473 lines
15 KiB
C#
473 lines
15 KiB
C#
//http://nesdev.parodius.com/bbs/viewtopic.php?p=4571&sid=db4c7e35316cc5d734606dd02f11dccb
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//todo - read http://wiki.nesdev.com/w/index.php/PPU_sprite_priority
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//TODO - correctly emulate PPU OFF state
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using BizHawk.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.NES
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{
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partial class NES
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{
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sealed partial class PPU
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{
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const int kFetchTime = 2;
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struct BGDataRecord {
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public byte nt, at;
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public byte pt_0, pt_1;
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};
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public short[] xbuf = new short[256*240];
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int ppu_addr_temp;
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void Read_bgdata(ref BGDataRecord bgdata)
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{
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for (int i = 0; i < 8; i++)
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Read_bgdata(i,ref bgdata);
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}
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void Read_bgdata(int cycle, ref BGDataRecord bgdata)
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{
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switch (cycle)
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{
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case 0:
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ppu_addr_temp = ppur.get_ntread();
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bgdata.nt = ppubus_read(ppu_addr_temp, true);
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runppu(1);
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break;
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case 1:
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runppu(1);
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break;
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case 2:
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{
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ppu_addr_temp = ppur.get_atread();
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byte at = ppubus_read(ppu_addr_temp, true);
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//modify at to get appropriate palette shift
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if ((ppur.vt & 2) != 0) at >>= 4;
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if ((ppur.ht & 2) != 0) at >>= 2;
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at &= 0x03;
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at <<= 2;
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bgdata.at = at;
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//horizontal scroll clocked at cycle 3 and then
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//vertical scroll at 251
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runppu(1);
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if (reg_2001.PPUON)
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{
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ppur.increment_hsc();
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if (ppur.status.cycle == 251)
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ppur.increment_vs();
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}
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break;
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}
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case 3:
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runppu(1);
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break;
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case 4:
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ppu_addr_temp = ppur.get_ptread(bgdata.nt);
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bgdata.pt_0 = ppubus_read(ppu_addr_temp, true);
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runppu(1);
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break;
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case 5:
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runppu(1);
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break;
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case 6:
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ppu_addr_temp |= 8;
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bgdata.pt_1 = ppubus_read(ppu_addr_temp, true);
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runppu(1);
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break;
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case 7:
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runppu(1);
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break;
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} //switch(cycle)
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}
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unsafe struct TempOAM
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{
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public fixed byte oam[4];
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public fixed byte patterns[2];
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public byte index;
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public byte present;
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}
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//TODO - check flashing sirens in werewolf
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short PaletteAdjustPixel(int pixel)
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{
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//tack on the deemph bits. THESE MAY BE ORDERED WRONG. PLEASE CHECK IN THE PALETTE CODE
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return (short)(pixel | reg_2001.intensity_lsl_6);
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}
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const int kLineTime = 341;
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public unsafe void FrameAdvance()
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{
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BGDataRecord *bgdata = stackalloc BGDataRecord[34]; //one at the end is junk, it can never be rendered
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//262 scanlines
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if (ppudead != 0)
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{
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FrameAdvance_ppudead();
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return;
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}
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Reg2002_vblank_active_pending = true;
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ppuphase = PPUPHASE.VBL;
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ppur.status.sl = 241;
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//Not sure if this is correct. According to Matt Conte and my own tests, it is. Timing is probably off, though.
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//NOTE: Not having this here breaks a Super Donkey Kong game.
