NesHawk: Single Tick PPU

Should allow for breaking out into a debugger.
This commit is contained in:
alyosha-tas 2017-09-01 22:11:41 -04:00 committed by GitHub
parent 6f021653aa
commit 40ec613982
3 changed files with 909 additions and 669 deletions

View File

@ -366,7 +366,43 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
VS_coin_inserted &= 1;
}
ppu.FrameAdvance();
FrameGo = true;
ppu.ppu_tick_counter = 0;
if (ppu.ppudead > 0)
{
while (ppu.ppudead > 0)
{
ppu.NewDeadPPU();
}
}
else
{
ppu.ppu_init_frame();
ppu.do_vbl = true;
ppu.do_active_sl = true;
ppu.do_pre_vbl = true;
// do the vbl ticks seperate, that will save us a few checks that don't happen in active region
while (ppu.do_vbl)
{
ppu.TickPPU_VBL();
}
// now do the rest of the frame
while (ppu.do_active_sl)
{
ppu.TickPPU_active();
}
// now do the pre-NMI lines
while (ppu.do_pre_vbl)
{
ppu.TickPPU_preVBL();
}
}
if (lagged)
{
_lagcount++;
@ -385,6 +421,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
num_cheats = 0;
}
public bool FrameGo;
//PAL:
//0 15 30 45 60 -> 12 27 42 57 -> 9 24 39 54 -> 6 21 36 51 -> 3 18 33 48 -> 0
//sequence of ppu clocks per cpu clock: 3,3,3,3,4

View File

@ -194,7 +194,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
}
//state
int ppudead; //measured in frames
public int ppudead; //measured in frames
bool idleSynch;
int NMI_PendingInstructions;
byte PPUGenLatch;
@ -253,6 +253,51 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
ser.Sync("xbuf", ref xbuf, false);
ser.Sync("_totalCycles", ref _totalCycles);
ser.Sync("do_vbl", ref do_vbl);
ser.Sync("do_active_sl", ref do_active_sl);
ser.Sync("do_pre_vbl", ref do_pre_vbl);
ser.Sync("ppu_tick_counter", ref ppu_tick_counter);
ser.Sync("scanline_counter", ref scanline_counter);
ser.Sync("nmi_destiny", ref nmi_destiny);
ser.Sync("yp_shift", ref yp_shift);
ser.Sync("sprite_eval_cycle", ref sprite_eval_cycle);
ser.Sync("xt", ref xt);
ser.Sync("xp", ref xp);
ser.Sync("xstart", ref xstart);
ser.Sync("rasterpos", ref rasterpos);
ser.Sync("renderspritenow", ref renderspritenow);
ser.Sync("renderbgnow", ref renderbgnow);
ser.Sync("hit_pending", ref hit_pending);
ser.Sync("s", ref s);
ser.Sync("ppu_aux_index", ref ppu_aux_index);
ser.Sync("junksprite", ref junksprite);
ser.Sync("line", ref line);
ser.Sync("patternNumber", ref patternNumber);
ser.Sync("patternAddress", ref patternAddress);
ser.Sync("temp_addr", ref temp_addr);
ser.Sync("sl_sprites", ref sl_sprites, false);
byte bg_byte;
for (int i = 0; i < 34; i++)
{
bg_byte = bgdata[i].at; ser.Sync("bgdata", ref bg_byte); bgdata[i].at = bg_byte;
bg_byte = bgdata[i].nt; ser.Sync("bgdata", ref bg_byte); bgdata[i].nt = bg_byte;
bg_byte = bgdata[i].pt_0; ser.Sync("bgdata", ref bg_byte); bgdata[i].pt_0 = bg_byte;
bg_byte = bgdata[i].pt_1; ser.Sync("bgdata", ref bg_byte); bgdata[i].pt_1 = bg_byte;
}
byte oam_byte;
for (int i = 0; i < 64; i++)
{
oam_byte = t_oam[i].oam_y; ser.Sync("bgdata", ref oam_byte); t_oam[i].oam_y = oam_byte;
oam_byte = t_oam[i].oam_ind; ; ser.Sync("bgdata", ref oam_byte); t_oam[i].oam_ind = oam_byte;
