using System; using System.Collections.Generic; using BizHawk.Common; using BizHawk.Emulation.Common; namespace BizHawk.Emulation.Cores.Atari.Atari2600 { // Emulates the TIA public partial class TIA : IVideoProvider, ISoundProvider { private const int ScreenWidth = 160; private const int MaxScreenHeight = 312; private const byte CXP0 = 0x01; private const byte CXP1 = 0x02; private const byte CXM0 = 0x04; private const byte CXM1 = 0x08; private const byte CXPF = 0x10; private const byte CXBL = 0x20; private readonly Atari2600 _core; private readonly List _scanlinesBuffer = new List(); private readonly uint[] _palette = new uint[] { 0x000000, 0, 0x4a4a4a, 0, 0x6f6f6f, 0, 0x8e8e8e, 0, 0xaaaaaa, 0, 0xc0c0c0, 0, 0xd6d6d6, 0, 0xececec, 0, 0x484800, 0, 0x69690f, 0, 0x86861d, 0, 0xa2a22a, 0, 0xbbbb35, 0, 0xd2d240, 0, 0xe8e84a, 0, 0xfcfc54, 0, 0x7c2c00, 0, 0x904811, 0, 0xa26221, 0, 0xb47a30, 0, 0xc3903d, 0, 0xd2a44a, 0, 0xdfb755, 0, 0xecc860, 0, 0x901c00, 0, 0xa33915, 0, 0xb55328, 0, 0xc66c3a, 0, 0xd5824a, 0, 0xe39759, 0, 0xf0aa67, 0, 0xfcbc74, 0, 0x940000, 0, 0xa71a1a, 0, 0xb83232, 0, 0xc84848, 0, 0xd65c5c, 0, 0xe46f6f, 0, 0xf08080, 0, 0xfc9090, 0, 0x840064, 0, 0x97197a, 0, 0xa8308f, 0, 0xb846a2, 0, 0xc659b3, 0, 0xd46cc3, 0, 0xe07cd2, 0, 0xec8ce0, 0, 0x500084, 0, 0x68199a, 0, 0x7d30ad, 0, 0x9246c0, 0, 0xa459d0, 0, 0xb56ce0, 0, 0xc57cee, 0, 0xd48cfc, 0, 0x140090, 0, 0x331aa3, 0, 0x4e32b5, 0, 0x6848c6, 0, 0x7f5cd5, 0, 0x956fe3, 0, 0xa980f0, 0, 0xbc90fc, 0, 0x000094, 0, 0x181aa7, 0, 0x2d32b8, 0, 0x4248c8, 0, 0x545cd6, 0, 0x656fe4, 0, 0x7580f0, 0, 0x8490fc, 0, 0x001c88, 0, 0x183b9d, 0, 0x2d57b0, 0, 0x4272c2, 0, 0x548ad2, 0, 0x65a0e1, 0, 0x75b5ef, 0, 0x84c8fc, 0, 0x003064, 0, 0x185080, 0, 0x2d6d98, 0, 0x4288b0, 0, 0x54a0c5, 0, 0x65b7d9, 0, 0x75cceb, 0, 0x84e0fc, 0, 0x004030, 0, 0x18624e, 0, 0x2d8169, 0, 0x429e82, 0, 0x54b899, 0, 0x65d1ae, 0, 0x75e7c2, 0, 0x84fcd4, 0, 0x004400, 0, 0x1a661a, 0, 0x328432, 0, 0x48a048, 0, 0x5cba5c, 0, 0x6fd26f, 0, 0x80e880, 0, 0x90fc90, 0, 0x143c00, 0, 0x355f18, 0, 0x527e2d, 0, 0x6e9c42, 0, 0x87b754, 0, 0x9ed065, 0, 0xb4e775, 0, 0xc8fc84, 0, 0x303800, 0, 0x505916, 0, 0x6d762b, 0, 0x88923e, 0, 0xa0ab4f, 0, 0xb7c25f, 0, 0xccd86e, 0, 0xe0ec7c, 0, 0x482c00, 0, 0x694d14, 0, 0x866a26, 0, 0xa28638, 0, 0xbb9f47, 0, 0xd2b656, 0, 0xe8cc63, 0, 0xfce070, 0 }; private byte _hsyncCnt; private int _capChargeStart; private bool _capCharging; private bool _vblankEnabled; private bool _vsyncEnabled; private uint[] _scanline = new uint[160]; private PlayerData _player0; private PlayerData _player1; private PlayfieldData _playField; private HMoveData _hmove; private BallData _ball; public Audio[] AUD = { new Audio(), new Audio() }; public TIA(Atari2600 core) { _core = core; _player0.ScanCnt = 8; _player1.ScanCnt = 8; } public int CurrentScanLine { get { return _scanlinesBuffer.Count; } } public bool IsVBlank { get { return _vblankEnabled; } } public bool IsVSync { get { return _vsyncEnabled; } } public bool FrameComplete { get; set; } public int MaxVolume { get; set; } public int VirtualWidth { get { return 