//http://nesdev.parodius.com/bbs/viewtopic.php?p=4571&sid=db4c7e35316cc5d734606dd02f11dccb using System; using System.Runtime.CompilerServices; using BizHawk.Common; namespace BizHawk.Emulation.Cores.Nintendo.NES { public sealed partial class PPU { // this only handles region differences within the PPU int preNMIlines; int postNMIlines; bool chopdot; public enum Region { NTSC, PAL, Dendy, RGB }; Region _region; public Region region { set { _region = value; SyncRegion(); } get { return _region; } } void SyncRegion() { switch (region) { case Region.NTSC: preNMIlines = 1; postNMIlines = 20; chopdot = true; break; case Region.PAL: preNMIlines = 1; postNMIlines = 70; chopdot = false; break; case Region.Dendy: preNMIlines = 51; postNMIlines = 20; chopdot = false; break; case Region.RGB: preNMIlines = 1; postNMIlines = 20; chopdot = false; break; } } public class DebugCallback { public int Scanline; //public int Dot; //not supported public Action Callback; } public DebugCallback NTViewCallback; public DebugCallback PPUViewCallback; // luminance of each palette value for lightgun calculations // this is all 101% guesses, and most certainly various levels of wrong public static readonly int[] PaletteLumaNES = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 0, 0, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 0, 0 }; public static readonly int[] PaletteLuma2C03 = { 27, 9, 3, 22, 9, 11, 16, 20, 18, 14, 19, 25, 14, 0, 0, 0, 45, 23, 17, 12, 14, 16, 13, 30, 27, 27, 25, 34, 28, 0, 0, 0, 63, 42, 37, 35, 18, 37, 39, 45, 50, 44, 45, 52, 49, 0, 0, 0, 63, 52, 48, 50, 43, 48, 54, 59, 60, 55, 54, 52, 50, 0, 0, 0, }; public static readonly int[] PaletteLuma2C04_1 = { 48, 35, 13, 37, 28, 14, 18, 16, 63, 27, 45, 11, 9, 50, 18, 63, 42, 45, 12, 44, 50, 48, 54, 17, 52, 52, 0, 3, 54, 36, 18, 9, 1, 52, 50, 45, 49, 14, 34, 14, 0, 20, 43, 16, 12, 3, 39, 0, 0, 27, 45, 19, 55, 22, 58, 30, 12, 23, 25, 9, 60, 37, 27, 54, }; public static readonly int[] PaletteLuma2C04_2 = { 0, 45, 27, 55, 54, 37, 28, 52, 13, 12, 60, 43, 63, 35, 50, 25, 12, 42, 16, 54, 34, 44, 3, 37, 18, 18, 1, 52, 48, 18, 0, 22, 9, 54, 39, 50, 23, 12, 45, 3, 14, 52, 27, 14, 17, 0, 50, 63, 45, 9, 45, 30, 14, 9, 16, 27, 0, 49, 20, 58, 48, 11, 19, 36, }; public static readonly int[] PaletteLuma2C04_3 = { 14, 37, 54, 45, 25, 63, 52, 14, 9, 0, 54, 18, 16, 54, 45, 50, 37, 28, 11, 17, 27, 27, 30, 34, 27, 22, 0, 3, 13, 16, 43, 48, 35, 12, 1, 58, 9, 45, 39, 63, 44, 9, 42, 18, 23, 36, 0, 12, 49, 3, 55, 50, 20, 45, 50, 18, 19, 0, 48, 60, 12, 52, 52, 14, }; public static readonly int[] PaletteLuma2C04_4 = { 27, 22, 28, 50, 0, 48, 9, 30, 45, 12, 45, 1, 54, 58, 25, 55, 37, 3, 17, 43, 0, 18, 16, 39, 45, 34, 37, 27, 9, 0, 54, 42, 11, 19, 20, 3, 12, 14, 27, 16, 14, 54, 23, 12, 9, 60, 36, 18, 50, 63, 18, 13, 52, 52, 63, 50, 0, 45, 35, 52, 44, 48, 49, 14, }; private int[] _currentLuma = PaletteLumaNES; public int[] CurrentLuma { get { return _currentLuma; } set { _currentLuma = value; } } // true = light sensed public bool LightGunCallback(int x, int y) { // the actual light gun circuit is very complex // and this doesn't do it justice at all, as expected const int radius = 10; // look at pixel values up to this far away, roughly int sum = 0; int ymin = Math.Max(Math.Max(y - radius, ppur.status.sl - 20), 0); int ymax = Math.Min(y + radius, 239); int xmin = Math.Max(x - radius, 0); int xmax = Math.Min(x + radius, 255); int ystop = ppur.status.sl - 2; int xstop = ppur.status.cycle - 20; for (int j = ymin; j <= ymax; j++) { for (int i = xmin; i <= xmax; i++) { if (j >= ystop && i >= xstop || j > ystop) goto loopout; short s = xbuf[j * 256 + i]; short palcolor = (short)(s & 0x3F); short intensity = (short)((s >> 6) & 0x7); sum += _currentLuma[palcolor]; } } loopout: return sum >= 2000; } //when the ppu issues a write it goes through here and into the game board public void ppubus_write(int addr, byte value) { if (ppur.status.sl == 241 || (!reg_2001.show_obj && !reg_2001.show_bg)) nes.Board.AddressPPU(addr); nes.Board.WritePPU(addr, value); } //when the ppu issues a read it goes through here and into the game board public byte