oam_byte = t_oam[i].oam_attr; ser.Sync("bgdata", ref oam_byte); t_oam[i].oam_attr = oam_byte;
oam_byte = t_oam[i].oam_x; ser.Sync("bgdata", ref oam_byte); t_oam[i].oam_x = oam_byte;
oam_byte = t_oam[i].patterns_0; ser.Sync("bgdata", ref oam_byte); t_oam[i].patterns_0 = oam_byte;
oam_byte = t_oam[i].patterns_1; ser.Sync("bgdata", ref oam_byte); t_oam[i].patterns_1 = oam_byte;
}
}
public void Reset()
@ -264,11 +309,10 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
ppu_open_bus_decay_timer = new int[8];
}
void runppu(int x)
void runppu()
{
//run one ppu cycle at a time so we can interact with the ppu and clockPPU at high granularity
for (int i = 0; i < x; i++)
{
race_2006 = false;
if (install_2006>0)
{
@ -349,8 +393,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
{
nes.Board.ClockPPU();
}
}
_totalCycles += x;
_totalCycles += 1;
}
}
}

View File

@ -17,6 +17,8 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
public byte pt_0, pt_1;
};
BGDataRecord[] bgdata = new BGDataRecord[34];
public short[] xbuf = new short[256 * 240];
// values here are used in sprite evaluation
@ -40,7 +42,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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
public bool reg_2001_color_disable_latch; // the value used here is taken
public bool ppu_was_on;
public byte[,] sl_sprites = new byte[3, 256];
public unsafe byte[] sl_sprites = new byte[3 * 256];
// installing vram address is delayed after second write to 2006, set this up here
public int install_2006;
@ -62,30 +64,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
TempOAM[] t_oam = new TempOAM[64];
int ppu_addr_temp;
void Read_bgdata(ref BGDataRecord bgdata)
{
for (int i = 0; i < 8; i++)
{
Read_bgdata(i, ref bgdata);
runppu(1);
if (PPUON && i == 6)
{
ppu_was_on = true;
}
if (PPUON && i == 7)
{
if (!race_2006)
ppur.increment_hsc();
if (ppur.status.cycle == 256 && !race_2006)
ppur.increment_vs();
ppu_was_on = false;
}
}
}
// attempt to emulate graphics pipeline behaviour
// experimental
@ -151,48 +129,77 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
} //switch(cycle)
}
public unsafe void FrameAdvance()
{
BGDataRecord* bgdata = stackalloc BGDataRecord[34]; //one at the end is junk, it can never be rendered
// these are states for the ppu incrementer
public bool do_vbl;
public bool do_active_sl;
public bool do_pre_vbl;
public int ppu_tick_counter;
//262 scanlines
if (ppudead != 0)
int scanline_counter;
bool nmi_destiny;
int yp_shift;
int sprite_eval_cycle;
int xt;
int xp;
int xstart;
int rasterpos;
bool renderspritenow;
bool renderbgnow;
bool hit_pending;
int s;
int ppu_aux_index;
bool junksprite;
int line;
int patternNumber;
int patternAddress;
int temp_addr;
public void ppu_init_frame()
{
FrameAdvance_ppudead();
return;
}
scanline_counter = 0;
ppu_tick_counter = 0;
// These things happen at the start of every frame
Reg2002_vblank_active_pending = true;
ppuphase = PPUPHASE.VBL;
ppur.status.sl = 241;
bgdata = new BGDataRecord[34];
}
//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.
