352 lines
14 KiB
C#
352 lines
14 KiB
C#
using System;
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using System.IO;
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namespace Core.Video
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{
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public class SmsVdp
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{
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// The VDP's private memory! The CPU cannot touch these arrays directly.
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public byte[] VRAM { get; private set; } = new byte[0x4000]; // 16KB Video RAM
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public byte[] CRAM { get; private set; } = new byte[0x20]; // 32 Bytes Color Palette
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public byte[] Registers { get; private set; } = new byte[16]; // 11 Hardware Control Registers
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public int[] FrameBuffer { get; private set; } = new int[256 * 192];
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private bool[] _priorityBuffer = new bool[256 * 192]; // Tracks priority pixels!
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// Hardware Latches
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private int _latchedHScroll = 0;
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private int _latchedVScroll = 0;
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// The Control Port State Machine (Port 0xBF)
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private bool _isSecondControlByte = false;
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private ushort _controlWord = 0;
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private byte _readBuffer = 0;
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private int _tStateCounter = 0;
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private int _currentScanline = 0;
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private int _lineCounter = 0;
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private byte _statusRegister = 0x00;
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public bool InterruptPending =>
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((_statusRegister & 0x80) != 0 && (Registers[1] & 0x20) != 0) || // VBlank
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((_statusRegister & 0x40) != 0 && (Registers[0] & 0x10) != 0); // Line Interrupt
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public byte ReadDataPort() // Port 0xBE
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{
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_isSecondControlByte = false; // Reading data resets the control latch
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byte value = _readBuffer;
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_readBuffer = VRAM[_controlWord & 0x3FFF];
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_controlWord++;
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return value;
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}
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public byte ReadControlPort() // Port 0xBF
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{
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_isSecondControlByte = false;
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byte currentStatus = _statusRegister;
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// CRITICAL HARDWARE QUIRK: Reading the status port physically
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// clears the flags inside the chip! If we don't clear this,
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// the interrupt line gets stuck on forever.
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_statusRegister = 0x00;
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return currentStatus;
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}
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public void WriteDataPort(byte value) // Port 0xBE
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{
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_isSecondControlByte = false;
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_readBuffer = value;
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int address = _controlWord & 0x3FFF;
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int command = (_controlWord >> 14) & 0x03;
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if (command == 3) // Code 3: Write to Color Palette (CRAM)
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{
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CRAM[address & 0x1F] = value;
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}
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else // Code 0, 1, 2: Write to VRAM
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{
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VRAM[address] = value;
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}
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_controlWord++; // Auto-increment so the Z80 can blast data fast
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}
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public void WriteControlPort(byte value) // Port 0xBF
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{
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if (!_isSecondControlByte)
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{
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// First byte arrives: Store it in the lower 8 bits
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_controlWord = (ushort)((_controlWord & 0xFF00) | value);
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_isSecondControlByte = true;
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}
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else
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{
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// Second byte arrives: Store it in the upper 8 bits and execute!
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_controlWord = (ushort)((_controlWord & 0x00FF) | (value << 8));
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_isSecondControlByte = false;
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int command = (_controlWord >> 14) & 0x03;
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if (command == 0) // Code 0: Prep for VRAM Read
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{
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_readBuffer = VRAM[_controlWord & 0x3FFF];
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_controlWord++;
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}
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else if (command == 2) // Code 2: Write to Internal VDP Register
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{
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int regIndex = value & 0x0F;
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byte regData = (byte)(_controlWord & 0xFF);
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if (regIndex < 16) Registers[regIndex] = regData;
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}
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}
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}
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public byte ReadVCounter()
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{
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// Note: On real NTSC hardware, the V-Counter jumps slightly around
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// the VBlank period to keep the math 8-bit, but simply returning
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// the raw current scanline is perfectly fine to get us booting!
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return (byte)_currentScanline;
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}
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public void Update(int tStates)
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{
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_tStateCounter += tStates;
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if (_tStateCounter >= 228)
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{
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_tStateCounter -= 228;
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// 1. RENDER THE CURRENT LINE FIRST!
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// The CPU just finished spending 228 cycles on this exact line.
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// We draw it now using whatever scroll values the CPU set during that time.
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if (_currentScanline < 192)
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{
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RenderScanline(_currentScanline);
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}
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// 2. CHECK LINE INTERRUPTS
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// Now that the line is drawn, we check if we need to alert the CPU for the NEXT line.
