PPU upgrades, move Memory to own dir
This commit is contained in:
@@ -4,12 +4,45 @@
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#include <iostream>
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#include <vector>
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#include "app/emu/mem.h"
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#include "app/emu/memory/memory.h"
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namespace yaze {
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namespace app {
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namespace emu {
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using namespace PPURegisters;
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void PPU::Update() {
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auto cycles_to_run = clock_.GetCycleCount();
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UpdateInternalState(cycles_to_run);
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// Render however many scanlines we're supposed to.
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if (current_scanline_ < visibleScanlines) {
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// Render the current scanline
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RenderScanline();
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// Increment the current scanline
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current_scanline_++;
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}
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}
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void PPU::UpdateInternalState(int cycles) {
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// Update the PPU's internal state based on the number of cycles
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cycle_count_ += cycles;
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// Check if it's time to move to the next scanline
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if (cycle_count_ >= cyclesPerScanline) {
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current_scanline_++;
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cycle_count_ -= cyclesPerScanline;
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// If we've reached the end of the frame, reset to the first scanline
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if (current_scanline_ >= totalScanlines) {
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current_scanline_ = 0;
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}
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}
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}
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void PPU::RenderScanline() {
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// Fetch the tile data from VRAM, tile map data from memory, and palette data
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// from CGRAM
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@@ -40,106 +73,65 @@ void PPU::RenderScanline() {
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// the frame buffer
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// Display the frame buffer on the screen
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DisplayFrameBuffer(); // Sends the frame buffer to the display hardware
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// (e.g., SDL2)
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DisplayFrameBuffer();
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}
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void PPU::Update() {
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auto cycles_to_run = clock_.GetCycleCount();
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UpdateInternalState(cycles_to_run);
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// Render however many scanlines we're supposed to.
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if (currentScanline < visibleScanlines) {
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// Render the current scanline
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// This involves fetching tile data, applying palette colors, handling
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// sprite spriorities, etc.
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RenderScanline();
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// Increment the current scanline
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currentScanline++;
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}
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}
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void PPU::UpdateInternalState(int cycles) {
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// Update the PPU's internal state based on the number of cycles
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cycleCount += cycles;
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// Check if it's time to move to the next scanline
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if (cycleCount >= cyclesPerScanline) {
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currentScanline++;
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cycleCount -= cyclesPerScanline;
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// If we've reached the end of the frame, reset to the first scanline
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if (currentScanline >= totalScanlines) {
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currentScanline = 0;
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void PPU::Notify(uint32_t address, uint8_t data) {
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// Handle communication in the PPU.
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if (address >= 0x2100 && address <= 0x213F) {
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// Handle register notification
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switch (address) {
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case PPURegisters::INIDISP:
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enable_forced_blanking_ = (data >> 7) & 0x01;
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break;
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case PPURegisters::BGMODE:
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// Update the PPU mode settings
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UpdateModeSettings();
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break;
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}
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}
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}
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// Reads a byte from the specified PPU register
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uint8_t PPU::ReadRegister(uint16_t address) {
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switch (address) {
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case 0x2102: // OAM Address Register (low byte)
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return oam_address_ & 0xFF;
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case 0x2103: // OAM Address Register (high byte)
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return (oam_address_ >> 8) & 0xFF;
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// ... handle other PPU registers
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default:
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// Invalid register address, return 0
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return 0;
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}
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}
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// Writes a byte to the specified PPU register
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void PPU::WriteRegister(uint16_t address, uint8_t value) {
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switch (address) {
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case 0x2102: // OAM Address Register (low byte)
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oam_address_ = (oam_address_ & 0xFF00) | value;
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break;
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case 0x2103: // OAM Address Register (high byte)
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oam_address_ = (oam_address_ & 0x00FF) | (value << 8);
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break;
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// ... handle other PPU registers
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default:
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// Invalid register address, do nothing
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break;
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}
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}
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void PPU::UpdateModeSettings() {
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// Read the PPU mode settings from the PPU registers
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uint8_t modeRegister = ReadRegister(PPURegisters::INIDISP);
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uint8_t modeRegister = memory_.ReadByte(PPURegisters::INIDISP);
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// Extract the PPU mode and other relevant settings from the register value
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BackgroundMode mode = static_cast<BackgroundMode>(
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modeRegister & 0x07); // Mode is stored in the lower 3 bits
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bool backgroundEnabled =
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(modeRegister >> 7) & 0x01; // Background enabled flag is stored in bit 7
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bool spritesEnabled =
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(modeRegister >> 6) & 0x01; // Sprites enabled flag is stored in bit 6
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// Mode is stored in the lower 3 bits
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auto mode = static_cast<BackgroundMode>(modeRegister & 0x07);
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// Update the internal mode settings based on the extracted values
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// modeSettings_.backgroundEnabled = backgroundEnabled;
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// modeSettings_.spritesEnabled = spritesEnabled;
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// Update the tilemap, tile data, and palette settings based on the selected
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// mode
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// Update the tilemap, tile data, and palette settings
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switch (mode) {
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case BackgroundMode::Mode0:
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// Mode 0: 4 background layers, all with 2bpp
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// Update the tilemap, tile data, and palette settings accordingly
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// ...