//if (PPUON) reg_2003 = 0;
//this was repeatedly finetuned from the fceux days thrugh the old cpu core and into the new one to pass 05-nmi_timing.nes
//note that there is still some leniency. for instance, 4,2 will pass in addition to 3,3
const int delay = 6;
runppu(3);
bool nmi_destiny = reg_2000.vblank_nmi_gen && Reg2002_vblank_active;
runppu(3);
if (nmi_destiny) nes.cpu.NMI = true;
public void TickPPU_VBL()
{
if (ppu_tick_counter == 3)
{
nmi_destiny = reg_2000.vblank_nmi_gen && Reg2002_vblank_active;
}
else if (ppu_tick_counter == 6)
{
if (nmi_destiny) { nes.cpu.NMI = true; }
nes.Board.AtVsyncNMI();
runppu(postNMIlines * kLineTime - delay);
}
//this seems to happen just before the dummy scanline begins
runppu();
ppu_tick_counter++;
if (ppu_tick_counter == postNMIlines * kLineTime)
{
Reg2002_objhit = Reg2002_objoverflow = 0;
Reg2002_vblank_clear_pending = true;
idleSynch ^= true;
//render 241 scanlines (including 1 dummy at beginning)
for (int sl = 0; sl < 241; sl++)
do_vbl = false;
ppu_tick_counter = 0;
}
}
public void TickPPU_active()
{
if (ppu_tick_counter == 0)
{
ppur.status.cycle = 0;
ppur.status.sl = sl;
ppur.status.sl = scanline_counter;
spr_true_count = 0;
soam_index = 0;
@ -206,12 +213,12 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
sprite_zero_in_range = false;
yp = sl - 1;
yp = scanline_counter - 1;
ppuphase = PPUPHASE.BG;
// "If PPUADDR is not less then 8 when rendering starts, the first 8 bytes in OAM are written to from
// the current location of PPUADDR"
if (sl == 0 && PPUON && reg_2003 >= 8 && region == Region.NTSC)
if (scanline_counter == 0 && PPUON && reg_2003 >= 8 && region == Region.NTSC)
{
for (int i = 0; i < 8; i++)
{
@ -222,33 +229,34 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
if (NTViewCallback != null && yp == NTViewCallback.Scanline) NTViewCallback.Callback();
if (PPUViewCallback != null && yp == PPUViewCallback.Scanline) PPUViewCallback.Callback();
//ok, we're also going to draw here.
//unless we're on the first dummy scanline
if (sl != 0)
{
//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.
int yp_shift = yp << 8;
for (int xt = 0; xt < 32; xt++)
{
int xstart = xt << 3;
// set up intial values to use later
yp_shift = yp << 8;
xt = 0;
xp = 0;
sprite_eval_cycle = 0;
xstart = xt << 3;
target = yp_shift + xstart;
int rasterpos = xstart;
rasterpos = xstart;
spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
//check all the conditions that can cause things to render in these 8px
bool renderspritenow = show_obj_new && (xt > 0 || reg_2001.show_obj_leftmost);
bool renderbgnow;
bool hit_pending = false;
renderspritenow = show_obj_new && (xt > 0 || reg_2001.show_obj_leftmost);
hit_pending = false;
for (int xp = 0; xp < 8; xp++, rasterpos++)
}
if (ppu_tick_counter < 256)
{
//////////////////////////////////////////////////
//Sprite Evaluation Start
//////////////////////////////////////////////////
if (ppur.status.cycle <= 63 && !is_even_cycle)
if (scanline_counter != 0)
{
/////////////////////////////////////////////
// Sprite Evaluation End
/////////////////////////////////////////////
if (sprite_eval_cycle <= 63 && !is_even_cycle)
{
// the first 64 cycles of each scanline are used to initialize sceondary OAM
// the actual effect setting a flag that always returns 0xFF from a OAM read
@ -257,7 +265,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
soam[soam_index] = 0xFF;
soam_index++;
}
if (ppur.status.cycle == 64)
if (sprite_eval_cycle == 64)
