Merge pull request #718 from alyosha-tas/master

VS System initial commits
This commit is contained in:
alyosha-tas 2016-10-26 19:36:43 -04:00 committed by GitHub
commit 2c9710fc86
6 changed files with 289 additions and 4 deletions

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@ -780,6 +780,7 @@
<Compile Include="Consoles\Nintendo\NES\Boards\VRC3.cs" />
<Compile Include="Consoles\Nintendo\NES\Boards\VRC6.cs" />
<Compile Include="Consoles\Nintendo\NES\Boards\VRC7.cs" />
<Compile Include="Consoles\Nintendo\NES\Boards\VS_M99.cs" />
<Compile Include="Consoles\Nintendo\NES\BisqAPU.cs" />
<Compile Include="Consoles\Nintendo\NES\FDS\FDS.cs" />
<Compile Include="Consoles\Nintendo\NES\FDS\FDSAudio.cs" />
@ -1190,4 +1191,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>

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@ -0,0 +1,152 @@
using System;
using BizHawk.Common;
namespace BizHawk.Emulation.Cores.Nintendo.NES
{
//VS System Mapper 99
[NES.INESBoardImplPriority]
public sealed class MAPPER99 : NES.NESBoardBase
{
//configuration
int prg_byte_mask, chr_mask;
//state
int chr;
[MapperProp]
public byte Dip_Switch_1;
[MapperProp]
public byte Dip_Switch_2;
[MapperProp]
public byte Dip_Switch_3;
[MapperProp]
public byte Dip_Switch_4;
[MapperProp]
public byte Dip_Switch_5;
[MapperProp]
public byte Dip_Switch_6;
[MapperProp]
public byte Dip_Switch_7;
[MapperProp]
public byte Dip_Switch_8;
//the VS actually does have 2 KB of nametable address space
//let's make the extra space here, instead of in the main NES to avoid confusion
byte[] CIRAM_VS = new byte[0x800];
public override bool Configure(NES.EDetectionOrigin origin)
{
//configure
switch (Cart.board_type)
{
case "MAPPER099":
NES._isVS = true;
break;
default:
return false;
}
prg_byte_mask = Cart.prg_size * 1024 - 1;
chr_mask = (Cart.chr_size / 8) - 1;
AutoMapperProps.Apply(this);
//update the state of the dip switches
//this is only done at power on
NES.VS_dips[0] = (byte)(Dip_Switch_1 & 1);
NES.VS_dips[1] = (byte)(Dip_Switch_2 & 1);
NES.VS_dips[2] = (byte)(Dip_Switch_3 & 1);
NES.VS_dips[3] = (byte)(Dip_Switch_4 & 1);
NES.VS_dips[4] = (byte)(Dip_Switch_5 & 1);
NES.VS_dips[5] = (byte)(Dip_Switch_6 & 1);
NES.VS_dips[6] = (byte)(Dip_Switch_7 & 1);
NES.VS_dips[7] = (byte)(Dip_Switch_8 & 1);
return true;
}
// this now tracks coins
public override void WriteEXP(int addr, byte value)
{
//but we don't actually need to do anything yet
}
public override byte ReadEXP(int addr)
{
//what are we reading?
return 0;
}
public override byte ReadPPU(int addr)
{
if (addr < 0x2000)
{
return VROM[(addr & 0x1FFF) + (NES.VS_chr_reg << 13)];
}
else
{
addr = addr - 0x2000;
if (addr<0x800)
{
return NES.CIRAM[addr];
}
else
{
return CIRAM_VS[addr-0x800];
}
}
}
public override void WritePPU(int addr, byte value)
{
if (addr < 0x2000)
{
if (VRAM != null)
VRAM[addr] = value;
}
else
{
addr = addr - 0x2000;
if (addr < 0x800)
{
NES.CIRAM[addr] = value;
}
else
{
CIRAM_VS[addr-0x800] = value;
}
}
}
public override void SyncState(Serializer ser)
{
base.SyncState(ser);
ser.Sync("chr", ref chr);
ser.Sync("VS_CIRAM", ref CIRAM_VS, false);
ser.Sync("Dip_1", ref Dip_Switch_1);
ser.Sync("Dip_2", ref Dip_Switch_2);
ser.Sync("Dip_3", ref Dip_Switch_3);
ser.Sync("Dip_4", ref Dip_Switch_4);
ser.Sync("Dip_5", ref Dip_Switch_5);
ser.Sync("Dip_6", ref Dip_Switch_6);
ser.Sync("Dip_7", ref Dip_Switch_7);
ser.Sync("Dip_8", ref Dip_Switch_8);
}
public override byte ReadPRG(int addr)
{
if (Cart.prg_size==40)
{
return ROM[(addr & 0x1FFF) + (NES.VS_prg_reg << 13)];
}
else
{
return ROM[addr];
}
}
}
}