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// Mode 0: 4 layers, each 2bpp (4 colors)
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break;
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case BackgroundMode::Mode1:
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// Mode 1: 3 background layers (2 with 4bpp, 1 with 2bpp)
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// Update the tilemap, tile data, and palette settings accordingly
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// ...
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// Mode 1: 2 layers, 4bpp (16 colors), 1 layer, 2bpp (4 colors)
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break;
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// Handle other modes and update the settings accordingly
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// ...
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case BackgroundMode::Mode2:
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// Mode 2: 2 layers, 4bpp (16 colors), 1 layer for offset-per-tile
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break;
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case BackgroundMode::Mode3:
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// Mode 3: 1 layer, 8bpp (256 colors), 1 layer, 4bpp (16 colors)
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break;
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case BackgroundMode::Mode4:
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// Mode 4: 1 layer, 8bpp (256 colors), 1 layer, 2bpp (4 colors)
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break;
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case BackgroundMode::Mode5:
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// Mode 5: 1 layer, 4bpp (16 colors), 1 layer, 2bpp (4 colors) hi-res
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break;
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case BackgroundMode::Mode6:
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// Mode 6: 1 layer, 4bpp (16 colors), 1 layer for offset-per-tile, hi-res
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break;
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case BackgroundMode::Mode7:
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// Mode 7: 1 layer, 8bpp (256 colors), rotation/scaling
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break;
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default:
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// Invalid mode setting, handle the error or set default settings
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@@ -151,31 +143,108 @@ void PPU::UpdateModeSettings() {
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// Update tile data, tilemaps, sprites, and palette based on the mode settings
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UpdateTileData();
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UpdatePaletteData();
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// ...
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}
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// Internal methods to handle PPU rendering and operations
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void PPU::UpdateTileData() {
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// Fetch tile data from VRAM and store it in the internal buffer
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for (uint16_t address = 0; address < tile_data_size_; ++address) {
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tile_data_[address] = memory_.ReadByte(vram_base_address_ + address);
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}
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// Update the tilemap entries based on the fetched tile data
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for (uint16_t entryIndex = 0; entryIndex < tilemap_.entries.size();
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++entryIndex) {
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uint16_t tilemapAddress =
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tilemap_base_address_ + entryIndex * sizeof(TilemapEntry);
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// Assume ReadWord reads a 16-bit value from VRAM
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uint16_t tileData = memory_.ReadWord(tilemapAddress);
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// Extract tilemap entry attributes from the tile data
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TilemapEntry entry;
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// Tile number is stored in the lower 10 bits
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entry.tileNumber = tileData & 0x03FF;
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// Palette is stored in bits 10-12
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entry.palette = (tileData >> 10) & 0x07;
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// Priority is stored in bit 13
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entry.priority = (tileData >> 13) & 0x01;
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// Horizontal flip is stored in bit 14
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entry.hFlip = (tileData >> 14) & 0x01;
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// Vertical flip is stored in bit 15
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entry.vFlip = (tileData >> 15) & 0x01;
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tilemap_.entries[entryIndex] = entry;
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}
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// Update the sprites based on the fetched tile data
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for (uint16_t spriteIndex = 0; spriteIndex < sprites_.size(); ++spriteIndex) {
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uint16_t spriteAddress =
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oam_address_ + spriteIndex * sizeof(SpriteAttributes);
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// Assume ReadWord reads a 16-bit value from VRAM
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uint16_t spriteData = memory_.ReadWord(spriteAddress);
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// Extract sprite attributes from the sprite data
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SpriteAttributes sprite;
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sprite.x = memory_.ReadByte(spriteAddress);
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sprite.y = memory_.ReadByte(spriteAddress + 1);
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// Tile number is stored in the lower 9
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sprite.tile = spriteData & 0x01FF;
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// bits Palette is stored in bits 9-11
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sprite.palette = (spriteData >> 9) & 0x07;
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// Priority is stored in bits 12-13