{
soam_index = 0;
oam_index = reg_2003;
@ -265,7 +273,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
// otherwise, scan through OAM and test if sprites are in range
// if they are, they get copied to the secondary OAM
if (ppur.status.cycle >= 64)
if (sprite_eval_cycle >= 64)
{
if (oam_index >= 256)
{
@ -371,23 +379,19 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
read_value = soam[0]; //writes change to reads
}
}
}
}
//////////////////////////////////////////////////
//Sprite Evaluation End
//////////////////////////////////////////////////
/////////////////////////////////////////////
// Sprite Evaluation End
/////////////////////////////////////////////
//process the current clock's worth of bg data fetching
//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
//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
if (PPUON) { Read_bgdata(xp, ref bgdata[xt + 2]); }
if (PPUON)
Read_bgdata(xp, ref bgdata[xt + 2]);
runppu(1);
runppu();
if (PPUON && xp == 6)
{
@ -451,11 +455,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
pixelcolor = 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later
//check if the pixel has a sprite in it
if (sl_sprites[1, xt * 8 + xp] != 0 && renderspritenow)
if (sl_sprites[256 + xt * 8 + xp] != 0 && renderspritenow)
{
int s = sl_sprites[0, xt * 8 + xp];
int spixel = sl_sprites[1, xt * 8 + xp];
int temp_attr = sl_sprites[2, xt * 8 + xp];
int s = sl_sprites[xt * 8 + xp];
int spixel = sl_sprites[256 + xt * 8 + xp];
int temp_attr = sl_sprites[512 + xt * 8 + xp];
//TODO - make sure we dont trigger spritehit if the edges are masked for either BG or OBJ
//spritehit:
@ -480,18 +484,70 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
target++;
// clear out previous sprites from scanline buffer
sl_sprites[0, xt * 8 + xp] = 0;
sl_sprites[1, xt * 8 + xp] = 0;
sl_sprites[2, xt * 8 + xp] = 0;
//sl_sprites[xt * 8 + xp] = 0;
sl_sprites[256 + xt * 8 + xp] = 0;
//sl_sprites[512 + xt * 8 + xp] = 0;
// end of visible part of the scanline
sprite_eval_cycle++;
xp++;
rasterpos++;
} //loop across 8 pixels
} //loop across 32 tiles
if (xp == 8)
{
xp = 0;
xt++;
xstart = xt << 3;
target = yp_shift + xstart;
rasterpos = xstart;
spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
//check all the conditions that can cause things to render in these 8px
renderspritenow = show_obj_new && (xt > 0 || reg_2001.show_obj_leftmost);
hit_pending = false;
}
}
else
for (int xt = 0; xt < 32; xt++)
Read_bgdata(ref bgdata[xt + 2]);
{
// if scanline is the pre-render line, we just read BG data
Read_bgdata(xp, ref bgdata[xt + 2]);
runppu();
if (PPUON && xp == 6)
{
ppu_was_on = true;
}
if (PPUON && xp == 7)
{
if (!race_2006)
ppur.increment_hsc();
if (ppur.status.cycle == 256 && !race_2006)
ppur.increment_vs();
ppu_was_on = false;
}
xp++;
if (xp == 8)
{
xp = 0;
xt++;
}
}
}
else if (ppu_tick_counter < 320)
{
// after we are done with the visible part of the frame, we reach sprite transfer to temp OAM tables and such
if (ppu_tick_counter == 256)
{
// do the more then 8 sprites stuff here where it is convenient
// normally only 8 sprites are allowed, but with a particular setting we can have more then that
// this extra bit takes care of it quickly
soam_index_aux = 8;
@ -527,22 +583,26 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
for (int s = 0; s < 8; s++)
{
bool junksprite = (!PPUON);
s = 0;
ppu_aux_index = 0;
junksprite = (!PPUON);
