426 lines
16 KiB
C#
426 lines
16 KiB
C#
using System.Diagnostics;
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using System.Drawing.Imaging;
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using System.Reflection;
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using System.Reflection.PortableExecutable;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using Core;
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using Desktop.Audio;
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namespace Desktop
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{
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public partial class ParsonsForm1 : Form
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{
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public SmsMachine _machine = null!;
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private DebuggerForm _debugger;
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private VramViewerForm _vramViewer;
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private Bitmap _screenBitmap = new Bitmap(256, 192, PixelFormat.Format32bppArgb);
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private NAudioPlayer _audioPlayer;
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private Task _emulatorTask;
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private double TargetFrameTime = 16.667f; //NTSC
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//private double TargetFrameTime = 20; //PAL
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public int TotalFrameCount = 0;
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public double FrameTime { get; private set; } = 0;
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public double FramesPerSecond { get; private set; } = 0;
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private string _currentRomName = "No ROM";
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private string _currentRomPath = "";
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private Stopwatch _stopwatch = new System.Diagnostics.Stopwatch();
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public bool IsRunning { get; private set; } = false;
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public ushort? Breakpoint
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{
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get => _machine?.Breakpoint;
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set { if (_machine != null) _machine.Breakpoint = value; }
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}
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public ParsonsForm1()
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{
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InitializeComponent();
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// These are perfectly safe for the Visual Studio Designer!
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this.KeyPreview = true;
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this.KeyDown += Form1_KeyDown;
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this.KeyUp += Form1_KeyUp;
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this.DoubleBuffered = true;
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this.ResizeRedraw = true;
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}
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// The Designer ignores this completely, but the compiled game runs it instantly!
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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this.Text = $"Parsons Master System - {_currentRomName}";
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this.BackColor = Color.Black;
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_machine = new SmsMachine();
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_audioPlayer = new NAudioPlayer();
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_machine.AudioProcessor.AudioDevice = _audioPlayer;
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PopulateIncludedRomsMenu();
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}
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private void DrawScreen()
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{
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// Rapidly copy our VDP FrameBuffer into the Windows Bitmap
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var data = _screenBitmap.LockBits(new Rectangle(0, 0, 256, 192), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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Marshal.Copy(_machine.VideoProcessor.FrameBuffer, 0, data.Scan0, _machine.VideoProcessor.FrameBuffer.Length);
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_screenBitmap.UnlockBits(data);
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this.Invalidate();
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TotalFrameCount++;
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}
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protected override void OnPaint(PaintEventArgs e)
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{
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base.OnPaint(e);
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if (_screenBitmap != null && menuStrip1 != null)
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{
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// 1. Maintain perfect, chunky retro pixels
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e.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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e.Graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.Half;
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// 2. Calculate the actual usable window space
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int topOffset = menuStrip1.Height;
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int availableWidth = this.ClientSize.Width;
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int availableHeight = this.ClientSize.Height - topOffset;
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// 3. Calculate the maximum scale factor that fits perfectly
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float scaleX = (float)availableWidth / 256f;
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float scaleY = (float)availableHeight / 192f;
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// Pick the smaller scale so the image never bleeds off the edge
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float scale = Math.Min(scaleX, scaleY);
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// 4. Calculate the new physical pixel dimensions
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int newWidth = (int)(256 * scale);
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int newHeight = (int)(192 * scale);
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// 5. Center the image (Letterboxing / Pillarboxing)
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int offsetX = (availableWidth - newWidth) / 2;
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int offsetY = topOffset + ((availableHeight - newHeight) / 2);
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Rectangle renderArea = new Rectangle(offsetX, offsetY, newWidth, newHeight);
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// 6. Draw the scaled image
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e.Graphics.DrawImage(_screenBitmap, renderArea);
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}
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}
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public void StartEmulator()
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{
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if (IsRunning) return;
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IsRunning = true;
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TotalFrameCount = 0;
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double targetFps = _machine.VideoProcessor.IsPalRegion ? 50.0 : 59.92274;
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double TargetFrameTime = 1000.0 / targetFps;
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_emulatorTask = Task.Run(() =>
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{
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_stopwatch.Restart();
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double nextFrameTargetTime = _stopwatch.Elapsed.TotalMilliseconds + TargetFrameTime;
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double lastFpsUpdate = _stopwatch.Elapsed.TotalMilliseconds;
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int framesThisSecond = 0;
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while (IsRunning)
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{
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// Mark exactly when the emulator starts thinking
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double frameStartTime = _stopwatch.Elapsed.TotalMilliseconds;
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// --- POLL PHYSICAL CONTROLLER ---
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if (XInput.XInputGetState(0, out XInput.XINPUT_STATE state) == 0)
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{
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ushort btns = state.Gamepad.wButtons;
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byte padState = 0xFF;
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if ((btns & 0x0001) != 0) padState &= 0xFE; // Up
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if ((btns & 0x0002) != 0) padState &= 0xFD; // Down
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if ((btns & 0x0004) != 0) padState &= 0xFB; // Left
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if ((btns & 0x0008) != 0) padState &= 0xF7; // Right
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if ((btns & 0x1000) != 0) padState &= 0xEF; // Button 1
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if ((btns & 0x2000) != 0) padState &= 0xDF; // Button 2
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// THE FIX: Constantly update the gamepad state, even when it's 0xFF!
