using System; using BizHawk.Common; namespace BizHawk.Emulation.Cores.Nintendo.NES { public sealed partial class PPU { public int cpu_step, cpu_stepcounter; public bool HasClockPPU = false; // 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); if (ymin > 239) { ymin = 239; } 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; bool all_stop = false; int j = ymin; int i = xmin; short s = 0; short palcolor = 0; short intensity = 0; if (j >= ystop && i >= xstop || j > ystop) { all_stop = true; } while (!all_stop) { s = xbuf[j * 256 + i]; palcolor = (short)(s & 0x3F); intensity = (short)((s >> 6) & 0x7); sum += _currentLuma[palcolor]; i++; if (i > xmax) { i = xmin; j++; if (j > ymax) { all_stop = true; } } if (j >= ystop && i >= xstop || j > ystop) { all_stop = true; } } 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 || !PPUON) 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 (!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 static int PPU_PHASE_VBL = 0; public static int PPU_PHASE_BG = 1; public static int PPU_PHASE_OBJ = 2; public int 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 public int ppudead; //measured in frames bool idleSynch; int NMI_PendingInstructions; byte PPUGenLatch; bool vtoggle; byte VRAMBuffer; public byte[] OAM; public byte[] PALRAM; private long _totalCycles; public long TotalCycles => _totalCycles; public void SyncState(Serializer ser) { ser.Sync(nameof(cpu_step), ref cpu_step); ser.Sync(nameof(cpu_stepcounter), ref cpu_stepcounter); ser.Sync(nameof(ppudead), ref ppudead); ser.Sync(nameof(idleSynch), ref idleSynch); ser.Sync(nameof(NMI_PendingInstructions), ref NMI_PendingInstructions); ser.Sync(nameof(PPUGenLatch), ref PPUGenLatch); ser.Sync(nameof(vtoggle), ref vtoggle); ser.Sync(nameof(VRAMBuffer), ref VRAMBuffer); ser.Sync(nameof(ppu_addr_temp), ref ppu_addr_temp); ser.Sync(nameof(spr_true_count), ref spr_true_count); ser.Sync(nameof(sprite_eval_write), ref sprite_eval_write); ser.Sync(nameof(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(nameof(is_even_cycle), ref is_even_cycle); ser.Sync(nameof(soam_index), ref soam_index); ser.Sync(nameof(soam_m_index), ref soam_m_index); ser.Sync(nameof(oam_index), ref oam_index); ser.Sync(nameof(oam_index_aux), ref oam_index_aux); ser.Sync(nameof(soam_index_aux), ref soam_index_aux); ser.Sync(nameof(yp), ref yp); ser.Sync(nameof(target), ref target); ser.Sync(nameof(ppu_was_on), ref ppu_was_on); ser.Sync(nameof(spriteHeight), ref spriteHeight); ser.Sync(nameof(install_2006), ref install_2006); ser.Sync(nameof(race_2006), ref race_2006); ser.Sync(nameof(race_2006_2), ref race_2006_2); ser.Sync(nameof(install_2001), ref install_2001); ser.Sync(nameof(show_bg_new), ref show_bg_new); ser.Sync(nameof(show_obj_new), ref show_obj_new); ser.Sync(nameof(ppu_open_bus), ref ppu_open_bus); ser.Sync(nameof(double_2007_read), ref double_2007_read); ser.Sync(nameof(ppu_open_bus_decay_timer), ref ppu_open_bus_decay_timer, false); ser.Sync(nameof(glitchy_reads_2003), ref glitchy_reads_2003, false); ser.Sync(nameof(OAM), ref OAM, false); ser.Sync(nameof(soam), ref soam, false); ser.Sync(nameof(PALRAM), ref PALRAM, false); ser.Sync(nameof(ppuphase), ref ppuphase); ser.Sync(nameof(Reg2002_objoverflow), ref Reg2002_objoverflow); ser.Sync(nameof(Reg2002_objhit), ref Reg2002_objhit); ser.Sync(nameof(Reg2002_vblank_active), ref Reg2002_vblank_active); ser.Sync(nameof(Reg2002_vblank_active_pending), ref Reg2002_vblank_active_pending); ser.Sync(nameof(Reg2002_vblank_clear_pending), ref Reg2002_vblank_clear_pending); ppur.SyncState(ser); byte temp8 = reg_2000.Value; ser.Sync($"{nameof(reg_2000)}.{nameof(reg_2000.Value)}", ref temp8); reg_2000.Value = temp8; temp8 = reg_2001.Value; ser.Sync($"{nameof(reg_2001)}.