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|
#include <stdint.h>
#include <signal.h>
#include <assert.h>
#include <cmath>
#include <SDL/SDL.h>
#include <vector>
/* NESEMU1 : EMULATOR FOR THE NINTENDO ENTERTAINMENT SYSTEM (R) ARCHITECTURE */
/* Written by and copyright (C) 2011 Joel Yliluoma - http://iki.fi/bisqwit/ */
/* Trademarks are owned by their respective owners. Lawyers love tautologies. */
static const char* inputfn = "input.fmv";
// Integer types
typedef uint_least32_t u32;
typedef uint_least16_t u16;
typedef uint_least8_t u8;
typedef int_least8_t s8;
// Bitfield utilities
template<unsigned bitno, unsigned nbits=1, typename T=u8>
struct RegBit
{
T data;
enum { mask = (1u << nbits) - 1u };
template<typename T2>
RegBit& operator=(T2 val)
{
data = (data & ~(mask << bitno)) | ((nbits > 1 ? val & mask : !!val) << bitno);
return *this;
}
operator unsigned() const { return (data >> bitno) & mask; }
RegBit& operator++ () { return *this = *this + 1; }
unsigned operator++ (int) { unsigned r = *this; ++*this; return r; }
};
namespace IO
{
SDL_Surface *s;
void Init()
{
SDL_Init(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
s = SDL_SetVideoMode(256, 240, 32,0);
signal(SIGINT, SIG_DFL);
}
void PutPixel(unsigned px,unsigned py, unsigned pixel, int offset)
{
// The input value is a NES color index (with de-emphasis bits).
// We need RGB values. To produce a RGB value, we emulate the NTSC circuitry.
// For most part, this process is described at:
// http://wiki.nesdev.com/w/index.php/NTSC_video
// Incidentally, this code is shorter than a table of 64*8 RGB values.
static unsigned palette[3][64][512] = {}, prev=~0u;
// Caching the generated colors
if(prev == ~0u)
for(int o=0; o<3; ++o)
for(int u=0; u<3; ++u)
for(int p0=0; p0<512; ++p0)
for(int p1=0; p1<64; ++p1)
{
// Calculate the luma and chroma by emulating the relevant circuits:
auto s = "\372\273\32\305\35\311I\330D\357\175\13D!}N";
int y=0, i=0, q=0;
for(int p=0; p<12; ++p) // 12 samples of NTSC signal constitute a color.
{
// Sample either the previous or the current pixel.
int r = (p+o*4)%12, pixel = r < 8-u*2 ? p0 : p1; // Use pixel=p0 to disable artifacts.
// Decode the color index.
int c = pixel%16, l = c<0xE ? pixel/4 & 12 : 4, e=p0/64;
// NES NTSC modulator (square wave between up to four voltage levels):
int b = 40 + s[(c > 12*((c+8+p)%12 < 6)) + 2*!(0451326 >> p/2*3 & e) + l];
// Ideal TV NTSC demodulator:
y += b;
i += b * int(std::cos(M_PI * p / 6) * 5909);
q += b * int(std::sin(M_PI * p / 6) * 5909);
}
// Convert the YIQ color into RGB
auto gammafix = [=](float f) { return f <= 0.f ? 0.f : std::pow(f, 2.2f / 1.8f); };
auto clamp = [](int v) { return v>255 ? 255 : v; };
// Store color at subpixel precision
if(u==2) palette[o][p1][p0] += 0x10000*clamp(255 * gammafix(y/1980.f + i* 0.947f/9e6f + q* 0.624f/9e6f));
if(u==1) palette[o][p1][p0] += 0x00100*clamp(255 * gammafix(y/1980.f + i*-0.275f/9e6f + q*-0.636f/9e6f));
if(u==0) palette[o][p1][p0] += 0x00001*clamp(255 * gammafix(y/1980.f + i*-1.109f/9e6f + q* 1.709f/9e6f));
}
// Store the RGB color into the frame buffer.
((u32*) s->pixels) [py * 256 + px] = palette[offset][prev%64][pixel];
prev = pixel;
}
void FlushScanline(unsigned py)
{
if(py == 239) {
SDL_Flip(s);
}
}
int joy_current[2]={0,0}, joy_next[2]={0,0}, joypos[2]={0,0};
void JoyStrobe(unsigned v)
{
if(v) { joy_current[0] = joy_next[0]; joypos[0]=0; }
if(v) { joy_current[1] = joy_next[1]; joypos[1]=0; }
}
u8 JoyRead(unsigned idx)
{
static const u8 masks[8] = {0x20,0x10,0x40,0x80,0x04,0x08,0x02,0x01};
return ((joy_current[idx] & masks[joypos[idx]++ & 7]) ? 1 : 0);
}
}
namespace GamePak
{
std::vector<u8> ROM, VRAM(0x2000);
unsigned mappernum;
const unsigned VROM_Granularity = 0x0400, VROM_Pages = 0x2000 / VROM_Granularity;
const unsigned ROM_Granularity = 0x2000, ROM_Pages = 0x10000 / ROM_Granularity;
unsigned char NRAM[0x1000], PRAM[0x2000];
unsigned char* banks[ROM_Pages] = {};
unsigned char* Vbanks[VROM_Pages] = {};
unsigned char *Nta[4] = { NRAM+0x0000, NRAM+0x0400, NRAM+0x0000, NRAM+0x0400 };
template<unsigned npages,unsigned char*(&b)[npages], std::vector<u8>& r, unsigned granu>
static void SetPages(unsigned size, unsigned baseaddr, unsigned index)
{
for(unsigned v = r.size() + index * size,
p = baseaddr / granu;
p < (baseaddr + size) / granu && p < npages;
++p, v += granu) {
b[p] = &r[v % r.size()];
}
}
auto& SetROM = SetPages< ROM_Pages, banks, ROM, ROM_Granularity>;
auto& SetVROM = SetPages<VROM_Pages,Vbanks,VRAM,VROM_Granularity>;
u8 Access(unsigned addr, u8 value, bool write)