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_machine.IoBus.Joypad1Gamepad = padState;
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}
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// --------------------------------
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_machine.RunFrame();
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// 2. FIRE AND FORGET! Tell Windows to draw, but DO NOT WAIT for it to finish!
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BeginInvoke((System.Windows.Forms.MethodInvoker)delegate { DrawScreen(); });
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// 3. Safety catch
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if (_machine.Breakpoint.HasValue && _machine.Cpu.PC == _machine.Breakpoint.Value)
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{
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IsRunning = false;
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BeginInvoke((System.Windows.Forms.MethodInvoker)delegate { _debugger?.uiUpdateTimer_Tick(null, EventArgs.Empty); });
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break;
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}
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// 4. Calculate TRUE Frame Time (Compute Time) BEFORE we go to sleep!
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FrameTime = _stopwatch.Elapsed.TotalMilliseconds - frameStartTime;
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// --- HIGH PRECISION THROTTLE ---
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while (_stopwatch.Elapsed.TotalMilliseconds < nextFrameTargetTime)
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{
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if (nextFrameTargetTime - _stopwatch.Elapsed.TotalMilliseconds > 2.0)
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{
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Thread.Sleep(1);
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}
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else
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{
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Thread.SpinWait(10);
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}
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}
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double currentTime = _stopwatch.Elapsed.TotalMilliseconds;
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TotalFrameCount++;
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framesThisSecond++;
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if (currentTime - lastFpsUpdate >= 1000.0)
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{
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FramesPerSecond = framesThisSecond / ((currentTime - lastFpsUpdate) / 1000.0);
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framesThisSecond = 0;
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lastFpsUpdate = currentTime;
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BeginInvoke((System.Windows.Forms.MethodInvoker)delegate
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{
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this.Text = $"Parsons Master System 2026 - {_currentRomName} [FPS/FT: {FramesPerSecond:F0}/{FrameTime:F1}]";
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});
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}
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nextFrameTargetTime += TargetFrameTime;
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if (currentTime > nextFrameTargetTime + TargetFrameTime)
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{
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nextFrameTargetTime = currentTime + TargetFrameTime;
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}
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}
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});
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}
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public void StopEmulator()
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{
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IsRunning = false;
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}
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private async void LoadRomAndStart(string filePath)
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{
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StopEmulator();
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if (_emulatorTask != null)
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{
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await _emulatorTask;
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}
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// 1. SAVE THE PREVIOUS GAME!
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SaveCurrentSram();
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// 2. Load the file
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byte[] rom = File.ReadAllBytes(filePath);
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// 3. Jam it into the Sega Mapper
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_machine.LoadCartridge(rom);
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// 4. Update the path tracking
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_currentRomPath = filePath;
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_currentRomName = Path.GetFileNameWithoutExtension(filePath);
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this.Text = $"Parsons Master System - {_currentRomName}";
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// 5. LOAD THE NEW SAVE DATA FROM THE EXE FOLDER!
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string savPath = GetSaveFilePath();
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if (savPath != null)
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{
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_machine.MemoryBus.LoadSaveData(savPath);
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}
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// 6. Turn the power on!
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StartEmulator();
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}
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private string GetSaveFilePath()
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{
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// Don't try to save if a game hasn't been loaded yet!
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if (string.IsNullOrEmpty(_currentRomName) || _currentRomName == "No ROM")
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return null;
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// Application.StartupPath is the exact folder containing your .exe
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string exeFolder = Application.StartupPath;
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// Combines the exe folder with "GameName.sav"
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return Path.Combine(exeFolder, _currentRomName + ".sav");
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}
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private void SaveCurrentSram()
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{
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if (_machine != null)
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{
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string savPath = GetSaveFilePath();
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if (savPath != null)
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{
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_machine.MemoryBus.SaveSaveData(savPath);
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}
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}
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}
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private void PopulateIncludedRomsMenu()
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{
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// The folder you used for Golden Axe Warrior
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string romsDirectory = @"C:\Parsons\Local Code Projects\ParsonsMasterSystem2026\Desktop\ROMS\";
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if (Directory.Exists(romsDirectory))
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{
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string[] romFiles = Directory.GetFiles(romsDirectory, "*.sms");
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foreach (string file in romFiles)
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{
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// Create a new dropdown item for each .sms file it finds
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string romName = Path.GetFileNameWithoutExtension(file);
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ToolStripMenuItem romMenuItem = new ToolStripMenuItem(romName);
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// When clicked, pass the file path to our helper method
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romMenuItem.Click += (sender, e) => LoadRomAndStart(file);
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// Add it to the "Included" submenu (make sure the name matches your designer element!)
