using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using BizHawk.Common; using BizHawk.Emulation.Common; using BizHawk.Emulation.Cores.Components.M6502; #pragma warning disable 162 namespace BizHawk.Emulation.Cores.Nintendo.NES { public partial class NES : IEmulator { //hardware/state public MOS6502X cpu; int cpu_accumulate; //cpu timekeeper public PPU ppu; public APU apu; public byte[] ram; NESWatch[] sysbus_watch = new NESWatch[65536]; public byte[] CIRAM; //AKA nametables string game_name = string.Empty; //friendly name exposed to user and used as filename base CartInfo cart; //the current cart prototype. should be moved into the board, perhaps internal INESBoard Board; //the board hardware that is currently driving things EDetectionOrigin origin = EDetectionOrigin.None; int sprdma_countdown; bool _irq_apu; //various irq signals that get merged to the cpu irq pin /// clock speed of the main cpu in hz public int cpuclockrate { get; private set; } //irq state management public bool irq_apu { get { return _irq_apu; } set { _irq_apu = value; } } //user configuration int[] palette_compiled = new int[64*8]; // new input system NESControlSettings ControllerSettings; // this is stored internally so that a new change of settings won't replace IControllerDeck ControllerDeck; byte latched4016; private DisplayType _display_type = DisplayType.NTSC; //Sound config public void SetSquare1(int v) { apu.Square1V = v; } public void SetSquare2(int v) { apu.Square2V = v; } public void SetTriangle(int v) { apu.TriangleV = v; } public void SetNoise(int v) { apu.NoiseV = v; } public void SetDMC(int v) { apu.DMCV = v; } /// /// for debugging only! /// /// public INESBoard GetBoard() { return Board; } public void Dispose() { if (magicSoundProvider != null) magicSoundProvider.Dispose(); magicSoundProvider = null; } class MagicSoundProvider : ISoundProvider, ISyncSoundProvider, IDisposable { BlipBuffer blip; NES nes; const int blipbuffsize = 4096; public MagicSoundProvider(NES nes, uint infreq) { this.nes = nes; blip = new BlipBuffer(blipbuffsize); blip.SetRates(infreq, 44100); //var actualMetaspu = new Sound.MetaspuSoundProvider(Sound.ESynchMethod.ESynchMethod_V); //1.789773mhz NTSC //resampler = new Sound.Utilities.SpeexResampler(2, infreq, 44100 * APU.DECIMATIONFACTOR, infreq, 44100, actualMetaspu.buffer.enqueue_samples); //output = new Sound.Utilities.DCFilter(actualMetaspu); } public void GetSamples(short[] samples) { //Console.WriteLine("Sync: {0}", nes.apu.dlist.Count); int nsamp = samples.Length / 2; if (nsamp > blipbuffsize) // oh well. nsamp = blipbuffsize; uint targetclock = (uint)blip.ClocksNeeded(nsamp); uint actualclock = nes.apu.sampleclock; foreach (var d in nes.apu.dlist) blip.AddDelta(d.time * targetclock / actualclock, d.value); nes.apu.dlist.Clear(); blip.EndFrame(targetclock); nes.apu.sampleclock = 0; blip.ReadSamples(samples, nsamp, true); // duplicate to stereo for (int i = 0; i < nsamp * 2; i += 2) samples[i + 1] = samples[i]; //mix in the cart's extra sound circuit nes.Board.ApplyCustomAudio(samples); } public void GetSamples(out short[] samples, out int nsamp) { //Console.WriteLine("ASync: {0}", nes.apu.dlist.Count); foreach (var d in nes.apu.dlist) blip.AddDelta(d.time, d.value); nes.apu.dlist.Clear(); blip.EndFrame(nes.apu.sampleclock); nes.apu.sampleclock = 0; nsamp = blip.SamplesAvailable(); samples = new short[nsamp * 2]; blip.ReadSamples(samples, nsamp, true); // duplicate to stereo for (int i = 0; i < nsamp * 2; i += 2) samples[i + 1] = samples[i]; nes.Board.ApplyCustomAudio(samples); } public void DiscardSamples() { nes.apu.dlist.Clear(); nes.apu.sampleclock = 0; } public int MaxVolume { get; set; } public void Dispose() { if (blip != null) { blip.Dispose(); blip = null; } } } MagicSoundProvider magicSoundProvider; public void HardReset() { cpu = new MOS6502X(); cpu.SetCallbacks(ReadMemory, ReadMemory, PeekMemory, WriteMemory); cpu.BCD_Enabled = false; cpu.OnExecFetch = ExecFetch; ppu = new PPU(this); ram = new byte[0x800]; CIRAM = new byte[0x800]; // wire controllers // todo: allow changing this ControllerDeck = ControllerSettings.Instantiate(ppu.LightGunCallback); // set controller definition first time only if (ControllerDefinition == null) { ControllerDefinition = new ControllerDefinition(ControllerDeck.GetDefinition()); ControllerDefinition.Name = "NES Controller"; // controls other than the deck ControllerDefinition.BoolButtons.Add("Power"); ControllerDefinition.BoolButtons.Add("Reset"); if (Board is FDS) { var b = Board as FDS; ControllerDefinition.BoolButtons.Add("FDS Eject"); for (int i = 0; i < b.NumSides; i++) ControllerDefinition.BoolButtons.Add("FDS Insert " + i); } } // don't replace the magicSoundProvider on reset, as it's not needed // if (magicSoundProvider != null) magicSoundProvider.Dispose(); // set up region switch (_display_type) { case Common.DisplayType.PAL: apu = new APU(this, apu, true); ppu.region = PPU.Region.PAL; CoreComm.VsyncNum = 50; CoreComm.VsyncDen = 1; cpuclockrate = 1662607; cpu_sequence = cpu_sequence_PAL; _display_type = DisplayType.PAL; break; case Common.DisplayType.NTSC: apu = new APU(this, apu, false); ppu.region = PPU.Region.NTSC; CoreComm.VsyncNum = 39375000; CoreComm.VsyncDen = 655171; cpuclockrate = 1789773; cpu_sequence = cpu_sequence_NTSC; break; // this is in bootgod, but not used at all case Common.DisplayType.DENDY: apu = new APU(this, apu, false); ppu.region = PPU.Region.Dendy; CoreComm.VsyncNum = 50; CoreComm.VsyncDen = 1; cpuclockrate = 1773448; cpu_sequence = cpu_sequence_NTSC; _display_type = DisplayType.DENDY; break; default: throw new Exception("Unknown displaytype!"); } if (magicSoundProvider == null) magicSoundProvider = new MagicSoundProvider(this, (uint)cpuclockrate); BoardSystemHardReset(); // apu has some specific power up bahaviour that we will emulate here apu.NESHardReset(); //check fceux's PowerNES and FCEU_MemoryRand function for more information: //relevant games: Cybernoid; Minna no Taabou no Nakayoshi Daisakusen; Huang Di; and maybe mechanized attack for(int i=0;i<0x800;i++) if((i&4)!=0) ram[i] = 0xFF; else ram[i] = 0x00; SetupMemoryDomains(); //in this emulator, reset takes place instantaneously cpu.PC = (ushort)(ReadMemory(0xFFFC) | (ReadMemory(0xFFFD) << 8)); cpu.P = 0x34; cpu.S = 0xFD; } bool resetSignal; bool hardResetSignal; public void FrameAdvance(bool render, bool rendersound) { if (Tracer.Enabled) cpu.TraceCallback = (s) => Tracer.Put(s); else cpu.TraceCallback = null; lagged = true; if (resetSignal) { Board.NESSoftReset(); cpu.NESSoftReset(); apu.NESSoftReset(); ppu.NESSoftReset(); } else