275; } // 275 comes from NTSC specs and the actual pixel clock of a 2600 TIA } public int VirtualHeight { get { return BufferHeight; } } public int BufferWidth { get { return ScreenWidth; } } public int BufferHeight { get { // TODO PAL support //if (false) // return _core.Settings.PALBottomLine - _core.Settings.PALTopLine; //else return _core.Settings.NTSCBottomLine - _core.Settings.NTSCTopLine; } } public int BackgroundColor { get { return _core.Settings.BackgroundColor.ToArgb(); } } public int[] GetVideoBuffer() { return FrameBuffer; } public void Reset() { _hsyncCnt = 0; _capChargeStart = 0; _capCharging = false; _vblankEnabled = false; _vsyncEnabled = false; _scanline = new uint[160]; _player0 = new PlayerData(); _player1 = new PlayerData(); _playField = new PlayfieldData(); _hmove = new HMoveData(); _ball = new BallData(); _player0.ScanCnt = 8; _player1.ScanCnt = 8; } // Execute TIA cycles public void Execute(int cycles) { // Still ignoring cycles... // Assume we're on the left side of the screen for now var rightSide = false; // ---- Things that happen only in the drawing section ---- // TODO: Remove this magic number (17). It depends on the HMOVE if ((_hsyncCnt / 4) >= (_hmove.LateHBlankReset ? 19 : 17)) { // TODO: Remove this magic number if ((_hsyncCnt / 4) >= 37) { rightSide = true; } // The bit number of the PF data which we want int pfBit = ((_hsyncCnt / 4) - 17) % 20; // Create the mask for the bit we want // Note that bits are arranged 0 1 2 3 4 .. 19 int pfMask = 1 << (20 - 1 - pfBit); // Reverse the mask if on the right and playfield is reflected if (rightSide && _playField.Reflect) { pfMask = ReverseBits(pfMask, 20); } // Calculate collisions byte collisions = 0x00; if ((_playField.Grp & pfMask) != 0) { collisions |= CXPF; } // ---- Player 0 ---- collisions |= _player0.Tick() ? CXP0 : (byte)0x00; // ---- Missile 0 ---- collisions |= _player0.Missile.Tick() ? CXM0 : (byte)0x00; // ---- Player 1 ---- collisions |= _player1.Tick() ? CXP1 : (byte)0x00; // ---- Missile 0 ---- collisions |= _player1.Missile.Tick() ? CXM1 : (byte)0x00; // ---- Ball ---- collisions |= _ball.Tick() ? CXBL : (byte)0x00; // Pick the pixel color from collisions uint pixelColor = 0x000000; if (_core.Settings.ShowBG) { pixelColor = _palette[_playField.BkColor]; } if ((collisions & CXPF) != 0 && _core.Settings.ShowPlayfield) { if (_playField.Score) { if (!rightSide) { pixelColor = _palette[_player0.Color]; } else { pixelColor = _palette[_player1.Color]; } } else { pixelColor = _palette[_playField.PfColor]; } } if ((collisions & CXBL) != 0) { _ball.Collisions |= collisions; if (_core.Settings.ShowBall) { pixelColor = _palette[_playField.PfColor]; } } if ((collisions & CXM1) != 0) { _player1.Missile.Collisions |= collisions; if (_core.Settings.ShowMissle2) { pixelColor = _palette[_player1.Color]; } } if ((collisions & CXP1) != 0) { _player1.Collisions |= collisions; if (_core.Settings.ShowPlayer2) { pixelColor = _palette[_player1.Color]; } } if ((collisions & CXM0) != 0) { _player0.Missile.Collisions |= collisions; if (_core.Settings.ShowMissle1) { pixelColor = _palette[_player0.Color]; } } if ((collisions & CXP0) != 0) { _player0.Collisions |= collisions; if (_core.Settings.ShowPlayer1) { pixelColor = _palette[_player0.Color]; } } if (_playField.Priority && (collisions & CXPF) != 0 && _core.Settings.ShowPlayfield) { if (_playField.Score) { pixelColor = !rightSide ? _palette[_player0.Color] : _palette[_player1.Color]; } else { pixelColor = _palette[_playField.PfColor]; } } // Handle vblank if (_vblankEnabled) { pixelColor = 0x000000; } // Add the pixel to the scanline // TODO: Remove this magic number (68) _scanline[_hsyncCnt - 68] = pixelColor; } // ---- Things that happen every time ---- // Handle HMOVE if (_hmove.HMoveEnabled) { // On the first time, set the latches and counters if (_hmove.HMoveJustStarted) { _hmove.Player0Latch = true; _hmove.Player0Cnt = 0; _hmove.Missile0Latch = true; _hmove.Missile0Cnt = 0; _hmove.Player1Latch = true; _hmove.Player1Cnt = 0; _hmove.Missile1Latch = true; _hmove.Missile1Cnt = 0; _hmove.BallLatch = true; _hmove.BallCnt = 0; _hmove.HMoveCnt = 0; _hmove.HMoveJustStarted = false; _hmove.LateHBlankReset = true; _hmove.DecCntEnabled = false; } if (_hmove.DecCntEnabled) { // Actually do stuff only evey 4 pulses if (_hmove.HMoveCnt == 0) { // If the latch is still set if (_hmove.Player0Latch) { // If the move counter still has a bit in common with the HM register if (((15 - _hmove.Player0Cnt) ^ ((_player0.HM & 0x07) | ((~(_player0.HM & 0x08)) & 0x08))) != 0x0F) { // "Clock-Stuffing" _player0.Tick(); // Increase by 1, max of 15 _hmove.Player0Cnt++; _hmove.Player0Cnt %= 16; } else { _hmove.Player0Latch = false; } } if (_hmove.Missile0Latch) { if (_hmove.Missile0Cnt == 15) { } // If the move counter still has a bit in common with the HM register if (((15 - _hmove.Missile0Cnt) ^ ((_player0.Missile.Hm & 0x07) | ((~(_player0.Missile.Hm & 0x08)) & 0x08))) != 0x0F) { // "Clock-Stuffing" _player0.Missile.Tick(); // Increase by 1, max of 15 _hmove.Missile0Cnt++; _hmove.Missile0Cnt %= 16; } else { _hmove.Missile0Latch = false; _hmove.Missile0Cnt = 0; } } if (_hmove.Player1Latch) { // If the move counter still has a bit in common with the HM register if (((15 - _hmove.Player1Cnt) ^ ((_player1.HM & 0x07) | ((~(_player1.HM & 0x08)) & 0x08))) != 0x0F) { // "Clock-Stuffing" _player1.Tick(); // Increase by 1, max of 15 _hmove.Player1Cnt++; _hmove.Player1Cnt %= 16; } else { _hmove.Player1Latch = false; } } if (_hmove.Missile1Latch) { // If the move counter still has a bit in common with the HM register if (((15 - _hmove.Missile1Cnt) ^ ((_player1.Missile.Hm & 0x07) | ((~(_player1.Missile.Hm & 0x08)) & 0x08))) != 0x0F) { // "Clock-Stuffing" _player1.Missile.Tick(); // Increase by 1, max of 15 _hmove.Missile1Cnt++; _hmove.Missile1Cnt %= 16; } else { _hmove.Missile1Latch = false; } } if (_hmove.BallLatch) { // If the move counter still has a bit in common with the HM register if (((15 - _hmove.BallCnt) ^ ((_ball.HM & 0x07) | ((~(_ball.HM & 0x08)) & 0x08))) != 0x0F) { // "Clock-Stuffing" _ball.Tick(); // Increase by 1, max of 15 _hmove.BallCnt++; _hmove.BallCnt %= 16; } else { _hmove.BallLatch = false; } } if (!