Refactor Emulator and Snes classes for improved memory access
- Updated Emulator class to remove inheritance from SharedRom and streamline ROM handling. - Refactored memory access methods in Emulator and Snes classes to use consistent naming conventions. - Enhanced DungeonObjectRenderer to utilize the updated Snes class for CPU and memory operations, improving clarity and maintainability. - Cleaned up unnecessary comments and improved code formatting for better readability.
This commit is contained in:
@@ -1,5 +1,7 @@
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#include "app/zelda3/dungeon/object_renderer.h"
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#include "app/gfx/arena.h"
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namespace yaze {
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namespace zelda3 {
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@@ -8,8 +10,7 @@ void DungeonObjectRenderer::LoadObject(uint32_t routine_ptr,
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vram_.sheets = sheet_ids;
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rom_data_ = rom()->vector();
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// Prepare the CPU and memory environment
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memory_.Initialize(rom_data_);
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snes_.memory().Initialize(rom_data_);
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// Configure the object based on the fetched information
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ConfigureObject();
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@@ -19,16 +20,16 @@ void DungeonObjectRenderer::LoadObject(uint32_t routine_ptr,
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}
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void DungeonObjectRenderer::ConfigureObject() {
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cpu.A = 0x03D8;
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cpu.X = 0x03D8;
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cpu.DB = 0x7E;
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snes_.cpu().A = 0x03D8;
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snes_.cpu().X = 0x03D8;
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snes_.cpu().DB = 0x7E;
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// VRAM target destinations
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cpu.WriteLong(0xBF, 0x7E2000);
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cpu.WriteLong(0xCB, 0x7E2080);
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cpu.WriteLong(0xC2, 0x7E2002);
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cpu.WriteLong(0xCE, 0x7E2082);
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cpu.SetAccumulatorSize(false);
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cpu.SetIndexSize(false);
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snes_.cpu().WriteLong(0xBF, 0x7E2000);
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snes_.cpu().WriteLong(0xCB, 0x7E2080);
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snes_.cpu().WriteLong(0xC2, 0x7E2002);
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snes_.cpu().WriteLong(0xCE, 0x7E2082);
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snes_.cpu().SetAccumulatorSize(false);
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snes_.cpu().SetIndexSize(false);
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}
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/**
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@@ -59,15 +60,15 @@ void DungeonObjectRenderer::ConfigureObject() {
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#_0198AD: RTS
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*/
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void DungeonObjectRenderer::RenderObject(uint32_t routine_ptr) {
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cpu.PB = 0x01;
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cpu.PC = routine_ptr;
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snes_.cpu().PB = 0x01;
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snes_.cpu().PC = routine_ptr;
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// Set up initial state for object drawing
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cpu.Y = 0; // Start at the beginning of the tilemap
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cpu.D = 0x7E; // Direct page register for memory access
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snes_.cpu().Y = 0; // Start at the beginning of the tilemap
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snes_.cpu().D = 0x7E; // Direct page register for memory access
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// Push return address to stack
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cpu.PushLong(0x01 << 16 | 0xFFFF); // Push a dummy return address
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snes_.cpu().PushLong(0x01 << 16 | 0xFFFF); // Push a dummy return address
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// Set up a maximum instruction count to prevent infinite loops
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const int MAX_INSTRUCTIONS = 10000;
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@@ -75,17 +76,18 @@ void DungeonObjectRenderer::RenderObject(uint32_t routine_ptr) {
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// Execute instructions until we hit a return instruction or max count
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while (instruction_count < MAX_INSTRUCTIONS) {
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uint8_t opcode = cpu.ReadByte(cpu.PB << 16 | cpu.PC);
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uint8_t opcode =
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snes_.cpu().ReadByte(snes_.cpu().PB << 16 | snes_.cpu().PC);
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// Check for RTS (Return from Subroutine) instruction
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if (opcode == 0x60) {
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// Execute the RTS instruction
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cpu.ExecuteInstruction(opcode);
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snes_.cpu().ExecuteInstruction(opcode);
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break; // Exit the loop after RTS
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}
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// Execute the instruction
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cpu.ExecuteInstruction(opcode);
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snes_.cpu().ExecuteInstruction(opcode);
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instruction_count++;
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}
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@@ -108,7 +110,7 @@ void DungeonObjectRenderer::UpdateObjectBitmap() {
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// Iterate over tilemap in memory to read tile IDs
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for (int tile_index = 0; tile_index < 512; tile_index++) {
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// Read the tile ID from memory
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uint16_t tile_id = memory_.ReadWord(0x7E2000 + tile_index * 2);
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uint16_t tile_id = snes_.memory().ReadWord(0x7E2000 + tile_index * 2);
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// Skip empty tiles (0x0000)
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if (tile_id == 0) continue;
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@@ -128,8 +130,8 @@ void DungeonObjectRenderer::UpdateObjectBitmap() {
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int tile_y = (tile_index / 32) * 8;
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// Get the graphics sheet
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auto& sheet = GraphicsSheetManager::GetInstance().mutable_gfx_sheets()->at(
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vram_.sheets[sheet_number]);
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auto& sheet =
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gfx::Arena::Get().mutable_gfx_sheets()->at(vram_.sheets[sheet_number]);
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// Calculate the offset in the tilemap
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int tilemap_offset = tile_y * 256 + tile_x;
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@@ -137,19 +139,6 @@ void DungeonObjectRenderer::UpdateObjectBitmap() {
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// Copy the tile from the graphics sheet to the tilemap
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sheet.Get8x8Tile(tile_id % 32, 0, 0, tilemap_, tilemap_offset);
