BizHawk/BizHawk.Emulation.Cores/Computers/Commodore64/MOS/Vic.TimingBuilder.cs

289 lines
7.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace BizHawk.Emulation.Cores.Computers.Commodore64.MOS
{
public sealed partial class Vic
{
private const int BorderLeft38 = 0x023;
private const int BorderLeft40 = 0x01C;
private const int BorderRight38 = 0x153;
private const int BorderRight40 = 0x15C;
private const int BorderTop25 = 0x033;
private const int BorderTop24 = 0x037;
private const int BorderBottom25 = 0x0FB;
private const int BorderBottom24 = 0x0F7;
private const int FirstDmaLine = 0x030;
private const int LastDmaLine = 0x0F7;
// The special actions taken by the Vic are in the same order and interval on all chips, just different offsets.
private static readonly int[] TimingBuilderCycle14Act =
{
PipelineUpdateVc, 0,
PipelineSpriteCrunch, 0,
PipelineUpdateMcBase, 0,
};
// This builds a table of special actions to take on each half-cycle. Cycle14 is the X-raster position where
// pre-display operations happen, and Cycle55 is the X-raster position where post-display operations happen.
public static int[] TimingBuilder_Act(int[] timing, int cycle14, int sprite0Ba, int sprDisp)
{
var result = new List<int>();
var length = timing.Length;
for (var i = 0; i < length; i++)
{
while (i < result.Count)
i++;
if (timing[i] == cycle14)
result.AddRange(TimingBuilderCycle14Act);
else
result.Add(0);
}
for (var i = 0; i < length; i++)
{
// pipeline raster X delay
if (timing[(i + 1) % length] == timing[i])
result[i] |= PipelineHoldX;
// pipeline border checks
if (timing[i] == (BorderLeft40 & 0xFFC))
result[i] |= PipelineBorderLeft1;
if (timing[i] == (BorderLeft38 & 0xFFC))
result[i] |= PipelineBorderLeft0;
if (timing[i] == (BorderRight38 & 0xFFC))
result[i] |= PipelineBorderRight0;
if (timing[i] == (BorderRight40 & 0xFFC))
result[i] |= PipelineBorderRight1;
// right side timing
if (timing[i] == 0x0158)
result[i] |= PipelineSpriteExpansion;
if (timing[i] == 0x0168)
result[i] |= PipelineUpdateRc;
if (timing[i] == sprite0Ba || timing[i] == sprite0Ba + 8)
result[i] |= PipelineSpriteDma;
if (timing[i] == sprDisp)
result[i] |= PipelineSpriteDisplay;
}
return result.ToArray();
}
// This builds a table of how the BA pin is supposed to act on each half-cycle.
public static int[] TimingBuilder_BA(int[] fetch)
{
const int baRestart = 7;
var start = 0;
var length = fetch.Length;
var result = new int[length];
var spriteBa = new int[8];
var charBa = 0;
while (true)
{
if (fetch[start] == FetchTypeSprite)
break;
start++;
}
while (true)
{
if (fetch[start] == FetchTypeColor)
break;
start--;
}
if (start < 0)
start += length;
var offset = start;
while (true)
{
var ba = BaTypeNone;
if (fetch[offset] == FetchTypeColor)
charBa = baRestart;
else if ((fetch[offset] & 0xFF00) == FetchTypeSprite)
spriteBa[fetch[offset] & 0x007] = baRestart;
for (var i = 0; i < 8; i++)
{
if (spriteBa[i] > 0)
{
ba <<= 4;
ba |= i;
spriteBa[i]--;
}
}
ba &= 0x0FFF;
if (charBa > 0)
{
ba = BaTypeCharacter;
charBa--;
}
result[offset] = ba;
offset--;
if (offset < 0)
offset += length;
if (offset == start)
break;
}
for (var i = 0; i < length; i += 2)
{
result[i] = result[i + 1];
}
return result;
}
// This builds a table of the fetch operations to take on each half-cycle.
public static int[] TimingBuilder_Fetch(int[] timing, int sprite)
{
var length = timing.Length;
var result = new int[length];
var index = -1;
var refreshCounter = 0;
var spriteActive = false;
var spriteIndex = 0;
var spritePhase = 0;
var charCounter = 0;
for (var i = 0; i < length; i++)
{
result[i++] = FetchTypeIdle;
result[i] = FetchTypeNone;
}
while (true)
{
index++;
if (index >= length)
index -= length;
var offset = timing[index];
if (charCounter > 0)
{
result[index] = (charCounter & 1) == 0 ? FetchTypeColor : FetchTypeGraphics;
charCounter--;
if (charCounter == 0)
break;
}
if (refreshCounter > 0)
{
result[index] = (refreshCounter & 1) == 0 ? FetchTypeNone : FetchTypeRefresh;
refreshCounter--;
if (refreshCounter == 0)
charCounter = 80;
}
if (offset == sprite)
{
spriteActive = true;
}
if (spriteActive)
{
result[index] = (spriteIndex | (spritePhase << 4));
spritePhase++;
if (spritePhase == 4)
{
spritePhase = 0;
spriteIndex++;
if (spriteIndex == 8)
{
spriteActive = false;
refreshCounter = 9;
}
}
}
}
return result.ToArray();
}
// This uses the vBlank values to determine the height of the visible screen.
private static int TimingBuilder_ScreenHeight(int vblankStart, int vblankEnd, int lines)
{
if (vblankStart < 0 || vblankEnd < 0)
{
return lines;
}
var offset = vblankEnd;
var result = 0;
while (true)
{
if (offset >= lines)
offset -= lines;
if (offset == vblankStart)
return result;
offset++;
result++;
}
}
// This uses the hBlank values to determine the width of the visible screen.
private static int TimingBuilder_ScreenWidth(IList<int> timing, int hblankStart, int hblankEnd)
{
if (hblankStart < 0 || hblankEnd < 0)
{
return timing.Count * 4;
}
var length = timing.Count;
var result = 0;
var offset = 0;
while (timing[offset] != hblankEnd) { offset = (offset + 1) % length; }
while (timing[offset] != hblankStart) { offset = (offset + 1) % length; result++; }
return (result * 4);
}
// This builds the table of X-raster positions. Start marks the position where the
// Y-raster is incremented. Width is the position where the X-raster is reset to zero. Count
// is the width of a rasterline in pixels. DelayOffset is the X-raster position where lag begins
// (specifically on an NTSC 6567R8) and DelayAmount is the number of positions to lag.
public static int[] TimingBuilder_XRaster(int start, int width, int count, int delayOffset, int delayAmount)
{
var result = new List<int>();
var rasterX = start;
var delayed = false;
count >>= 2;
delayAmount >>= 2;
for (var i = 0; i < count; i++)
{
result.Add(rasterX);
if (!delayed)
{
rasterX += 4;
if (rasterX >= width)
rasterX -= width;
}
else
{
delayAmount--;
if (delayAmount <= 0)
delayed = false;
continue;
}
if (rasterX == delayOffset && delayAmount > 0)
delayed = true;
}
return result.ToArray();
}
}
}