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;
line = yp - t_oam[s].oam_y;
if ((t_oam[s].oam_attr & 0x80) != 0) //vflip
line = spriteHeight - line - 1;
int patternNumber = t_oam[s].oam_ind;
int patternAddress;
patternNumber = t_oam[s].oam_ind;
}
switch (ppu_aux_index)
{
case 0:
//8x16 sprite handling:
if (reg_2000.obj_size_16)
{
@ -559,34 +619,23 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
//so we just need the line offset for the second pattern
patternAddress += line & 7;
//garbage nametable fetches + scroll resets
int garbage_todo = 2;
ppubus_read(ppur.get_ntread(), true, true);
if (PPUON)
{
if (sl == 0 && ppur.status.cycle == 304)
{
read_value = t_oam[s].oam_y;
runppu(1);
if (PPUON) ppur.install_latches();
runppu();
break;
case 1:
if (PPUON && scanline_counter == 0 && ppur.status.cycle == 305)
{
ppur.install_latches();
read_value = t_oam[s].oam_ind;
runppu(1);
runppu();
garbage_todo = 0;
}
if ((sl != 0) && ppur.status.cycle == 256)
else if (PPUON && (scanline_counter != 0) && ppur.status.cycle == 257)
{
read_value = t_oam[s].oam_y;
runppu(1);
if (target <= 61441 && target > 0 && s == 0)
{
pipeline(0, target, 256);
@ -596,68 +645,92 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
//at 257: 3d world runner is ugly if we do this at 256
if (PPUON) ppur.install_h_latches();
read_value = t_oam[s].oam_ind;
runppu(1);
runppu();
if (target <= 61441 && target > 0 && s == 0)
{
pipeline(0, target, 257); // last pipeline call option 1 of 2
}
garbage_todo = 0;
}
}
for (int i = 0; i < garbage_todo; i++)
{
if (i == 0)
read_value = t_oam[s].oam_y;
else
read_value = t_oam[s].oam_ind;
runppu(1);
if (i == 0)
{
if (target <= 61441 && target > 0 && s == 0)
{
pipeline(0, target, 256);
target++;
}
}
else
{
read_value = t_oam[s].oam_ind;
runppu();
if (target <= 61441 && target > 0 && s == 0)
{
pipeline(0, target, 257); // last pipeline call option 2 of 2
}
}
}
break;
case 2:
ppubus_read(ppur.get_atread(), true, true); //at or nt?
read_value = t_oam[s].oam_attr;
runppu(1);
runppu();
break;
case 3:
read_value = t_oam[s].oam_x;
runppu(1);
runppu();
break;
case 4:
// if the PPU is off, we don't put anything on the bus
if (junksprite)
{
ppubus_read(patternAddress, true, false);
ppubus_read(patternAddress, true, false);
runppu(kFetchTime * 2);
runppu();
}
else
{
int addr = patternAddress;
t_oam[s].patterns_0 = ppubus_read(addr, true, true);
temp_addr = patternAddress;
t_oam[s].patterns_0 = ppubus_read(temp_addr, true, true);
read_value = t_oam[s].oam_x;
runppu(kFetchTime);
addr += 8;
t_oam[s].patterns_1 = ppubus_read(addr, true, true);
runppu();
}
break;
case 5:
// if the PPU is off, we don't put anything on the bus
if (junksprite)
{
runppu();
}
else
{
runppu();
}
break;
case 6:
// if the PPU is off, we don't put anything on the bus
if (junksprite)
{
ppubus_read(patternAddress, true, false);
runppu();
}
else
{
temp_addr += 8;
t_oam[s].patterns_1 = ppubus_read(temp_addr, true, true);
read_value = t_oam[s].oam_x;
runppu(kFetchTime);
runppu();
}
break;
case 7:
// if the PPU is off, we don't put anything on the bus
if (junksprite)
{
runppu();
}
else
{
runppu();
// hflip
if ((t_oam[s].oam_attr & 0x40) == 0)
@ -676,7 +749,12 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
}
}
break;
}
ppu_aux_index++;
if (ppu_aux_index == 8)
{
// now that we have a sprite, we can fill in the next scnaline's sprite pixels with it
// this saves quite a bit of processing compared to checking each pixel