{nameof(reg_2001.Value)}", ref temp8); reg_2001.Value = temp8; ser.Sync(nameof(reg_2003), ref reg_2003); //don't sync framebuffer into binary (rewind) states if(ser.IsText) ser.Sync(nameof(xbuf), ref xbuf, false); ser.Sync(nameof(_totalCycles), ref _totalCycles); ser.Sync(nameof(do_vbl), ref do_vbl); ser.Sync(nameof(do_active_sl), ref do_active_sl); ser.Sync(nameof(do_pre_vbl), ref do_pre_vbl); ser.Sync(nameof(nmi_destiny), ref nmi_destiny); ser.Sync(nameof(evenOddDestiny), ref evenOddDestiny); ser.Sync(nameof(NMI_offset), ref NMI_offset); ser.Sync(nameof(yp_shift), ref yp_shift); ser.Sync(nameof(sprite_eval_cycle), ref sprite_eval_cycle); ser.Sync(nameof(xt), ref xt); ser.Sync(nameof(xp), ref xp); ser.Sync(nameof(xstart), ref xstart); ser.Sync(nameof(rasterpos), ref rasterpos); ser.Sync(nameof(renderspritenow), ref renderspritenow); ser.Sync(nameof(s), ref s); ser.Sync(nameof(ppu_aux_index), ref ppu_aux_index); ser.Sync(nameof(junksprite), ref junksprite); ser.Sync(nameof(line), ref line); ser.Sync(nameof(patternNumber), ref patternNumber); ser.Sync(nameof(patternAddress), ref patternAddress); ser.Sync(nameof(temp_addr), ref temp_addr); ser.Sync(nameof(sl_sprites), ref sl_sprites, false); byte bg_byte; for (int i = 0; i < 34; i++) { string str = "bgdata" + i.ToString() + "at"; bg_byte = bgdata[i].at; ser.Sync(str, ref bg_byte); bgdata[i].at = bg_byte; str = "bgdata" + i.ToString() + "nt"; bg_byte = bgdata[i].nt; ser.Sync(str, ref bg_byte); bgdata[i].nt = bg_byte; str = "bgdata" + i.ToString() + "pt0"; bg_byte = bgdata[i].pt_0; ser.Sync(str, ref bg_byte); bgdata[i].pt_0 = bg_byte; str = "bgdata" + i.ToString() + "pt1"; bg_byte = bgdata[i].pt_1; ser.Sync(str, ref bg_byte); bgdata[i].pt_1 = bg_byte; } byte oam_byte; for (int i = 0; i < 64; i++) { string str = "oamdata" + i.ToString() + "y"; oam_byte = t_oam[i].oam_y; ser.Sync(str, ref oam_byte); t_oam[i].oam_y = oam_byte; str = "oamdata" + i.ToString() + "ind"; oam_byte = t_oam[i].oam_ind; ser.Sync(str, ref oam_byte); t_oam[i].oam_ind = oam_byte; str = "oamdata" + i.ToString() + "attr"; oam_byte = t_oam[i].oam_attr; ser.Sync(str, ref oam_byte); t_oam[i].oam_attr = oam_byte; str = "oamdata" + i.ToString() + "x"; oam_byte = t_oam[i].oam_x; ser.Sync(str, ref oam_byte); t_oam[i].oam_x = oam_byte; str = "oamdata" + i.ToString() + "p0"; oam_byte = t_oam[i].patterns_0; ser.Sync(str, ref oam_byte); t_oam[i].patterns_0 = oam_byte; str = "oamdata" + i.ToString() + "p1"; oam_byte = t_oam[i].patterns_1; ser.Sync(str, ref oam_byte); t_oam[i].patterns_1 = oam_byte; } } public void Reset() { regs_reset(); ppudead = 1; idleSynch = false; ppu_open_bus = 0; ppu_open_bus_decay_timer = new int[8]; } void runppu() { //run one ppu cycle at a time so we can interact with the ppu and clockPPU at high granularity if (install_2006 > 0) { install_2006--; if (install_2006==0) { if (!race_2006) { ppur.install_latches(); } else { race_2006_2 = true; } //nes.LogLine("addr wrote vt = {0}, ht = {1}", ppur._vt, ppur._ht); //normally the address isnt observed by the board till it gets clocked by a read or write. //but maybe thats just because a ppu read/write shoves it on the address bus //apparently this shoves it on the address bus, too, or else blargg's mmc3 tests dont pass //ONLY if the ppu is not rendering if (ppur.status.sl >= 241 || !PPUON) nes.Board.AddressPPU(ppur.get_2007access()); } } race_2006 = false; if (install_2001 > 0) { install_2001--; if (install_2001 == 0) { show_bg_new = reg_2001.show_bg; show_obj_new = reg_2001.show_obj; } } ppur.status.cycle++; is_even_cycle = !is_even_cycle; if (ppur.status.cycle >= 257 && ppur.status.cycle <= 320 && ppur.status.sl <= 240 && PPUON) { reg_2003 = 0; } // Here we execute a CPU instruction if enough PPU cycles have passed // also do other things that happen at instruction level granularity cpu_stepcounter++; if (cpu_stepcounter == nes.cpu_sequence[cpu_step]) { cpu_step++; if (cpu_step == 5) cpu_step = 0; cpu_stepcounter = 0; // this is where the CPU instruction is called nes.RunCpuOne(); // decay the ppu bus, approximating real behaviour PpuOpenBusDecay(DecayType.None); // Check for NMIs if (NMI_PendingInstructions > 0) { NMI_PendingInstructions--; if (NMI_PendingInstructions <= 0) { nes.cpu.NMI = true; } } } if (HasClockPPU) { nes.Board.ClockPPU(); } _totalCycles += 1; } } }