BizHawk/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/PPU.regs.cs

614 lines
19 KiB
C#

//TODO - better sprite hit handling (be sure to test world runner)
//http://nesdev.parodius.com/bbs/viewtopic.php?t=626
//TODO - Reg2002_objoverflow is not working in the dummy reads test.. why are we setting it when nintendulator doesnt>
//blargg: Reading from $2007 when the VRAM address is $3fxx will fill the internal read buffer with the contents at VRAM address $3fxx, in addition to reading the palette RAM.
//static const byte powerUpPalette[] =
//{
// 0x3F,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
//};
using System;
using BizHawk.Common;
namespace BizHawk.Emulation.Cores.Nintendo.NES
{
partial class NES
{
sealed partial class PPU
{
public sealed class Reg_2001
{
public Bit color_disable; //Color disable (0: normal color; 1: AND all palette entries with 110000, effectively producing a monochrome display)
public Bit show_bg_leftmost; //Show leftmost 8 pixels of background
public Bit show_obj_leftmost; //Show sprites in leftmost 8 pixels
public Bit show_bg; //Show background
public Bit show_obj; //Show sprites
public Bit intense_green; //Intensify greens (and darken other colors)
public Bit intense_blue; //Intensify blues (and darken other colors)
public Bit intense_red; //Intensify reds (and darken other colors)
public int intensity_lsl_6; //an optimization..
public bool PPUON { get { return show_bg || show_obj; } }
public byte Value
{
get
{
return (byte)(color_disable | (show_bg_leftmost << 1) | (show_obj_leftmost << 2) | (show_bg << 3) | (show_obj << 4) | (intense_green << 5) | (intense_blue << 6) | (intense_red << 7));
}
set
{
color_disable = (value & 1);
show_bg_leftmost = (value >> 1) & 1;
show_obj_leftmost = (value >> 2) & 1;
show_bg = (value >> 3) & 1;
show_obj = (value >> 4) & 1;
intense_green = (value >> 5) & 1;
intense_blue = (value >> 6) & 1;
intense_red = (value >> 7) & 1;
intensity_lsl_6 = ((value >> 5) & 7)<<6;
}
}
}
public struct PPUSTATUS
{
public int sl;
public bool rendering { get { return sl >= 0 && sl < 241; } }
public int cycle;
}
//uses the internal counters concept at http://nesdev.icequake.net/PPU%20addressing.txt
//TODO - this should be turned into a state machine
public sealed class PPUREGS
{
PPU ppu;
public PPUREGS(PPU ppu)
{
this.ppu = ppu;
reset();
}
public void SyncState(Serializer ser)
{
ser.Sync("fv", ref fv);
ser.Sync("v", ref v);
ser.Sync("h", ref h);
ser.Sync("vt", ref vt);
ser.Sync("ht", ref ht);
ser.Sync("_fv", ref _fv);
ser.Sync("_v", ref _v);
ser.Sync("_h", ref _h);
ser.Sync("_vt", ref _vt);
ser.Sync("_ht", ref _ht);
ser.Sync("fh", ref fh);
ser.Sync("status.cycle", ref status.cycle);
int junk = 0;
ser.Sync("status.end_cycle", ref junk);
ser.Sync("status.sl", ref status.sl);
}
//normal clocked regs. as the game can interfere with these at any time, they need to be savestated
public int fv;//3
public int v;//1
public int h;//1
public int vt;//5
public int ht;//5
//temp unlatched regs (need savestating, can be written to at any time)
public int _fv, _vt, _v, _h, _ht;
//other regs that need savestating
public int fh;//3 (horz scroll)
//cached state data. these are always reset at the beginning of a frame and don't need saving
