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

162 lines
4.1 KiB
C#

//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;
}
}
}