//http://nesdev.parodius.com/bbs/viewtopic.php?p=4571&sid=db4c7e35316cc5d734606dd02f11dccb using System; using System.Globalization; using System.IO; using System.Collections.Generic; using BizHawk.Emulation.CPUs.M6502; namespace BizHawk.Emulation.Consoles.Nintendo { partial class NES { public partial class PPU { public MemoryDomain.FreezeData[] ppubus_freeze = new MemoryDomain.FreezeData[16384]; //when the ppu issues a write it goes through here and into the game board public void ppubus_write(int addr, byte value) { 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) { //hardware doesnt touch the bus when the PPU is disabled if (!reg_2001.PPUON && ppu) return 0xFF; nes.board.AddressPPU(addr); //apply freeze if (ppubus_freeze[addr].IsFrozen) return ppubus_freeze[addr].value; else 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; NES nes; public PPU(NES nes) { this.nes = nes; Reset(); } //state int ppudead; //measured in frames bool idleSynch; int NMI_PendingInstructions; byte PPUGenLatch; bool vtoggle; byte VRAMBuffer; byte[] OAM; public byte[] PALRAM; public void SyncState(Serializer ser) { byte temp8; 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("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); 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 = 2; idleSynch = true; } 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 PostCpuInstruction(int todo) { if (NMI_PendingInstructions > 0) { NMI_PendingInstructions--; if (NMI_PendingInstructions <= 0) { TriggerNMI(); } } } 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++; if (ppur.status.cycle == ppur.status.end_cycle) ppur.status.cycle = 0; //might not actually run a cpu cycle if there are none to be run right now nes.RunCpu(1); 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; } } }