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if (_currentScanline <= 192)
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{
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_lineCounter--;
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if (_lineCounter < 0)
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{
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_lineCounter = Registers[10]; // Reload counter
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_statusRegister |= 0x40; // Set Line Interrupt Flag (Bit 6)
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}
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}
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else
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{
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_lineCounter = Registers[10]; // Reload outside active display
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}
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// 3. MOVE TO THE NEXT LINE
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_currentScanline++;
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if (_currentScanline > 261)
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{
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_currentScanline = 0;
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}
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// 4. TRIGGER VBLANK
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// The Master System sets the VBlank flag at the exact start of scanline 192.
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if (_currentScanline == 192)
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{
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_statusRegister |= 0x80;
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}
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}
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}
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private void RenderScanline(int screenY)
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{
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// If the display is disabled, fill the line with black and exit
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if ((Registers[1] & 0x40) == 0)
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{
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for (int x = 0; x < 256; x++) FrameBuffer[(screenY * 256) + x] = unchecked((int)0xFF000000);
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return;
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}
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// --- 1. RENDER BACKGROUND LINE ---
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ushort nameTableBase = (ushort)((Registers[2] & 0x0E) << 10);
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int scrollX = Registers[8];
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int scrollY = Registers[9];
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// THE FIX: The bits are now in the correct order!
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bool lockColScroll = (Registers[0] & 0x80) != 0; // Bit 7: Locks right 8 columns (Fixes R-Type!)
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bool lockRowScroll = (Registers[0] & 0x40) != 0; // Bit 6: Locks top 2 rows (Fixes Bart!)
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bool maskLeftCol = (Registers[0] & 0x20) != 0; // Bit 5: Hides leftmost column (Fixes Sonic 2!)
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for (int screenX = 0; screenX < 256; screenX++)
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{
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// --- LEFT COLUMN MASKING (OVERSCAN CURTAIN) ---
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if (maskLeftCol && screenX < 8)
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{
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// Draw the physical backdrop color (from Sprite Palette + Reg 7 index)
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byte bgSmsColor = CRAM[16 + (Registers[7] & 0x0F)];
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int bgR = (bgSmsColor & 0x03) * 85;
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int bgG = ((bgSmsColor >> 2) & 0x03) * 85;
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int bgB = ((bgSmsColor >> 4) & 0x03) * 85;
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int bgAddress = (screenY * 256) + screenX;
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FrameBuffer[bgAddress] = (255 << 24) | (bgR << 16) | (bgG << 8) | bgB;
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// Flag it as priority so sprites also hide behind the curtain!
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_priorityBuffer[bgAddress] = true;
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continue;
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}
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// Apply Vertical Scrolling (R-Type HUD protection)
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int effectiveScrollY = scrollY;
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if (lockColScroll && screenX >= 192) effectiveScrollY = 0;
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int vdpY = (screenY + effectiveScrollY) % 224;
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int row = vdpY / 8;
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int tileY = vdpY % 8;
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// Apply Horizontal Scrolling (Bart's sky protection)
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int effectiveScrollX = scrollX;
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if (lockRowScroll && screenY < 16) effectiveScrollX = 0;
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int vdpX = (screenX - effectiveScrollX) & 0xFF;
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int col = vdpX / 8;
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int tileX = vdpX % 8;
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ushort nameTableAddr = (ushort)(nameTableBase + (row * 64) + (col * 2));
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ushort tileData = (ushort)((VRAM[nameTableAddr + 1] << 8) | VRAM[nameTableAddr]);
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int tileIndex = tileData & 0x01FF;
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bool flipH = (tileData & 0x0200) != 0;
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bool flipV = (tileData & 0x0400) != 0;
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bool useSpritePalette = (tileData & 0x0800) != 0;
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bool priority = (tileData & 0x1000) != 0;
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int readY = flipV ? (7 - tileY) : tileY;
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ushort tileAddress = (ushort)(tileIndex * 32);
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byte bp0 = VRAM[tileAddress + (readY * 4) + 0];
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byte bp1 = VRAM[tileAddress + (readY * 4) + 1];
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byte bp2 = VRAM[tileAddress + (readY * 4) + 2];
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byte bp3 = VRAM[tileAddress + (readY * 4) + 3];
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int readX = flipH ? tileX : (7 - tileX);
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int colorIndex = ((bp0 >> readX) & 1) | (((bp1 >> readX) & 1) << 1) |
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(((bp2 >> readX) & 1) << 2) | (((bp3 >> readX) & 1) << 3);
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int paletteOffset = useSpritePalette ? 16 : 0;
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byte smsColor = CRAM[paletteOffset + colorIndex];
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int r = (smsColor & 0x03) * 85;
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int g = ((smsColor >> 2) & 0x03) * 85;
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int b = ((smsColor >> 4) & 0x03) * 85;
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int screenAddress = (screenY * 256) + screenX;
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// Draw background and reset priority mask for this exact pixel
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FrameBuffer[screenAddress] = (255 << 24) | (r << 16) | (g << 8) | b;
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_priorityBuffer[screenAddress] = (priority && colorIndex != 0);
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}
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// --- 2. RENDER SPRITE LINE ---
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ushort satBaseAddress = (ushort)((Registers[5] & 0x7E) << 7);
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ushort spritePatternBase = (ushort)((Registers[6] & 0x04) << 11);
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bool is8x16 = (Registers[1] & 0x02) != 0;
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bool shiftSpritesLeft = (Registers[0] & 0x08) != 0;
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int spriteHeight = is8x16 ? 16 : 8;
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// Step A: Find the visible sprites for THIS specific line
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var visibleSprites = new System.Collections.Generic.List<int>();
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for (int i = 0; i < 64; i++)
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{
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byte y = VRAM[satBaseAddress + i];
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if (y == 208) break; // End of Sprite List
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int spriteY = y + 1; // Physical hardware 1-pixel shift
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if (screenY >= spriteY && screenY < spriteY + spriteHeight)
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{
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visibleSprites.Add(i);
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// HARDWARE QUIRK: VDP stops drawing after 8 sprites on a single line!