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@ -37,6 +37,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
//variable to change controller read/write behaviour when keyboard is attached
public bool _iskeyboard = false;
//variable set when VS system games are running
public bool _isVS = false;
//since prg reg for VS System is set in the controller regs, it is convenient to have it here
//instead of in the board
public byte VS_chr_reg;
public byte VS_prg_reg;
//various VS controls
public byte[] VS_dips = new byte[8];
public byte VS_service = 0;
public byte VS_coin_inserted=0;
public byte VS_ROM_control;
// new input system
NESControlSettings ControllerSettings; // this is stored internally so that a new change of settings won't replace
@ -272,7 +283,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
ram[0x701] = 0xFF;
}
}
}
@ -516,6 +526,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
case 0x4014: /*OAM DMA*/ break;
case 0x4015: return (byte)((byte)(apu.ReadReg(addr) & 0xDF) + (byte)(DB & 0x20));
case 0x4016:
if (_isVS)
{
byte ret = 0;
// for whatever reason, in VS left and right controller have swapped regs
ret = read_joyport(0x4017);
ret &= 1;
ret = (byte)(ret | (VS_service << 2) | (VS_dips[0] << 3) | (VS_dips[1] << 4) | (VS_coin_inserted << 5) | (VS_ROM_control<<7));
return ret;
}
else
{
// special hardware glitch case
ret_spec = read_joyport(addr);
@ -534,6 +555,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
// eventually this will be the keyboard function, but for now it is a place holder (no keys pressed)
return 0x1E;
}
else if (_isVS)
{
byte ret = 0;
// for whatever reason, in VS left and right controller have swapped regs
ret = read_joyport(0x4016);
ret &= 1;
ret = (byte)(ret | (VS_dips[2] << 2) | (VS_dips[3] << 3) | (VS_dips[4] << 4) | (VS_dips[5] << 5) | (VS_dips[6] << 6) | (VS_dips[7] << 7));
return ret;
}
else
{
return read_joyport(addr);
@ -618,6 +651,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
{
// eventually keyboard emulation will go here
}
else if (_isVS)
{
write_joyport(val);
VS_chr_reg = (byte)((val & 0x4)>>2);
//TODO: does other stuff for dual system
//this is actually different then assignment
VS_prg_reg = (byte)((val & 0x4)>>2);
}
else
{
write_joyport(val);
@ -666,7 +710,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
/// Sets the provided palette as current.
/// Applies the current deemph settings if needed to expand a 64-entry palette to 512
/// </summary>
private void SetPalette(byte[,] pal)
public void SetPalette(byte[,] pal)
{
int nColors = pal.GetLength(0);
int nElems = pal.GetLength(1);

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@ -76,8 +76,16 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
ser.Sync("special_case_delay", ref special_case_delay);
ser.Sync("do_the_reread", ref do_the_reread);
//VS related
ser.Sync("VS", ref _isVS);
ser.Sync("VS_CHR", ref VS_chr_reg);
ser.Sync("VS_PRG", ref VS_prg_reg);
ser.Sync("VS_DIPS", ref VS_dips, false);
ser.Sync("VS_Service", ref VS_service);
ser.Sync("VS_Coin", ref VS_coin_inserted);
ser.Sync("VS_ROM_Control", ref VS_ROM_control);
ser.BeginSection("Board");
ser.BeginSection("Board");
Board.SyncState(ser);
if (Board is NESBoardBase && !((NESBoardBase)Board).SyncStateFlag)
throw new InvalidOperationException("the current NES mapper didnt call base.SyncState");

