SMS: implement zoomed sprites; VDP fixes; Ax Battler GG fixed

This commit is contained in:
beirich 2011-01-16 06:31:14 +00:00
parent 0d088bb15b
commit d1110de5de
11 changed files with 444 additions and 361 deletions

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -49,6 +49,7 @@
<ItemGroup>
<Compile Include="Consoles\Sega\SMS\MemoryMap.CodeMasters.cs" />
<Compile Include="Consoles\Sega\SMS\MemoryMap.Sega.cs" />
<Compile Include="Consoles\Sega\SMS\VDP.Mode4.cs" />
<Compile Include="Consoles\Sega\SMS\VDP.Tables.cs" />
<Compile Include="CPUs\68000\Diassembler.cs" />
<Compile Include="CPUs\68000\Instructions\BitArithemetic.cs" />
@ -150,7 +151,6 @@
<Content Include="Consoles\Sega\SMS\Compat.txt" />
<Content Include="Notes.txt" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -1,4 +1,6 @@
namespace BizHawk.Emulation.Consoles.TurboGrafx
using System;
namespace BizHawk.Emulation.Consoles.TurboGrafx
{
// This rendering code is only used for TurboGrafx/TurboCD Mode.
// In SuperGrafx mode, separate rendering functions in the VPC class are used.
@ -104,9 +106,7 @@
private void RenderBackgroundScanline()
{
// clear priority buffer
for (int i = 0; i < FrameWidth; i++)
PriorityBuffer[i] = 0;
Array.Clear(PriorityBuffer, 0, FrameWidth);
if (BackgroundEnabled == false)
{
@ -153,9 +153,7 @@
if (SpritesEnabled == false)
return;
// clear inter-sprite priority buffer
for (int i = 0; i < FrameWidth; i++)
InterSpritePriorityBuffer[i] = 0;
Array.Clear(InterSpritePriorityBuffer, 0, FrameWidth);
for (int i = 0; i < 64; i++)
{

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@ -124,7 +124,7 @@ namespace BizHawk.Emulation.Consoles.TurboGrafx
break;
case CR:
//if (Registers[CR] == 0)
Log.Note("CPU", "****************** WRITE TO CR: {0:X}", Registers[CR]);
//Log.Note("CPU", "****************** WRITE TO CR: {0:X}", Registers[CR]);
break;
case BXR:
Registers[BXR] &= 0x3FF;
@ -132,7 +132,7 @@ break;
case BYR:
Registers[BYR] &= 0x1FF;
BackgroundY = Registers[BYR];
Console.WriteLine("Updating BYR to {0} at scanline {1}", BackgroundY, ScanLine);
//Console.WriteLine("Updating BYR to {0} at scanline {1}", BackgroundY, ScanLine);
break;
case HDR: // Horizontal Display Register - update framebuffer size
FrameWidth = RequestedFrameWidth;

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@ -221,8 +221,7 @@ namespace BizHawk.Emulation.Consoles.TurboGrafx
private void InitializeScanLine(int scanline)
{
// Clear priority buffer
for (int i = 0; i < FrameWidth; i++)
PriorityBuffer[i] = 0;
Array.Clear(PriorityBuffer, 0, FrameWidth);
// Initialize scanline to background color
for (int i = 0; i < FrameWidth; i++)
@ -272,8 +271,7 @@ namespace BizHawk.Emulation.Consoles.TurboGrafx
return;
// clear inter-sprite priority buffer
for (int i = 0; i < FrameWidth; i++)
InterSpritePriorityBuffer[i] = 0;
Array.Clear(InterSpritePriorityBuffer, 0, FrameWidth);
for (int i = 0; i < 64; i++)
{

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@ -3,16 +3,9 @@
* CodeMasters games use a custom mapper and special video modes (both implemented)
+ Fantastic Dizzy crashes shortly after starting a new game. Investigating.
* F16 Fighting Falcon uses old SG-1000 video mode, and doesn't work on a GG/Genesis either.
That said.. I will fix CodeMasters games and F16 Fighting Falcon eventually, and add full
SG-1000 support, it's just not the high priority currently.
* Raster effects are sometimes on the wrong line... but it's correct 99% of the time... :|
Update: I think this is a timing issue resulting in latching/rendering at the wrong part
of a scanline. I should play with this timing.
* F16 Fighting Falcon uses old SG-1000 video mode.
======= Game Gear compatibility issues =======
* Axe Battler is broken.
* "SEGA" logo audio sample plays at low rate in Sonic & Tails.
* Outrun has raster effect on the wrong line. I've been able to modify interrupt code to
fix it, but so far, not without breaking other games.

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@ -8,12 +8,10 @@ using BizHawk.Emulation.Sound;
/*****************************************************
VDP:
+ Double Size Sprites
+ HCounter
+ Old TMS video modes (SG-1000)
GENERAL:
+ Debug some GameGear game issues.