//but just to be safe, we're gonna save it
public PPUSTATUS status = new PPUSTATUS();
//public int ComputeIndex()
//{
// return fv | (v << 3) | (h << 4) | (vt << 5) | (ht << 10) | (fh << 15);
//}
//public void DecodeIndex(int index)
//{
// fv = index & 7;
// v = (index >> 3) & 1;
// h = (index >> 4) & 1;
// vt = (index >> 5) & 0x1F;
// ht = (index >> 10) & 0x1F;
// fh = (index >> 15) & 7;
//}
//const int tbl_size = 1 << 18;
//int[] tbl_increment_hsc = new int[tbl_size];
//int[] tbl_increment_vs = new int[tbl_size];
//public void BuildTables()
//{
// for (int i = 0; i < tbl_size; i++)
// {
// DecodeIndex(i);
// increment_hsc();
// tbl_increment_hsc[i] = ComputeIndex();
// DecodeIndex(i);
// increment_vs();
// tbl_increment_vs[i] = ComputeIndex();
// }
//}
public void reset()
{
fv = v = h = vt = ht = 0;
fh = 0;
_fv = _v = _h = _vt = _ht = 0;
status.cycle = 0;
status.sl = 241;
}
public void install_latches()
{
fv = _fv;
v = _v;
h = _h;
vt = _vt;
ht = _ht;
}
public void install_h_latches()
{
ht = _ht;
h = _h;
}
public void clear_latches()
{
_fv = _v = _h = _vt = _ht = 0;
fh = 0;
}
public void increment_hsc()
{
//The first one, the horizontal scroll counter, consists of 6 bits, and is
//made up by daisy-chaining the HT counter to the H counter. The HT counter is
//then clocked every 8 pixel dot clocks (or every 8/3 CPU clock cycles).
ht++;
h += (ht >> 5);
ht &= 31;
h &= 1;
}
public void increment_vs()
{
fv++;
int fv_overflow = (fv >> 3);
vt += fv_overflow;
vt &= 31; //fixed tecmo super bowl
if (vt == 30 && fv_overflow==1) //caution here (only do it at the exact instant of overflow) fixes p'radikus conflict
{
v++;
vt = 0;
}
fv &= 7;
v &= 1;
}
public int get_ntread()
{
return 0x2000 | (v << 0xB) | (h << 0xA) | (vt << 5) | ht;
}
public int get_2007access()
{
return ((fv & 3) << 0xC) | (v << 0xB) | (h << 0xA) | (vt << 5) | ht;
}
//The PPU has an internal 4-position, 2-bit shifter, which it uses for
//obtaining the 2-bit palette select data during an attribute table byte
//fetch. To represent how this data is shifted in the diagram, letters a..c
//are used in the diagram to represent the right-shift position amount to
//apply to the data read from the attribute data (a is always 0). This is why
//you only see bits 0 and 1 used off the read attribute data in the diagram.
public int get_atread()
{
return 0x2000 | (v << 0xB) | (h << 0xA) | 0x3C0 | ((vt & 0x1C) << 1) | ((ht & 0x1C) >> 2);
}
//address line 3 relates to the pattern table fetch occuring (the PPU always makes them in pairs).
public int get_ptread(int par)
{
int s = ppu.reg_2000.bg_pattern_hi;
return (s << 0xC) | (par << 0x4) | fv;
}
public void increment2007(bool rendering, bool by32)
{
if (rendering)
{
//don't do this:
//if (by32) increment_vs();
//else increment_hsc();
//do this instead:
increment_vs(); //yes, even if we're moving by 32
return;
}
//If the VRAM address increment bit (2000.2) is clear (inc. amt. = 1), all the
//scroll counters are daisy-chained (in the order of HT, VT, H, V, FV) so that
//the carry out of each counter controls the next counter's clock rate. The
//result is that all 5 counters function as a single 15-bit one. Any access to
//2007 clocks the HT counter here.
