mirror of https://github.com/bsnes-emu/bsnes.git
157 lines
2.9 KiB
C++
157 lines
2.9 KiB
C++
//TI TMS9918A (derivative)
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struct VDP : Thread {
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static auto Enter() -> void;
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auto main() -> void;
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auto step(uint clocks) -> void;
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auto refresh() -> void;
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auto vlines() -> uint;
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auto vblank() -> bool;
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auto power() -> void;
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//io.cpp
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auto vcounter() -> uint8;
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auto hcounter() -> uint8;
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auto data() -> uint8;
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auto status() -> uint8;
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auto data(uint8) -> void;
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auto control(uint8) -> void;
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auto registerWrite(uint4 addr, uint8 data) -> void;
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//background.cpp
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struct Background {
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auto scanline() -> void;
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auto run() -> void;
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auto power() -> void;
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//serialization.cpp
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auto serialize(serializer&) -> void;
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struct State {
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uint x;
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uint y;
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} state;
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struct Output {
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uint4 color;
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uint1 palette;
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uint1 priority;
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} output;
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} background;
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//sprite.cpp
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struct Sprite {
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auto scanline() -> void;
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auto run() -> void;
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auto power() -> void;
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//serialization.cpp
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auto serialize(serializer&) -> void;
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struct Object {
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uint8 x;
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uint8 y;
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uint8 pattern;
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};
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struct State {
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uint x;
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uint y;
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} state;
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struct Output {
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uint4 color;
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} output;
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array<Object, 8> objects;
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} sprite;
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//serialization.cpp
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auto serialize(serializer&) -> void;
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private:
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auto palette(uint5 index) -> uint12;
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uint32 buffer[256 * 264];
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uint8 vram[0x4000];
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uint8 cram[0x40]; //MS = 0x20, GG = 0x40
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struct IO {
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uint vcounter; //vertical counter
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uint hcounter; //horizontal counter
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uint lcounter; //line counter
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//interrupt flags
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bool intLine;
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bool intFrame;
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//status flags
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bool spriteOverflow;
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bool spriteCollision;
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uint5 fifthSprite;
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//latches
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bool controlLatch;
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uint16 controlData;
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uint2 code;
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uint14 address;
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uint8 vramLatch;
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//$00 mode control 1
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bool externalSync;
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bool extendedHeight;
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bool mode4;
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bool spriteShift;
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bool lineInterrupts;
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bool leftClip;
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bool horizontalScrollLock;
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bool verticalScrollLock;
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//$01 mode control 2
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bool spriteDouble;
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bool spriteTile;
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bool lines240;
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bool lines224;
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bool frameInterrupts;
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bool displayEnable;
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//$02 name table base address
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uint1 nameTableMask;
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uint3 nameTableAddress;
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//$03 color table base address
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uint8 colorTableAddress;
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//$04 pattern table base address
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uint8 patternTableAddress;
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//$05 sprite attribute table base address
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uint1 spriteAttributeTableMask;
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uint6 spriteAttributeTableAddress;
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//$06 sprite pattern table base address
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uint2 spritePatternTableMask;
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uint1 spritePatternTableAddress;
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//$07 backdrop color
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uint4 backdropColor;
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//$08 horizontal scroll offset
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uint8 hscroll;
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//$09 vertical scroll offset
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uint8 vscroll;
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//$0a line counter
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uint8 lineCounter;
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} io;
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};
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extern VDP vdp;
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