+ Port 3F emulation (Japanese BIOS)
+ Try to clean up the organization of the source code.
+ SG-1000 support
@ -82,7 +80,7 @@ namespace BizHawk.Emulation.Consoles.Sega
Cpu.ReadHardware = ReadPort;
Cpu.WriteHardware = WritePort;
Vdp = new VDP(IsGameGear ? VdpMode.GameGear : VdpMode.SMS, DisplayType);
Vdp = new VDP(Cpu, IsGameGear ? VdpMode.GameGear : VdpMode.SMS, DisplayType);
PSG = new SN76489();
YM2413 = new YM2413();
SoundMixer = new SoundMixer(PSG, YM2413);
@ -98,7 +96,7 @@ namespace BizHawk.Emulation.Consoles.Sega
{
Cpu.Reset();
Cpu.RegisterSP = 0xDFF0;
Vdp = new VDP(Vdp.VdpMode, DisplayType);
Vdp = new VDP(Cpu, Vdp.VdpMode, DisplayType);
PSG.Reset();
YM2413.Reset();
SystemRam = new byte[0x2000];
@ -140,8 +138,8 @@ namespace BizHawk.Emulation.Consoles.Sega
case 0x06: return 0xFF;
case 0x7E: return Vdp.ReadVLineCounter();
case 0x7F: break; // hline counter TODO
case 0xBE: return Vdp.ReadVram();
case 0xBF: Cpu.Interrupt = false; return Vdp.ReadVdpStatus();
case 0xBE: return Vdp.ReadData();
case 0xBF: return Vdp.ReadVdpStatus();
case 0xC0:
case 0xDC: return ReadControls1();
case 0xC1:
@ -169,42 +167,13 @@ namespace BizHawk.Emulation.Consoles.Sega
case 0x7F: PSG.WritePsgData(value, Cpu.TotalExecutedCycles); break;
case 0xBE: Vdp.WriteVdpData(value); break;
case 0xBD:
case 0xBF: Vdp.WriteVdpRegister(value); break;
case 0xBF: Vdp.WriteVdpControl(value); break;
case 0xF0: if (HasYM2413) YM2413.RegisterLatch = value; break;
case 0xF1: if (HasYM2413) YM2413.Write(value); break;
case 0xF2: if (HasYM2413) YM2413.DetectionValue = value; break;
}
}
private int lineIntLinesRemaining;
private void ProcessFrameInterrupt()
{
if (Vdp.ScanLine == Vdp.BufferHeight+1)
Vdp.StatusByte |= 0x80;
if ((Vdp.StatusByte & 0x80) != 0 && Vdp.EnableFrameInterrupts)
Cpu.Interrupt = true;
}
private void ProcessLineInterrupt()
{
if (Vdp.ScanLine <= Vdp.BufferHeight)
{
if (lineIntLinesRemaining-- <= 0)
{
if (Vdp.EnableLineInterrupts)
{
Cpu.Interrupt = true;
}
lineIntLinesRemaining = Vdp.Registers[0x0A];
}
return;
}
// else we're outside the active display period
lineIntLinesRemaining = Vdp.Registers[0x0A];
}
public void FrameAdvance(bool render)
{
Controller.FrameNumber = Frame++;
@ -213,18 +182,7 @@ namespace BizHawk.Emulation.Consoles.Sega
if (IsGameGear == false)
Cpu.NonMaskableInterrupt = Controller["Pause"];
for (Vdp.ScanLine = 0; Vdp.ScanLine < scanlinesPerFrame; Vdp.ScanLine++)
{
ProcessFrameInterrupt();
ProcessLineInterrupt();
Vdp.RenderCurrentScanline(render);
Cpu.ExecuteCycles(IPeriod);
if (Vdp.ScanLine == scanlinesPerFrame-1)
Vdp.RenderBlankingRegions();
}
Vdp.ExecFrame(render);
PSG.EndFrame(Cpu.TotalExecutedCycles);
}

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@ -0,0 +1,251 @@
using System;
// Contains rendering functions for TMS9918 Mode 4.