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if (visibleSprites.Count == 8) break;
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}
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}
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// Step B: Draw them backward so Sprite 0 (highest priority) draws LAST and stays on top
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for (int v = visibleSprites.Count - 1; v >= 0; v--)
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{
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int i = visibleSprites[v];
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byte y = VRAM[satBaseAddress + i];
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byte x = VRAM[satBaseAddress + 0x80 + (i * 2)];
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byte tileIndex = VRAM[satBaseAddress + 0x80 + (i * 2) + 1];
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if (is8x16) tileIndex = (byte)(tileIndex & 0xFE);
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// Calculate which row of the sprite we are physically on
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int py = screenY - (y + 1);
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ushort tileAddress = (ushort)(spritePatternBase + (tileIndex * 32) + (py * 4));
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byte bp0 = VRAM[tileAddress + 0];
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byte bp1 = VRAM[tileAddress + 1];
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byte bp2 = VRAM[tileAddress + 2];
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byte bp3 = VRAM[tileAddress + 3];
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for (int px = 0; px < 8; px++)
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{
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int screenX = x + px;
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if (shiftSpritesLeft) screenX -= 8;
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if (screenX < 0 || screenX >= 256) continue;
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if (_priorityBuffer[(screenY * 256) + screenX]) continue;
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int shift = 7 - px;
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int colorIndex = ((bp0 >> shift) & 1) | (((bp1 >> shift) & 1) << 1) |
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(((bp2 >> shift) & 1) << 2) | (((bp3 >> shift) & 1) << 3);
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if (colorIndex == 0) continue;
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byte smsColor = CRAM[16 + colorIndex];
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int r = (smsColor & 0x03) * 85;
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int g = ((smsColor >> 2) & 0x03) * 85;
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int b = ((smsColor >> 4) & 0x03) * 85;
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FrameBuffer[(screenY * 256) + screenX] = (255 << 24) | (r << 16) | (g << 8) | b;
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}
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}
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}
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public void SaveState(BinaryWriter bw)
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{
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bw.Write(VRAM);
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bw.Write(CRAM);
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bw.Write(Registers);
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bw.Write(_isSecondControlByte);
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bw.Write(_controlWord);
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bw.Write(_readBuffer);
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bw.Write(_tStateCounter);
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bw.Write(_currentScanline);
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bw.Write(_lineCounter);
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bw.Write(_statusRegister);
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// ADD THESE:
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bw.Write(_latchedHScroll);
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bw.Write(_latchedVScroll);
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}
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public void LoadState(BinaryReader br)
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{
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Array.Copy(br.ReadBytes(VRAM.Length), VRAM, VRAM.Length);
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Array.Copy(br.ReadBytes(CRAM.Length), CRAM, CRAM.Length);
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Array.Copy(br.ReadBytes(Registers.Length), Registers, Registers.Length);
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_isSecondControlByte = br.ReadBoolean();
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_controlWord = br.ReadUInt16();
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_readBuffer = br.ReadByte();
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_tStateCounter = br.ReadInt32();
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_currentScanline = br.ReadInt32();
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_lineCounter = br.ReadInt32();
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_statusRegister = br.ReadByte();
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// ADD THESE:
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_latchedHScroll = br.ReadInt32();
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_latchedVScroll = br.ReadInt32();
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}
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}
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} |