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reg_2003 = 0;
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//this was repeatedly finetuned from the fceux days thrugh the old cpu core and into the new one to pass 05-nmi_timing.nes
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//note that there is still some leniency. for instance, 4,2 will pass in addition to 3,3
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const int delay = 6;
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runppu(3);
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bool nmi_destiny = reg_2000.vblank_nmi_gen && Reg2002_vblank_active;
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runppu(3);
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if (nmi_destiny) TriggerNMI();
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runppu(postNMIlines * kLineTime - delay);
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//this seems to run just before the dummy scanline begins
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clear_2002();
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TempOAM* oams = stackalloc TempOAM[128];
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int* oamcounts = stackalloc int[2];
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int oamslot=0;
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int oamcount=0;
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idleSynch ^= true;
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//render 241 scanlines (including 1 dummy at beginning)
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for (int sl = 0; sl < 241; sl++)
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{
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ppur.status.cycle = 0;
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ppur.status.sl = sl;
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int yp = sl - 1;
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ppuphase = PPUPHASE.BG;
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if (NTViewCallback != null && yp == NTViewCallback.Scanline) NTViewCallback.Callback();
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if (PPUViewCallback != null && yp == PPUViewCallback.Scanline) PPUViewCallback.Callback();
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//twiddle the oam buffers
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int scanslot = oamslot ^ 1;
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int renderslot = oamslot;
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oamslot ^= 1;
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oamcount = oamcounts[renderslot];
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//ok, we're also going to draw here.
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//unless we're on the first dummy scanline
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if (sl != 0)
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{
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//the main scanline rendering loop:
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//32 times, we will fetch a tile and then render 8 pixels.
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//two of those tiles were read in the last scanline.
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int yp_shift = yp << 8;
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for (int xt = 0; xt < 32; xt++)
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{
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int xstart = xt << 3;
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oamcount = oamcounts[renderslot];
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int target = yp_shift + xstart;
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int rasterpos = xstart;
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//check all the conditions that can cause things to render in these 8px
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bool renderspritenow = reg_2001.show_obj && (xt > 0 || reg_2001.show_obj_leftmost);
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bool renderbgnow = reg_2001.show_bg && (xt > 0 || reg_2001.show_bg_leftmost);
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for (int xp = 0; xp < 8; xp++, rasterpos++)
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{
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//process the current clock's worth of bg data fetching
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//this needs to be split into 8 pieces or else exact sprite 0 hitting wont work due to the cpu not running while the sprite renders below
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Read_bgdata(xp, ref bgdata[xt + 2]);
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//bg pos is different from raster pos due to its offsetability.
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//so adjust for that here
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int bgpos = rasterpos + ppur.fh;
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int bgpx = bgpos & 7;
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int bgtile = bgpos >> 3;
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int pixel = 0, pixelcolor;
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//generate the BG data
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if (renderbgnow)
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{
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byte pt_0 = bgdata[bgtile].pt_0;
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byte pt_1 = bgdata[bgtile].pt_1;
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int sel = 7 - bgpx;
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pixel = ((pt_0 >> sel) & 1) | (((pt_1 >> sel) & 1) << 1);
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if (pixel != 0)
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pixel |= bgdata[bgtile].at;
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pixelcolor = PALRAM[pixel];
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}
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else
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{
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if (!renderspritenow)
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{
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//according to qeed's doc, use palette 0 or $2006's value if it is & 0x3Fxx
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//EDIT - this requires corect emulation of PPU OFF state, and seems only to apply when the PPU is OFF
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// not sure why this was off, but having it on fixes full_nes_palette, and it's a behavior that's been
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// verified on the decapped PPU
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// if there's anything wrong with how we're doing this, someone please chime in
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int addr = ppur.get_2007access();
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if ((addr & 0x3F00) == 0x3F00)
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{
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// System.Console.WriteLine("{0:X4}", addr);
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pixel = addr & 0x1F;
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}
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}
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pixelcolor = PALRAM[pixel];
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pixelcolor |= 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later
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}
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if (!nes.Settings.DispBackground)
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pixelcolor = 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later
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//look for a sprite to be drawn
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bool havepixel = false;
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int renderslot_shift = renderslot << 6;
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for (int s = 0; s < oamcount; s++)
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{
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TempOAM* oam = &oams[renderslot_shift + s];
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int x = oam->oam[3];
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if (rasterpos >= x && rasterpos < x + 8)
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{
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//build the pixel.