namespace BizHawk.Emulation.Consoles.Sega
{
public partial class VDP
{
internal void RenderBackgroundCurrentLine()
{
if (DisplayOn == false)
{
for (int x = 0; x < 256; x++)
FrameBuffer[(ScanLine * 256) + x] = BackdropColor;
return;
}
// Clear the priority buffer for this scanline
Array.Clear(ScanlinePriorityBuffer, 0, 256);
int mapBase = NameTableBase;
int vertOffset = ScanLine + Registers[9];
if (FrameHeight == 192)
{
if (vertOffset >= 224)
vertOffset -= 224;
}
else
{
if (vertOffset >= 256)
vertOffset -= 256;
}
byte horzOffset = (HorizScrollLock && ScanLine < 16) ? (byte)0 : Registers[8];
int yTile = vertOffset / 8;
for (int xTile = 0; xTile < 32; xTile++)
{
if (xTile == 24 && VerticalScrollLock)
{
vertOffset = ScanLine;
yTile = vertOffset / 8;
}
byte PaletteBase = 0;
int tileInfo = VRAM[mapBase + ((yTile * 32) + xTile) * 2] | (VRAM[mapBase + (((yTile * 32) + xTile) * 2) + 1] << 8);
int tileNo = tileInfo & 0x01FF;
if ((tileInfo & 0x800) != 0)
PaletteBase = 16;
bool Priority = (tileInfo & 0x1000) != 0;
bool VFlip = (tileInfo & 0x400) != 0;
bool HFlip = (tileInfo & 0x200) != 0;
int yOfs = vertOffset & 7;
if (VFlip)
yOfs = 7 - yOfs;
if (HFlip == false)
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase];
if (Priority)
{
horzOffset -= 8;
for (int k = 0; k < 8; k++)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
else // Flipped Horizontally
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase];
if (Priority)
{
horzOffset -= 8;
for (int k = 7; k >= 0; k--)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
}
}
internal void RenderSpritesCurrentLine()
{
if (DisplayOn == false) return;
int SpriteBase = SpriteAttributeTableBase;
int SpriteHeight = Enable8x16Sprites ? 16 : 8;
// Clear the sprite collision buffer for this scanline
Array.Clear(SpriteCollisionBuffer, 0, 256);
// 208 is a special terminator sprite (in 192-line mode). Lets find it...
int TerminalSprite = 64;
if (FrameHeight == 192)
for (int i = 0; i < 64; i++)
{
if (VRAM[SpriteBase + i] == 208)
{
TerminalSprite = i;
break;
}
}
// Loop through these sprites and render the current scanline
int SpritesDrawnThisScanline = 0;
for (int i = TerminalSprite - 1; i >= 0; i--)
{
if (SpritesDrawnThisScanline >= 8)
StatusByte |= 0x40; // Set Overflow bit
int x = VRAM[SpriteBase + 0x80 + (i * 2)];
if (ShiftSpritesLeft8Pixels)
x -= 8;
int y = VRAM[SpriteBase + i] + 1;
if (y >= (Enable8x16Sprites ? 240 : 248)) y -= 256;
if (y + SpriteHeight <= ScanLine || y > ScanLine)
continue;
int tileNo = VRAM[SpriteBase + 0x80 + (i * 2) + 1];
if (Enable8x16Sprites)
tileNo &= 0xFE;
tileNo += SpriteTileBase;
int ys = ScanLine - y;
for (int xs = 0; xs < 8 && x + xs < 256; xs++)
{
byte color = PatternBuffer[(tileNo * 64) + (ys * 8) + xs];
if (color != 0 && x + xs >= 0 && ScanlinePriorityBuffer[x + xs] == 0)
{
FrameBuffer[(ys + y) * 256 + x + xs] = Palette[(color + 16)];
if (SpriteCollisionBuffer[x + xs] != 0)
StatusByte |= 0x20; // Set Collision bit
SpriteCollisionBuffer[x + xs] = 1;
}
}
SpritesDrawnThisScanline++;
}
}
internal void RenderSpritesCurrentLineDoubleSize()
{
if (DisplayOn == false) return;
int SpriteBase = SpriteAttributeTableBase;
int SpriteHeight = Enable8x16Sprites ? 16 : 8;
// Clear the sprite collision buffer for this scanline
Array.Clear(SpriteCollisionBuffer, 0, 256);
// 208 is a special terminator sprite (in 192-line mode). Lets find it...
int TerminalSprite = 64;
if (FrameHeight == 192)
for (int i = 0; i < 64; i++)
{
if (VRAM[SpriteBase + i] == 208)
{
TerminalSprite = i;
break;
}
}
// Loop through these sprites and render the current scanline
int SpritesDrawnThisScanline = 0;
for (int i = TerminalSprite - 1; i >= 0; i--)
{
if (SpritesDrawnThisScanline >= 8)
StatusByte |= 0x40; // Set Overflow bit
int x = VRAM[SpriteBase + 0x80 + (i * 2)];
if (ShiftSpritesLeft8Pixels)
x -= 8;
int y = VRAM[SpriteBase + i] + 1;
if (y >= (Enable8x16Sprites ? 240 : 248)) y -= 256;
if (y + (SpriteHeight*2) <= ScanLine || y > ScanLine)
continue;
int tileNo = VRAM[SpriteBase + 0x80 + (i * 2) + 1];
if (Enable8x16Sprites)
tileNo &= 0xFE;
tileNo += SpriteTileBase;
int ys = ScanLine - y;
for (int xs = 0; xs < 16 && x + xs < 256; xs++)
{
byte color = PatternBuffer[(tileNo * 64) + ((ys/2) * 8) + (xs/2)];
if (color != 0 && x + xs >= 0 && ScanlinePriorityBuffer[x + xs] == 0)
{
FrameBuffer[(ys + y) * 256 + x + xs] = Palette[(color + 16)];
if (SpriteCollisionBuffer[x + xs] != 0)
StatusByte |= 0x20; // Set Collision bit
SpriteCollisionBuffer[x + xs] = 1;
}
}
SpritesDrawnThisScanline++;
}
}
/// <summary>
/// Performs render buffer blanking. This includes the left-column blanking as well as Game Gear blanking if requested.
