BizHawk/BizHawk.Emulation.Cores/Consoles/Nintendo/Gameboy/GambatteLink.cs

342 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using BizHawk.Common.BufferExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores.Nintendo.SNES;
using Newtonsoft.Json;
namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
{
[CoreAttributes(
"DualGambatte",
"sinamas/natt",
isPorted: true,
isReleased: true
)]
[ServiceNotApplicable(typeof(IDriveLight))]
public partial class GambatteLink : IEmulator, IVideoProvider, ISyncSoundProvider, IInputPollable, ISaveRam, IStatable,
IDebuggable, ISettable<GambatteLink.GambatteLinkSettings, GambatteLink.GambatteLinkSyncSettings>
{
public GambatteLink(CoreComm comm, GameInfo leftinfo, byte[] leftrom, GameInfo rightinfo, byte[] rightrom, object Settings, object SyncSettings, bool deterministic)
{
ServiceProvider = new BasicServiceProvider(this);
GambatteLinkSettings _Settings = (GambatteLinkSettings)Settings ?? new GambatteLinkSettings();
GambatteLinkSyncSettings _SyncSettings = (GambatteLinkSyncSettings)SyncSettings ?? new GambatteLinkSyncSettings();
CoreComm = comm;
L = new Gameboy(new CoreComm(comm.ShowMessage, comm.Notify), leftinfo, leftrom, _Settings.L, _SyncSettings.L, deterministic);
R = new Gameboy(new CoreComm(comm.ShowMessage, comm.Notify), rightinfo, rightrom, _Settings.R, _SyncSettings.R, deterministic);
// connect link cable
LibGambatte.gambatte_linkstatus(L.GambatteState, 259);
LibGambatte.gambatte_linkstatus(R.GambatteState, 259);
L.Controller = LCont;
R.Controller = RCont;
L.ConnectInputCallbackSystem(_inputCallbacks);
R.ConnectInputCallbackSystem(_inputCallbacks);
L.ConnectMemoryCallbackSystem(_memorycallbacks);
R.ConnectMemoryCallbackSystem(_memorycallbacks);
comm.VsyncNum = L.CoreComm.VsyncNum;
comm.VsyncDen = L.CoreComm.VsyncDen;
comm.RomStatusAnnotation = null;
comm.RomStatusDetails = "LEFT:\r\n" + L.CoreComm.RomStatusDetails + "RIGHT:\r\n" + R.CoreComm.RomStatusDetails;
comm.NominalWidth = L.CoreComm.NominalWidth + R.CoreComm.NominalWidth;
comm.NominalHeight = L.CoreComm.NominalHeight;
comm.UsesLinkCable = true;
comm.LinkConnected = true;
Frame = 0;
LagCount = 0;
IsLagFrame = false;
blip_left = new BlipBuffer(1024);
blip_right = new BlipBuffer(1024);
blip_left.SetRates(2097152 * 2, 44100);
blip_right.SetRates(2097152 * 2, 44100);
SetMemoryDomains();
}
bool disposed = false;
Gameboy L;
Gameboy R;
// counter to ensure we do 35112 samples per frame
int overflowL = 0;
int overflowR = 0;
/// <summary>if true, the link cable is currently connected</summary>
bool cableconnected = true;
/// <summary>if true, the link cable toggle signal is currently asserted</summary>
bool cablediscosignal = false;
const int SampPerFrame = 35112;
LibsnesCore.SnesSaveController LCont = new LibsnesCore.SnesSaveController(Gameboy.GbController);
LibsnesCore.SnesSaveController RCont = new LibsnesCore.SnesSaveController(Gameboy.GbController);
public bool IsCGBMode(bool right)
{
return right ? R.IsCGBMode() : L.IsCGBMode();
}
public IEmulatorServiceProvider ServiceProvider { get; private set; }
public ISoundProvider SoundProvider { get { return null; } }