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//fetch the LSB of the patterns
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int spixel = oam->patterns[0] & 1;
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spixel |= (oam->patterns[1] & 1) << 1;
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//shift down the patterns so the next pixel is in the LSB
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oam->patterns[0] >>= 1;
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oam->patterns[1] >>= 1;
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//bail out if we already have a pixel from a higher priority sprite.
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//notice that we continue looping anyway, so that we can shift down the patterns
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//transparent pixel bailout
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if (!renderspritenow || havepixel || spixel == 0) continue;
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havepixel = true;
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//TODO - make sure we dont trigger spritehit if the edges are masked for either BG or OBJ
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//spritehit:
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//1. is it sprite#0?
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//2. is the bg pixel nonzero?
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//then, it is spritehit.
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Reg2002_objhit |= (oam->index == 0 && pixel != 0 && rasterpos < 255);
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//priority handling, if in front of BG:
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bool drawsprite = !(((oam->oam[2] & 0x20) != 0) && ((pixel & 3) != 0));
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if (drawsprite && nes.Settings.DispSprites)
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{
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//bring in the palette bits and palettize
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spixel |= (oam->oam[2] & 3) << 2;
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//save it for use in the framebuffer
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pixelcolor = PALRAM[0x10 + spixel];
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}
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} //rasterpos in sprite range
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} //oamcount loop
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if (reg_2001.color_disable)
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pixelcolor &= 0x30;
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xbuf[target] = PaletteAdjustPixel(pixelcolor);
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target++;
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} //loop across 8 pixels
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} //loop across 32 tiles
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}
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else
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for (int xt = 0; xt < 32; xt++)
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Read_bgdata(ref bgdata[xt + 2]);
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//look for sprites (was supposed to run concurrent with bg rendering)
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oamcounts[scanslot] = 0;
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oamcount = 0;
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int spriteHeight = reg_2000.obj_size_16 ? 16 : 8;
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int scanslot_lshift = scanslot << 6;
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for (int i = 0; i < 64; i++)
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{
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oams[scanslot_lshift + i].present = 0;
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int spr = i * 4;
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if (yp >= OAM[spr] && yp < OAM[spr] + spriteHeight)
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{
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//if we already have maxsprites, then this new one causes an overflow,
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//set the flag and bail out.
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//should we set this flag anyway??
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if (oamcount >= 8 && reg_2001.PPUON)
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{
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Reg2002_objoverflow = true;
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if(!nes.Settings.AllowMoreThanEightSprites)
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break;
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}
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//just copy some bytes into the internal sprite buffer
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TempOAM* oam = &oams[scanslot_lshift + oamcount];
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for (int j = 0; j < 4; j++)
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oam->oam[j] = OAM[spr + j];
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oam->present = 1;
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//note that we stuff the oam index into [6].
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//i need to turn this into a struct so we can have fewer magic numbers
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oams[scanslot_lshift + oamcount].index = (byte)i;
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oamcount++;
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}
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}
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oamcounts[scanslot] = oamcount;
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ppuphase = PPUPHASE.OBJ;
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//fetch sprite patterns
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int oam_todo = oamcount;
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if (oam_todo < 8)
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oam_todo = 8;
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for (int s = 0; s < oam_todo; s++)
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{
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//if this is a real sprite sprite, then it is not above the 8 sprite limit.
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//this is how we support the no 8 sprite limit feature.
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//not that at some point we may need a virtual CALL_PPUREAD which just peeks and doesnt increment any counters
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//this could be handy for the debugging tools also
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bool realSprite = (s < 8);
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bool junksprite = (s >= oamcount || !reg_2001.PPUON);
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TempOAM* oam = &oams[scanslot_lshift + s];
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int line = yp - oam->oam[0];
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if ((oam->oam[2] & 0x80) != 0) //vflip
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line = spriteHeight - line - 1;
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int patternNumber = oam->oam[1];
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int patternAddress;
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//create deterministic dummy fetch pattern.