//
//If the VRAM address increment bit is set (inc. amt. = 32), the only
//difference is that the HT counter is no longer being clocked, and the VT
//counter is now being clocked by access to 2007.
if (by32)
{
vt++;
}
else
{
ht++;
vt += (ht >> 5) & 1;
}
h += (vt >> 5);
v += (h >> 1);
fv += (v >> 1);
ht &= 31;
vt &= 31;
h &= 1;
v &= 1;
fv &= 7;
}
};
public sealed class Reg_2000
{
PPU ppu;
public Reg_2000(PPU ppu)
{
this.ppu = ppu;
}
//these bits go straight into PPUR
//(00 = $2000; 01 = $2400; 02 = $2800; 03 = $2c00)
public Bit vram_incr32; //(0: increment by 1, going across; 1: increment by 32, going down)
public Bit obj_pattern_hi; //Sprite pattern table address for 8x8 sprites (0: $0000; 1: $1000)
public Bit bg_pattern_hi; //Background pattern table address (0: $0000; 1: $1000)
public Bit obj_size_16; //Sprite size (0: 8x8 sprites; 1: 8x16 sprites)
public Bit ppu_layer; //PPU layer select (should always be 0 in the NES; some Nintendo arcade boards presumably had two PPUs)
public Bit vblank_nmi_gen; //Vertical blank NMI generation (0: off; 1: on)
public byte Value
{
get
{
return (byte)(ppu.ppur._h | (ppu.ppur._v << 1) | (vram_incr32 << 2) | (obj_pattern_hi << 3) | (bg_pattern_hi << 4) | (obj_size_16 << 5) | (ppu_layer << 6) | (vblank_nmi_gen << 7));
}
set
{
ppu.ppur._h = value & 1;
ppu.ppur._v = (value >> 1) & 1;
vram_incr32 = (value >> 2) & 1;
obj_pattern_hi = (value >> 3) & 1;
bg_pattern_hi = (value >> 4) & 1;
obj_size_16 = (value >> 5) & 1;
ppu_layer = (value >> 6) & 1;
vblank_nmi_gen = (value >> 7) & 1;
}
}
}
Bit Reg2002_objoverflow; //Sprite overflow. The PPU can handle only eight sprites on one scanline and sets this bit if it starts drawing sprites.
Bit Reg2002_objhit; //Sprite 0 overlap. Set when a nonzero pixel of sprite 0 is drawn overlapping a nonzero background pixel. Used for raster timing.
Bit Reg2002_vblank_active; //Vertical blank start (0: has not started; 1: has started)
bool Reg2002_vblank_active_pending; //set if Reg2002_vblank_active is pending
bool Reg2002_vblank_clear_pending; //ppu's clear of vblank flag is pending
public PPUREGS ppur;
public Reg_2000 reg_2000;
public Reg_2001 reg_2001;
byte reg_2003;
void regs_reset()
{
//TODO - would like to reconstitute the entire PPU instead of all this..
reg_2000 = new Reg_2000(this);
reg_2001 = new Reg_2001();
ppur = new PPUREGS(this);
Reg2002_objoverflow = false;
Reg2002_objhit = false;
Reg2002_vblank_active = false;
PPUGenLatch = 0;
reg_2003 = 0;
vtoggle = false;
VRAMBuffer = 0;
}
//---------------------
//PPU CONTROL (write)
void write_2000(byte value)
{
if (!reg_2000.vblank_nmi_gen & ((value & 0x80) != 0) && (Reg2002_vblank_active) && !Reg2002_vblank_clear_pending)
{
//if we just unleashed the vblank interrupt then activate it now
NMI_PendingInstructions = 2;
}
reg_2000.Value = value;
}
byte read_2000() { return PPUGenLatch; }
byte peek_2000() { return PPUGenLatch; }
//PPU MASK (write)
void write_2001(byte value)
{
//printf("%04x:$%02x, %d\n",A,V,scanline);
reg_2001.Value = value;
}
byte read_2001() { return PPUGenLatch; }
byte peek_2001() { return PPUGenLatch; }
//PPU STATUS (read)
void write_2002(byte value) { }
byte read_2002()
{
//once we thought we clear latches here, but that caused midframe glitches.