/// Should be called at the end of the frame.
/// </summary>
internal void RenderBlankingRegions()
{
int blankingColor = Palette[BackdropColor];
if (LeftBlanking)
{
for (int y = 0; y < FrameHeight; y++)
{
for (int x = 0; x < 8; x++)
FrameBuffer[(y * 256) + x] = blankingColor;
}
}
if (mode == VdpMode.GameGear)
{
for (int y = 0; y < 144; y++)
for (int x = 0; x < 160; x++)
GameGearFrameBuffer[(y * 160) + x] = FrameBuffer[((y + 24) * 256) + x + 48];
}
}
}
}

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@ -1,25 +1,14 @@
using System;
using System.Globalization;
using System.IO;
using BizHawk.Emulation.CPUs.Z80;
namespace BizHawk.Emulation.Consoles.Sega
{
public enum VdpCommand
{
VramRead,
VramWrite,
RegisterWrite,
CramWrite
}
public enum VdpMode
{
SMS,
GameGear
}
public enum VdpMode { SMS, GameGear }
/// <summary>
/// Emulates the Texas Instruments TMS9918(A) VDP.
/// Emulates the Texas Instruments TMS9918 VDP.
/// </summary>
public sealed partial class VDP : IVideoProvider
{
@ -29,80 +18,79 @@ namespace BizHawk.Emulation.Consoles.Sega
public byte[] Registers = new byte[] { 0x06, 0x80, 0xFF, 0xFF, 0xFF, 0xFF, 0xFB, 0xF0, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00 };
public byte StatusByte;
private bool vdpWaitingForLatchByte = true;
private byte vdpLatch;
private byte vdpBuffer;
private ushort vdpAddress;
private bool VdpWaitingForLatchByte = true;
private byte VdpLatch;
private byte VdpBuffer;
private ushort VdpAddress;
private VdpCommand vdpCommand;
private ushort vdpAddressClamp;
private bool VIntPending;
private bool HIntPending;
private VdpMode mode;
public VdpMode VdpMode { get { return mode; } }
private DisplayType DisplayType = DisplayType.NTSC;
private Z80A Cpu;
public int ScanLine;
private int FrameHeight = 192;
public int[] FrameBuffer = new int[256*192];
public int[] GameGearFrameBuffer = new int[160*144];
private DisplayType DisplayType = DisplayType.NTSC;
// preprocessed state assist stuff.
public int[] Palette = new int[32];
private static readonly byte[] SMSPalXlatTable = { 0, 85, 170, 255 };
private static readonly byte[] GGPalXlatTable = { 0, 17, 34, 51, 68, 85, 102, 119, 136, 153, 170, 187, 204, 221, 238, 255 };
public bool Mode2Bit { get { return (Registers[0] & 2) > 0; } }
public bool Mode4Bit { get { return (Registers[0] & 4) > 0; } }
public bool ShiftSpritesLeft8Pixels { get { return (Registers[0] & 8) > 0; } }
public bool EnableLineInterrupts { get { return (Registers[0] & 16) > 0; } }
public bool LeftBlanking { get { return (Registers[0] & 32) > 0; } }
public bool HorizScrollLock { get { return (Registers[0] & 64) > 0; } }
public bool VerticalScrollLock { get { return (Registers[0] & 128) > 0; } }
public bool DisplayOn { get { return (Registers[1] & 64) > 0; } }
public bool EnableFrameInterrupts { get { return (Registers[1] & 32) > 0; } }
public bool EnableDoubledSprites { get { return (Registers[1] & 1) > 0; } }
public bool Enable8x16Sprites { get { return (Registers[1] & 2) > 0; } }
public byte BackdropColor { get { return (byte) (16 + (Registers[7] & 15)); } }
public bool EnableFrameInterrupts { get { return (Registers[1] & 32) > 0; } }
public bool DisplayOn { get { return (Registers[1] & 64) > 0; } }
public int SpriteAttributeTableBase { get { return ((Registers[5] >> 1) << 8) & 0x3FFF; } }
public int SpriteTileBase { get { return (Registers[6] & 4) > 0 ? 256: 0; } }
public int NameTableBase
{
get
{
if (FrameHeight == 192)
return 1024 * (Registers[2] & 0x0E);
return (1024 * (Registers[2] & 0x0C)) + 0x0700;
}
}
public byte BackdropColor { get { return (byte)(16 + (Registers[7] & 15)); } }
private int NameTableBase;
// preprocessed state assist stuff.