_hmove.Player0Latch && !_hmove.Player1Latch && !_hmove.BallLatch && !_hmove.Missile0Latch && !_hmove.Missile1Latch) { _hmove.HMoveEnabled = false; _hmove.DecCntEnabled = false; _hmove.HMoveDelayCnt = 0; } } _hmove.HMoveCnt++; _hmove.HMoveCnt %= 4; } if (_hmove.HMoveDelayCnt < 6) { _hmove.HMoveDelayCnt++; } if (_hmove.HMoveDelayCnt == 6) { _hmove.HMoveDelayCnt++; _hmove.HMoveCnt = 0; _hmove.DecCntEnabled = true; } } // Increment the hsync counter _hsyncCnt++; _hsyncCnt %= 228; // End of the line? Add it to the buffer! if (_hsyncCnt == 0) { _hmove.LateHBlankReset = false; _scanlinesBuffer.Add(_scanline); _scanline = new uint[160]; } if (_scanlinesBuffer.Count >= 1024) { /* if a rom never toggles vsync, FrameAdvance() will hang while consuming * huge amounts of ram. this is most certainly due to emulation defects * that need to be fixed; but it's preferable to not crash the emulator * in such situations */ OutputFrame(); _scanlinesBuffer.Clear(); FrameComplete = true; } } public int[] FrameBuffer = new int[ScreenWidth * MaxScreenHeight]; public void OutputFrame() { var topLine = _core.Settings.NTSCTopLine; var bottomLine = _core.Settings.NTSCBottomLine; for (int row = topLine; row < bottomLine; row++) { for (int col = 0; col < ScreenWidth; col++) { if (_scanlinesBuffer.Count > row) { FrameBuffer[((row - topLine) * ScreenWidth) + col] = (int)(_scanlinesBuffer[row][col] | 0xFF000000); } else { FrameBuffer[((row - topLine) * ScreenWidth) + col] = unchecked((int)0xFF000000); } } } } public byte ReadMemory(ushort addr, bool peek) { var maskedAddr = (ushort)(addr & 0x000F); if (maskedAddr == 0x00) // CXM0P { return (byte)((((_player0.Missile.Collisions & CXP1) != 0) ? 0x80 : 0x00) | (((_player0.Missile.Collisions & CXP0) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x01) // CXM1P { return (byte)((((_player1.Missile.Collisions & CXP0) != 0) ? 0x80 : 0x00) | (((_player1.Missile.Collisions & CXP1) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x02) // CXP0FB { return (byte)((((_player0.Collisions & CXPF) != 0) ? 0x80 : 0x00) | (((_player0.Collisions & CXBL) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x03) // CXP1FB { return (byte)((((_player1.Collisions & CXPF) != 0) ? 0x80 : 0x00) | (((_player1.Collisions & CXBL) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x04) // CXM0FB { return (byte)((((_player0.Missile.Collisions & CXPF) != 0) ? 0x80 : 0x00) | (((_player0.Missile.Collisions & CXBL) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x05) // CXM1FB { return (byte)((((_player1.Missile.Collisions & CXPF) != 0) ? 0x80 : 0x00) | (((_player1.Missile.Collisions & CXBL) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x06) // CXBLPF { return (byte)(((_ball.Collisions & CXPF) != 0) ? 0x80 : 0x00); } if (maskedAddr == 0x07) // CXPPMM { return (byte)((((_player0.Collisions & CXP1) != 0) ? 0x80 : 0x00) | (((_player0.Missile.Collisions & CXM1) != 0) ? 