/*********************************************************************************** Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com), Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2002 - 2004 Matthew Kendora (c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org) (c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/) (c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca), Kris Bleakley (codeviolation@hotmail.com) (c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net), Nach (n-a-c-h@users.sourceforge.net), (c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com) (c) Copyright 2006 - 2007 nitsuja (c) Copyright 2009 - 2011 BearOso, OV2 BS-X C emulator code (c) Copyright 2005 - 2006 Dreamer Nom, zones C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com), Nach, zsKnight (zsknight@zsnes.com) C4 C++ code (c) Copyright 2003 - 2006 Brad Jorsch, Nach DSP-1 emulator code (c) Copyright 1998 - 2006 _Demo_, Andreas Naive (andreasnaive@gmail.com), Gary Henderson, Ivar (ivar@snes9x.com), John Weidman, Kris Bleakley, Matthew Kendora, Nach, neviksti (neviksti@hotmail.com) DSP-2 emulator code (c) Copyright 2003 John Weidman, Kris Bleakley, Lord Nightmare (lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti DSP-3 emulator code (c) Copyright 2003 - 2006 John Weidman, Kris Bleakley, Lancer, z80 gaiden DSP-4 emulator code (c) Copyright 2004 - 2006 Dreamer Nom, John Weidman, Kris Bleakley, Nach, z80 gaiden OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com), Kris Bleakley Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code used in 1.39-1.51 (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, Dark Force SPC7110 and RTC C++ emulator code used in 1.52+ (c) Copyright 2009 byuu, neviksti S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive, John Weidman S-RTC C emulator code (c) Copyright 2001 - 2006 byuu, John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, John Weidman, Kris Bleakley, Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 _Demo_, pagefault, zsKnight Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson, John Weidman Sound emulator code used in 1.5-1.51 (c) Copyright 1998 - 2003 Brad Martin (c) Copyright 1998 - 2006 Charles Bilyue' Sound emulator code used in 1.52+ (c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com) SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) 2xSaI filter (c) Copyright 1999 - 2001 Derek Liauw Kie Fa HQ2x, HQ3x, HQ4x filters (c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com) NTSC filter (c) Copyright 2006 - 2007 Shay Green GTK+ GUI code (c) Copyright 2004 - 2011 BearOso Win32 GUI code (c) Copyright 2003 - 2006 blip, funkyass, Matthew Kendora, Nach, nitsuja (c) Copyright 2009 - 2011 OV2 Mac OS GUI code (c) Copyright 1998 - 2001 John Stiles (c) Copyright 2001 - 2011 zones Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com/ Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies. ***********************************************************************************/ #pragma once const int32_t FIRST_VISIBLE_LINE = 1; enum { TILE_2BIT, TILE_4BIT, TILE_8BIT, TILE_2BIT_EVEN, TILE_2BIT_ODD, TILE_4BIT_EVEN, TILE_4BIT_ODD }; const size_t MAX_2BIT_TILES = 4096; const size_t MAX_4BIT_TILES = 2048; const size_t MAX_8BIT_TILES = 1024; struct InternalPPU { uint16_t VRAMReadBuffer; bool Interlace; uint32_t Red[256]; uint32_t Green[256]; uint32_t Blue[256]; }; struct SPPU { struct { bool High; uint8_t Increment; uint16_t Address; uint16_t Mask1; uint16_t FullGraphicCount; uint16_t Shift; } VMA; uint32_t WRAM; bool CGFLIPRead; uint8_t CGADD; uint16_t CGDATA[256]; uint16_t OAMAddr; uint16_t SavedOAMAddr; bool OAMPriorityRotation; uint8_t OAMFlip; uint16_t OAMWriteRegister; uint8_t OAMData[512 + 32]; uint8_t FirstSprite; bool HTimerEnabled; bool VTimerEnabled; short HTimerPosition; short VTimerPosition; uint16_t IRQHBeamPos; uint16_t IRQVBeamPos; bool HBeamFlip; bool VBeamFlip; short MatrixA; short MatrixB; bool ForcedBlanking; uint16_t ScreenHeight; bool Need16x8Mulitply; uint8_t M7byte; uint8_t HDMA; uint8_t HDMAEnded; uint8_t OpenBus1; uint8_t OpenBus2; }; extern uint16_t SignExtend[2]; extern SPPU PPU; extern InternalPPU IPPU; void S9xResetPPU(); void S9xSoftResetPPU(); void S9xSetPPU(uint8_t, uint16_t); uint8_t S9xGetPPU(uint16_t); void S9xSetCPU(uint8_t, uint16_t); uint8_t S9xGetCPU(uint16_t); void S9xUpdateHVTimerPosition(); #include "memmap.h" struct SnesModel { uint8_t _5C77; uint8_t _5C78; uint8_t _5A22; }; extern SnesModel *Model; extern SnesModel M1SNES; inline void REGISTER_2104(uint8_t Byte) { if (PPU.OAMAddr & 0x100) { int addr = ((PPU.OAMAddr & 0x10f) << 1) + (PPU.OAMFlip & 1); if (Byte != PPU.OAMData[addr]) PPU.OAMData[addr] = Byte; PPU.OAMFlip ^= 1; if (!