public int[] Palette = new int[32];
public byte[] PatternBuffer = new byte[0x8000];
private byte[] ScanlinePriorityBuffer = new byte[256];
private byte[] SpriteCollisionBuffer = new byte[256];
public VDP(VdpMode mode, DisplayType displayType)
private static readonly byte[] SMSPalXlatTable = { 0, 85, 170, 255 };
private static readonly byte[] GGPalXlatTable = { 0, 17, 34, 51, 68, 85, 102, 119, 136, 153, 170, 187, 204, 221, 238, 255 };
public VDP(Z80A cpu, VdpMode mode, DisplayType displayType)
{
Cpu = cpu;
this.mode = mode;
if (mode == VdpMode.SMS) CRAM = new byte[32];
if (mode == VdpMode.GameGear) CRAM = new byte[64];
DisplayType = displayType;
NameTableBase = CalcNameTableBase();
}
public byte ReadVram()
public byte ReadData()
{
vdpWaitingForLatchByte = true;
byte value = vdpBuffer;
vdpBuffer = VRAM[vdpAddress & vdpAddressClamp];
vdpAddress++;
VdpWaitingForLatchByte = true;
byte value = VdpBuffer;
VdpBuffer = VRAM[VdpAddress & 0x3FFF];
VdpAddress++;
return value;
}
public byte ReadVdpStatus()
{
vdpWaitingForLatchByte = true;
VdpWaitingForLatchByte = true;
byte returnValue = StatusByte;
StatusByte &= 0x1F;
HIntPending = false;
VIntPending = false;
Cpu.Interrupt = false;
return returnValue;
}
@ -120,63 +108,57 @@ namespace BizHawk.Emulation.Consoles.Sega
}
}
public void WriteVdpRegister(byte value)
public void WriteVdpControl(byte value)
{
if (vdpWaitingForLatchByte)
if (VdpWaitingForLatchByte)
{
vdpLatch = value;
vdpWaitingForLatchByte = false;
vdpAddress = (ushort)((vdpAddress & 0xFF00) | value);
VdpLatch = value;
VdpWaitingForLatchByte = false;
VdpAddress = (ushort)((VdpAddress & 0xFF00) | value);
return;
}
vdpWaitingForLatchByte = true;
VdpWaitingForLatchByte = true;
VdpAddress = (ushort)(((value & 63) << 8) | VdpLatch);
switch (value & 0xC0)
{
case 0x00: // read VRAM
vdpCommand = VdpCommand.VramRead;
vdpAddressClamp = 0x3FFF;
vdpAddress = (ushort)(((value & 63) << 8) | vdpLatch);
vdpBuffer = VRAM[vdpAddress & vdpAddressClamp];
vdpAddress++;
VdpBuffer = VRAM[VdpAddress & 0x3FFF];
VdpAddress++;
break;
case 0x40: // write VRAM
vdpCommand = VdpCommand.VramWrite;
vdpAddressClamp = 0x3FFF;
vdpAddress = (ushort)(((value & 63) << 8) | vdpLatch);
break;
case 0x80: // VDP register write
vdpCommand = VdpCommand.RegisterWrite;
int reg = value & 0x0F;
Registers[reg] = vdpLatch;
if (reg == 1 || reg == 2)
CheckVideoMode();
WriteRegister(reg, VdpLatch);
break;
case 0xC0: // write CRAM / modify palette
vdpCommand = VdpCommand.CramWrite;
vdpAddressClamp = (byte) (mode == VdpMode.SMS ? 0x1F : 0x3F);
vdpAddress = (ushort)(((value & 63) << 8) | vdpLatch);
break;
}
}
public void WriteVdpData(byte value)
{
vdpWaitingForLatchByte = true;
vdpBuffer = value;
VdpWaitingForLatchByte = true;
VdpBuffer = value;
if (vdpCommand == VdpCommand.CramWrite)
{
// Write Palette / CRAM
CRAM[vdpAddress & vdpAddressClamp] = value;
vdpAddress++;
int mask = VdpMode == VdpMode.SMS ? 0x1F : 0x3F;
CRAM[VdpAddress & mask] = value;
UpdatePrecomputedPalette();
}
else
{
// Write VRAM and update pre-computed pattern buffer.