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sprite.priority = (spriteData >> 12) & 0x03;
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// Horizontal flip is stored in bit 14
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sprite.hFlip = (spriteData >> 14) & 0x01;
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// Vertical flip is stored in bit 15
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sprite.vFlip = (spriteData >> 15) & 0x01;
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sprites_[spriteIndex] = sprite;
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}
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}
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void PPU::UpdateTileMapData() {}
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void PPU::RenderBackground(int layer) {
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auto bg1_tilemap_info = BGSC(0);
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auto bg1_chr_data = BGNBA(0);
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auto bg2_tilemap_info = BGSC(0);
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auto bg2_chr_data = BGNBA(0);
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auto bg3_tilemap_info = BGSC(0);
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auto bg3_chr_data = BGNBA(0);
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auto bg4_tilemap_info = BGSC(0);
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auto bg4_chr_data = BGNBA(0);
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switch (layer) {
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case 1:
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// // Render the first background layer
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// auto bg1_tilemap_info =
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// PPURegisters::BGSC(ReadVRAM(PPURegisters::BG1SC)); auto bg1_chr_data =
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// PPURegisters::BGNBA(ReadVRAM(PPURegisters::BG12NBA)); break;
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// case 2:
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// // Render the second background layer
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// auto bg2_tilemap_info =
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// PPURegisters::BGSC(ReadVRAM(PPURegisters::BG2SC)); auto bg2_chr_data =
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// PPURegisters::BGNBA(ReadVRAM(PPURegisters::BG12NBA)); break;
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// case 3:
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// // Render the third background layer
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// auto bg3_tilemap_info =
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// PPURegisters::BGSC(ReadVRAM(PPURegisters::BG3SC)); auto bg3_chr_data =
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// PPURegisters::BGNBA(ReadVRAM(PPURegisters::BG34NBA)); break;
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// case 4:
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// // Render the fourth background layer
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// auto bg4_tilemap_info =
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// PPURegisters::BGSC(ReadVRAM(PPURegisters::BG4SC)); auto bg4_chr_data =
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// PPURegisters::BGNBA(ReadVRAM(PPURegisters::BG34NBA)); break;
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// Render the first background layer
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bg1_tilemap_info = BGSC(memory_.ReadByte(BG1SC));
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bg1_chr_data = BGNBA(memory_.ReadByte(BG12NBA));
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break;
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case 2:
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// Render the second background layer
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bg2_tilemap_info = BGSC(memory_.ReadByte(BG2SC));
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bg2_chr_data = BGNBA(memory_.ReadByte(BG12NBA));
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break;
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case 3:
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// Render the third background layer
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bg3_tilemap_info = BGSC(memory_.ReadByte(BG3SC));
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bg3_chr_data = BGNBA(memory_.ReadByte(BG34NBA));
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break;
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case 4:
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// Render the fourth background layer
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bg4_tilemap_info = BGSC(memory_.ReadByte(BG4SC));
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bg4_chr_data = BGNBA(memory_.ReadByte(BG34NBA));
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break;
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default:
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// Invalid layer, do nothing
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break;
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@@ -186,83 +255,13 @@ void PPU::RenderSprites() {
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// ...
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}
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uint32_t PPU::GetPaletteColor(uint8_t colorIndex) {
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return memory_.ReadWordLong(colorIndex);
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}
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void PPU::UpdatePaletteData() {}
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uint8_t PPU::ReadVRAM(uint16_t address) {
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// ...
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}
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void PPU::ApplyEffects() {}
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void PPU::WriteVRAM(uint16_t address, uint8_t value) {
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// ...
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}
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void PPU::ComposeLayers() {}
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uint8_t PPU::ReadOAM(uint16_t address) { return memory_.ReadByte(address); }
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void PPU::WriteOAM(uint16_t address, uint8_t value) {
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// ...
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}
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uint8_t PPU::ReadCGRAM(uint16_t address) { return memory_.ReadByte(address); }
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void PPU::WriteCGRAM(uint16_t address, uint8_t value) {
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// ...