public ISyncSoundProvider SyncSoundProvider { get { return this; } }
public bool StartAsyncSound() { return false; }
public void EndAsyncSound() { }
public static readonly ControllerDefinition DualGbController = new ControllerDefinition
{
Name = "Dual Gameboy Controller",
BoolButtons =
{
"P1 Up", "P1 Down", "P1 Left", "P1 Right", "P1 A", "P1 B", "P1 Select", "P1 Start", "P1 Power",
"P2 Up", "P2 Down", "P2 Left", "P2 Right", "P2 A", "P2 B", "P2 Select", "P2 Start", "P2 Power",
"Toggle Cable"
}
};
public ControllerDefinition ControllerDefinition { get { return DualGbController; } }
public IController Controller { get; set; }
public void FrameAdvance(bool render, bool rendersound = true)
{
LCont.Clear();
RCont.Clear();
foreach (var s in DualGbController.BoolButtons)
{
if (Controller[s])
{
if (s.Contains("P1 "))
LCont.Set(s.Replace("P1 ", ""));
else if (s.Contains("P2 "))
RCont.Set(s.Replace("P2 ", ""));
}
}
bool cablediscosignal_new = Controller["Toggle Cable"];
if (cablediscosignal_new && !cablediscosignal)
{
cableconnected ^= true;
Console.WriteLine("Cable connect status to {0}", cableconnected);
CoreComm.LinkConnected = cableconnected;
}
cablediscosignal = cablediscosignal_new;
Frame++;
L.FrameAdvancePrep();
R.FrameAdvancePrep();
unsafe
{
fixed (int* leftvbuff = &VideoBuffer[0])
{
// use pitch to have both cores write to the same video buffer, interleaved
int* rightvbuff = leftvbuff + 160;
const int pitch = 160 * 2;
fixed (short* leftsbuff = LeftBuffer, rightsbuff = RightBuffer)
{
const int step = 32; // could be 1024 for GB
int nL = overflowL;
int nR = overflowR;
// slowly step our way through the frame, while continually checking and resolving link cable status
for (int target = 0; target < SampPerFrame;)
{
target += step;
if (target > SampPerFrame)
target = SampPerFrame; // don't run for slightly too long depending on step
// gambatte_runfor() aborts early when a frame is produced, but we don't want that, hence the while()
while (nL < target)
{
uint nsamp = (uint)(target - nL);
if (LibGambatte.gambatte_runfor(L.GambatteState, leftsbuff + nL * 2, ref nsamp) > 0)
LibGambatte.gambatte_blitto(L.GambatteState, leftvbuff, pitch);
nL += (int)nsamp;
}
while (nR < target)
{
uint nsamp = (uint)(target - nR);
if (LibGambatte.gambatte_runfor(R.GambatteState, rightsbuff + nR * 2, ref nsamp) > 0)
LibGambatte.gambatte_blitto(R.GambatteState, rightvbuff, pitch);
nR += (int)nsamp;
}
// poll link cable statuses, but not when the cable is disconnected
if (!cableconnected)
continue;
if (LibGambatte.gambatte_linkstatus(L.GambatteState, 256) != 0) // ClockTrigger
{
LibGambatte.gambatte_linkstatus(L.GambatteState, 257); // ack
int lo = LibGambatte.gambatte_linkstatus(L.GambatteState, 258); // GetOut
int ro = LibGambatte.gambatte_linkstatus(R.GambatteState, 258);
LibGambatte.gambatte_linkstatus(L.GambatteState, ro & 0xff); // ShiftIn
LibGambatte.gambatte_linkstatus(R.GambatteState, lo & 0xff); // ShiftIn
}
if (LibGambatte.gambatte_linkstatus(R.GambatteState, 256) != 0) // ClockTrigger
{
LibGambatte.gambatte_linkstatus(R.GambatteState, 257); // ack