{
if(write && addr >= 0x8000 && mappernum == 7) // e.g. Rare games
{
SetROM(0x8000, 0x8000, (value&7));
Nta[0] = Nta[1] = Nta[2] = Nta[3] = &NRAM[0x400 * ((value>>4)&1)];
}
if(write && addr >= 0x8000 && mappernum == 2) // e.g. Rockman, Castlevania
{
SetROM(0x4000, 0x8000, value);
}
if(write && addr >= 0x8000 && mappernum == 3) // e.g. Kage, Solomon's Key
{
value &= Access(addr,0,false); // Simulate bus conflict
SetVROM(0x2000, 0x0000, (value&3));
}
if(write && addr >= 0x8000 && mappernum == 1) // e.g. Rockman 2, Simon's Quest
{
static u8 regs[4]={0x0C,0,0,0}, counter=0, cache=0;
if(value & 0x80) { regs[0]=0x0C; goto configure; }
cache |= (value&1) << counter;
if(++counter == 5)
{
regs[ (addr>>13) & 3 ] = value = cache;
configure:
cache = counter = 0;
static const u8 sel[4][4] = { {0,0,0,0}, {1,1,1,1}, {0,1,0,1}, {0,0,1,1} };
for(unsigned m=0; m<4; ++m) Nta[m] = &NRAM[0x400 * sel[regs[0]&3][m]];
SetVROM(0x1000, 0x0000, ((regs[0]&16) ? regs[1] : ((regs[1]&~1)+0)));
SetVROM(0x1000, 0x1000, ((regs[0]&16) ? regs[2] : ((regs[1]&~1)+1)));
switch( (regs[0]>>2)&3 )
{
case 0: case 1:
SetROM(0x8000, 0x8000, (regs[3] & 0xE) / 2);
break;
case 2:
SetROM(0x4000, 0x8000, 0);
SetROM(0x4000, 0xC000, (regs[3] & 0xF));
break;
case 3:
SetROM(0x4000, 0x8000, (regs[3] & 0xF));
SetROM(0x4000, 0xC000, ~0);
break;
}
}
}
if( (addr >> 13) == 3 ) return PRAM[addr & 0x1FFF ];
return banks[ (addr / ROM_Granularity) % ROM_Pages] [addr % ROM_Granularity];
}
void Init()
{
SetVROM(0x2000, 0x0000, 0);
for(unsigned v=0; v<4; ++v) SetROM(0x4000, v*0x4000, v==3 ? -1 : 0);
}
}
namespace CPU /* CPU: Ricoh RP2A03 (based on MOS6502, almost the same as in Commodore 64) */
{
u8 RAM[0x800];
bool reset=true, nmi=false, nmi_edge_detected=false, intr=false;
template<bool write> u8 MemAccess(u16 addr, u8 v=0);
u8 RB(u16 addr) { printf("READ from %.4X\n", addr); return MemAccess<0>(addr); }
u8 WB(u16 addr,u8 v) { return MemAccess<1>(addr, v); }
void tick();
}
namespace PPU /* Picture Processing Unit */
{
union regtype // PPU register file
{
u32 value;
// Reg0 (write) // Reg1 (write) // Reg2 (read)
RegBit<0,8,u32> sysctrl; RegBit< 8,8,u32> dispctrl; RegBit<16,8,u32> status;
RegBit<0,2,u32> BaseNTA; RegBit< 8,1,u32> Grayscale; RegBit<21,1,u32> SPoverflow;
RegBit<2,1,u32> Inc; RegBit< 9,1,u32> ShowBG8; RegBit<22,1,u32> SP0hit;
RegBit<3,1,u32> SPaddr; RegBit<10,1,u32> ShowSP8; RegBit<23,1,u32> InVBlank;
RegBit<4,1,u32> BGaddr; RegBit<11,1,u32> ShowBG; // Reg3 (write)
RegBit<5,1,u32> SPsize; RegBit<12,1,u32> ShowSP; RegBit<24,8,u32> OAMaddr;
RegBit<6,1,u32> SlaveFlag; RegBit<11,2,u32> ShowBGSP; RegBit<24,2,u32> OAMdata;
RegBit<7,1,u32> NMIenabled; RegBit<13,3,u32> EmpRGB; RegBit<26,6,u32> OAMindex;
} reg;
// Raw memory data as read&written by the game
u8 palette[32], OAM[256];
// Decoded sprite information, used & changed during each scanline
struct { u8 sprindex, y, index, attr, x; u16 pattern; } OAM2[8], OAM3[8];
union scrolltype
{
RegBit<3,16,u32> raw; // raw VRAM address (16-bit)
RegBit<0, 8,u32> xscroll; // low 8 bits of first write to 2005
RegBit<0, 3,u32> xfine; // low 3 bits of first write to 2005
RegBit<3, 5,u32> xcoarse; // high 5 bits of first write to 2005
RegBit<8, 5,u32> ycoarse; // high 5 bits of second write to 2005
RegBit<13,2,u32> basenta; // nametable index (copied from 2000)
RegBit<13,1,u32> basenta_h; // horizontal nametable index
RegBit<14,1,u32> basenta_v; // vertical nametable index
RegBit<15,3,u32> yfine; // low 3 bits of second write to 2005
RegBit<11,8,u32> vaddrhi; // first write to 2006 (with high 2 bits set to zero)
RegBit<3, 8,u32> vaddrlo; // second write to 2006
} scroll, vaddr;
unsigned pat_addr, sprinpos, sproutpos, sprrenpos, sprtmp;
u16 tileattr, tilepat, ioaddr;
u32 bg_shift_pat, bg_shift_attr;
int scanline=241, x=0, scanline_end=341, VBlankState=0, cycle_counter=0;
int read_buffer=0, open_bus=0, open_bus_decay_timer=0;
bool even_odd_toggle=false, offset_toggle=false;
/* Memory mapping: Convert PPU memory address into a reference to relevant data */
u8& mmap(int i)
{
i &= 0x3FFF;
if(i >= 0x3F00) { if(i%4==0) i &= 0x0F; return palette[i & 0x1F]; }
if(i < 0x2000) return GamePak::Vbanks[(i / GamePak::VROM_Granularity) % GamePak::VROM_Pages]
[ i % GamePak::VROM_Granularity];
return GamePak::Nta[ (i>>10)&3][i&0x3FF];
}
// External I/O: read or write
u8 Access(u16 index, u8 v, bool write)
{
auto RefreshOpenBus = [&](u8 v) { return open_bus_decay_timer = 77777, open_bus = v; };
u8 res = open_bus;
if(write) RefreshOpenBus(v);
switch(index) // Which port from $200x?