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includedToolStripMenuItem.DropDownItems.Add(romMenuItem);
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}
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}
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}
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private void selectROMToolStripMenuItem_Click(object sender, EventArgs e)
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{
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using (OpenFileDialog ofd = new OpenFileDialog())
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{
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ofd.Title = "Select Master System ROM";
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ofd.Filter = "SMS ROMs (*.sms)|*.sms|All Files (*.*)|*.*";
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if (ofd.ShowDialog() == DialogResult.OK)
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{
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LoadRomAndStart(ofd.FileName);
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_machine.Reset();
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}
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}
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}
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private void resetToolStripMenuItem_Click(object sender, EventArgs e)
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{
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_machine.Reset();
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}
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private void debuggerToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (_debugger == null || _debugger.IsDisposed)
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{
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_debugger = new DebuggerForm(_machine.Cpu, _machine.MemoryBus, this);
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}
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_debugger.Show();
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}
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private void vramViewerToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (_vramViewer == null || _vramViewer.IsDisposed)
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{
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// Pass the VDP directly to the viewer!
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_vramViewer = new VramViewerForm(_machine.VideoProcessor);
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}
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_vramViewer.Show();
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}
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private void includedToolStripMenuItem_Click(object sender, EventArgs e)
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{
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}
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private void exitToolStripMenuItem_Click(object sender, EventArgs e)
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{
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this.Close();
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}
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private void Form1_KeyDown(object sender, KeyEventArgs e)
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{
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UpdateJoypad(e.KeyCode, true);
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}
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private void Form1_KeyUp(object sender, KeyEventArgs e)
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{
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UpdateJoypad(e.KeyCode, false);
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}
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private void UpdateJoypad(Keys key, bool isPressed)
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{
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if (_machine == null) return;
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byte bitMask = 0;
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// Map your keys to the Sega hardware bits
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switch (key)
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{
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case Keys.W: bitMask = 0x01; break; // Bit 0: Up
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case Keys.S: bitMask = 0x02; break; // Bit 1: Down
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case Keys.A: bitMask = 0x04; break; // Bit 2: Left
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case Keys.D: bitMask = 0x08; break; // Bit 3: Right
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case Keys.O: bitMask = 0x10; break; // Bit 4: Button 1 (Start/Action)
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case Keys.P: bitMask = 0x20; break; // Bit 5: Button 2
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default: return; // Ignore any other keys
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}
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if (isPressed)
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{
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_machine.IoBus.Joypad1Keyboard &= (byte)~bitMask; // Target Keyboard!
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}
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else
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{
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_machine.IoBus.Joypad1Keyboard |= bitMask; // Target Keyboard!
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}
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}
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private void ParsonsForm1_FormClosing(object sender, FormClosingEventArgs e)
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{
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IsRunning = false;
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SaveCurrentSram();
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_audioPlayer?.Stop();
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}
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private async void saveStateToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (string.IsNullOrEmpty(_currentRomName) || _currentRomName == "No ROM") return;
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// 1. Politely ask the emulator loop to pause, and wait for it to finish its current frame!
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StopEmulator();
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if (_emulatorTask != null) await _emulatorTask;
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// 2. Change the extension to .state and save it right next to the .exe
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string statePath = Path.ChangeExtension(GetSaveFilePath(), ".state");
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_machine.SaveState(statePath);
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// 3. Resume the emulator seamlessly
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StartEmulator();
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}
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private async void loadStateToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (string.IsNullOrEmpty(_currentRomName) || _currentRomName == "No ROM") return;
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string statePath = Path.ChangeExtension(GetSaveFilePath(), ".state");
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if (!File.Exists(statePath)) return;
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// 1. Pause the emulator
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StopEmulator();
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if (_emulatorTask != null) await _emulatorTask;
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// 2. Inject the frozen state into the silicon!
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_machine.LoadState(statePath);
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// 3. Resume
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StartEmulator();
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}
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private void pALRegionToolStripMenuItem_Click(object sender, EventArgs e)
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{
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if (pALRegionToolStripMenuItem.Checked)
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_machine.VideoProcessor.IsPalRegion = true;
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else _machine.VideoProcessor.IsPalRegion= false;
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pALRegionToolStripMenuItem.Checked = !pALRegionToolStripMenuItem.Checked;
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}
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}
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}
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