(PPU.OAMFlip & 1)) { ++PPU.OAMAddr; PPU.OAMAddr &= 0x1ff; if (PPU.OAMPriorityRotation && PPU.FirstSprite != (PPU.OAMAddr >> 1)) PPU.FirstSprite = (PPU.OAMAddr & 0xfe) >> 1; } } else if (!(PPU.OAMFlip & 1)) { PPU.OAMWriteRegister &= 0xff00; PPU.OAMWriteRegister |= Byte; PPU.OAMFlip |= 1; } else { PPU.OAMWriteRegister &= 0x00ff; uint8_t lowbyte = static_cast(PPU.OAMWriteRegister); uint8_t highbyte = Byte; PPU.OAMWriteRegister |= Byte << 8; int addr = PPU.OAMAddr << 1; if (lowbyte != PPU.OAMData[addr] || highbyte != PPU.OAMData[addr + 1]) { PPU.OAMData[addr] = lowbyte; PPU.OAMData[addr + 1] = highbyte; } PPU.OAMFlip &= ~1; ++PPU.OAMAddr; if (PPU.OAMPriorityRotation && PPU.FirstSprite != (PPU.OAMAddr >> 1)) PPU.FirstSprite = (PPU.OAMAddr & 0xfe) >> 1; } } // This code is correct, however due to Snes9x's inaccurate timings, some games might be broken by this chage. :( inline bool CHECK_INBLANK() { return Settings.BlockInvalidVRAMAccess && !PPU.ForcedBlanking && CPU.V_Counter < PPU.ScreenHeight + FIRST_VISIBLE_LINE; } inline void REGISTER_2118(uint8_t Byte) { if (CHECK_INBLANK()) return; uint32_t address; if (PPU.VMA.FullGraphicCount) { uint32_t rem = PPU.VMA.Address & PPU.VMA.Mask1; address = (((PPU.VMA.Address & ~PPU.VMA.Mask1) + (rem >> PPU.VMA.Shift) + ((rem & (PPU.VMA.FullGraphicCount - 1)) << 3)) << 1) & 0xffff; Memory.VRAM[address] = Byte; } else Memory.VRAM[address = (PPU.VMA.Address << 1) & 0xffff] = Byte; if (!PPU.VMA.High) PPU.VMA.Address += PPU.VMA.Increment; } inline void REGISTER_2119(uint8_t Byte) { if (CHECK_INBLANK()) return; uint32_t address; if (PPU.VMA.FullGraphicCount) { uint32_t rem = PPU.VMA.Address & PPU.VMA.Mask1; address = ((((PPU.VMA.Address & ~PPU.VMA.Mask1) + (rem >> PPU.VMA.Shift) + ((rem & (PPU.VMA.FullGraphicCount - 1)) << 3)) << 1) + 1) & 0xffff; Memory.VRAM[address] = Byte; } else Memory.VRAM[address = ((PPU.VMA.Address << 1) + 1) & 0xffff] = Byte; if (PPU.VMA.High) PPU.VMA.Address += PPU.VMA.Increment; } inline void REGISTER_2118_tile(uint8_t Byte) { if (CHECK_INBLANK()) return; uint32_t rem = PPU.VMA.Address & PPU.VMA.Mask1; uint32_t address = (((PPU.VMA.Address & ~PPU.VMA.Mask1) + (rem >> PPU.VMA.Shift) + ((rem & (PPU.VMA.FullGraphicCount - 1)) << 3)) << 1) & 0xffff; Memory.VRAM[address] = Byte; if (!PPU.VMA.High) PPU.VMA.Address += PPU.VMA.Increment; } inline void REGISTER_2119_tile(uint8_t Byte) { if (CHECK_INBLANK()) return; uint32_t rem = PPU.VMA.Address & PPU.VMA.Mask1; uint32_t address = ((((PPU.VMA.Address & ~PPU.VMA.Mask1) + (rem >> PPU.VMA.Shift) + ((rem & (PPU.VMA.FullGraphicCount - 1)) << 3)) << 1) + 1) & 0xffff; Memory.VRAM[address] = Byte; if (PPU.VMA.High) PPU.VMA.Address += PPU.VMA.Increment; } inline void REGISTER_2118_linear(uint8_t Byte) { if (CHECK_INBLANK()) return; uint32_t address; Memory.VRAM[address = (PPU.VMA.Address << 1) & 0xffff] = Byte; if (!PPU.VMA.High) PPU.VMA.Address += PPU.VMA.Increment; } inline void REGISTER_2119_linear(uint8_t Byte) { if (CHECK_INBLANK()) return; uint32_t address; Memory.VRAM[address = ((PPU.VMA.Address << 1) + 1) & 0xffff] = Byte; if (PPU.VMA.High) PPU.VMA.Address += PPU.VMA.Increment; } inline void REGISTER_2180(uint8_t Byte) { Memory.RAM[PPU.WRAM++] = Byte; PPU.WRAM &= 0x1ffff; } inline uint8_t REGISTER_4212() { uint8_t byte = 0; if (CPU.V_Counter >= PPU.ScreenHeight + FIRST_VISIBLE_LINE && CPU.V_Counter < PPU.ScreenHeight + FIRST_VISIBLE_LINE + 3) byte = 1; if (CPU.Cycles < Timings.HBlankEnd || CPU.Cycles >= Timings.HBlankStart) byte |= 0x40; if (CPU.V_Counter >= PPU.ScreenHeight + FIRST_VISIBLE_LINE) byte |= 0x80; return byte; }