//i think we should only reset the state machine for 2005/2006
//ppur.clear_latches();
byte ret = peek_2002();
vtoggle = false;
Reg2002_vblank_active = 0;
Reg2002_vblank_active_pending = false;
return ret;
}
byte peek_2002()
{
return (byte)((Reg2002_vblank_active << 7) | (Reg2002_objhit << 6) | (Reg2002_objoverflow << 5) | (PPUGenLatch & 0x1F));
}
void clear_2002()
{
Reg2002_objhit = Reg2002_objoverflow = 0;
Reg2002_vblank_clear_pending = true;
}
//OAM ADDRESS (write)
void write_2003(byte value)
{
//just record the oam buffer write target
reg_2003 = value;
}
byte read_2003() { return PPUGenLatch; }
byte peek_2003() { return PPUGenLatch; }
//OAM DATA (write)
void write_2004(byte value)
{
if ((reg_2003 & 3) == 2) value &= 0xE3; //some of the OAM bits are unwired so we mask them out here
//otherwise we just write this value and move on to the next oam byte
OAM[reg_2003] = value;
reg_2003++;
}
byte read_2004() { return OAM[reg_2003]; }
byte peek_2004() { return OAM[reg_2003]; }
//SCROLL (write)
void write_2005(byte value)
{
if (!vtoggle)
{
ppur._ht= value >> 3;
ppur.fh = value & 7;
//nes.LogLine("scroll wrote ht = {0} and fh = {1}", ppur._ht, ppur.fh);
}
else
{
ppur._vt = value >> 3;
ppur._fv = value & 7;
//nes.LogLine("scroll wrote vt = {0} and fv = {1}", ppur._vt, ppur._fv);
}
vtoggle ^= true;
}
byte read_2005() { return PPUGenLatch; }
byte peek_2005() { return PPUGenLatch; }
//VRAM address register (write)
void write_2006(byte value)
{
if (!vtoggle)
{
ppur._vt &= 0x07;
ppur._vt |= (value & 0x3) << 3;
ppur._h = (value >> 2) & 1;
ppur._v = (value >> 3) & 1;
ppur._fv = (value >> 4) & 3;
//nes.LogLine("addr wrote fv = {0}", ppur._fv);
}
else
{
ppur._vt &= 0x18;
ppur._vt |= (value >> 5);
ppur._ht = value & 31;
ppur.install_latches();
//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
nes.board.AddressPPU(ppur.get_2007access());
}
vtoggle ^= true;
}
byte read_2006() { return PPUGenLatch; }
byte peek_2006() { return PPUGenLatch; }
//VRAM data register (r/w)
void write_2007(byte value)
{
//does this take 4x longer? nestopia indicates so perhaps...
int addr = ppur.get_2007access() & 0x3FFF;
if ((addr & 0x3F00) == 0x3F00)
{
//handle palette. this is being done nestopia style, because i found some documentation for it (appendix 1)
addr &= 0x1F;
byte color = (byte)(value & 0x3F); //are these bits really unwired? can they be read back somehow?
//this little hack will help you debug things while the screen is black
//color = (byte)(addr & 0x3F);
PALRAM[addr] = color;
if ((addr & 3) == 0)
{
PALRAM[addr ^ 0x10] = color;
}
}
else
{
ppubus_write(addr, value);
}
ppur.increment2007(ppur.status.rendering && reg_2001.PPUON, reg_2000.vram_incr32 != 0);
//see comments in $2006
nes.board.AddressPPU(ppur.get_2007access());
}
byte read_2007()
{
int addr = ppur.get_2007access() & 0x3FFF;
//ordinarily we return the buffered values
byte ret = VRAMBuffer;
//in any case, we read from the ppu bus
VRAMBuffer = ppubus_read(addr,false);
//but reads from the palette are implemented in the PPU and return immediately
if ((addr & 0x3F00) == 0x3F00)
{
//TODO apply greyscale shit?