if (hardResetSignal) { HardReset(); } Frame++; //if (resetSignal) //Controller.UnpressButton("Reset"); TODO fix this resetSignal = Controller["Reset"]; hardResetSignal = Controller["Power"]; if (Board is FDS) { var b = Board as FDS; if (Controller["FDS Eject"]) b.Eject(); for (int i = 0; i < b.NumSides; i++) if (Controller["FDS Insert " + i]) b.InsertSide(i); } ppu.FrameAdvance(); if (lagged) { _lagcount++; islag = true; } else islag = false; videoProvider.FillFrameBuffer(); } //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 //at least it should be, but something is off with that (start up time?) so it is 3,3,3,4,3 for now //NTSC: //sequence of ppu clocks per cpu clock: 3 ByteBuffer cpu_sequence; static ByteBuffer cpu_sequence_NTSC = new ByteBuffer(new byte[]{3,3,3,3,3}); static ByteBuffer cpu_sequence_PAL = new ByteBuffer(new byte[]{3,3,3,4,3}); public int cpu_step, cpu_stepcounter, cpu_deadcounter; public int oam_dma_index; public bool oam_dma_exec=false; public ushort oam_dma_addr; public byte oam_dma_byte; public bool dmc_dma_exec=false; public bool dmc_realign; public bool IRQ_delay; public bool special_case_delay; // very ugly but the only option public bool do_the_reread; #if VS2012 [MethodImpl(MethodImplOptions.AggressiveInlining)] #endif internal void RunCpuOne() { cpu_stepcounter++; if (cpu_stepcounter == cpu_sequence[cpu_step]) { cpu_step++; if(cpu_step == 5) cpu_step=0; cpu_stepcounter = 0; /////////////////////////// // OAM DMA start /////////////////////////// if (sprdma_countdown > 0) { sprdma_countdown--; if (sprdma_countdown == 0) { if (cpu.TotalExecutedCycles%2==0) { cpu_deadcounter = 2; } else { cpu_deadcounter = 1; } oam_dma_exec = true; cpu.RDY = false; oam_dma_index = 0; special_case_delay = true; } } if (oam_dma_exec && apu.dmc_dma_countdown !=1 && !dmc_realign) { if (cpu_deadcounter==0) { if (oam_dma_index%2==0) { oam_dma_byte = ReadMemory(oam_dma_addr); oam_dma_addr++; } else { WriteMemory(0x2004, oam_dma_byte); } oam_dma_index++; if (oam_dma_index == 512) oam_dma_exec = false; } else { cpu_deadcounter--; } } else if (apu.dmc_dma_countdown==1) { dmc_realign = true; } else if (dmc_realign) { dmc_realign = false; } ///////////////////////////// // OAM DMA end ///////////////////////////// ///////////////////////////// // dmc dma start ///////////////////////////// if (apu.dmc_dma_countdown>0) { cpu.RDY = false; dmc_dma_exec = true; apu.dmc_dma_countdown--; if (apu.dmc_dma_countdown==0) { apu.RunDMCFetch(); dmc_dma_exec = false; apu.dmc_dma_countdown = -1; do_the_reread = true; } } ///////////////////////////// // dmc dma end ///////////////////////////// apu.RunOne(true); if (cpu.RDY && !IRQ_delay) { cpu.IRQ = _irq_apu || Board.IRQSignal; } else if (special_case_delay || apu.dmc_dma_countdown==3) { cpu.IRQ = _irq_apu || Board.IRQSignal; special_case_delay = false; } cpu.ExecuteOne(); apu.RunOne(false); if (ppu.double_2007_read > 0) ppu.double_2007_read--; if (do_the_reread && cpu.RDY) do_the_reread = false; if (IRQ_delay) IRQ_delay = false; if (!dmc_dma_exec && !oam_dma_exec && !cpu.RDY) { cpu.RDY = true; IRQ_delay = true; } ppu.ppu_open_bus_decay(0); Board.ClockCPU(); ppu.PostCpuInstructionOne(); } } #if VS2012 [MethodImpl(MethodImplOptions.AggressiveInlining)] #endif public byte