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}
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// Create the bitmap from the tilemap
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bitmap_.Create(256, 256, 8, tilemap_);
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}
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void DungeonObjectRenderer::SetPalette(const gfx::SnesPalette& palette,
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size_t transparent_index) {
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// Apply the palette to the bitmap
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bitmap_.SetPaletteWithTransparent(palette, transparent_index);
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// Store the palette in the VRAM structure for future reference
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vram_.palettes.clear();
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vram_.palettes.push_back(palette);
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}
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} // namespace zelda3
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@@ -1,9 +1,7 @@
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#include <cstdint>
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#include <vector>
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#include "app/emu/cpu/cpu.h"
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#include "app/emu/memory/memory.h"
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#include "app/emu/video/ppu.h"
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#include "app/emu/snes.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/rom.h"
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@@ -14,80 +12,55 @@ namespace zelda3 {
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/**
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* @struct PseudoVram
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* @brief Simulates the SNES VRAM for object rendering
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*
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*
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* This structure holds the sheet IDs and palettes needed for rendering
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* dungeon objects in Link to the Past.
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*/
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struct PseudoVram {
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std::array<uint8_t, 16> sheets = { 0 };
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std::array<uint8_t, 16> sheets = {0};
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std::vector<gfx::SnesPalette> palettes;
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};
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/**
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* @class DungeonObjectRenderer
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* @brief Renders dungeon objects from Link to the Past
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*
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*
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* This class uses the emulator subsystem to simulate the SNES CPU
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* drawing routines for dungeon objects. It captures the tile data
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* written to memory and renders it to a bitmap.
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*/
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class DungeonObjectRenderer : public SharedRom {
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class DungeonObjectRenderer {
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public:
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DungeonObjectRenderer() = default;
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/**
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* @brief Loads and renders a dungeon object
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*
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*
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* @param routine_ptr Pointer to the drawing routine in ROM
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* @param sheet_ids Array of graphics sheet IDs used by the object
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*/
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void LoadObject(uint32_t routine_ptr, std::array<uint8_t, 16>& sheet_ids);
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/**
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* @brief Configures the CPU state for object rendering
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*/
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void ConfigureObject();
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/**
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* @brief Executes the object drawing routine
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*
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*
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* @param routine_ptr Pointer to the drawing routine in ROM
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*/
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void RenderObject(uint32_t routine_ptr);
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/**
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* @brief Updates the bitmap with the rendered object
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*/
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void UpdateObjectBitmap();
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/**
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* @brief Sets the palette for the rendered object
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*
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* @param palette The palette to use for the object
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* @param transparent_index Index of the transparent color (default: 0)
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*/
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void SetPalette(const gfx::SnesPalette& palette, size_t transparent_index = 0);
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/**
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* @brief Gets the rendered bitmap
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*
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* @return gfx::Bitmap* Pointer to the bitmap
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*/
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gfx::Bitmap* bitmap() { return &bitmap_; }
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/**
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* @brief Gets the memory implementation
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*
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* @return Memory implementation
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*/
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auto memory() { return memory_; }
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/**
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* @brief Gets a mutable pointer to the memory implementation
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*
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* @return Mutable pointer to the memory implementation
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*/
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auto mutable_memory() { return &memory_; }
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auto mutable_memory() { return &tilemap_; }
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auto rom() { return rom_; }
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auto mutable_rom() { return &rom_; }
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private:
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std::vector<uint8_t> tilemap_;
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@@ -95,11 +68,8 @@ class DungeonObjectRenderer : public SharedRom {
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PseudoVram vram_;
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emu::MemoryImpl memory_;
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emu::CpuCallbacks cpu_callbacks_;
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emu::Ppu ppu{memory_};
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emu::Cpu cpu{memory_, cpu_callbacks_};
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Rom* rom_;
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emu::Snes snes_;
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gfx::Bitmap bitmap_;
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};
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