Add DMA and SNES Init, VBlank, NMI, etc

This commit is contained in:
scawful
2023-08-20 11:48:51 -04:00
parent 51ff47cb4d
commit bc7accfe9e
2 changed files with 281 additions and 15 deletions

View File

@@ -1,7 +1,9 @@
#include "snes.h"
#include <cstdint>
#include <memory>
#include <string>
#include <thread>
#include "app/emu/apu.h"
#include "app/emu/cpu.h"
@@ -12,8 +14,73 @@ namespace yaze {
namespace app {
namespace emu {
void DMA::StartDMATransfer(uint8_t channelMask) {
for (int i = 0; i < 8; ++i) {
if ((channelMask & (1 << i)) != 0) {
Channel& ch = channels[i];
// Validate channel parameters (e.g., DMAPn, BBADn, A1Tn, DASn)
// ...
// Determine the transfer direction based on the DMAPn register
bool fromMemory = (ch.DMAPn & 0x80) != 0;
// Determine the transfer size based on the DMAPn register
bool transferTwoBytes = (ch.DMAPn & 0x40) != 0;
// Perform the DMA transfer based on the channel parameters
std::cout << "Starting DMA transfer for channel " << i << std::endl;
for (uint16_t j = 0; j < ch.DASn; ++j) {
// Read a byte or two bytes from memory based on the transfer size
// ...
// Write the data to the B-bus address (BBADn) if transferring from
// memory
// ...
// Update the A1Tn register based on the transfer direction
if (fromMemory) {
ch.A1Tn += transferTwoBytes ? 2 : 1;
} else {
ch.A1Tn -= transferTwoBytes ? 2 : 1;
}
}
// Update the channel registers after the transfer (e.g., A1Tn, DASn)
// ...
}
}
MDMAEN = channelMask; // Set the MDMAEN register to the channel mask
}
void DMA::EnableHDMATransfers(uint8_t channelMask) {
for (int i = 0; i < 8; ++i) {
if ((channelMask & (1 << i)) != 0) {
Channel& ch = channels[i];
// Validate channel parameters (e.g., DMAPn, BBADn, A1Tn, A2An, NLTRn)
// ...
// Perform the HDMA setup based on the channel parameters
std::cout << "Enabling HDMA transfer for channel " << i << std::endl;
// Read the HDMA table from memory starting at A1Tn
// ...
// Update the A2An register based on the HDMA table
// ...
// Update the NLTRn register based on the HDMA table
// ...
}
}
HDMAEN = channelMask; // Set the HDMAEN register to the channel mask
}
void SNES::Init(ROM& rom) {
// Initialize CPU
// Perform a long jump into a FastROM bank (if the ROM speed is FastROM)
// Disable the emulation flag (switch to 65816 native mode)s
cpu.Init();
// Initialize PPU
@@ -22,8 +89,95 @@ void SNES::Init(ROM& rom) {
// Initialize APU
apu.Init();
// Load ROM
// Disable interrupts and rendering
memory_.WriteByte(0x4200, 0x00); // NMITIMEN
memory_.WriteByte(0x420C, 0x00); // HDMAEN
// Disable screen
memory_.WriteByte(0x2100, 0x8F); // INIDISP
// Fill Work-RAM with zeros using two 64KiB fixed address DMA transfers to
// WMDATA
// TODO: Make this load from work ram, potentially in Memory class
std::memset((void*)memory_.ram_.data(), 0, sizeof(memory_.ram_));
// Reset PPU registers to a known good state
memory_.WriteByte(0x4201, 0xFF); // WRIO
// Objects
memory_.WriteByte(0x2101, 0x00); // OBSEL
memory_.WriteByte(0x2102, 0x00); // OAMADDL
memory_.WriteByte(0x2103, 0x00); // OAMADDH
// Backgrounds
memory_.WriteByte(0x2105, 0x00); // BGMODE
memory_.WriteByte(0x2106, 0x00); // MOSAIC
