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Emulator.cpp
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Emulator.cpp
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#include "Emulator.h"
#include "GBUtil.h"
void Emulator::InitState()
{
//Set initial register values
m_ProgramCounter = 0x100;
m_RegisterAF.reg = 0x01B0;
m_RegisterBC.reg = 0x0013;
m_RegisterDE.reg = 0x00D8;
m_RegisterHL.reg = 0x014D;
m_StackPointer.reg = 0xFFFE;
//Zero out the rom data
std::memset(m_Rom, 0, sizeof m_Rom);
//Set initial rom program
m_Rom[0xFF05] = 0x00;
m_Rom[0xFF06] = 0x00;
m_Rom[0xFF07] = 0x00;
m_Rom[0xFF10] = 0x80;
m_Rom[0xFF11] = 0xBF;
m_Rom[0xFF12] = 0xF3;
m_Rom[0xFF14] = 0xBF;
m_Rom[0xFF16] = 0x3F;
m_Rom[0xFF17] = 0x00;
m_Rom[0xFF19] = 0xBF;
m_Rom[0xFF1A] = 0x7F;
m_Rom[0xFF1B] = 0xFF;
m_Rom[0xFF1C] = 0x9F;
m_Rom[0xFF1E] = 0xBF;
m_Rom[0xFF20] = 0xFF;
m_Rom[0xFF21] = 0x00;
m_Rom[0xFF22] = 0x00;
m_Rom[0xFF23] = 0xBF;
m_Rom[0xFF24] = 0x77;
m_Rom[0xFF25] = 0xF3;
m_Rom[0xFF26] = 0xF1;
m_Rom[0xFF40] = 0x91;
m_Rom[0xFF42] = 0x00;
m_Rom[0xFF43] = 0x00;
m_Rom[0xFF45] = 0x00;
m_Rom[0xFF47] = 0xFC;
m_Rom[0xFF48] = 0xFF;
m_Rom[0xFF49] = 0xFF;
m_Rom[0xFF4A] = 0x00;
m_Rom[0xFF4B] = 0x00;
m_Rom[0xFFFF] = 0x00;
//Clear the screen data
ClearScreenData();
std::memset(&m_CartridgeMemory, 0, sizeof(m_CartridgeMemory));
image.create(160, 144);
t.create(160, 144);
}
void Emulator::ClearScreenData()
{
memset(m_ScreenData, 0, sizeof m_ScreenData);
}
Emulator::Emulator(sf::RenderWindow& window)
: window(window)
{
InitState();
}
int Emulator::ExecuteNextOpcode()
{
return 1;
}
void Emulator::UpdateTimers(int cycles)
{
DoDividerRegister(cycles);
// the clock must be enabled to update the clock
if (IsClockEnabled())
{
m_TimerCounter -= cycles;
// enough cpu clock cycles have happened to update the timer
if (m_TimerCounter <= 0)
{
// reset m_TimerTracer to the correct value
SetClockFreq();
// timer about to overflow
if (ReadMemory(TIMA) == 255)
{
WriteMemory(TIMA, ReadMemory(TMA));
RequestInterupt(2);
}
else
{
WriteMemory(TIMA, ReadMemory(TIMA) + 1);
}
}
}
}
bool Emulator::IsClockEnabled() const
{
return TestBit(ReadMemory(TMC), 2) ? true : false;
}
// remember the clock frequency is a combination of bit 1 and 0 of TMC
BYTE Emulator::GetClockFreq() const
{
return ReadMemory(TMC) & 0x3;
}
void Emulator::SetClockFreq()
{
BYTE freq = GetClockFreq();
switch (freq)
{
case 0: m_TimerCounter = 1024; break; // freq 4096
case 1: m_TimerCounter = 16; break;// freq 262144
case 2: m_TimerCounter = 64; break;// freq 65536
case 3: m_TimerCounter = 256; break;// freq 16382
}
}
void Emulator::DoDividerRegister(int cycles)
{
//m_DividerRegister += cycles;
m_Rom[0xFF04] += cycles;
if (m_DividerCounter >= 255)
{
m_DividerCounter = 0;
m_Rom[0xFF04]++;
}
}
void Emulator::UpdateGraphics(int cycles)
{
SetLCDStatus();
if (IsLCDEnabled())
m_ScanlineCounter -= cycles;
else
return;
if (m_ScanlineCounter <= 0)
{
// time to move onto next scanline
m_Rom[0xFF44]++;
BYTE currentline = ReadMemory(0xFF44);
m_ScanlineCounter = 456;
