bsnes/higan/ws/ppu/io.cpp

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auto PPU::portRead(uint16 addr) -> uint8 {
//DISP_CTRL
if(addr == 0x0000) {
return (
r.screenTwoWindowEnable << 5
| r.screenTwoWindowInvert << 4
| r.spriteWindowEnable << 3
| r.spriteEnable << 2
| r.screenTwoEnable << 1
| r.screenOneEnable << 0
);
}
//BACK_COLOR
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
if(addr == 0x0001) {
if(!system.depth()) {
return r.backColor.bits(0,2);
} else {
return r.backColor.bits(0,7);
}
}
//LINE_CUR
if(addr == 0x0002) return status.vclk;
//LINE_CMP
if(addr == 0x0003) return r.lineCompare;
//SPR_BASE
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
if(addr == 0x0004) {
if(!system.depth()) {
return r.spriteBase.bits(0,4);
} else {
return r.spriteBase.bits(0,5);
}
}
//SPR_FIRST
if(addr == 0x0005) return r.spriteFirst;
//SPR_COUNT
if(addr == 0x0006) return r.spriteCount;
//MAP_BASE
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
if(addr == 0x0007) {
if(!system.depth()) {
return r.screenTwoMapBase.bits(0,2) << 4 | r.screenOneMapBase.bits(0,2) << 0;
} else {
return r.screenTwoMapBase.bits(0,3) << 4 | r.screenOneMapBase.bits(0,3) << 0;
}
}
//SCR2_WIN_X0
if(addr == 0x0008) return r.screenTwoWindowX0;
//SCR2_WIN_Y0
if(addr == 0x0009) return r.screenTwoWindowY0;
//SCR2_WIN_X1
if(addr == 0x000a) return r.screenTwoWindowX1;
//SCR2_WIN_Y1
if(addr == 0x000b) return r.screenTwoWindowY1;
//SPR_WIN_X0
if(addr == 0x000c) return r.spriteWindowX0;
//SPR_WIN_Y0
if(addr == 0x000d) return r.spriteWindowY0;
//SPR_WIN_X1
if(addr == 0x000e) return r.spriteWindowX1;
//SPR_WIN_Y1
if(addr == 0x000f) return r.spriteWindowY1;
//SCR1_X
if(addr == 0x0010) return r.scrollOneX;
//SCR1_Y
if(addr == 0x0011) return r.scrollOneY;
//SCR2_X
if(addr == 0x0012) return r.scrollTwoX;
//SCR2_Y
if(addr == 0x0013) return r.scrollTwoY;
//LCD_CTRL
if(addr == 0x0014) return r.control;
//LCD_ICON
if(addr == 0x0015) {
return (
r.iconAux3 << 5
| r.iconAux2 << 4
| r.iconAux1 << 3
| r.iconHorizontal << 2
| r.iconVertical << 1
| r.iconSleep << 0
);
}
//LCD_VTOTAL
if(addr == 0x0016) return r.vtotal;
//LCD_VBLANK
if(addr == 0x0017) return r.vblank;
//PALMONO_POOL
if(addr >= 0x001c && addr <= 0x001f) {
return (
r.pool[addr.bits(1,0) * 2 + 1] << 4
| r.pool[addr.bits(1,0) * 2 + 0] << 0
);
}
//PALMONO
if(addr >= 0x0020 && addr <= 0x003f) {
return (
r.palette[addr.bits(3,1)].color[addr.bit(0) * 2 + 1] << 4
| r.palette[addr.bits(3,1)].color[addr.bit(0) * 2 + 0] << 0
);
}
return 0x00;
}
auto PPU::portWrite(uint16 addr, uint8 data) -> void {
//DISP_CTRL
if(addr == 0x0000) {
r.screenTwoWindowEnable = data.bit(5);
r.screenTwoWindowInvert = data.bit(4);
r.spriteWindowEnable = data.bit(3);
r.spriteEnable = data.bit(2);
r.screenTwoEnable = data.bit(1);
r.screenOneEnable = data.bit(0);
return;
}
//BACK_COLOR
if(addr == 0x0001) {
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
r.backColor = data;
return;
}
//LINE_CMP
if(addr == 0x0003) {
r.lineCompare = data;
return;
}
//SPR_BASE
if(addr == 0x0004) {
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
r.spriteBase = data.bits(0,5);
return;
}
//SPR_FIRST
if(addr == 0x0005) {
r.spriteFirst = data.bits(6,0);
return;
}
//SPR_COUNT
if(addr == 0x0006) {
r.spriteCount = data; //0 - 128
return;
}
//MAP_BASE
if(addr == 0x0007) {