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}
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// Internal methods to handle PPU rendering and operations
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void PPU::UpdateTileData() {
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// Fetch tile data from VRAM and store it in the internal buffer
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for (uint16_t address = 0; address < tileDataSize_; ++address) {
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tileData_[address] = memory_.ReadByte(vramBaseAddress_ + address);
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}
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// Update the tilemap entries based on the fetched tile data
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for (uint16_t entryIndex = 0; entryIndex < tilemap_.entries.size();
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++entryIndex) {
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uint16_t tilemapAddress =
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tilemapBaseAddress_ + entryIndex * sizeof(TilemapEntry);
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uint16_t tileData = memory_.ReadWord(
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tilemapAddress); // Assume ReadWord reads a 16-bit value from VRAM
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// Extract tilemap entry attributes from the tile data
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TilemapEntry entry;
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entry.tileNumber =
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tileData & 0x03FF; // Tile number is stored in the lower 10 bits
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entry.palette = (tileData >> 10) & 0x07; // Palette is stored in bits 10-12
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entry.priority = (tileData >> 13) & 0x01; // Priority is stored in bit 13
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entry.hFlip =
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(tileData >> 14) & 0x01; // Horizontal flip is stored in bit 14
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entry.vFlip = (tileData >> 15) & 0x01; // Vertical flip is stored in bit 15
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tilemap_.entries[entryIndex] = entry;
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}
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// Update the sprites based on the fetched tile data
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for (uint16_t spriteIndex = 0; spriteIndex < sprites_.size(); ++spriteIndex) {
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uint16_t spriteAddress =
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oam_address_ + spriteIndex * sizeof(SpriteAttributes);
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uint16_t spriteData = memory_.ReadWord(
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spriteAddress); // Assume ReadWord reads a 16-bit value from VRAM
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// Extract sprite attributes from the sprite data
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SpriteAttributes sprite;
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sprite.x = memory_.ReadByte(spriteAddress);
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sprite.y = memory_.ReadByte(spriteAddress + 1);
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sprite.tile =
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spriteData & 0x01FF; // Tile number is stored in the lower 9 bits
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sprite.palette =
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(spriteData >> 9) & 0x07; // Palette is stored in bits 9-11
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sprite.priority =
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(spriteData >> 12) & 0x03; // Priority is stored in bits 12-13
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sprite.hFlip =
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(spriteData >> 14) & 0x01; // Horizontal flip is stored in bit 14
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sprite.vFlip =
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(spriteData >> 15) & 0x01; // Vertical flip is stored in bit 15
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sprites_[spriteIndex] = sprite;
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}
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}
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void PPU::DisplayFrameBuffer() {}
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} // namespace emu
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} // namespace app
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@@ -6,7 +6,7 @@
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#include <vector>
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#include "app/emu/clock.h"
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#include "app/emu/mem.h"
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#include "app/emu/memory/memory.h"
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namespace yaze {
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namespace app {
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@@ -640,44 +640,37 @@ class PPU : public Observer {
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// Initializes the PPU with the necessary resources and dependencies
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PPU(Memory& memory, Clock& clock) : memory_(memory), clock_(clock) {}
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// Initialize the frame buffer
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void Init() {
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// Initialize the frame buffer with a size that corresponds to the
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// screen resolution
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clock_.SetFrequency(kPpuClockSpeed);
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frame_buffer_.resize(256 * 240, 0);
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}
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void UpdateClock(double delta_time) { clock_.UpdateClock(delta_time); }
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// Resets the PPU to its initial state
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void Reset() { std::fill(frame_buffer_.begin(), frame_buffer_.end(), 0); }
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// Runs the PPU for one frame.
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void Update();
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void UpdateClock(double delta_time) { clock_.UpdateClock(delta_time); }
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void UpdateInternalState(int cycles);
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void Notify(uint32_t address, uint8_t data) override {
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// Handle communication in the PPU.