memory_.WriteByte(0x2107, 0x00); // BG1SC
memory_.WriteByte(0x2108, 0x00); // BG2SC
memory_.WriteByte(0x2109, 0x00); // BG3SC
memory_.WriteByte(0x210A, 0x00); // BG4SC
memory_.WriteByte(0x210B, 0x00); // BG12NBA
memory_.WriteByte(0x210C, 0x00); // BG34NBA
// Scroll Registers
memory_.WriteByte(0x210D, 0x00); // BG1HOFS
memory_.WriteByte(0x210E, 0xFF); // BG1VOFS
memory_.WriteByte(0x210F, 0x00); // BG2HOFS
memory_.WriteByte(0x2110, 0xFF); // BG2VOFS
memory_.WriteByte(0x2111, 0x00); // BG3HOFS
memory_.WriteByte(0x2112, 0xFF); // BG3VOFS
memory_.WriteByte(0x2113, 0x00); // BG4HOFS
memory_.WriteByte(0x2114, 0xFF); // BG4VOFS
// VRAM Registers
memory_.WriteByte(0x2115, 0x80); // VMAIN
// Mode 7
memory_.WriteByte(0x211A, 0x00); // M7SEL
memory_.WriteByte(0x211B, 0x01); // M7A
memory_.WriteByte(0x211C, 0x00); // M7B
memory_.WriteByte(0x211D, 0x00); // M7C
memory_.WriteByte(0x211E, 0x01); // M7D
memory_.WriteByte(0x211F, 0x00); // M7X
memory_.WriteByte(0x2120, 0x00); // M7Y
// Windows
memory_.WriteByte(0x2123, 0x00); // W12SEL
memory_.WriteByte(0x2124, 0x00); // W34SEL
memory_.WriteByte(0x2125, 0x00); // WOBJSEL
memory_.WriteByte(0x2126, 0x00); // WH0
memory_.WriteByte(0x2127, 0x00); // WH1
memory_.WriteByte(0x2128, 0x00); // WH2
memory_.WriteByte(0x2129, 0x00); // WH3
memory_.WriteByte(0x212A, 0x00); // WBGLOG
memory_.WriteByte(0x212B, 0x00); // WOBJLOG
// Layer Enable
memory_.WriteByte(0x212C, 0x00); // TM
memory_.WriteByte(0x212D, 0x00); // TS
memory_.WriteByte(0x212E, 0x00); // TMW
memory_.WriteByte(0x212F, 0x00); // TSW
// Color Math
memory_.WriteByte(0x2130, 0x30); // CGWSEL
memory_.WriteByte(0x2131, 0x00); // CGADSUB
memory_.WriteByte(0x2132, 0xE0); // COLDATA
// Misc
memory_.WriteByte(0x2133, 0x00); // SETINI
// Load ROM data into memory
// TODO: Load memory based on memory mapping and ROM format.
memory_.SetMemory(rom.vector());
// Initialize other private member variables
running_ = true;
scanline = 0;
}
void SNES::Run() {
@@ -81,6 +235,60 @@ void SNES::Run() {
}
}
// Enable NMI Interrupts
void SNES::EnableVBlankInterrupts() {
vBlankFlag = 0;
// Clear the RDNMI VBlank flag
memory_.ReadByte(0x4210); // RDNMI
// Enable vblank NMI interrupts and Joypad auto-read
memory_.WriteByte(0x4200, 0x81); // NMITIMEN
}
// Wait until the VBlank routine has been processed
void SNES::WaitForVBlank() {
vBlankFlag = 1;
// Loop until `vBlankFlag` is clear
while (vBlankFlag) {
std::this_thread::yield();
}
}
// NMI Interrupt Service Routine
void SNES::NmiIsr() {
// Switch to a FastROM bank (assuming NmiIsr is in bank 0x80)
// ...
// Push CPU registers to stack
cpu.PHP();
// Reset DB and DP registers
cpu.DB = 0x80; // Assuming bank 0x80, can be changed to 0x00
cpu.D = 0;
if (vBlankFlag) {
VBlankRoutine();
// Clear `vBlankFlag`
vBlankFlag = false;
}
// Increment 32-bit frameCounter
frameCounter++;
// Restore CPU registers
cpu.PHB();
}
// VBlank routine
void SNES::VBlankRoutine() {
// Execute code that needs to run during VBlank, such as transferring data to
// the PPU
// ...
}
void SNES::RenderScanline() {
// Render background layers
for (int layer = 0; layer < 4; layer++) {