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if (oam->present == 0)
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{
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//according to nintendulator:
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//* On the first empty sprite slot, read the Y-coordinate of sprite #63 followed by $FF for the remaining 7 cycles
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//* On all subsequent empty sprite slots, read $FF for all 8 reads
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//well, we shall just read $FF and that is good enough for now to make mmc3 work
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patternNumber = 0xFF;
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line = 0;
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}
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//8x16 sprite handling:
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if (reg_2000.obj_size_16)
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{
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int bank = (patternNumber & 1) << 12;
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patternNumber = patternNumber & ~1;
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patternNumber |= (line >> 3) & 1;
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patternAddress = (patternNumber << 4) | bank;
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}
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else
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patternAddress = (patternNumber << 4) | (reg_2000.obj_pattern_hi << 12);
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//offset into the pattern for the current line.
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//tricky: tall sprites have already had lines>8 taken care of by getting a new pattern number above.
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//so we just need the line offset for the second pattern
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patternAddress += line & 7;
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//garbage nametable fetches + scroll resets
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int garbage_todo = 2;
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ppubus_read(ppur.get_ntread(), true);
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if (reg_2001.PPUON)
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{
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if (sl == 0 && ppur.status.cycle == 304)
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{
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runppu(1);
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if (reg_2001.PPUON) ppur.install_latches();
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runppu(1);
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garbage_todo = 0;
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}
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if ((sl != 0) && ppur.status.cycle == 256)
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{
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runppu(1);
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//at 257: 3d world runner is ugly if we do this at 256
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if (reg_2001.PPUON) ppur.install_h_latches();
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runppu(1);
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garbage_todo = 0;
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}
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}
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if (realSprite) runppu(garbage_todo);
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ppubus_read(ppur.get_atread(), true); //at or nt?
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if (realSprite) runppu(kFetchTime);
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// TODO - fake sprites should not come through ppubus_read but rather peek it
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// (at least, they should not probe it with AddressPPU. maybe the difference between peek and read is not necessary)
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if (junksprite)
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{
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if (realSprite)
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{
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ppubus_read(patternAddress, true);
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ppubus_read(patternAddress, true);
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runppu(kFetchTime * 2);
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}
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}
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else
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{
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int addr = patternAddress;
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oam->patterns[0] = ppubus_read(addr, true);
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if (realSprite) runppu(kFetchTime);
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addr += 8;
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oam->patterns[1] = ppubus_read(addr, true);
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if (realSprite) runppu(kFetchTime);
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// hflip
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if ((oam->oam[2] & 0x40) == 0)
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{
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oam->patterns[0] = BitReverse.Byte8[oam->patterns[0]];
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oam->patterns[1] = BitReverse.Byte8[oam->patterns[1]];
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}
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}
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} // sprite pattern fetch loop
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ppuphase = PPUPHASE.BG;
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// fetch BG: two tiles for next line
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for (int xt = 0; xt < 2; xt++)
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Read_bgdata(ref bgdata[xt]);
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// this sequence is tuned to pass 10-even_odd_timing.nes
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runppu(kFetchTime);
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bool evenOddDestiny = reg_2001.show_bg;
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runppu(kFetchTime);
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// After memory access 170, the PPU simply rests for 4 cycles (or the
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// equivelant of half a memory access cycle) before repeating the whole
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// pixel/scanline rendering process. If the scanline being rendered is the very
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// first one on every second frame, then this delay simply doesn't exist.
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if (sl == 0 && idleSynch && evenOddDestiny && chopdot)
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{ }
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else
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runppu(1);
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} // scanline loop
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ppur.status.sl = 241;
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//idle for pre NMI lines
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runppu(preNMIlines * kLineTime);
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} //FrameAdvance
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void FrameAdvance_ppudead()
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{
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//not quite emulating all the NES power up behavior
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//since it is known that the NES ignores writes to some
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//register before around a full frame, but no games
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//should write to those regs during that time, it needs
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//to wait for vblank
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ppur.status.sl = 241;
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runppu(postNMIlines * kLineTime);
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ppur.status.sl = 0;
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runppu(241 * kLineTime);
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runppu(preNMIlines * kLineTime);
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--ppudead;
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}
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}
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}
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}
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