// we have entered vertical blank period
if (currentline == 144)
RequestInterupt(0);
// if gone past scanline 153 reset to 0
else if (currentline > 153)
m_Rom[0xFF44] = 0;
// draw the current scanline
else if (currentline < 144)
DrawScanLine();
}
}
void Emulator::SetLCDStatus()
{
BYTE status = ReadMemory(0xFF41);
if (false == IsLCDEnabled())
{
// set the mode to 1 during lcd disabled and reset scanline
m_ScanlineCounter = 456;
m_Rom[0xFF44] = 0;
status &= 252;
status = BitSet(status, 0);
WriteMemory(0xFF41, status);
return;
}
BYTE currentline = ReadMemory(0xFF44);
BYTE currentmode = status & 0x3;
BYTE mode = 0;
bool reqInt = false;
// in vblank so set mode to 1
if (currentline >= 144)
{
mode = 1;
status = BitSet(status, 0);
status = BitReset(status, 1);
reqInt = TestBit(status, 4);
}
else
{
int mode2bounds = 456 - 80;
int mode3bounds = mode2bounds - 172;
// mode 2
if (m_ScanlineCounter >= mode2bounds)
{
mode = 2;
status = BitSet(status, 1);
status = BitReset(status, 0);
reqInt = TestBit(status, 5);
}
// mode 3
else if (m_ScanlineCounter >= mode3bounds)
{
mode = 3;
status = BitSet(status, 1);
status = BitSet(status, 0);
}
// mode 0
else
{
mode = 0;
status = BitReset(status, 1);
status = BitReset(status, 0);
reqInt = TestBit(status, 3);
}
}
// just entered a new mode so request interupt
if (reqInt && (mode != currentmode))
RequestInterupt(1);
// check the conincidence flag
if (ReadMemory(0xFF44) == ReadMemory(0xFF45))
{
status = BitSet(status, 2);
if (TestBit(status, 6))
RequestInterupt(1);
}
else
{
status = BitReset(status, 2);
}
WriteMemory(0xFF41, status);
}
bool Emulator::IsLCDEnabled() const
{
return TestBit(ReadMemory(0xFF40), 7);
}
void Emulator::DrawScanLine()
{
lcdControl = ReadMemory(0xFF40);
if (TestBit(lcdControl, 0))
RenderTiles();
if (TestBit(lcdControl, 1))
RenderSprites();
}
void Emulator::RenderTiles()
{
WORD tileData = 0;
WORD backgroundMemory = 0;
bool unsig = true;
// where to draw the visual area and the window
BYTE scrollY = ReadMemory(0xFF42);
BYTE scrollX = ReadMemory(0xFF43);
BYTE windowY = ReadMemory(0xFF4A);
BYTE windowX = ReadMemory(0xFF4B) - 7;
bool usingWindow = false;
// is the window enabled?
if (TestBit(lcdControl, 5))
{
// is the current scanline we're drawing
// within the windows Y pos?,
if (windowY <= ReadMemory(0xFF44))
usingWindow = true;
}
// which tile data are we using?
if (TestBit(lcdControl, 4))
{
tileData = 0x8000;
}
else
{
// IMPORTANT: This memory region uses signed
// bytes as tile identifiers
tileData = 0x8800;
unsig = false;
}
// which background mem?
if (false == usingWindow)
{
if (TestBit(lcdControl, 3))
backgroundMemory = 0x9C00;
else
backgroundMemory = 0x9800;
}
else
{
// which window memory?
if (TestBit(lcdControl, 6))
backgroundMemory = 0x9C00;
else
backgroundMemory = 0x9800;
}
BYTE yPos = 0;
// yPos is used to calculate which of 32 vertical tiles the
// current scanline is drawing
if (!usingWindow)
yPos = scrollY + ReadMemory(0xFF44);
else
yPos = ReadMemory(0xFF44) - windowY;
// which of the 8 vertical pixels of the current
// tile is the scanline on?