UpdatePatternBuffer((ushort)(vdpAddress & vdpAddressClamp), value);
VRAM[vdpAddress & vdpAddressClamp] = value;
vdpAddress++;
UpdatePatternBuffer((ushort)(VdpAddress & 0x3FFF), value);
VRAM[VdpAddress & 0x3FFF] = value;
}
VdpAddress++;
}
public void UpdatePrecomputedPalette()
@ -191,8 +173,7 @@ namespace BizHawk.Emulation.Consoles.Sega
byte b = SMSPalXlatTable[(value & 0x30) >> 4];
Palette[i] = Colors.ARGB(r, g, b);
}
} else // GameGear
{
} else { // GameGear
for (int i=0; i<32; i++)
{
ushort value = (ushort) ((CRAM[(i*2) + 1] << 8) | CRAM[(i*2) + 0]);
@ -204,9 +185,16 @@ namespace BizHawk.Emulation.Consoles.Sega
}
}
public int CalcNameTableBase()
{
if (FrameHeight == 192)
return 1024 * (Registers[2] & 0x0E);
return (1024 * (Registers[2] & 0x0C)) + 0x0700;
}
private void CheckVideoMode()
{
if ((Registers[0] & 6) == 6) // if Mode4 and Mode2 set, then check extension modes
if (Mode4Bit && Mode2Bit) // if Mode4 and Mode2 set, then check extension modes
{
switch (Registers[1] & 0x18)
{
@ -214,34 +202,61 @@ namespace BizHawk.Emulation.Consoles.Sega
case 0x18: // 192-line mode
if (FrameHeight != 192)
{
Console.WriteLine("Change video mode to 192-line Mode4");
FrameHeight = 192;
FrameBuffer = new int[256*192];
NameTableBase = CalcNameTableBase();
}
break;
case 0x10: // 224-line mode
if (FrameHeight != 224)
{
Console.WriteLine("Change video mode to 224-line Mode4");
FrameHeight = 224;
FrameBuffer = new int[256*224];
NameTableBase = CalcNameTableBase();
}
break;
case 0x08: // 240-line mode
if (FrameHeight != 240)
{
Console.WriteLine("Change video mode to 240-line Mode4");
FrameHeight = 240;
FrameBuffer = new int[256 * 240];
NameTableBase = CalcNameTableBase();
}
break;
}
} else { // default to standard 192-line mode4
if (FrameHeight != 192)
{
Console.WriteLine("Change video mode to 192-line Mode4");
FrameHeight = 192;
FrameBuffer = new int[256*192];
NameTableBase = CalcNameTableBase();
}
}
}
private void WriteRegister(int reg, byte data)
{
Registers[reg] = data;
switch(reg)
{
case 0: // Mode Control Register 1
CheckVideoMode();
Cpu.Interrupt = (EnableLineInterrupts && HIntPending);
break;
case 1: // Mode Control Register 2
CheckVideoMode();
Cpu.Interrupt = (EnableFrameInterrupts && VIntPending);
break;
case 2: // Name Table Base Address
NameTableBase = CalcNameTableBase();
break;
}
}
private static readonly byte[] pow2 = {1, 2, 4, 8, 16, 32, 64, 128};
private void UpdatePatternBuffer(ushort address, byte value)
@ -259,6 +274,53 @@ namespace BizHawk.Emulation.Consoles.Sega
}
}
private int lineIntLinesRemaining;
private void ProcessFrameInterrupt()
{
if (ScanLine == FrameHeight + 1)
{
StatusByte |= 0x80;
VIntPending = true;
}
if (VIntPending && EnableFrameInterrupts)
Cpu.Interrupt = true;
}
private void ProcessLineInterrupt()
{
if (ScanLine <= FrameHeight)
{
if (lineIntLinesRemaining-- <= 0)
{
HIntPending = true;
if (EnableLineInterrupts)
Cpu.Interrupt = true;
lineIntLinesRemaining = Registers[0x0A];
}
return;
}
// else we're outside the active display period
lineIntLinesRemaining = Registers[0x0A];
}
public void ExecFrame(bool render)
{
int scanlinesPerFrame = DisplayType == DisplayType.NTSC ? 262 : 313;
for (ScanLine = 0; ScanLine < scanlinesPerFrame; ScanLine++)
{
RenderCurrentScanline(render);
ProcessFrameInterrupt();
ProcessLineInterrupt();
Cpu.ExecuteCycles(228);
if (ScanLine == scanlinesPerFrame - 1)
RenderBlankingRegions();
}
}
internal void RenderCurrentScanline(bool render)