{
case 0: if(write) { reg.sysctrl = v; scroll.basenta = reg.BaseNTA; } break;
case 1: if(write) { reg.dispctrl = v; } break;
case 2: if(write) break;
res = reg.status | (open_bus & 0x1F);
reg.InVBlank = false; // Reading $2002 clears the vblank flag.
offset_toggle = false; // Also resets the toggle for address updates.
if(VBlankState != -5)
VBlankState = 0; // This also may cancel the setting of InVBlank.
break;
case 3: if(write) reg.OAMaddr = v; break; // Index into Object Attribute Memory
case 4: if(write) OAM[reg.OAMaddr++] = v; // Write or read the OAM (sprites).
else res = RefreshOpenBus(OAM[reg.OAMaddr] & (reg.OAMdata==2 ? 0xE3 : 0xFF));
break;
case 5: if(!write) break; // Set background scrolling offset
if(offset_toggle) { scroll.yfine = v & 7; scroll.ycoarse = v >> 3; }
else { scroll.xscroll = v; }
offset_toggle = !offset_toggle;
break;
case 6: if(!write) break; // Set video memory position for reads/writes
if(offset_toggle) { scroll.vaddrlo = v; vaddr.raw = (unsigned) scroll.raw; }
else { scroll.vaddrhi = v & 0x3F; }
offset_toggle = !offset_toggle;
break;
case 7:
res = read_buffer;
u8& t = mmap(vaddr.raw); // Access the video memory.
if(write) res = t = v;
else { if((vaddr.raw & 0x3F00) == 0x3F00) // palette?
res = read_buffer = (open_bus & 0xC0) | (t & 0x3F);
read_buffer = t; }
RefreshOpenBus(res);
vaddr.raw = vaddr.raw + (reg.Inc ? 32 : 1); // The address is automatically updated.
break;
}
return res;
}
void rendering_tick()
{
bool tile_decode_mode = 0x10FFFF & (1u << (x/16)); // When x is 0..255, 320..335
// Each action happens in two steps: 1) select memory address; 2) receive data and react on it.
switch(x % 8)
{
case 2: // Point to attribute table
ioaddr = 0x23C0 + 0x400*vaddr.basenta + 8*(vaddr.ycoarse/4) + (vaddr.xcoarse/4);
if(tile_decode_mode) break; // Or nametable, with sprites.
case 0: // Point to nametable
ioaddr = 0x2000 + (vaddr.raw & 0xFFF);
// Reset sprite data
if(x == 0) { sprinpos = sproutpos = 0; if(reg.ShowSP) reg.OAMaddr = 0; }
if(!reg.ShowBG) break;
// Reset scrolling (vertical once, horizontal each scanline)
if(x == 304 && scanline == -1) vaddr.raw = (unsigned) scroll.raw;
if(x == 256) { vaddr.xcoarse = (unsigned)scroll.xcoarse;
vaddr.basenta_h = (unsigned)scroll.basenta_h;
sprrenpos = 0; }
break;
case 1:
if(x == 337 && scanline == -1 && even_odd_toggle && reg.ShowBG) scanline_end = 340;
// Name table access
pat_addr = 0x1000*reg.BGaddr + 16*mmap(ioaddr) + vaddr.yfine;
if(!tile_decode_mode) break;
// Push the current tile into shift registers.
// The bitmap pattern is 16 bits, while the attribute is 2 bits, repeated 8 times.
