslot_lshift + s];
|
||||
int line = yp - oam->oam[0];
|
||||
if ((oam->oam[2] & 0x80) != 0) //vflip
|
||||
t_oam[s].oam_y = soam[s*4];
|
||||
t_oam[s].oam_ind = soam[s * 4+1];
|
||||
t_oam[s].oam_attr = soam[s * 4+2];
|
||||
t_oam[s].oam_x = soam[s * 4+3];
|
||||
|
||||
int line = yp - t_oam[s].oam_y;
|
||||
if ((t_oam[s].oam_attr & 0x80) != 0) //vflip
|
||||
line = spriteHeight - line - 1;
|
||||
|
||||
int patternNumber = oam->oam[1];
|
||||
int patternNumber = t_oam[s].oam_ind;
|
||||
int patternAddress;
|
||||
|
||||
//create deterministic dummy fetch pattern.
|
||||
if (oam->present == 0)
|
||||
{
|
||||
//according to nintendulator:
|
||||
//* On the first empty sprite slot, read the Y-coordinate of sprite #63 followed by $FF for the remaining 7 cycles
|
||||
//* On all subsequent empty sprite slots, read $FF for all 8 reads
|
||||
//well, we shall just read $FF and that is good enough for now to make mmc3 work
|
||||
patternNumber = 0xFF;
|
||||
line = 0;
|
||||
}
|
||||
|
||||
//8x16 sprite handling:
|
||||
if (reg_2000.obj_size_16)
|
||||
{
|
||||
|
@ -368,60 +461,96 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
|
|||
if (sl == 0 && ppur.status.cycle == 304)
|
||||
{
|
||||
runppu(1);
|
||||
if (reg_2001.PPUON) ppur.install_latches();
|
||||
read_value = t_oam[s].oam_y;
|
||||
if (reg_2001.PPUON) ppur.install_latches();
|
||||
runppu(1);
|
||||
garbage_todo = 0;
|
||||
read_value = t_oam[s].oam_ind;
|
||||
garbage_todo = 0;
|
||||
}
|
||||
if ((sl != 0) && ppur.status.cycle == 256)
|
||||
{
|
||||
runppu(1);
|
||||
//at 257: 3d world runner is ugly if we do this at 256
|
||||
if (reg_2001.PPUON) ppur.install_h_latches();
|
||||
read_value = t_oam[s].oam_y;
|
||||
//at 257: 3d world runner is ugly if we do this at 256
|
||||
if (reg_2001.PPUON) ppur.install_h_latches();
|
||||
runppu(1);
|
||||
garbage_todo = 0;
|
||||
read_value = t_oam[s].oam_ind;
|
||||
garbage_todo = 0;
|
||||
}
|
||||
}
|
||||
if (realSprite) runppu(garbage_todo);
|
||||
if (realSprite)
|
||||
{
|
||||
for (int i=0;i<garbage_todo;i++)
|
||||
{
|
||||
runppu(1);
|
||||
if (i==0)
|
||||
{
|
||||
read_value = t_oam[s].oam_y;
|
||||
} else
|
||||
{
|
||||
read_value = t_oam[s].oam_ind;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ppubus_read(ppur.get_atread(), true); //at or nt?
|
||||
if (realSprite) runppu(kFetchTime);
|
||||
if (realSprite)
|
||||
{
|
||||
runppu(1);
|
||||
read_value = t_oam[s].oam_attr;
|
||||
runppu(1);
|
||||
read_value = t_oam[s].oam_x;
|
||||
}
|
||||
|
||||
// TODO - fake sprites should not come through ppubus_read but rather peek it
|
||||
// (at least, they should not probe it with AddressPPU. maybe the difference between peek and read is not necessary)
|
||||
// TODO - fake sprites should not come through ppubus_read but rather peek it
|
||||
// (at least, they should not probe it with AddressPPU. maybe the difference between peek and read is not necessary)
|
||||
if (junksprite)
|
||||
{
|
||||
if (realSprite)
|
||||
{
|
||||
ppubus_read(patternAddress, true);
|
||||
ppubus_read(patternAddress, true);
|
||||
runppu(kFetchTime * 2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int addr = patternAddress;
|
||||
t_oam[s].patterns_0 = ppubus_read(addr, true);
|
||||
if (realSprite)
|
||||
{
|
||||
runppu(kFetchTime);
|
||||
read_value = t_oam[s].oam_x;
|
||||
}
|
||||
addr += 8;
|
||||
t_oam[s].patterns_1 = ppubus_read(addr, true);
|
||||
if (realSprite)
|
||||
{
|
||||
runppu(kFetchTime);
|
||||
read_value = t_oam[s].oam_x;
|
||||
}
|
||||
|
||||
if (junksprite)
|
||||
{
|
||||
if (realSprite)
|
||||
{
|
||||
ppubus_read(patternAddress, true);
|
||||
ppubus_read(patternAddress, true);
|
||||
runppu(kFetchTime * 2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int addr = patternAddress;
|
||||
oam->patterns[0] = ppubus_read(addr, true);
|
||||
if (realSprite) runppu(kFetchTime);
|
||||
|
||||
addr += 8;
|
||||
oam->patterns[1] = ppubus_read(addr, true);
|
||||
if (realSprite) runppu(kFetchTime);
|
||||
// hflip
|
||||
if ((t_oam[s].oam_attr & 0x40) == 0)
|
||||
{
|
||||
t_oam[s].patterns_0 = BitReverse.Byte8[t_oam[s].patterns_0];
|
||||
t_oam[s].patterns_1 = BitReverse.Byte8[t_oam[s].patterns_1];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// hflip
|
||||
if ((oam->oam[2] & 0x40) == 0)
|
||||
{
|
||||
oam->patterns[0] = BitReverse.Byte8[oam->patterns[0]];
|
||||
oam->patterns[1] = BitReverse.Byte8[oam->patterns[1]];
|
||||
}
|
||||
}
|
||||
} // 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]);
|
||||
{
|
||||
Read_bgdata(ref bgdata[xt]);
|
||||
}
|
||||
|
||||
|
||||
// this sequence is tuned to pass 10-even_odd_timing.nes
|
||||
runppu(kFetchTime);
|
||||
|
|
Loading…
Reference in New Issue