ReadReg(int addr) { byte ret_spec; switch (addr) { case 0x4000: case 0x4001: case 0x4002: case 0x4003: case 0x4004: case 0x4005: case 0x4006: case 0x4007: case 0x4008: case 0x4009: case 0x400A: case 0x400B: case 0x400C: case 0x400D: case 0x400E: case 0x400F: case 0x4010: case 0x4011: case 0x4012: case 0x4013: return DB; //return apu.ReadReg(addr); case 0x4014: /*OAM DMA*/ break; case 0x4015: return (byte)((byte)(apu.ReadReg(addr) & 0xDF) + (byte)(DB&0x20)); case 0x4016: { // special hardware glitch case ret_spec = read_joyport(addr); if (do_the_reread) { ret_spec = read_joyport(addr); do_the_reread = false; } return ret_spec; } case 0x4017: return read_joyport(addr); default: //Console.WriteLine("read register: {0:x4}", addr); break; } return DB; } public byte PeekReg(int addr) { switch (addr) { case 0x4000: case 0x4001: case 0x4002: case 0x4003: case 0x4004: case 0x4005: case 0x4006: case 0x4007: case 0x4008: case 0x4009: case 0x400A: case 0x400B: case 0x400C: case 0x400D: case 0x400E: case 0x400F: case 0x4010: case 0x4011: case 0x4012: case 0x4013: return apu.PeekReg(addr); case 0x4014: /*OAM DMA*/ break; case 0x4015: return apu.PeekReg(addr); case 0x4016: case 0x4017: return peek_joyport(addr); default: //Console.WriteLine("read register: {0:x4}", addr); break; } return 0xFF; } void WriteReg(int addr, byte val) { switch (addr) { case 0x4000: case 0x4001: case 0x4002: case 0x4003: case 0x4004: case 0x4005: case 0x4006: case 0x4007: case 0x4008: case 0x4009: case 0x400A: case 0x400B: case 0x400C: case 0x400D: case 0x400E: case 0x400F: case 0x4010: case 0x4011: case 0x4012: case 0x4013: apu.WriteReg(addr, val); break; case 0x4014: Exec_OAMDma(val); break; case 0x4015: apu.WriteReg(addr, val); break; case 0x4016: write_joyport(val); break; case 0x4017: apu.WriteReg(addr, val); break; default: //Console.WriteLine("wrote register: {0:x4} = {1:x2}", addr, val); break; } } void write_joyport(byte value) { var si = new StrobeInfo(latched4016, value); ControllerDeck.Strobe(si, Controller); latched4016 = value; } byte read_joyport(int addr) { InputCallbacks.Call(); lagged = false; byte ret = addr == 0x4016 ? ControllerDeck.ReadA(Controller) : ControllerDeck.ReadB(Controller); ret &= 0x1f; ret |= (byte)(0xe0 & DB); return ret; } byte peek_joyport(int addr) { // at the moment, the new system doesn't support peeks return 0; } void Exec_OAMDma(byte val) { //schedule a sprite dma event for beginning 1 cycle in the future. //this receives 2 because thats just the way it works out. oam_dma_addr = (ushort)(val << 8); sprdma_countdown = 1; } /// /// Sets the provided palette as current. /// Applies the current deemph settings if needed to expand a 64-entry palette to 512 /// private void SetPalette(byte[,] pal) { int nColors = pal.GetLength(0); int nElems = pal.GetLength(1); if (nColors == 512) { //just copy the palette directly for (int c = 0; c < 64 * 8; c++) { int r = pal[c, 0]; int g = pal[c, 1]; int b = pal[c, 2]; palette_compiled[c] = (int)unchecked((int)0xFF000000 | (r << 16) | (g << 8) | b); } } else { //expand using deemph for (int i = 0; i < 64 * 8; i++) { int d = i >> 6; int c = i & 63; int r = pal[c, 0]; int g = pal[c, 1]; int b = pal[c, 2]; Palettes.ApplyDeemphasis(ref r, ref g, ref b, d); palette_compiled[i] = (int)unchecked((int)0xFF000000 | (r << 16) | (g << 8) | b); } } } /// /// looks up an internal NES pixel value to an rgb int (applying the core's current palette and assuming no deemph) /// public int LookupColor(int pixel) { return palette_compiled[pixel]; } public byte DummyReadMemory(ushort addr) { return 0; } private void ApplySystemBusPoke(int addr, byte value) { if (addr < 0x2000) { ram[(addr & 0x7FF)] = value; } else if (addr < 0x4000) { ppu.WriteReg((addr & 0x07), value); } else if (addr < 0x4020) { WriteReg(addr, value); } else { ApplyGameGenie(addr, value, null); //Apply a cheat to the remaining regions since they have no direct access, this may not be the best way to handle this situation } } public byte PeekMemory(ushort addr) { byte ret; if (addr >= 0x4020) { ret = Board.PeekCart(addr); //easy optimization, since rom reads are so common, move this up (reordering the rest of these elseifs is not easy) } else if (addr < 0x0800) { ret = ram[addr]; } else if (addr < 0x2000) { ret = ram[addr & 0x7FF]; } else if (addr < 0x4000) { ret = Board.PeekReg2xxx(addr); } else if (addr < 0x4020) { ret = PeekReg(addr); //we're not rebasing the register just to keep register names canonical } else { throw new Exception("Woopsie-doodle!"); ret = 0xFF; } return ret; } //old data bus values from previous reads public byte DB; public void ExecFetch(ushort addr) { MemoryCallbacks.CallExecutes(addr); } public byte ReadMemory(ushort addr) { byte ret; if (addr >= 0x8000) { ret = Board.ReadPRG(addr - 0x8000); //easy optimization, since rom reads are so common, move this up (reordering the rest of these elseifs is not easy) } else if (addr < 0x0800) { ret = ram[addr]; } else if (addr < 0x2000) { ret = ram[addr & 0x7FF]; } else if (addr < 0x4000) { ret = Board.ReadReg2xxx(addr); } else if (addr < 0x4020) { ret = ReadReg(addr); //we're not rebasing the register just to keep register names canonical } else if (addr < 0x6000) { ret = Board.ReadEXP(addr - 0x4000); } else { ret = Board.ReadWRAM(addr - 0x6000); } //handle breakpoints and stuff. //the idea is that each core can implement its own watch class on an address which will track all the different kinds of monitors and breakpoints and etc. //but since freeze is a common case, it was implemented through its own mechanisms if (sysbus_watch[addr] != null) { sysbus_watch[addr].Sync(); ret = sysbus_watch[addr].ApplyGameGenie(ret); } MemoryCallbacks.CallReads(addr); DB = ret; return ret; } public void ApplyGameGenie(int addr, byte value, byte? compare) { if (addr < sysbus_watch.Length) { GetWatch(NESWatch.EDomain.Sysbus, addr).SetGameGenie(compare, value); } } public void RemoveGameGenie(int addr) { if (addr < sysbus_watch.Length) { GetWatch(NESWatch.EDomain.Sysbus, addr).RemoveGameGenie(); } } public void WriteMemory(ushort addr, byte value) { if (addr < 0x0800) { ram[addr] = value; } else if (addr < 0x2000) { ram[addr & 0x7FF] = value; } else if (addr < 0x4000) { Board.WriteReg2xxx(addr,value); } else if (addr < 0x4020) { WriteReg(addr, value); //we're not rebasing the register just to keep register names canonical } else if (addr < 0x6000) { Board.WriteEXP(addr - 0x4000, value); } else if (addr < 0x8000) { Board.WriteWRAM(addr - 0x6000, value); } else { Board.WritePRG(addr - 0x8000, value); } MemoryCallbacks.CallWrites(addr); } } }