{
if (ScanLine >= FrameHeight)
@ -266,202 +328,21 @@ namespace BizHawk.Emulation.Consoles.Sega
// TODO: make frameskip actually skip rendering
RenderBackgroundCurrentLine();
RenderSpritesCurrentLine();
}
internal void RenderBackgroundCurrentLine()
{
if (DisplayOn == false)
{
for (int x = 0; x < 256; x++)
FrameBuffer[(ScanLine*256) + x] = BackdropColor;
return;
}
// Clear the priority buffer for this scanline
for (int p = 0; p < 256; p++)
ScanlinePriorityBuffer[p] = 0;
int mapBase = NameTableBase;
int vertOffset = ScanLine + Registers[9];
if (FrameHeight == 192)
{
if (vertOffset >= 224)
vertOffset -= 224;
} else
{
if (vertOffset >= 256)
vertOffset -= 256;
}
byte horzOffset = (HorizScrollLock && ScanLine < 16) ? (byte) 0 : Registers[8];
int yTile = vertOffset/8;
for (int xTile = 0; xTile<32; xTile++)
{
if (xTile == 24 && VerticalScrollLock)
{
vertOffset = ScanLine;
yTile = vertOffset/8;
}
byte PaletteBase = 0;
int tileInfo = VRAM[mapBase+((yTile*32) + xTile)*2] | (VRAM[mapBase+(((yTile*32) + xTile)*2) + 1]<<8);
int tileNo = tileInfo & 0x01FF;
if ((tileInfo & 0x800) != 0)
PaletteBase = 16;
bool Priority = (tileInfo & 0x1000) != 0;
bool VFlip = (tileInfo & 0x400) != 0;
bool HFlip = (tileInfo & 0x200) != 0;
int yOfs = vertOffset & 7;
if (VFlip)
yOfs = 7 - yOfs;
if (HFlip == false)
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase];
if (Priority)
{
horzOffset -= 8;
for (int k = 0; k < 8; k++)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
else // Flipped Horizontally
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase];
FrameBuffer[(ScanLine * 256) + horzOffset++] = Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase];
if (Priority)
{
horzOffset -= 8;
for (int k = 7; k >= 0; k--)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
}
}
internal void RenderSpritesCurrentLine()
{
if (DisplayOn == false) return;
int SpriteBase = SpriteAttributeTableBase;
int SpriteHeight = Enable8x16Sprites ? 16 : 8;
// Clear the sprite collision buffer for this scanline
for (int c = 0; c < 256; c++)
SpriteCollisionBuffer[c] = 0;
// 208 is a special terminator sprite (in 192-line mode). Lets find it...
int TerminalSprite = 64;
if (FrameHeight == 192)
for (int i = 0; i < 64; i++)
{
if (VRAM[SpriteBase + i] == 208)
{
TerminalSprite = i;
break;
}
}
// Loop through these sprites and render the current scanline
int SpritesDrawnThisScanline = 0;
for (int i = TerminalSprite - 1; i >= 0; i--)
{
if (SpritesDrawnThisScanline >= 8)
StatusByte |= 0x40; // Set Overflow bit
int x = VRAM[SpriteBase + 0x80 + (i*2)];
if (ShiftSpritesLeft8Pixels)
x -= 8;
int y = VRAM[SpriteBase + i] + 1;
if (y >= (Enable8x16Sprites ? 240 : 248)) y -= 256;
if (y+SpriteHeight<=ScanLine || y > ScanLine)
continue;
int tileNo = VRAM[SpriteBase + 0x80 + (i*2) + 1];
if (Enable8x16Sprites)
tileNo &= 0xFE;
tileNo += SpriteTileBase;
int ys = ScanLine - y;
for (int xs = 0; xs<8 && x+xs < 256; xs++)
{
byte color = PatternBuffer[(tileNo*64) + (ys*8) + xs];
if (color != 0 && x+xs >= 0 && ScanlinePriorityBuffer[x + xs] == 0)
{
FrameBuffer[(ys + y)*256 + x + xs] = Palette[(color + 16)];
if (SpriteCollisionBuffer[x + xs] != 0)
StatusByte |= 0x20; // Set Collision bit
SpriteCollisionBuffer[x + xs] = 1;
}
}
SpritesDrawnThisScanline++;
}
}
/// <summary>
/// Performs render buffer blanking. This includes the left-column blanking as well as Game Gear blanking if requested.
/// Should be called at the end of the frame.