bg_shift_pat = (bg_shift_pat >> 16) + 0x00010000 * tilepat;
bg_shift_attr = (bg_shift_attr >> 16) + 0x55550000 * tileattr;
break;
case 3:
// Attribute table access
if(tile_decode_mode)
{
tileattr = (mmap(ioaddr) >> ((vaddr.xcoarse&2) + 2*(vaddr.ycoarse&2))) & 3;
// Go to the next tile horizontally (and switch nametable if it wraps)
if(!++vaddr.xcoarse) { vaddr.basenta_h = 1-vaddr.basenta_h; }
// At the edge of the screen, do the same but vertically
if(x==251 && !++vaddr.yfine && ++vaddr.ycoarse == 30)
{ vaddr.ycoarse = 0; vaddr.basenta_v = 1-vaddr.basenta_v; }
}
else if(sprrenpos < sproutpos)
{
// Select sprite pattern instead of background pattern
auto& o = OAM3[sprrenpos]; // Sprite to render on next scanline
memcpy(&o, &OAM2[sprrenpos], sizeof(o));
unsigned y = (scanline) - o.y;
if(o.attr & 0x80) y ^= (reg.SPsize ? 15 : 7);
pat_addr = 0x1000 * (reg.SPsize ? (o.index & 0x01) : reg.SPaddr);
pat_addr += 0x10 * (reg.SPsize ? (o.index & 0xFE) : (o.index & 0xFF));
pat_addr += (y&7) + (y&8)*2;
}
break;
// Pattern table bytes
case 5:
tilepat = mmap(pat_addr|0);
break;
case 7: // Interleave the bits of the two pattern bytes
unsigned p = tilepat | (mmap(pat_addr|8) << 8);
p = (p&0xF00F) | ((p&0x0F00)>>4) | ((p&0x00F0)<<4);
p = (p&0xC3C3) | ((p&0x3030)>>2) | ((p&0x0C0C)<<2);
p = (p&0x9999) | ((p&0x4444)>>1) | ((p&0x2222)<<1);
tilepat = p;
// When decoding sprites, save the sprite graphics and move to next sprite
if(!tile_decode_mode && sprrenpos < sproutpos)
OAM3[sprrenpos++].pattern = tilepat;
break;
}
// Find which sprites are visible on next scanline (TODO: implement crazy 9-sprite malfunction)
switch(x>=64 && x<256 && x%2 ? (reg.OAMaddr++ & 3) : 4)
{
default:
// Access OAM (object attribute memory)
sprtmp = OAM[reg.OAMaddr];
break;
case 0:
if(sprinpos >= 64) { reg.OAMaddr=0; break; }
++sprinpos; // next sprite
if(sproutpos<8) OAM2[sproutpos].y = sprtmp;
if(sproutpos<8) OAM2[sproutpos].sprindex = reg.OAMindex;
{int y1 = sprtmp, y2 = sprtmp + (reg.SPsize?16:8);
if(!( scanline >= y1 && scanline < y2 ))
reg.OAMaddr = sprinpos != 2 ? reg.OAMaddr+3 : 8;}
break;
case 1:
if(sproutpos<8) OAM2[sproutpos].index = sprtmp;
break;
case 2:
if(sproutpos<8) OAM2[sproutpos].attr = sprtmp;
break;
case 3:
if(sproutpos<8) OAM2[sproutpos].x = sprtmp;
if(sproutpos<8) ++sproutpos; else reg.SPoverflow = true;
if(sprinpos == 2) reg.OAMaddr = 8;
break;
}
}
void render_pixel()
{
bool edge = u8(x+8) < 16; // 0..7, 248..255
bool showbg = reg.ShowBG && (!edge || reg.ShowBG8);
bool showsp = reg.ShowSP && (!edge || reg.ShowSP8);
// Render the background
unsigned fx = scroll.xfine, xpos = 15 - (( (x&7) + fx + 8*!!(x&7) ) & 15);
unsigned pixel = 0, attr = 0;
if(showbg) // Pick a pixel from the shift registers
{
pixel = (bg_shift_pat >> (xpos*2)) & 3;
attr = (bg_shift_attr >> (xpos*2)) & (pixel ? 3 : 0);
}
else if( (vaddr.raw & 0x3F00) == 0x3F00 && !reg.ShowBGSP )
pixel = vaddr.raw;
// Overlay the sprites
if(showsp)
for(unsigned sno=0; sno<sprrenpos; ++sno)
{
auto& s = OAM3[sno];
// Check if this sprite is horizontally in range
unsigned xdiff = x - s.x;
if(xdiff >= 8) continue; // Also matches negative values
// Determine which pixel to display; skip transparent pixels
if(!(s.attr & 0x40)) xdiff = 7-xdiff;
u8 spritepixel = (s.pattern >> (xdiff*2)) & 3;
if(!spritepixel) continue;
// Register sprite-0 hit if applicable
if(x < 255 && pixel && s.sprindex == 0) reg.SP0hit = true;
// Render the pixel unless behind-background placement wanted
if(!(s.attr & 0x20) || !pixel)
{
attr = (s.attr & 3) + 4;
pixel = spritepixel;
}
// Only process the first non-transparent sprite pixel.
break;
}
pixel = palette[ (attr*4 + pixel) & 0x1F ] & (reg.Grayscale ? 0x30 : 0x3F);
IO::PutPixel(x, scanline, pixel | (reg.EmpRGB << 6), cycle_counter);
}
// PPU::tick() -- This function is called 3 times per each CPU cycle.
// Each call iterates through one pixel of the screen.
// The screen is divided into 262 scanlines, each having 341 columns, as such:
//
// x=0 x=256 x=340
// ___|____________________|__________|
// y=-1 | pre-render scanline| prepare | >
// ___|____________________| sprites _| > Graphics
// y=0 | visible area | for the | > processing
// | - this is rendered | next | > scanlines
// y=239 | on the screen. | scanline | >
// ___|____________________|______
// y=240 | idle
// ___|_______________________________
// y=241 | vertical blanking (idle)
// | 20 scanlines long
// y=260___|____________________|__________|
//
// On actual PPU, the scanline begins actually before x=0, with
// sync/colorburst/black/background color being rendered, and
// ends after x=256 with background/black being rendered first,
// but in this emulator we only care about the visible area.
//
// When background rendering is enabled, scanline -1 is
// 340 or 341 pixels long, alternating each frame.
// In all other situations the scanline is 341 pixels long.
// Thus, it takes 89341 or 89342 PPU::tick() calls to render 1 frame.
void tick()
{
// Set/clear vblank where needed
switch(VBlankState)
{
case -5: reg.status = 0; break;
case 2: reg.InVBlank = true; break;
case 0: CPU::nmi = reg.InVBlank && reg.NMIenabled; break;
}
if(VBlankState != 0) VBlankState += (VBlankState < 0 ? 1 : -1);
if(open_bus_decay_timer) if(!--open_bus_decay_timer) open_bus = 0;
// Graphics processing scanline?
if(scanline < 240)
{
/* Process graphics for this cycle */
if(reg.ShowBGSP) rendering_tick();
if(scanline >= 0 && x < 256) render_pixel();
}
// Done with the cycle. Check for end of scanline.
if(++cycle_counter == 3) cycle_counter = 0; // For NTSC pixel shifting
if(++x >= scanline_end)
{
// Begin new scanline
IO::FlushScanline(scanline);
scanline_end = 341;
x = 0;
// Does something special happen on the new scanline?
switch(scanline += 1)
{
case 261: // Begin of rendering
scanline = -1; // pre-render line
even_odd_toggle = !even_odd_toggle;
// Clear vblank flag
VBlankState = -5;
break;
case 241: // Begin of vertical blanking
// I cheat here: I did not bother to learn how to use SDL events,
// so I simply read button presses from a movie file, which happens
// to be a TAS, rather than from the keyboard or from a joystick.
static FILE* fp = fopen(inputfn, "rb");
if(fp)
{
static unsigned ctrlmask = 0;
if(!ftell(fp))
{
fseek(fp, 0x05, SEEK_SET);
ctrlmask = fgetc(fp);
fseek(fp, 0x90, SEEK_SET); // Famtasia Movie format.