WORD tileRow = (((BYTE)(yPos / 8)) * 32);
// time to start drawing the 160 horizontal pixels
// for this scanline
for (int pixel = 0; pixel < 160; pixel++)
{
BYTE xPos = pixel + scrollX;
// translate the current x pos to window space if necessary
if (usingWindow)
{
if (pixel >= windowX)
{
xPos = pixel - windowX;
}
}
// which of the 32 horizontal tiles does this xPos fall within?
WORD tileCol = (xPos / 8);
SIGNED_WORD tileNum;
// get the tile identity number. Remember it can be signed
// or unsigned
WORD tileAddrss = backgroundMemory + tileRow + tileCol;
if (unsig)
tileNum = (BYTE)ReadMemory(tileAddrss);
else
tileNum = (SIGNED_BYTE)ReadMemory(tileAddrss);
// deduce where this tile identifier is in memory. Remember i
// shown this algorithm earlier
WORD tileLocation = tileData;
if (unsig)
tileLocation += (tileNum * 16);
else
tileLocation += ((tileNum + 128) * 16);
// find the correct vertical line we're on of the
// tile to get the tile data
//from in memory
BYTE line = yPos % 8;
line *= 2; // each vertical line takes up two bytes of memory
BYTE data1 = ReadMemory(tileLocation + line);
BYTE data2 = ReadMemory(tileLocation + line + 1);
// pixel 0 in the tile is it 7 of data 1 and data2.
// Pixel 1 is bit 6 etc..
int colorBit = xPos % 8;
colorBit -= 7;
colorBit *= -1;
// combine data 2 and data 1 to get the color id for this pixel
// in the tile
int colorNum = BitGetVal(data2, colorBit);
colorNum <<= 1;
colorNum |= BitGetVal(data1, colorBit);
// now we have the color id get the actual
// color from palette 0xFF47
COLOR col = GetColor(colorNum, 0xFF47);
int red = 0;
int green = 0;
int blue = 0;
// setup the RGB values
switch (col)
{
case WHITE: red = 255; green = 255; blue = 255; break;
case LIGHT_GRAY:red = 0xCC; green = 0xCC; blue = 0xCC; break;
case DARK_GRAY: red = 0x77; green = 0x77; blue = 0x77; break;
}
int finaly = ReadMemory(0xFF44);
// safety check to make sure what im about
// to set is int the 160x144 bounds
if ((finaly < 0) || (finaly > 143) || (pixel < 0) || (pixel > 159))
{
continue;
}
m_ScreenData[pixel][finaly][0] = red;
m_ScreenData[pixel][finaly][1] = green;
m_ScreenData[pixel][finaly][2] = blue;
}
}
void Emulator::RenderSprites()
{
bool use8x16 = false;
if (TestBit(lcdControl, 2))
use8x16 = true;
for (int sprite = 0; sprite < 40; sprite++)
{
// sprite occupies 4 bytes in the sprite attributes table
BYTE index = sprite * 4;
BYTE yPos = ReadMemory(0xFE00 + index) - 16;
BYTE xPos = ReadMemory(0xFE00 + index + 1) - 8;
BYTE tileLocation = ReadMemory(0xFE00 + index + 2);
BYTE attributes = ReadMemory(0xFE00 + index + 3);
bool yFlip = TestBit(attributes, 6);
bool xFlip = TestBit(attributes, 5);
int scanline = ReadMemory(0xFF44);
int ysize = 8;
if (use8x16)
ysize = 16;
// does this sprite intercept with the scanline?
if ((scanline >= yPos) && (scanline < (yPos + ysize)))
{
int line = scanline - yPos;
// read the sprite in backwards in the y axis
if (yFlip)
{
line -= ysize;
line *= -1;
}
line *= 2; // same as for tiles
WORD dataAddress = (0x8000 + (tileLocation * 16)) + line;
BYTE data1 = ReadMemory(dataAddress);
BYTE data2 = ReadMemory(dataAddress + 1);
// its easier to read in from right to left as pixel 0 is
// bit 7 in the color data, pixel 1 is bit 6 etc...