Update to v097r24 release. byuu says: Changelog: - WS: fixed bug when IRQs triggered during a rep string instruction - WS: added sprite attribute caching (per-scanline); absolutely massive speed-up - WS: emulated limit of 32 sprites per scanline - WS: emulated the extended PPU register bit behavior based on the DISP_CTRL tile bit-depth setting - WS: added "Rotate" key binding; can be used to flip the WS display between horizontal and vertical in real-time The prefix emulation may not be 100% hardware-accurate, but the edge cases should be extreme enough to not come up in the WS library. No way to get the emulation 100% down without intensive hardware testing. trap15 pointed me at a workflow diagram for it, but that diagram is impossible without a magic internal stack frame that grows with every IRQ, and can thus grow infinitely large. The rotation thing isn't exactly the most friendly set-up, but oh well. I'll see about adding a default rotation setting to manifests, so that games like GunPey can start in the correct orientation. After that, if the LCD orientation icon turns out to be reliable, then I'll start using that. But if there are cases where it's not reliable, then I'll leave it to manual button presses. Speaking of icons, I'll need a set of icons to render on the screen. Going to put them to the top right on vertical orientation, and on the bottom left for horizontal orientation. Just outside of the video output, of course. Overall, WS is getting pretty far along, but still some major bugs in various games. I really need sound emulation, though. Nobody's going to use this at all without that.
2016-03-12 13:27:41 +00:00
r.screenOneMapBase = data.bits(0,3);
r.screenTwoMapBase = data.bits(4,7);
return;
}
//SCR2_WIN_X0
if(addr == 0x0008) {
r.screenTwoWindowX0 = data;
return;
}
//SCR2_WIN_Y0
if(addr == 0x0009) {
r.screenTwoWindowY0 = data;
return;
}
//SCR2_WIN_X1
if(addr == 0x000a) {
r.screenTwoWindowX1 = data;
return;
}
//SCR2_WIN_Y1
if(addr == 0x000b) {
r.screenTwoWindowY1 = data;
return;
}
//SPR_WIN_X0
if(addr == 0x000c) {
r.spriteWindowX0 = data;
return;
}
//SPR_WIN_Y0
if(addr == 0x000d) {
r.spriteWindowY0 = data;
return;
}
//SPR_WIN_X1
if(addr == 0x000e) {
r.spriteWindowX1 = data;
return;
}
//SPR_WIN_Y1
if(addr == 0x000f) {
r.spriteWindowY1 = data;
return;
}
//SCR1_X
if(addr == 0x0010) {
r.scrollOneX = data;
return;
}
//SCR1_Y
if(addr == 0x0011) {
r.scrollOneY = data;
return;
}
//SCR2_X
if(addr == 0x0012) {
r.scrollTwoX = data;
return;
}
//SCR2_Y
if(addr == 0x0013) {
r.scrollTwoY = data;
return;
}
//LCD_CTRL
if(addr == 0x0014) {
r.control = data;
return;
}
//LCD_ICON
if(addr == 0x0015) {
r.iconAux3 = data.bit(5);
r.iconAux2 = data.bit(4);
r.iconAux1 = data.bit(3);
r.iconHorizontal = data.bit(2);
r.iconVertical = data.bit(1);
r.iconSleep = data.bit(0);
return;
}
//LCD_VTOTAL
if(addr == 0x0016) {
r.vtotal = data;
return;
}
//LCD_VBLANK
if(addr == 0x0017) {
r.vblank = data;
return;
}
//PALMONO_POOL
if(addr >= 0x001c && addr <= 0x001f) {
r.pool[addr.bits(1,0) * 2 + 1] = data.bits(7,4);
r.pool[addr.bits(1,0) * 2 + 0] = data.bits(3,0);
return;
}
//PALMONO
if(addr >= 0x0020 && addr <= 0x003f) {
r.palette[addr.bits(4,1)].color[addr.bit(0) * 2 + 1] = data.bits(6,4);
r.palette[addr.bits(4,1)].color[addr.bit(0) * 2 + 0] = data.bits(2,0);
return;
}
}