}
if(ctrlmask & 0x80) { IO::joy_next[0] = fgetc(fp); if(feof(fp)) IO::joy_next[0] = 0; }
if(ctrlmask & 0x40) { IO::joy_next[1] = fgetc(fp); if(feof(fp)) IO::joy_next[1] = 0; }
}
// Set vblank flag
VBlankState = 2;
}
}
}
}
namespace APU /* Audio Processing Unit */
{
static const u8 LengthCounters[32] = { 10,254,20, 2,40, 4,80, 6,160, 8,60,10,14,12,26,14,
12, 16,24,18,48,20,96,22,192,24,72,26,16,28,32,30 };
static const u16 NoisePeriods[16] = { 2,4,8,16,32,48,64,80,101,127,190,254,381,508,1017,2034 };
static const u16 DMCperiods[16] = { 428,380,340,320,286,254,226,214,190,160,142,128,106,84,72,54 };
bool FiveCycleDivider = false, IRQdisable = true, ChannelsEnabled[5] = { false };
bool PeriodicIRQ = false, DMC_IRQ = false;
bool count(int& v, int reset) { return --v < 0 ? (v=reset),true : false; }
struct channel
{
int length_counter, linear_counter, address, envelope;
int sweep_delay, env_delay, wave_counter, hold, phase, level;
union // Per-channel register file
{
// 4000, 4004, 400C, 4012: // 4001, 4005, 4013: // 4002, 4006, 400A, 400E:
RegBit<0,8,u32> reg0; RegBit< 8,8,u32> reg1; RegBit<16,8,u32> reg2;
RegBit<6,2,u32> DutyCycle; RegBit< 8,3,u32> SweepShift; RegBit<16,4,u32> NoiseFreq;
RegBit<4,1,u32> EnvDecayDisable; RegBit<11,1,u32> SweepDecrease; RegBit<23,1,u32> NoiseType;
RegBit<0,4,u32> EnvDecayRate; RegBit<12,3,u32> SweepRate; RegBit<16,11,u32> WaveLength;
RegBit<5,1,u32> EnvDecayLoopEnable; RegBit<15,1,u32> SweepEnable; // 4003, 4007, 400B, 400F, 4010:
RegBit<0,4,u32> FixedVolume; RegBit< 8,8,u32> PCMlength; RegBit<24,8,u32> reg3;
RegBit<5,1,u32> LengthCounterDisable; RegBit<27,5,u32> LengthCounterInit;
RegBit<0,7,u32> LinearCounterInit; RegBit<30,1,u32> LoopEnabled;
RegBit<7,1,u32> LinearCounterDisable; RegBit<31,1,u32> IRQenable;
} reg;
// Function for updating the wave generators and taking the sample for each channel.
template<unsigned c>
int tick()
{
channel& ch = *this;
if(!ChannelsEnabled[c]) return c==4 ? 64 : 8;
int wl = (ch.reg.WaveLength+1) * (c >= 2 ? 1 : 2);
if(c == 3) wl = NoisePeriods[ ch.reg.NoiseFreq ];
int volume = ch.length_counter ? ch.reg.EnvDecayDisable ? ch.reg.FixedVolume : ch.envelope : 0;
// Sample may change at wavelen intervals.
auto& S = ch.level;
if(!count(ch.wave_counter, wl)) return S;
switch(c)
{
default:// Square wave. With four different 8-step binary waveforms (32 bits of data total).
if(wl < 8) return S = 8;
return S = (0xF33C0C04u & (1u << (++ch.phase % 8 + ch.reg.DutyCycle * 8))) ? volume : 0;
case 2: // Triangle wave
if(ch.length_counter && ch.linear_counter && wl >= 3) ++ch.phase;
return S = (ch.phase & 15) ^ ((ch.phase & 16) ? 15 : 0);
case 3: // Noise: Linear feedback shift register
if(!ch.hold) ch.hold = 1;
ch.hold = (ch.hold >> 1)
| (((ch.hold ^ (ch.hold >> (ch.reg.NoiseType ? 6 : 1))) & 1) << 14);
return S = (ch.hold & 1) ? 0 : volume;
case 4: // Delta modulation channel (DMC)
// hold = 8 bit value, phase = number of bits buffered
if(ch.phase == 0) // Nothing in sample buffer?
{
if(!ch.length_counter && ch.reg.LoopEnabled) // Loop?
{
ch.length_counter = ch.reg.PCMlength*16 + 1;
ch.address = (ch.reg.reg0 | 0x300) << 6;
}
if(ch.length_counter > 0) // Load next 8 bits if available
{
// Note: Re-entrant! But not recursive, because even
// the shortest wave length is greater than the read time.