/// </summary>
public void RenderBlankingRegions()
{
int blankingColor = Palette[BackdropColor];
if (LeftBlanking)
{
for (int y=0; y<FrameHeight; y++)
{
for (int x=0; x<8; x++)
FrameBuffer[(y*256) + x] = blankingColor;
}
}
if (mode == VdpMode.GameGear)
{
for (int y = 0; y < 144; y++)
for (int x = 0; x < 160; x++)
GameGearFrameBuffer[(y*160) + x] = FrameBuffer[((y + 24)*256) + x + 48];
}
if (EnableDoubledSprites)
RenderSpritesCurrentLineDoubleSize();
else
RenderSpritesCurrentLine();
}
public void SaveStateText(TextWriter writer)
{
writer.WriteLine("[VDP]");
writer.WriteLine("Mode " + Enum.GetName(typeof(VdpMode), VdpMode));
writer.WriteLine("StatusByte {0:X2}", StatusByte);
writer.WriteLine("WaitingForLatchByte {0}", vdpWaitingForLatchByte);
writer.WriteLine("Latch {0:X2}", vdpLatch);
writer.WriteLine("ReadBuffer {0:X2}", vdpBuffer);
writer.WriteLine("VdpAddress {0:X4}", vdpAddress);
writer.WriteLine("VdpAddressMask {0:X2}", vdpAddressClamp);
writer.WriteLine("WaitingForLatchByte {0}", VdpWaitingForLatchByte);
writer.WriteLine("Latch {0:X2}", VdpLatch);
writer.WriteLine("ReadBuffer {0:X2}", VdpBuffer);
writer.WriteLine("VdpAddress {0:X4}", VdpAddress);
writer.WriteLine("Command " + Enum.GetName(typeof(VdpCommand), vdpCommand));
writer.Write("Registers ");
@ -485,15 +366,13 @@ namespace BizHawk.Emulation.Consoles.Sega
if (args[0] == "StatusByte")
StatusByte = byte.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "WaitingForLatchByte")
vdpWaitingForLatchByte = bool.Parse(args[1]);
VdpWaitingForLatchByte = bool.Parse(args[1]);
else if (args[0] == "Latch")
vdpLatch = byte.Parse(args[1], NumberStyles.HexNumber);
VdpLatch = byte.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "ReadBuffer")
vdpBuffer = byte.Parse(args[1], NumberStyles.HexNumber);
VdpBuffer = byte.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "VdpAddress")
vdpAddress = ushort.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "VdpAddressMask")
vdpAddressClamp = ushort.Parse(args[1], NumberStyles.HexNumber);
VdpAddress = ushort.Parse(args[1], NumberStyles.HexNumber);
else if (args[0] == "Command")
vdpCommand = (VdpCommand) Enum.Parse(typeof (VdpCommand), args[1]);
else if (args[0] == "Registers")
@ -513,17 +392,17 @@ namespace BizHawk.Emulation.Consoles.Sega
else
Console.WriteLine("Skipping unrecognized identifier "+args[0]);
}
CheckVideoMode();
for (int i=0; i<Registers.Length; i++)
WriteRegister(i, Registers[i]);
}
public void SaveStateBinary(BinaryWriter writer)
{
writer.Write(StatusByte);
writer.Write(vdpWaitingForLatchByte);
writer.Write(vdpLatch);
writer.Write(vdpBuffer);
writer.Write(vdpAddress);
writer.Write(vdpAddressClamp);
writer.Write(VdpWaitingForLatchByte);
writer.Write(VdpLatch);
writer.Write(VdpBuffer);
writer.Write(VdpAddress);
writer.Write((byte)vdpCommand);
writer.Write(Registers);
writer.Write(CRAM);
@ -533,11 +412,10 @@ namespace BizHawk.Emulation.Consoles.Sega
public void LoadStateBinary(BinaryReader reader)
{
StatusByte = reader.ReadByte();
vdpWaitingForLatchByte = reader.ReadBoolean();
vdpLatch = reader.ReadByte();
vdpBuffer = reader.ReadByte();
vdpAddress = reader.ReadUInt16();
vdpAddressClamp = reader.ReadUInt16();
VdpWaitingForLatchByte = reader.ReadBoolean();
VdpLatch = reader.ReadByte();
VdpBuffer = reader.ReadByte();
VdpAddress = reader.ReadUInt16();
vdpCommand = (VdpCommand) Enum.ToObject(typeof(VdpCommand), reader.ReadByte());
Registers = reader.ReadBytes(Registers.Length);
CRAM = reader.ReadBytes(CRAM.Length);
@ -545,7 +423,8 @@ namespace BizHawk.Emulation.Consoles.Sega
UpdatePrecomputedPalette();
for (ushort i = 0; i < VRAM.Length; i++)
UpdatePatternBuffer(i, VRAM[i]);
CheckVideoMode();
for (int i = 0; i < Registers.Length; i++)
WriteRegister(i, Registers[i]);
}
public int[] GetVideoBuffer()
@ -567,5 +446,13 @@ namespace BizHawk.Emulation.Consoles.Sega
{
get { return Palette[BackdropColor]; }
}
enum VdpCommand
{
VramRead,
VramWrite,
RegisterWrite,
CramWrite
}
}
}

View File

@ -46,7 +46,7 @@ namespace BizHawk
Game.System = items[3];
Game.MetaData = items.Length >= 6 ? items[5] : null;
db[Game.CRC32] = Game;
} catch (Exception e)
} catch (Exception)
{
Console.WriteLine("Error parsing database entry: "+line);
}

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -6,7 +6,7 @@
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{DD448B37-BA3F-4544-9754-5406E8094723}</ProjectGuid>
<OutputType>Exe</OutputType>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>BizHawk.MultiClient</RootNamespace>
<AssemblyName>BizHawk.MultiClient</AssemblyName>
@ -121,7 +121,6 @@
<Name>BizHawk.Util</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

View File

@ -116,7 +116,6 @@
<ItemGroup>
<Content Include="7z\arch\Test.txt" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.