for (int tilePixel = 7; tilePixel >= 0; tilePixel--)
{
int colorbit = tilePixel;
// read the sprite in backwards for the x axis
if (xFlip)
{
colorbit -= 7;
colorbit *= -1;
}
// the rest is the same as for tiles
int colorNum = BitGetVal(data2, colorbit);
colorNum <<= 1;
colorNum |= BitGetVal(data1, colorbit);
WORD colorAddress = TestBit(attributes, 4) ? 0xFF49 : 0xFF48;
COLOR col = GetColor(colorNum, colorAddress);
// white is transparent for sprites.
if (col == WHITE)
continue;
int red = 0;
int green = 0;
int blue = 0;
switch (col)
{
case WHITE: red = 255; green = 255; blue = 255; break;
case LIGHT_GRAY:red = 0xCC; green = 0xCC; blue = 0xCC; break;
case DARK_GRAY:red = 0x77; green = 0x77; blue = 0x77; break;
}
int xPix = 0 - tilePixel;
xPix += 7;
int pixel = xPos + xPix;
// sanity check
if ((scanline < 0) || (scanline > 143) || (pixel < 0) || (pixel > 159))
{
continue;
}
m_ScreenData[pixel][scanline][0] = red;
m_ScreenData[pixel][scanline][1] = green;
m_ScreenData[pixel][scanline][2] = blue;
}
}
}
}
COLOR Emulator::GetColor(BYTE colorNum, WORD address) const
{
COLOR res = WHITE;
BYTE palette = ReadMemory(address);
int hi = 0;
int lo = 0;
// which bits of the color palette does the color id map to?
switch (colorNum)
{
case 0: hi = 1; lo = 0; break;
case 1: hi = 3; lo = 2; break;
case 2: hi = 5; lo = 4; break;
case 3: hi = 7; lo = 6; break;
}
// use the palette to get the color
int color = 0;
color = BitGetVal(palette, hi) << 1;
color |= BitGetVal(palette, lo);
// convert the game color to emulator color
switch (color)
{
case 0: res = WHITE; break;
case 1: res = LIGHT_GRAY; break;
case 2: res = DARK_GRAY; break;
case 3: res = BLACK; break;
}
return res;
}
void Emulator::DoInterupts()
{
if (m_InteruptMaster == true)
{
BYTE req = ReadMemory(0xFF0F);
BYTE enabled = ReadMemory(0xFFFF);
if (req > 0)
{
for (int i = 0; i < 5; i++)
{
if (TestBit(req, i) == true)
{
if (TestBit(enabled, i))
ServiceInterupt(i);
}
}
}
}
}
void Emulator::RequestInterupt(int id)
{
BYTE req = ReadMemory(0xFF0F);
req = BitSet(req, id);
WriteMemory(0xFF0F, id);
}
void Emulator::ServiceInterupt(int interupt)
{
m_InteruptMaster = false;
BYTE req = ReadMemory(0xFF0F);
req = BitReset(req, interupt);
WriteMemory(0xFF0F, req);
/// we must save the current execution address by pushing it onto the stack
PushWordOntoStack(m_ProgramCounter);
m_WaitForInterupt = false;
switch (interupt)
{
case 0: m_ProgramCounter = 0x40; break;
case 1: m_ProgramCounter = 0x48; break;
case 2: m_ProgramCounter = 0x50; break;
case 4: m_ProgramCounter = 0x60; m_WaitForJoypad = false; break;
}
}
void Emulator::PushWordOntoStack(WORD word)
{
m_StackPointer.reg--;
WriteMemory(m_StackPointer.reg, (BYTE)(word >> 8));
m_StackPointer.reg--;
WriteMemory(m_StackPointer.reg, (BYTE)(word & 0xFF));
}
WORD Emulator::PopWordOffStack()
{
WORD word = ((WORD)ReadMemory(m_StackPointer.reg));
m_StackPointer.reg++;
word |= ((WORD)ReadMemory(m_StackPointer.reg) << 8);
m_StackPointer.reg++;
return word;
}
void Emulator::LoadCart(const char* path)
{
FILE* f;
f = fopen(path, "rb");