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}
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// Reads a byte from the specified PPU register
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uint8_t ReadRegister(uint16_t address);
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// Writes a byte to the specified PPU register
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void WriteRegister(uint16_t address, uint8_t value);
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// Renders a scanline of the screen
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void RenderScanline();
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void Notify(uint32_t address, uint8_t data) override;
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// Returns the pixel data for the current frame
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const std::vector<uint8_t>& GetFrameBuffer() const { return frame_buffer_; }
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private:
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// Updates internal state based on PPU register settings
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void UpdateModeSettings();
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// Internal methods to handle PPU rendering and operations
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void UpdateTileData();
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// Updates internal state based on PPU register settings
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void UpdateModeSettings();
|
||||
// Fetches the tile map data from memory and stores it in an internal buffer
|
||||
void UpdateTileMapData();
|
||||
|
||||
// Renders a background layer
|
||||
void RenderBackground(int layer);
|
||||
@@ -685,73 +678,41 @@ class PPU : public Observer {
|
||||
// Renders sprites (also known as objects)
|
||||
void RenderSprites();
|
||||
|
||||
void UpdateTileMapData() {
|
||||
// Fetches the tile map data from memory and stores it in an internal
|
||||
// buffer
|
||||
}
|
||||
// Fetches the palette data from CGRAM and stores it in an internal buffer
|
||||
void UpdatePaletteData();
|
||||
|
||||
void UpdatePaletteData() {
|
||||
// Fetches the palette data from CGRAM and stores it in an internal
|
||||
// buffer
|
||||
}
|
||||
// Applies effects to the layers based on the current mode and register
|
||||
void ApplyEffects();
|
||||
|
||||
void ApplyEffects() {
|
||||
// Applies effects to the layers based on the current mode and register
|
||||
// settings
|
||||
}
|
||||
// Combines the layers into a single image and stores it in the frame buffer
|
||||
void ComposeLayers();
|
||||
|
||||
void ComposeLayers() {
|
||||
// Combines the layers into a single image and stores it in the frame
|
||||
// buffer
|
||||
}
|
||||
|
||||
void DisplayFrameBuffer() {
|
||||
// Sends the frame buffer to the display hardware (e.g., SDL2)
|
||||
}
|
||||
|
||||
// Retrieves a pixel color from the palette
|
||||
uint32_t GetPaletteColor(uint8_t colorIndex);
|
||||
|
||||
// Handles VRAM (Video RAM) reads and writes
|
||||
uint8_t ReadVRAM(uint16_t address);
|
||||
void WriteVRAM(uint16_t address, uint8_t value);
|
||||
|
||||
// Handles OAM (Object Attribute Memory) reads and writes
|
||||
uint8_t ReadOAM(uint16_t address);
|
||||
void WriteOAM(uint16_t address, uint8_t value);
|
||||
|
||||
// Handle CGRAM (Color Palette RAM) reads and writes
|
||||
uint8_t ReadCGRAM(uint16_t address);
|
||||
void WriteCGRAM(uint16_t address, uint8_t value);
|
||||
// Sends the frame buffer to the display hardware (e.g., SDL2)
|
||||
void DisplayFrameBuffer();
|
||||
|
||||
// ===========================================================
|
||||
// Member variables to store internal PPU state and resources
|
||||
Memory& memory_;
|
||||
Clock& clock_;
|
||||
std::vector<uint8_t> frame_buffer_;
|
||||
|
||||
Tilemap tilemap_;
|
||||
BackgroundMode bg_mode_;
|
||||
std::array<BackgroundLayer, 4> bg_layers_;
|
||||
std::vector<SpriteAttributes> sprites_;
|
||||
std::vector<uint8_t> tileData_;
|
||||
std::vector<uint8_t> tile_data_;
|
||||
std::vector<uint8_t> frame_buffer_;
|
||||
|
||||
uint16_t oam_address_;
|
||||
uint16_t tileDataSize_;
|
||||
uint16_t vramBaseAddress_;
|
||||
uint16_t tilemapBaseAddress_;
|
||||
uint16_t tile_data_size_;
|
||||
uint16_t vram_base_address_;
|
||||
uint16_t tilemap_base_address_;
|
||||
|
||||
// The VRAM memory area holds tiles and tile maps.
|
||||
std::array<uint8_t, 64 * 1024> vram_;
|
||||
uint16_t screen_brightness_ = 0x00;
|
||||
|
||||
// The OAM memory area holds sprite properties.
|
||||
std::array<uint8_t, 544> oam_;
|
||||
bool enable_forced_blanking_ = false;
|
||||
|
||||
// The CGRAM memory area holds the color palette data.
|
||||
std::array<uint8_t, 512> cgram_;
|
||||
|
||||
int cycleCount = 0;
|
||||
int currentScanline = 0;
|
||||
int cycle_count_ = 0;
|
||||
int current_scanline_ = 0;
|
||||
const int cyclesPerScanline = 341; // SNES PPU has 341 cycles per scanline
|
||||
const int totalScanlines = 262; // SNES PPU has 262 scanlines per frame
|
||||
const int visibleScanlines = 224; // SNES PPU renders 224 visible scanlines
|
||||
|
||||
Reference in New Issue
Block a user