// TODO: proper clock
if(ch.reg.WaveLength>20)
for(unsigned t=0; t<3; ++t) CPU::RB(u16(ch.address) | 0x8000); // timing
ch.hold = CPU::RB(u16(ch.address++) | 0x8000); // Fetch byte
ch.phase = 8;
--ch.length_counter;
}
else // Otherwise, disable channel or issue IRQ
ChannelsEnabled[4] = ch.reg.IRQenable && (CPU::intr = DMC_IRQ = true);
}
if(ch.phase != 0) // Update the signal if sample buffer nonempty
{
int v = ch.linear_counter;
if(ch.hold & (0x80 >> --ch.phase)) v += 2; else v -= 2;
if(v >= 0 && v <= 0x7F) ch.linear_counter = v;
}
return S = ch.linear_counter;
}
}
} channels[5] = { };
struct { short lo, hi; } hz240counter = { 0,0 };
void Write(u8 index, u8 value)
{
channel& ch = channels[(index/4) % 5];
switch(index<0x10 ? index%4 : index)
{
case 0: if(ch.reg.LinearCounterDisable) ch.linear_counter=value&0x7F; ch.reg.reg0 = value; break;
case 1: ch.reg.reg1 = value; ch.sweep_delay = ch.reg.SweepRate; break;
case 2: ch.reg.reg2 = value; break;
case 3:
ch.reg.reg3 = value;
if(ChannelsEnabled[index/4])
ch.length_counter = LengthCounters[ch.reg.LengthCounterInit];
ch.linear_counter = ch.reg.LinearCounterInit;
ch.env_delay = ch.reg.EnvDecayRate;
ch.envelope = 15;
if(index < 8) ch.phase = 0;
break;
case 0x10: ch.reg.reg3 = value; ch.reg.WaveLength = DMCperiods[value&0x0F]; break;
case 0x12: ch.reg.reg0 = value; ch.address = (ch.reg.reg0 | 0x300) << 6; break;
case 0x13: ch.reg.reg1 = value; ch.length_counter = ch.reg.PCMlength*16 + 1; break; // sample length
case 0x11: ch.linear_counter = value & 0x7F; break; // dac value
case 0x15:
for(unsigned c=0; c<5; ++c)
ChannelsEnabled[c] = value & (1 << c);
for(unsigned c=0; c<5; ++c)
if(!ChannelsEnabled[c])
channels[c].length_counter = 0;
else if(c == 4 && channels[c].length_counter == 0)
channels[c].length_counter = ch.reg.PCMlength*16 + 1;
break;
case 0x17:
IRQdisable = value & 0x40;
FiveCycleDivider = value & 0x80;
hz240counter = { 0,0 };
if(IRQdisable) PeriodicIRQ = DMC_IRQ = false;
}
}
u8 Read()
{
u8 res = 0;
for(unsigned c=0; c<5; ++c) res |= (channels[c].length_counter ? 1 << c : 0);
if(PeriodicIRQ) res |= 0x40; PeriodicIRQ = false;
if(DMC_IRQ) res |= 0x80; DMC_IRQ = false;
CPU::intr = false;
return res;
}
void tick() // Invoked at CPU's rate.
{
// Divide CPU clock by 7457.5 to get a 240 Hz, which controls certain events.
if((hz240counter.lo += 2) >= 14915)
{
hz240counter.lo -= 14915;
if(++hz240counter.hi >= 4+FiveCycleDivider) hz240counter.hi = 0;
// 60 Hz interval: IRQ. IRQ is not invoked in five-cycle mode (48 Hz).
if(!IRQdisable && !FiveCycleDivider && hz240counter.hi==0)
CPU::intr = PeriodicIRQ = true;
// Some events are invoked at 96 Hz or 120 Hz rate. Others, 192 Hz or 240 Hz.
bool HalfTick = (hz240counter.hi&5)==1, FullTick = hz240counter.hi < 4;
for(unsigned c=0; c<4; ++c)
{
channel& ch = channels[c];
int wl = ch.reg.WaveLength;
// Length tick (all channels except DMC, but different disable bit for triangle wave)
if(HalfTick && ch.length_counter
&& !(c==2 ? ch.reg.LinearCounterDisable : ch.reg.LengthCounterDisable))
ch.length_counter -= 1;
// Sweep tick (square waves only)
if(HalfTick && c < 2 && count(ch.sweep_delay, ch.reg.SweepRate))
if(wl >= 8 && ch.reg.SweepEnable && ch.reg.SweepShift)
{
int s = wl >> ch.reg.SweepShift, d[4] = {s, s, ~s, -s};
wl += d[ch.reg.SweepDecrease*2 + c];
if(wl < 0x800) ch.reg.WaveLength = wl;
}
// Linear tick (triangle wave only)
if(FullTick && c == 2)
ch.linear_counter = ch.reg.LinearCounterDisable
? ch.reg.LinearCounterInit
: (ch.linear_counter > 0 ? ch.linear_counter - 1 : 0);
// Envelope tick (square and noise channels)
if(FullTick && c != 2 && count(ch.env_delay, ch.reg.EnvDecayRate))
if(ch.envelope > 0 || ch.reg.EnvDecayLoopEnable)
ch.envelope = (ch.envelope-1) & 15;
}
}
// Mix the audio: Get the momentary sample from each channel and mix them.
#define s(c) channels[c].tick<c==1 ? 0 : c>()
auto v = [](float m,float n, float d) { return n!=0.f ? m/n : d; };
short sample = 30000 *
(v(95.88f, (100.f + v(8128.f, s(0) + s(1), -100.f)), 0.f)
+ v(159.79f, (100.f + v(1.0, s(2)/8227.f + s(3)/12241.f + s(4)/22638.f, -100.f)), 0.f)
- 0.5f
);
#undef s
// I cheat here: I did not bother to learn how to use SDL mixer, let alone use it in <5 lines of code,
// so I simply use a combination of external programs for outputting the audio.
// Hooray for Unix principles! A/V sync will be ensured in post-process.
return; // Disable sound because already device is in use
static FILE* fp = popen("resample mr1789800 r48000 | aplay -fdat 2>/dev/null", "w");
fputc(sample, fp);
fputc(sample/256, fp);
}
}
namespace CPU
{
void tick()
{
// PPU clock: 3 times the CPU rate
for(unsigned n=0; n<3; ++n) PPU::tick();
// APU clock: 1 times the CPU rate
for(unsigned n=0; n<1; ++n) APU::tick();
}
template<bool write> u8 MemAccess(u16 addr, u8 v)
{
// Memory writes are turned into reads while reset is being signalled
if(reset && write) return MemAccess<0>(addr);
tick();
// Map the memory from CPU's viewpoint.