fread(m_CartridgeMemory, 1, 0x200000, f);
fclose(f);
m_MBC1 = false;
m_MBC2 = false;
switch (m_CartridgeMemory[0x147])
{
case 1: m_MBC1 = true; break;
case 2: m_MBC1 = true; break;
case 3: m_MBC1 = true; break;
case 5: m_MBC2 = true; break;
case 6: m_MBC2 = true; break;
default: break;
}
memset(&m_RAMBanks, 0, sizeof(m_RAMBanks));
m_CurrentRAMBank = 0;
//Copy first 0x8000 bytes to ROM
memcpy(m_Rom, m_CartridgeMemory, 0x8000);
}
void Emulator::WriteMemory(WORD address, BYTE data)
{
if (address < 0x8000)
{
HandleBanking(address, data);
}
else if ((address >= 0xA000) && (address < 0xC000))
{
if (m_EnableRAM)
{
WORD newAddress = address - 0xA000;
m_RAMBanks[newAddress + (m_CurrentRAMBank * 0x2000)] = data;
}
}
// writing to ECHO ram also writes in RAM
else if ((address >= 0xE000) && (address < 0xFE00))
{
m_Rom[address] = data;
WriteMemory(address - 0x2000, data);
}
// this area is restricted
else if ((address >= 0xFEA0) && (address < 0xFEFF))
{
}
else if (TMC == address)
{
BYTE currentfreq = GetClockFreq();
m_Rom[TMC] = data;
BYTE newfreq = GetClockFreq();
if (currentfreq != newfreq)
{
SetClockFreq();
}
}
//trap the divider register
else if (0xFF04 == address)
m_Rom[0xFF04] = 0;
// reset the current scanline if the game tries to write to it
else if (address == 0xFF44)
{
m_Rom[address] = 0;
}
else if (address == 0xFF46)
{
DoDMATransfer(data);
}
// no control needed over this area so write to memory
else
{
m_Rom[address] = data;
}
}
void Emulator::WriteWord(WORD address, WORD data)
{
WriteMemory(address + 1, data >> 8);
WriteMemory(address, data & 0xFF);
}
BYTE Emulator::ReadMemory(WORD address) const
{
// are we reading from the rom memory bank?
if ((address >= 0x4000) && (address <= 0x7FFF))
{
WORD newAddress = address - 0x4000;
return m_CartridgeMemory[newAddress + (m_CurrentROMBank * 0x4000)];
}
// are we reading from ram memory bank?
else if ((address >= 0xA000) && (address <= 0xBFFF))
{
WORD newAddress = address - 0xA000;
return m_RAMBanks[newAddress + (m_CurrentRAMBank * 0x2000)];
}
else if (0xFF00 == address)
return GetJoypadState();
return m_Rom[address];
}
WORD Emulator::ReadWord() const
{
BYTE a = ReadMemory(m_ProgramCounter + 1);
BYTE b = ReadMemory(m_ProgramCounter);
return ((WORD)a << 8) | b;
}
void Emulator::HandleBanking(WORD address, BYTE data)
{
// do RAM enabling
if (address < 0x2000)
{
if (m_MBC1 || m_MBC2)
{
DoRAMBankEnable(address, data);
}
}
// do ROM bank change
else if ((address >= 0x200) && (address < 0x4000))
{
if (m_MBC1 || m_MBC2)
{
DoChangeLoROMBank(data);
}
}
// do ROM or RAM bank change
else if ((address >= 0x4000) && (address < 0x6000))
{
// there is no rambank in mbc2 so always use rambank 0
if (m_MBC1)
{
if (m_ROMBanking)
{
DoChangeHiRomBank(data);
}
else
{
DoRAMBankChange(data);
}
}
}
// this will change whether we are doing ROM banking
// or RAM banking with the above if statement
else if ((address >= 0x6000) && (address < 0x8000))
{
if (m_MBC1)
DoChangeROMRAMMode(data);
}
}
void Emulator::DoRAMBankEnable(WORD address, BYTE data)
{
if (m_MBC2)
{
if (TestBit(address, 4) == 1) return;