@ -685,25 +763,43 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
int temp_x = t_oam[s].oam_x;
for (int i = 0; (temp_x + i) < 256 && i < 8; i++)
{
if (sl_sprites[1, temp_x + i] == 0)
if (sl_sprites[256 + temp_x + i] == 0)
{
if (t_oam[s].patterns_0.Bit(i) || t_oam[s].patterns_1.Bit(i))
{
int spixel = t_oam[s].patterns_0.Bit(i) ? 1 : 0;
spixel |= (t_oam[s].patterns_1.Bit(i) ? 2 : 0);
sl_sprites[0, temp_x + i] = (byte)s;
sl_sprites[1, temp_x + i] = (byte)spixel;
sl_sprites[2, temp_x + i] = t_oam[s].oam_attr;
sl_sprites[temp_x + i] = (byte)s;
sl_sprites[256 + temp_x + i] = (byte)spixel;
sl_sprites[512 + temp_x + i] = t_oam[s].oam_attr;
}
}
}
}
} // sprite pattern fetch loop
ppu_aux_index = 0;
s++;
//now do the same for extra sprites, but without any cycles run
if (s < 8)
{
junksprite = (!PPUON);
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];
line = yp - t_oam[s].oam_y;
if ((t_oam[s].oam_attr & 0x80) != 0) //vflip
line = spriteHeight - line - 1;
patternNumber = t_oam[s].oam_ind;
}
else
{
// repeat all the above steps for more then 8 sprites but don't run any cycles
if (soam_index_aux > 8)
{
for (int s = 8; s < soam_index_aux; s++)
@ -765,62 +861,125 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
int temp_x = t_oam[s].oam_x;
for (int i = 0; (temp_x + i) < 256 && i < 8; i++)
{
if (sl_sprites[1, temp_x + i] == 0)
if (sl_sprites[256 + temp_x + i] == 0)
{
if (t_oam[s].patterns_0.Bit(i) || t_oam[s].patterns_1.Bit(i))
{
int spixel = t_oam[s].patterns_0.Bit(i) ? 1 : 0;
spixel |= (t_oam[s].patterns_1.Bit(i) ? 2 : 0);
sl_sprites[0, temp_x + i] = (byte)s;
sl_sprites[1, temp_x + i] = (byte)spixel;
sl_sprites[2, temp_x + i] = t_oam[s].oam_attr;
sl_sprites[temp_x + i] = (byte)s;
sl_sprites[256 + temp_x + i] = (byte)spixel;
sl_sprites[512 + temp_x + i] = t_oam[s].oam_attr;
}
}
}
} // sprite pattern fetch loop
}
ppuphase = PPUPHASE.BG;
// fetch BG: two tiles for next line
for (int xt = 0; xt < 2; xt++)
}
}
}
}
else
{
Read_bgdata(ref bgdata[xt]);
if (ppu_tick_counter == 320)
{
ppuphase = PPUPHASE.BG;
xt = 0;
xp = 0;
}
// this sequence is tuned to pass 10-even_odd_timing.nes
runppu(4);
if (ppu_tick_counter < 336)
{
// if scanline is the pre-render line, we just read BG data
Read_bgdata(xp, ref bgdata[xt]);
runppu();
if (PPUON && xp == 6)
{
ppu_was_on = true;
}
if (PPUON && xp == 7)
{
if (!race_2006)
ppur.increment_hsc();
if (ppur.status.cycle == 256 && !race_2006)
ppur.increment_vs();
ppu_was_on = false;
}
xp++;
if (xp == 8)
{
xp = 0;
xt++;
}
}
else if (ppu_tick_counter < 340)
{
runppu();
}
else
{
bool evenOddDestiny = PPUON;
// 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 (sl == 0 && idleSynch && evenOddDestiny && chopdot)
{ }
if (scanline_counter == 0 && idleSynch && evenOddDestiny && chopdot)
{}
else
runppu(1);
} // scanline loop
{ runppu(); }
}
}
ppur.status.sl = 241;
//idle for pre NMI lines
runppu(preNMIlines * kLineTime);
} //FrameAdvance
void FrameAdvance_ppudead()
ppu_tick_counter++;
if (ppu_tick_counter == 341)
{
ppu_tick_counter = 0;
scanline_counter++;
if (scanline_counter == 241)
{
do_active_sl = false;
ppur.status.sl = 241;
}
}
}
public void TickPPU_preVBL()
{
runppu();
ppu_tick_counter++;
if (ppu_tick_counter == preNMIlines * kLineTime)
{
ppu_tick_counter = 0;
do_pre_vbl = false;
}
}
//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
public void NewDeadPPU()
{
runppu();
runppu(241 * kLineTime - 3);// -8*3);
ppu_tick_counter++;
if (ppu_tick_counter == 241 * kLineTime - 3)
{
ppudead--;
}
}
}
}