//TI TMS9918A (derivative) struct VDP : Thread { static auto Enter() -> void; auto main() -> void; auto step(uint clocks) -> void; auto refresh() -> void; auto vlines() -> uint; auto vblank() -> bool; auto power() -> void; //io.cpp auto vcounter() -> uint8; auto hcounter() -> uint8; auto data() -> uint8; auto status() -> uint8; auto data(uint8) -> void; auto control(uint8) -> void; auto registerWrite(uint4 addr, uint8 data) -> void; //background.cpp struct Background { auto scanline() -> void; auto run() -> void; auto power() -> void; //serialization.cpp auto serialize(serializer&) -> void; struct State { uint x; uint y; } state; struct Output { uint4 color; uint1 palette; uint1 priority; } output; } background; //sprite.cpp struct Sprite { auto scanline() -> void; auto run() -> void; auto power() -> void; //serialization.cpp auto serialize(serializer&) -> void; struct Object { uint8 x; uint8 y; uint8 pattern; }; struct State { uint x; uint y; } state; struct Output { uint4 color; } output; array objects; } sprite; //serialization.cpp auto serialize(serializer&) -> void; private: auto palette(uint5 index) -> uint12; uint32 buffer[256 * 264]; uint8 vram[0x4000]; uint8 cram[0x40]; //MS = 0x20, GG = 0x40 struct IO { uint vcounter; //vertical counter uint hcounter; //horizontal counter uint lcounter; //line counter //interrupt flags bool intLine; bool intFrame; //status flags bool spriteOverflow; bool spriteCollision; uint5 fifthSprite; //latches bool controlLatch; uint16 controlData; uint2 code; uint14 address; uint8 vramLatch; //$00 mode control 1 bool externalSync; bool extendedHeight; bool mode4; bool spriteShift; bool lineInterrupts; bool leftClip; bool horizontalScrollLock; bool verticalScrollLock; //$01 mode control 2 bool spriteDouble; bool spriteTile; bool lines240; bool lines224; bool frameInterrupts; bool displayEnable; //$02 name table base address uint1 nameTableMask; uint3 nameTableAddress; //$03 color table base address uint8 colorTableAddress; //$04 pattern table base address uint8 patternTableAddress; //$05 sprite attribute table base address uint1 spriteAttributeTableMask; uint6 spriteAttributeTableAddress; //$06 sprite pattern table base address uint2 spritePatternTableMask; uint1 spritePatternTableAddress; //$07 backdrop color uint4 backdropColor; //$08 horizontal scroll offset uint8 hscroll; //$09 vertical scroll offset uint8 vscroll; //$0a line counter uint8 lineCounter; } io; }; extern VDP vdp;