0x40 : 0x00)); } if (maskedAddr == 0x08) // INPT0 { // Changing the hard coded value will change the paddle position. The range seems to be roughly 0-56000 according to values from stella // 6105 roughly centers the paddle in Breakout if (_capCharging && _core.Cpu.TotalExecutedCycles - _capChargeStart >= 6105) { return 0x80; } return 0x00; } if (maskedAddr == 0x0C) // INPT4 { return (byte)((_core.ReadControls1(peek) & 0x08) != 0 ? 0x80 : 0x00); } if (maskedAddr == 0x0D) // INPT5 { return (byte)((_core.ReadControls2(peek) & 0x08) != 0 ? 0x80 : 0x00); } return 0x00; } public void WriteMemory(ushort addr, byte value) { var maskedAddr = (ushort)(addr & 0x3f); if (maskedAddr == 0x00) // VSYNC { if ((value & 0x02) != 0) { // Frame is complete, output to buffer _vsyncEnabled = true; } else if (_vsyncEnabled) { // When VSYNC is disabled, this will be the first line of the new frame // write to frame buffer OutputFrame(); // Clear all from last frame _scanlinesBuffer.Clear(); // Frame is done FrameComplete = true; _vsyncEnabled = false; // Do not reset hsync, since we're on the first line of the new frame // hsyncCnt = 0; } } else if (maskedAddr == 0x01) // VBLANK { _vblankEnabled = (value & 0x02) != 0; _capCharging = (value & 0x80) == 0; if ((value & 0x80) == 0) { _capChargeStart = _core.Cpu.TotalExecutedCycles; } } else if (maskedAddr == 0x02) // WSYNC { int count = 0; while (_hsyncCnt > 0) { count++; Execute(1); // Add a cycle to the cpu every 3 TIA clocks (corrects timer error in M6532) if (count % 3 == 0) { _core.M6532.Timer.Tick(); } } } else if (maskedAddr == 0x04) // NUSIZ0 { _player0.Nusiz = (byte)(value & 0x37); _player0.Missile.Size = (byte)((value & 0x30) >> 4); _player0.Missile.Number = (byte)(value & 0x07); } else if (maskedAddr == 0x05) // NUSIZ1 { _player1.Nusiz = (byte)(value & 0x37); _player1.Missile.Size = (byte)((value & 0x30) >> 4); _player1.Missile.Number = (byte)(value & 0x07); } else if (maskedAddr == 0x06) // COLUP0 { _player0.Color = (byte)(value & 0xFE); } else if (maskedAddr == 0x07) // COLUP1 { _player1.Color = (byte)(value & 0xFE); } else if (maskedAddr == 0x08) // COLUPF { _playField.PfColor = (byte)(value & 0xFE); } else if (maskedAddr == 0x09) // COLUBK { _playField.BkColor = (byte)(value & 0xFE); } else if (maskedAddr == 0x0A) // CTRLPF { _playField.Reflect = (value & 0x01) != 0; _playField.Priority = (value & 0x04) != 0; _ball.Size = (byte)((value & 0x30) >> 4); } else if (maskedAddr == 0x0B) // REFP0 { _player0.Reflect = (value & 0x08) != 0; } else if (maskedAddr == 0x0C) // REFP1 { _player1.Reflect = (value & 0x08) != 0; } else if (maskedAddr == 0x0D) // PF0 { _playField.Grp = (uint)((_playField.Grp & 0x0FFFF) + ((ReverseBits(value, 8) & 0x0F) << 16)); } else if (maskedAddr == 0x0E) // PF1 { _playField.Grp = (uint)((_playField.Grp & 0xF00FF) + (value << 8)); } else if (maskedAddr == 0x0F) // PF2 { _playField.Grp = (uint)((_playField.Grp & 0xFFF00) + ReverseBits(value, 8)); } else if (maskedAddr == 0x10) // RESP0 { // Borrowed from EMU7800. Apparently resetting between 68 and 76 has strange results. if (_hsyncCnt < 69) { _player0.HPosCnt = 0; _player0.ResetCnt = 0; _player0.Reset = true; } else if (_hsyncCnt == 69) { _player0.ResetCnt = 3; } else if (_hsyncCnt == 72) { _player0.ResetCnt = 2; } else if (_hsyncCnt == 75) { _player0.ResetCnt = 1; } else { _player0.ResetCnt = 0; } } else if (maskedAddr == 0x11) // RESP1 { // Borrowed from EMU7800. Apparently resetting between 68 and 76 has strange results. // This fixes some graphic glitches with Frostbite if (_hsyncCnt < 69) { _player1.HPosCnt = 0; _player1.ResetCnt = 0; _player1.Reset = true; } else if (_hsyncCnt == 69) { _player1.ResetCnt = 3; } else if (_hsyncCnt == 72) { _player1.ResetCnt = 2; } else if (_hsyncCnt == 75) { _player1.ResetCnt = 1; } else { _player1.ResetCnt = 0; } } else if (maskedAddr == 0x12) // RESM0 { _player0.Missile.HPosCnt = (byte)(_hsyncCnt < 68 ? 160 - 2 : 160 - 4); } else if (maskedAddr == 0x13) // RESM1 { _player1.Missile.HPosCnt = (byte)(_hsyncCnt < 68 ? 160 - 2 : 160 - 4); } else if (maskedAddr == 0x14) // RESBL { _ball.HPosCnt = (byte)(_hsyncCnt < 68 ? 160 - 2 : 160 - 4); } else if (maskedAddr == 0x15) // AUDC0 { WriteAudio(0, AudioRegister.AUDC, (byte)(value & 15)); } else if (maskedAddr == 0x16) // AUDC1 { WriteAudio(1, AudioRegister.AUDC, (byte)(value & 15)); } else if (maskedAddr == 0x17) // AUDF0 { WriteAudio(0, AudioRegister.AUDF, (byte)((value & 31) + 1)); } else if (maskedAddr == 0x18) // AUDF1 { WriteAudio(1, AudioRegister.AUDF, (byte)((value & 31) + 1)); } else if (maskedAddr == 0x19) // AUDV0 { WriteAudio(0, AudioRegister.AUDV, (byte)(value & 15)); } else if (maskedAddr == 0x1A) // AUDV1 { WriteAudio(1, AudioRegister.AUDV, (byte)(value & 15)); } else if (maskedAddr == 0x1B) // GRP0 { _player0.Grp = value; _player1.Dgrp = _player1.Grp; } else if (maskedAddr == 0x1C) // GRP1 { _player1.Grp = value; _player0.Dgrp = _player0.Grp; // TODO: Find a game that uses this functionality and test it _ball.Denabled = _ball.Enabled; } else if (maskedAddr == 0x1D) // ENAM0 { _player0.Missile.Enabled = (value & 0x02) != 0; } else if (maskedAddr == 0x1E) // ENAM1 { _player1.Missile.Enabled = (value & 0x02) != 0; } else if (maskedAddr == 0x1F) // ENABL { _ball.Enabled = (value & 0x02) != 0; } else if (maskedAddr == 0x20) // HMP0 { _player0.HM = (byte)((value & 0xF0) >> 4); } else if (maskedAddr == 0x21) // HMP1 { _player1.HM = (byte)((value & 0xF0) >> 4); } else if (maskedAddr == 0x22) // HMM0 { _player0.Missile.Hm = (byte)((value & 0xF0) >> 4); } else if (maskedAddr == 0x23) // HMM1 { _player1.Missile.Hm = (byte)((value & 0xF0) >> 4); } else if (maskedAddr == 0x24) // HMBL { _ball.HM = (byte)((value & 0xF0) >> 4); } else if (maskedAddr == 0x25) // VDELP0 { _player0.Delay = (value & 0x01) != 0; } else if (maskedAddr == 0x26) // VDELP1 { _player1.Delay = (value & 0x01) != 0; } else if (maskedAddr == 0x27) // VDELBL { _ball.Delay = (value & 0x01) != 0; } else if (maskedAddr == 0x28) // RESMP0 { _player0.Missile.ResetToPlayer = (value & 0x02) != 0; } else if (maskedAddr == 0x29) // RESMP1 { _player1.Missile.ResetToPlayer = (value & 0x02) != 0; } else if (maskedAddr == 0x2A) // HMOVE { _hmove.HMoveEnabled = true; _hmove.HMoveJustStarted = true; _hmove.HMoveDelayCnt = 0; } else if (maskedAddr == 0x2B) // HMCLR { _player0.HM = 0; _player0.Missile.Hm = 0; _player1.HM = 0; _player1.Missile.Hm = 0; _ball.HM = 0; } else if (maskedAddr == 0x2C) // CXCLR { _player0.Collisions = 0; _player0.Missile.Collisions = 0; _player1.Collisions = 0; _player1.Missile.Collisions = 0; _ball.Collisions = 0; } } private static int ReverseBits(int value, int bits) { int result = 0; for (int i = 0; i < bits; i++) { result = (result << 1) | ((value >> i) & 0x01); } return result; } #region Audio bits private enum AudioRegister : byte { AUDC, AUDF, AUDV } private struct QueuedCommand { public int Time; public byte Channel; public AudioRegister Register; public byte Value; } private int frameStartCycles, frameEndCycles; private Queue commands = new Queue(4096); public void BeginAudioFrame() { frameStartCycles = _core.Cpu.TotalExecutedCycles; } public void CompleteAudioFrame() { frameEndCycles = _core.Cpu.TotalExecutedCycles; } private void WriteAudio(byte channel, AudioRegister register, byte value) { commands.Enqueue(new QueuedCommand { Channel = channel, Register = register, Value = value, Time = _core.Cpu.TotalExecutedCycles - frameStartCycles }); } private void ApplyAudioCommand(QueuedCommand cmd) { switch (cmd.Register) { case AudioRegister.AUDC: AUD[cmd.Channel].AUDC = cmd.Value; break; case AudioRegister.AUDF: AUD[cmd.Channel].AUDF = cmd.Value; break; case AudioRegister.AUDV: AUD[cmd.Channel].AUDV = cmd.Value; break; } } public void GetSamples(short[] samples) { var samples31khz = new short[((samples.Length / 2) * 31380) / 44100]; int elapsedCycles = frameEndCycles - frameStartCycles; if (elapsedCycles == 0) { elapsedCycles = 1; // better than diving by zero } int start = 0; while (commands.Count > 0) { var cmd = commands.Dequeue(); int pos = (cmd.Time * samples31khz.Length) / elapsedCycles; pos = Math.Min(pos, samples31khz.Length); // sometimes the cpu timestamp of the write is > frameEndCycles GetSamplesImmediate(samples31khz, start, pos - start); start = pos; ApplyAudioCommand(cmd); } GetSamplesImmediate(samples31khz, start, samples31khz.Length - start); // convert from 31khz to 44khz for (var i = 0; i < samples.Length / 2; i++) { samples[i * 2] = samples31khz[(int)(((double)samples31khz.Length / (double)(samples.Length / 2)) * i)]; samples[(i * 2) + 1] = samples[i * 2]; } } public void GetSamplesImmediate(short[] samples, int start, int len) { for (var i = start; i < start + len; i++) { samples[i] += AUD[0].Cycle(); samples[i] += AUD[1].Cycle(); } } public void DiscardSamples() { commands.Clear(); } #endregion public void SyncState(Serializer ser) { ser.BeginSection("TIA"); _ball.SyncState(ser); _hmove.SyncState(ser); ser.Sync("hsyncCnt", ref _hsyncCnt); ser.BeginSection("Player0"); _player0.SyncState(ser); ser.EndSection(); ser.BeginSection("Player1"); _player1.SyncState(ser); ser.EndSection(); _playField.SyncState(ser); ser.EndSection(); } } }