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

253 lines
7.0 KiB
C#

//http://nesdev.parodius.com/bbs/viewtopic.php?p=4571&sid=db4c7e35316cc5d734606dd02f11dccb
using System;
using System.Runtime.CompilerServices;
using BizHawk.Common;
namespace BizHawk.Emulation.Cores.Nintendo.NES
{
public sealed partial class PPU
{
// 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;
// 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);
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;
for (int j = ymin; j <= ymax; j++)
{
for (int i = xmin; i <= xmax; i++)
{
if (j >= ystop && i >= xstop || j > ystop)
goto loopout;
short s = xbuf[j * 256 + i];
int lum = s & 0x30;
if ((s & 0x0f) >= 0x0e)
lum = 0;
sum += lum;
}
}
loopout:
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)
{
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);
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;
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
int ppudead; //measured in frames
bool idleSynch;
int NMI_PendingInstructions;
byte PPUGenLatch;
bool vtoggle;
byte VRAMBuffer;
public byte[] OAM;
public byte[] PALRAM;
public void SyncState(Serializer ser)
{
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("ppu_addr_temp", ref ppu_addr_temp);
ser.Sync("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("Is_even_cycle", ref is_even_cycle);
ser.Sync("soam_index", ref soam_index);
ser.Sync("ppu_open_bus", ref ppu_open_bus);
ser.Sync("double_2007_read", ref double_2007_read);
ser.Sync("ppu_open_bus_decay_timer", ref ppu_open_bus_decay_timer, false);
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);
byte 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;
ppu_open_bus = 0;
ppu_open_bus_decay_timer = new int[8];
}
#if VS2012
[MethodImpl(MethodImplOptions.AggressiveInlining)]
#endif
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 PostCpuInstructionOne()
{
if (NMI_PendingInstructions > 0)
{
NMI_PendingInstructions--;
if (NMI_PendingInstructions <= 0)
{
TriggerNMI();
}
}
}
#if VS2012
[MethodImpl(MethodImplOptions.AggressiveInlining)]
#endif
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++;
is_even_cycle = !is_even_cycle;
//might not actually run a cpu cycle if there are none to be run right now
nes.RunCpuOne();
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;
}
}