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

425 lines
14 KiB
C#

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;
}
}
}