ppubus_read(int addr, bool ppu, bool addr_ppu) { //hardware doesnt touch the bus when the PPU is disabled if (!reg_2001.PPUON && ppu) return 0xFF; if (addr_ppu) nes.Board.AddressPPU(addr); return nes.Board.ReadPPU(addr); } //debug tools peek into the ppu through this public byte ppubus_peek(int addr) { return nes.Board.PeekPPU(addr); } public enum PPUPHASE { VBL, BG, OBJ }; public PPUPHASE ppuphase; private readonly NES nes; public PPU(NES nes) { this.nes = nes; OAM = new byte[0x100]; PALRAM = new byte[0x20]; //power-up palette verified by blargg's power_up_palette test. //he speculates that these may differ depending on the system tested.. //and I don't see why the ppu would waste any effort setting these.. //but for the sake of uniformity, we'll do it. Array.Copy(new byte[] { 0x09,0x01,0x00,0x01,0x00,0x02,0x02,0x0D,0x08,0x10,0x08,0x24,0x00,0x00,0x04,0x2C, 0x09,0x01,0x34,0x03,0x00,0x04,0x00,0x14,0x08,0x3A,0x00,0x02,0x00,0x20,0x2C,0x08 }, PALRAM, 0x20); Reset(); } public void NESSoftReset() { //this hasn't been brought up to date since NEShawk was first made. //in particular http://wiki.nesdev.com/w/index.php/PPU_power_up_state should be studied, but theres no use til theres test cases Reset(); } //state int ppudead; //measured in frames bool idleSynch; int NMI_PendingInstructions; byte PPUGenLatch; bool vtoggle; byte VRAMBuffer; public byte[] OAM; public byte[] PALRAM; public void SyncState(Serializer ser) { ser.Sync("ppudead", ref ppudead); ser.Sync("idleSynch", ref idleSynch); ser.Sync("NMI_PendingInstructions", ref NMI_PendingInstructions); ser.Sync("PPUGenLatch", ref PPUGenLatch); ser.Sync("vtoggle", ref vtoggle); ser.Sync("VRAMBuffer", ref VRAMBuffer); ser.Sync("ppu_addr_temp", ref ppu_addr_temp); ser.Sync("Read_Value", ref read_value); ser.Sync("Prev_soam_index", ref soam_index_prev); ser.Sync("Spr_Zero_Go", ref sprite_zero_go); ser.Sync("Spr_zero_in_Range", ref sprite_zero_in_range); ser.Sync("Is_even_cycle", ref is_even_cycle); ser.Sync("soam_index", ref soam_index); ser.Sync("ppu_open_bus", ref ppu_open_bus); ser.Sync("double_2007_read", ref double_2007_read); ser.Sync("ppu_open_bus_decay_timer", ref ppu_open_bus_decay_timer, false); ser.Sync("OAM", ref OAM, false); ser.Sync("PALRAM", ref PALRAM, false); ser.Sync("Reg2002_objoverflow", ref Reg2002_objoverflow); ser.Sync("Reg2002_objhit", ref Reg2002_objhit); ser.Sync("Reg2002_vblank_active", ref Reg2002_vblank_active); ser.Sync("Reg2002_vblank_active_pending", ref Reg2002_vblank_active_pending); ser.Sync("Reg2002_vblank_clear_pending", ref Reg2002_vblank_clear_pending); ppur.SyncState(ser); byte temp8 = reg_2000.Value; ser.Sync("reg_2000.Value", ref temp8); reg_2000.Value = temp8; temp8 = reg_2001.Value; ser.Sync("reg_2001.Value", ref temp8); reg_2001.Value = temp8; ser.Sync("reg_2003", ref reg_2003); //don't sync framebuffer into binary (rewind) states if(ser.IsText) ser.Sync("xbuf", ref xbuf, false); } public void Reset() { regs_reset(); ppudead = 1; idleSynch = false; ppu_open_bus = 0; ppu_open_bus_decay_timer = new int[8]; } #if VS2012 [MethodImpl(MethodImplOptions.AggressiveInlining)] #endif void TriggerNMI() { nes.cpu.NMI = true; } //this gets called once after each cpu instruction executes. //anything that needs to happen at instruction granularity can get checked here //to save having to check it at ppu cycle granularity public void PostCpuInstructionOne() { if (NMI_PendingInstructions > 0) { NMI_PendingInstructions--; if (NMI_PendingInstructions <= 0) { TriggerNMI(); } } } #if VS2012 [MethodImpl(MethodImplOptions.AggressiveInlining)] #endif void runppu(int x) { //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++) { ppur.status.cycle++; is_even_cycle = !is_even_cycle; //might not actually run a cpu cycle if there are none to be run right now nes.RunCpuOne(); if (Reg2002_vblank_active_pending) { //if (Reg2002_vblank_active_pending) Reg2002_vblank_active = 1; Reg2002_vblank_active_pending = false; } if (Reg2002_vblank_clear_pending) { Reg2002_vblank_active = 0; Reg2002_vblank_clear_pending = false; } nes.Board.ClockPPU(); } } //hack //public bool PAL = false; //bool SPRITELIMIT = true; } }