/**/ if(addr < 0x2000) { u8& r = RAM[addr & 0x7FF]; if(!write)return r; r=v; }
else if(addr < 0x4000) return PPU::Access(addr&7, v, write);
else if(addr < 0x4018)
switch(addr & 0x1F)
{
case 0x14: // OAM DMA: Copy 256 bytes from RAM into PPU's sprite memory
if(write) for(unsigned b=0; b<256; ++b) WB(0x2004, RB((v&7)*0x0100+b));
return 0;
case 0x15: if(!write) return APU::Read(); APU::Write(0x15,v); break;
case 0x16: if(!write) return IO::JoyRead(0); IO::JoyStrobe(v); break;
case 0x17: if(!write) return IO::JoyRead(1); // write:passthru
default: if(!write) break;
APU::Write(addr&0x1F, v);
}
else return GamePak::Access(addr, v, write);
return 0;
}
// CPU registers:
u16 PC=0xC000;
u8 A=0,X=0,Y=0,S=0;
union /* Status flags: */
{
u8 raw;
RegBit<0> C; // carry
RegBit<1> Z; // zero
RegBit<2> I; // interrupt enable/disable
RegBit<3> D; // decimal mode (unsupported on NES, but flag exists)
// 4,5 (0x10,0x20) don't exist
RegBit<6> V; // overflow
RegBit<7> N; // negative
} P;
u16 wrap(u16 oldaddr, u16 newaddr) { return (oldaddr & 0xFF00) + u8(newaddr); }
void Misfire(u16 old, u16 addr) { u16 q = wrap(old, addr); if(q != addr) RB(q); }
u8 Pop() { return RB(0x100 | u8(++S)); }
void Push(u8 v) { WB(0x100 | u8(S--), v); }
template<u16 op> // Execute a single CPU instruction, defined by opcode "op".
void Ins() // With template magic, the compiler will literally synthesize >256 different functions.
{
// Note: op 0x100 means "NMI", 0x101 means "Reset", 0x102 means "IRQ". They are implemented in terms of "BRK".
// User is responsible for ensuring that WB() will not store into memory while Reset is being processed.
unsigned addr=0, d=0, t=0xFF, c=0, sb=0, pbits = op<0x100 ? 0x30 : 0x20;
// Define the opcode decoding matrix, which decides which micro-operations constitute
// any particular opcode. (Note: The PLA of 6502 works on a slightly different principle.)
enum { o8 = op/8, o8m = 1 << (op%8) };
// Fetch op'th item from a bitstring encoded in a data-specific variant of base64,
// where each character transmits 8 bits of information rather than 6.
// This peculiar encoding was chosen to reduce the source code size.
// Enum temporaries are used in order to ensure compile-time evaluation.
#define t(s,code) { enum { \
i=o8m & (s[o8]>90 ? (130+" (),-089<>?BCFGHJLSVWZ[^hlmnxy|}"[s[o8]-94]) \
: (s[o8]-" (("[s[o8]/39])) }; if(i) { code; } }
// Decode address operand
t(" !", addr = 0xFFFA) // NMI vector location
t(" *", addr = 0xFFFC) // Reset vector location
t("! ,", addr = 0xFFFE) // Interrupt vector location
t("zy}z{y}zzy}zzy}zzy}zzy}zzy}zzy}z ", addr = RB(PC++))
t("2 yy2 yy2 yy2 yy2 XX2 XX2 yy2 yy ", d = X) // register index
t(" 62 62 62 62 om om 62 62 ", d = Y)
t("2 y 2 y 2 y 2 y 2 y 2 y 2 y 2 y ", addr=u8(addr+d); d=0; tick()) // add zeropage-index
t(" y z!y z y z y z y z y z y z y z ", addr=u8(addr); addr+=256*RB(PC++)) // absolute address
t("3 6 2 6 2 6 286 2 6 2 6 2 6 2 6 /", addr=RB(c=addr); addr+=256*RB(wrap(c,c+1)))// indirect w/ page wrap
t(" *Z *Z *Z *Z 6z *Z *Z ", Misfire(addr, addr+d)) // abs. load: extra misread when cross-page
t(" 4k 4k 4k 4k 6z 4k 4k ", RB(wrap(addr, addr+d)))// abs. store: always issue a misread
// Load source operand
t("aa__ff__ab__,4 ____ - ____ ", t &= A) // Many operations take A or X as operand. Some try in
t(" knnn 4 99 ", t &= X) // error to take both; the outcome is an AND operation.
t(" 9989 99 ", t &= Y) // sty,dey,iny,tya,cpy
t(" 4 ", t &= S) // tsx, las
t("!!!! !! !! !! ! !! !! !!/", t &= P.raw|pbits; c = t)// php, flag test/set/clear, interrupts
t("_^__dc___^__ ed__98 ", c = t; t = 0xFF) // save as second operand
t("vuwvzywvvuwvvuwv zy|zzywvzywv ", t &= RB(addr+d)) // memory operand
t(",2 ,2 ,2 ,2 -2 -2 -2 -2 ", t &= RB(PC++)) // immediate operand
// Operations that mogrify memory operands directly
t(" 88 ", P.V = t & 0x40; P.N = t & 0x80) // bit
t(" nink nnnk ", sb = P.C) // rol,rla, ror,rra,arr
t("nnnknnnk 0 ", P.C = t & 0x80) // rol,rla, asl,slo,[arr,anc]
t(" nnnknink ", P.C = t & 0x01) // lsr,sre, ror,rra,asr
t("ninknink ", t = (t << 1) | (sb * 0x01))
t(" nnnknnnk ", t = (t >> 1) | (sb * 0x80))
t(" ! kink ", t = u8(t - 1)) // dec,dex,dey,dcp
t(" ! khnk ", t = u8(t + 1)) // inc,inx,iny,isb
// Store modified value (memory)
t("kgnkkgnkkgnkkgnkzy|J kgnkkgnk ", WB(addr+d, t))
t(" q ", WB(wrap(addr, addr+d), t &= ((addr+d) >> 8))) // [shx,shy,shs,sha?]