ret = PALRAM[addr & 0x1F];
}
ppur.increment2007(ppur.status.rendering && reg_2001.PPUON, reg_2000.vram_incr32 != 0);
//see comments in $2006
nes.board.AddressPPU(ppur.get_2007access());
return ret;
}
byte peek_2007()
{
int addr = ppur.get_2007access() & 0x3FFF;
//ordinarily we return the buffered values
byte ret = VRAMBuffer;
//in any case, we read from the ppu bus
// can't do this in peek; updates the value that will be used later
// VRAMBuffer = ppubus_peek(addr);
//but reads from the palette are implemented in the PPU and return immediately
if ((addr & 0x3F00) == 0x3F00)
{
//TODO apply greyscale shit?
ret = PALRAM[addr & 0x1F];
}
return ret;
}
//--------
public byte ReadReg(int addr)
{
switch (addr)
{
case 0: return read_2000(); case 1: return read_2001(); case 2: return read_2002(); case 3: return read_2003();
case 4: return read_2004(); case 5: return read_2005(); case 6: return read_2006(); case 7: return read_2007();
default: throw new InvalidOperationException();
}
}
public byte PeekReg(int addr)
{
switch (addr)
{
case 0: return peek_2000(); case 1: return peek_2001(); case 2: return peek_2002(); case 3: return peek_2003();
case 4: return peek_2004(); case 5: return peek_2005(); case 6: return peek_2006(); case 7: return peek_2007();
default: throw new InvalidOperationException();
}
}
public void WriteReg(int addr, byte value)
{
PPUGenLatch = value;
switch (addr)
{
case 0: write_2000(value); break; case 1: write_2001(value); break; case 2: write_2002(value); break; case 3: write_2003(value); break;
case 4: write_2004(value); break; case 5: write_2005(value); break; case 6: write_2006(value); break; case 7: write_2007(value); break;
default: throw new InvalidOperationException();
}
}
}
}
}
//ARead[x]=A200x;
//BWrite[x]=B2000;
//ARead[x+1]=A200x;
//BWrite[x+1]=B2001;
//ARead[x+2]=A2002;
//BWrite[x+2]=B2002;
//ARead[x+3]=A200x;
//BWrite[x+3]=B2003;
//ARead[x+4]=A2004; //A2004;
//BWrite[x+4]=B2004;
//ARead[x+5]=A200x;
//BWrite[x+5]=B2005;
//ARead[x+6]=A200x;
//BWrite[x+6]=B2006;
//ARead[x+7]=A2007;
//BWrite[x+7]=B2007;
//Address Size Description
//$0000 $1000 Pattern Table 0
//$1000 $1000 Pattern Table 1
//$2000 $3C0 Name Table 0
//$23C0 $40 Attribute Table 0
//$2400 $3C0 Name Table 1
//$27C0 $40 Attribute Table 1
//$2800 $3C0 Name Table 2
//$2BC0 $40 Attribute Table 2
//$2C00 $3C0 Name Table 3
//$2FC0 $40 Attribute Table 3
//$3000 $F00 Mirror of 2000h-2EFFh
//$3F00 $10 BG Palette
//$3F10 $10 Sprite Palette
//$3F20 $E0 Mirror of 3F00h-3F1Fh
//appendix 1
//http://nocash.emubase.de/everynes.htm#ppupalettes
//Palette Memory (25 entries used)
// 3F00h Background Color (Color 0)
// 3F01h-3F03h Background Palette 0 (Color 1-3)
// 3F05h-3F07h Background Palette 1 (Color 1-3)
// 3F09h-3F0Bh Background Palette 2 (Color 1-3)
// 3F0Dh-3F0Fh Background Palette 3 (Color 1-3)
// 3F11h-3F13h Sprite Palette 0 (Color 1-3)
// 3F15h-3F17h Sprite Palette 1 (Color 1-3)
// 3F19h-3F1Bh Sprite Palette 2 (Color 1-3)
// 3F1Dh-3F1Fh Sprite Palette 3 (Color 1-3)
//Palette Gaps and Mirrors
// 3F04h,3F08h,3F0Ch - Three general purpose 6bit data registers.
// 3F10h,3F14h,3F18h,3F1Ch - Mirrors of 3F00h,3F04h,3F08h,3F0Ch.
// 3F20h-3FFFh - Mirrors of 3F00h-3F1Fh.