}
BYTE testData = data & 0xF;
if (testData == 0xA)
m_EnableRAM = true;
else if (testData == 0x0)
m_EnableRAM = false;
}
void Emulator::DoChangeLoROMBank(BYTE data)
{
if (m_MBC2)
{
m_CurrentROMBank = data & 0xF;
if (m_CurrentROMBank == 0) m_CurrentROMBank++;
return;
}
const BYTE lower5 = data & 31;
m_CurrentROMBank &= 224; // turn off the lower 5
m_CurrentROMBank |= lower5;
if (m_CurrentROMBank == 0) m_CurrentROMBank++;
}
void Emulator::DoChangeHiRomBank(BYTE data)
{
// turn off the upper 3 bits of the current rom
m_CurrentROMBank &= 31;
// turn off the lower 5 bits of the data
data &= 224;
m_CurrentROMBank |= data;
if (m_CurrentROMBank == 0) m_CurrentROMBank++;
}
void Emulator::DoRAMBankChange(BYTE data)
{
m_CurrentRAMBank = data & 0x3;
}
void Emulator::DoChangeROMRAMMode(BYTE data)
{
BYTE newData = data & 0x1;
m_ROMBanking = (newData == 0) ? true : false;
if (m_ROMBanking)
m_CurrentRAMBank = 0;
}
void Emulator::DoDMATransfer(BYTE data)
{
WORD address = data << 8; // source address is data * 100
for (int i = 0; i < 0xA0; i++)
{
WriteMemory(0xFE00 + i, ReadMemory(address + i));
}
}
void Emulator::KeyPressed(int key)
{
bool previouslyUnset = false;
// if setting from 1 to 0 we may have to request an interupt
if (TestBit(m_JoypadState, key) == false)
previouslyUnset = true;
// remember if a keypressed its bit is 0 not 1
m_JoypadState = BitReset(m_JoypadState, key);
// button pressed
bool button = true;
// is this a standard button or a directional button?
if (key > 3)
button = true;
else // directional button pressed
button = false;
BYTE keyReq = m_Rom[0xFF00];
bool requestInterupt = false;
// only request interupt if the button just pressed is
// the style of button the game is interested in
if (button && !TestBit(keyReq, 5))
requestInterupt = true;
// same as above but for directional button
else if (!button && !TestBit(keyReq, 4))
requestInterupt = true;
// request interupt
if (requestInterupt && !previouslyUnset)
RequestInterupt(4);
}
void Emulator::KeyReleased(int key)
{
m_JoypadState = BitSet(m_JoypadState, key);
}
BYTE Emulator::GetJoypadState() const
{
BYTE res = m_Rom[0xFF00];
// flip all the bits
res ^= 0xFF;
// are we interested in the standard buttons?
if (!TestBit(res, 4))
{
BYTE topJoypad = m_JoypadState >> 4;
topJoypad |= 0xF0; // turn the top 4 bits on
res &= topJoypad; // show what buttons are pressed
}
else if (!TestBit(res, 5))//directional buttons
{
BYTE bottomJoypad = m_JoypadState & 0xF;
bottomJoypad |= 0xF0;
res &= bottomJoypad;
}
return res;
}
void Emulator::Update()
{
const int MAXCYCLES = 69905;
int cyclesThisUpdate = 0;
while (cyclesThisUpdate < MAXCYCLES)
{
int cycles = ExecuteNextOpcode();
cyclesThisUpdate += cycles;
UpdateTimers(cycles);
UpdateGraphics(cycles);
DoInterupts();
}
RenderScreen();
}
void Emulator::RenderScreen()
{
for(int xx = 0; xx < 160; xx++)
for (int yy = 0; yy < 144; yy++) {
image.setPixel(xx, yy, sf::Color(m_ScreenData[xx][yy][0], m_ScreenData[xx][yy][1], m_ScreenData[xx][yy][2]));
}
t.update(image);
sf::Sprite s(t);
window.draw(s);
}