// Some operations used up one clock cycle that we did not account for yet
t("rpstljstqjstrjst - - - -kjstkjst/", tick()) // nop,flag ops,inc,dec,shifts,stack,transregister,interrupts
// Stack operations and unconditional jumps
t(" ! ! ! ", tick(); t = Pop()) // pla,plp,rti
t(" ! ! ", RB(PC++); PC = Pop(); PC |= (Pop() << 8)) // rti,rts
t(" ! ", RB(PC++)) // rts
t("! ! /", d=PC+(op?-1:1); Push(d>>8); Push(d)) // jsr, interrupts
t("! ! 8 8 /", PC = addr) // jmp, jsr, interrupts
t("!! ! /", Push(t)) // pha, php, interrupts
// Bitmasks
t("! !! !! !! !! ! !! !! !!/", t = 1)
t(" ! ! !! !! ", t <<= 1)
t("! ! ! !! !! ! ! !/", t <<= 2)
t(" ! ! ! ! ! ", t <<= 4)
t(" ! ! ! !____ ", t = u8(~t)) // sbc, isb, clear flag
t("`^__ ! ! !/", t = c | t) // ora, slo, set flag
t(" !!dc`_ !! ! ! !! !! ! ", t = c & t) // and, bit, rla, clear/test flag
t(" _^__ ", t = c ^ t) // eor, sre
// Conditional branches
t(" ! ! ! ! ", if(t) { tick(); Misfire(PC, addr = s8(addr) + PC); PC=addr; })
t(" ! ! ! ! ", if(!t) { tick(); Misfire(PC, addr = s8(addr) + PC); PC=addr; })
// Addition and subtraction
t(" _^__ ____ ", c = t; t += A + P.C; P.V = (c^t) & (A^t) & 0x80; P.C = t & 0x100)
t(" ed__98 ", t = c - t; P.C = ~t & 0x100) // cmp,cpx,cpy, dcp, sbx
// Store modified value (register)
t("aa__aa__aa__ab__ 4 !____ ____ ", A = t)
t(" nnnn 4 ! ", X = t) // ldx, dex, tax, inx, tsx,lax,las,sbx
t(" ! 9988 ! ", Y = t) // ldy, dey, tay, iny
t(" 4 0 ", S = t) // txs, las, shs
t("! ! ! !! ! ! ! ! !/", P.raw = t & ~0x30) // plp, rti, flag set/clear
// Generic status flag updates
t("wwwvwwwvwwwvwxwv 5 !}}||{}wv{{wv ", P.N = t & 0x80)
t("wwwv||wvwwwvwxwv 5 !}}||{}wv{{wv ", P.Z = u8(t) == 0)
t(" 0 ", P.V = (((t >> 5)+1)&2)) // [arr]
/* All implemented opcodes are cycle-accurate and memory-access-accurate.
* [] means that this particular separate rule exists only to provide the indicated unofficial opcode(s).
*/
}
void Op()
{
/* Check the state of NMI flag */
bool nmi_now = nmi;
unsigned op = RB(PC++);
if(reset) { op=0x101; }
else if(nmi_now && !nmi_edge_detected) { op=0x100; nmi_edge_detected = true; }
else if(intr && !P.I) { op=0x102; }
if(!nmi_now) nmi_edge_detected=false;
// Define function pointers for each opcode (00..FF) and each interrupt (100,101,102)
#define c(n) Ins<0x##n>,Ins<0x##n+1>,
#define o(n) c(n)c(n+2)c(n+4)c(n+6)
static void(*const i[0x108])() =
{
o(00)o(08)o(10)o(18)o(20)o(28)o(30)o(38)
o(40)o(48)o(50)o(58)o(60)o(68)o(70)o(78)
o(80)o(88)o(90)o(98)o(A0)o(A8)o(B0)o(B8)
o(C0)o(C8)o(D0)o(D8)o(E0)o(E8)o(F0)o(F8) o(100)
};
#undef o
#undef c
i[op]();
printf("o %.2X A %.2X X %.2X Y %.2X PC %.4X P %.2X S %.2X\n", op, A, X, Y, PC, P.raw, S);
reset = false;
}
}
int main(int/*argc*/, char** argv)
{
// Open the ROM file specified on commandline
FILE* fp = fopen(argv[1], "rb");
inputfn = argv[2];
// Read the ROM file header
assert(fgetc(fp)=='N' && fgetc(fp)=='E' && fgetc(fp)=='S' && fgetc(fp)=='\32');
u8 rom16count = fgetc(fp);
u8 vrom8count = fgetc(fp);
u8 ctrlbyte = fgetc(fp);
u8 mappernum = fgetc(fp) | (ctrlbyte>>4);
fgetc(fp);fgetc(fp);fgetc(fp);fgetc(fp);fgetc(fp);fgetc(fp);fgetc(fp);fgetc(fp);
if(mappernum >= 0x40) mappernum &= 15;
GamePak::mappernum = mappernum;
// Read the ROM data
if(rom16count) GamePak::ROM.resize(rom16count * 0x4000);
if(vrom8count) GamePak::VRAM.resize(vrom8count * 0x2000);
fread(&GamePak::ROM[0], rom16count, 0x4000, fp);
fread(&GamePak::VRAM[0], vrom8count, 0x2000, fp);
fclose(fp);
printf("%u * 16kB ROM, %u * 8kB VROM, mapper %u, ctrlbyte %02X\n", rom16count, vrom8count, mappernum, ctrlbyte);
// Start emulation
GamePak::Init();
IO::Init();
PPU::reg.value = 0;
// Pre-initialize RAM the same way as FCEUX does, to improve TAS sync.
for(unsigned a=0; a<0x800; ++a)
CPU::RAM[a] = (a&4) ? 0xFF : 0x00;
// Run the CPU until the program is killed.
for(;;) CPU::Op();
}
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