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@ -57,6 +57,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
}
PutSettings((NESSettings)Settings ?? new NESSettings());
// we need to put this here because the line directly above will overwrite palette intialization anywhere else
if (_isVS)
{
Console.WriteLine(palette_compiled[0]);
//Settings.Palette = (byte[,])Palettes.palette_2c04.Clone();
SetPalette(Palettes.palette_2c04_B);
Console.WriteLine(palette_compiled[0]);
Console.WriteLine(Palettes.QuickNESPalette[0, 0]);
Console.WriteLine(Palettes.palette_2c04[0, 0]);
}
ser.Register<IDisassemblable>(cpu);

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@ -187,5 +187,74 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
{0, 0, 0},
{0, 0, 0},
};
public static byte[,] palette_2c04_B =
{
{4<<5, 3<<5, 0<<5},
{3<<5, 2<<5, 6<<5},
{0<<5, 4<<5, 4<<5},
{6<<5, 6<<5, 0<<5},
{0<<5, 0<<5, 0<<5},
{7<<5, 5<<5, 5<<5},
{0<<5, 1<<5, 4<<5},
{6<<5, 3<<5, 0<<5},
{5<<5, 5<<5, 5<<5},
{3<<5, 1<<5, 0<<5},
{0<<5, 7<<5, 0<<5},
{0<<5, 0<<5, 3<<5},
{7<<5, 6<<5, 4<<5},
{7<<5, 7<<5, 0<<5},
{0<<5, 4<<5, 0<<5},
{5<<5, 7<<5, 2<<5},
{7<<5, 3<<5, 7<<5},
{2<<5, 0<<5, 0<<5},
{0<<5, 2<<5, 7<<5},
{7<<5, 4<<5, 7<<5},
{0<<5, 0<<5, 0<<5},
{2<<5, 2<<5, 2<<5},
{5<<5, 1<<5, 0<<5},
{7<<5, 4<<5, 0<<5},
{6<<5, 5<<5, 3<<5},
{0<<5, 5<<5, 3<<5},
{4<<5, 4<<5, 7<<5},
{1<<5, 4<<5, 0<<5},
{4<<5, 0<<5, 3<<5},
{0<<5, 0<<5, 0<<5},
{4<<5, 7<<5, 3<<5},
{3<<5, 5<<5, 7<<5},
{5<<5, 0<<5, 3<<5},
{0<<5, 3<<5, 1<<5},
{4<<5, 2<<5, 0<<5},
{0<<5, 0<<5, 6<<5},
{4<<5, 0<<5, 7<<5},
{5<<5, 0<<5, 7<<5},
{3<<5, 3<<5, 3<<5},
{7<<5, 0<<5, 4<<5},
{0<<5, 2<<5, 2<<5},
{6<<5, 6<<5, 6<<5},
{0<<5, 3<<5, 6<<5},
{0<<5, 2<<5, 0<<5},
{1<<5, 1<<5, 1<<5},
{7<<5, 7<<5, 3<<5},
{4<<5, 4<<5, 4<<5},
{7<<5, 0<<5, 7<<5},
{7<<5, 5<<5, 7<<5},
{7<<5, 7<<5, 7<<5},
{3<<5, 2<<5, 0<<5},
{7<<5, 0<<5, 0<<5},
{7<<5, 6<<5, 0<<5},
{2<<5, 7<<5, 6<<5},
{7<<5, 7<<5, 7<<5},
{4<<5, 6<<5, 7<<5},
{0<<5, 0<<5, 0<<5},
{7<<5, 5<<5, 0<<5},
{6<<5, 3<<5, 7<<5},
{5<<5, 6<<5, 7<<5},
{3<<5, 6<<5, 0<<5},
{6<<5, 5<<5, 7<<5},
{0<<5, 7<<5, 7<<5},
{1<<5, 2<<5, 0<<5},
};
} //class palettes
} //namespace