int lo = LibGambatte.gambatte_linkstatus(L.GambatteState, 258); // GetOut
int ro = LibGambatte.gambatte_linkstatus(R.GambatteState, 258);
LibGambatte.gambatte_linkstatus(L.GambatteState, ro & 0xff); // ShiftIn
LibGambatte.gambatte_linkstatus(R.GambatteState, lo & 0xff); // ShiftIn
}
}
overflowL = nL - SampPerFrame;
overflowR = nR - SampPerFrame;
if (overflowL < 0 || overflowR < 0)
throw new Exception("Timing problem?");
if (rendersound)
{
PrepSound();
}
// copy extra samples back to beginning
for (int i = 0; i < overflowL * 2; i++)
LeftBuffer[i] = LeftBuffer[i + SampPerFrame * 2];
for (int i = 0; i < overflowR * 2; i++)
RightBuffer[i] = RightBuffer[i + SampPerFrame * 2];
}
}
}
L.FrameAdvancePost();
R.FrameAdvancePost();
IsLagFrame = L.IsLagFrame && R.IsLagFrame;
if (IsLagFrame)
LagCount++;
}
public int Frame { get; private set; }
public string SystemId { get { return "DGB"; } }
public bool DeterministicEmulation { get { return L.DeterministicEmulation && R.DeterministicEmulation; } }
public string BoardName { get { return L.BoardName + '|' + R.BoardName; } }
public void ResetCounters()
{
Frame = 0;
LagCount = 0;
IsLagFrame = false;
}
public CoreComm CoreComm { get; private set; }
public void Dispose()
{
if (!disposed)
{
L.Dispose();
L = null;
R.Dispose();
R = null;
blip_left.Dispose();
blip_left = null;
blip_right.Dispose();
blip_right = null;
disposed = true;
}
}
#region SoundProvider
// i tried using the left and right buffers and then mixing them together... it was kind of a mess of code, and slow
BlipBuffer blip_left;
BlipBuffer blip_right;
short[] LeftBuffer = new short[(35112 + 2064) * 2];
short[] RightBuffer = new short[(35112 + 2064) * 2];
short[] SampleBuffer = new short[1536];
int SampleBufferContains = 0;
int LatchL;
int LatchR;
unsafe void PrepSound()
{
fixed (short* sl = LeftBuffer, sr = RightBuffer)
{
for (uint i = 0; i < SampPerFrame * 2; i += 2)
{
int s = (sl[i] + sl[i + 1]) / 2;
if (s != LatchL)
{
blip_left.AddDelta(i, s - LatchL);
LatchL = s;
}
s = (sr[i] + sr[i + 1]) / 2;
if (s != LatchR)
{
blip_right.AddDelta(i, s - LatchR);
LatchR = s;
}
}
}
blip_left.EndFrame(SampPerFrame * 2);
blip_right.EndFrame(SampPerFrame * 2);
int count = blip_left.SamplesAvailable();
if (count != blip_right.SamplesAvailable())
throw new Exception("Sound problem?");
// calling blip.Clear() causes rounding fractions to be reset,
// and if only one channel is muted, in subsequent frames we can be off by a sample or two
// not a big deal, but we didn't account for it. so we actually complete the entire
// audio read and then stamp it out if muted.
blip_left.ReadSamplesLeft(SampleBuffer, count);
if (L.Muted)
{
fixed (short* p = SampleBuffer)
{
for (int i = 0; i < SampleBuffer.Length; i += 2)
p[i] = 0;
}
}
blip_right.ReadSamplesRight(SampleBuffer, count);
if (R.Muted)
{
fixed (short* p = SampleBuffer)
{
for (int i = 1; i < SampleBuffer.Length; i += 2)
p[i] = 0;
}
}
SampleBufferContains = count;
}
public void GetSamples(out short[] samples, out int nsamp)
{
nsamp = SampleBufferContains;
samples = SampleBuffer;
}
public void DiscardSamples()
{
SampleBufferContains = 0;
}
#endregion
}
}