// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 11/12/2005 Initial port to SDL
-// JLH 11/18/2005 Wired up graphic soft switches
+// JLH 11/18/2005 Wired up graphic soft switches
// JLH 12/02/2005 Setup timer subsystem for more accurate time keeping
// JLH 12/12/2005 Added preliminary state saving support
//
#include "gui/draggablewindow2.h"
#include "gui/textedit.h"
-//using namespace std;
+// Debug and misc. defines
+
+#define THREADED_65C02
+//#define CPU_THREAD_OVERFLOW_COMPENSATION
+//#define DEBUG_LC
+#define CPU_CLOCK_CHECKING
// Global variables
uint8 ram[0x10000], rom[0x10000]; // RAM & ROM spaces
+uint8 ram2[0x10000];
uint8 diskRom[0x100]; // Disk ROM space
-V65C02REGS mainCPU;
+V65C02REGS mainCPU; // v65C02 execution context
uint8 appleType = APPLE_TYPE_II;
+FloppyDrive floppyDrive;
// Local variables
static uint8 lastKeyPressed = 0;
static bool keyDown = false;
-static FloppyDrive floppyDrive;
+//static FloppyDrive floppyDrive;
enum { LC_BANK_1, LC_BANK_2 };
static void FrameCallback(void);
static void BlinkTimer(void);
+#ifdef THREADED_65C02
+// Test of threaded execution of 6502
+static SDL_Thread * cpuThread = NULL;
+//static SDL_mutex * cpuMutex = NULL;
+static SDL_cond * cpuCond = NULL;
+static bool cpuFinished = false;
+static bool cpuSleep = false;
+
+// Let's try a thread...
+/*
+Here's how it works: Execute 1 frame's worth, then sleep.
+Other stuff wakes it up
+*/
+int CPUThreadFunc(void * data)
+{
+ // Mutex must be locked for conditional to work...
+ // Also, must be created in the thread that uses it...
+ SDL_mutex * cpuMutex = SDL_CreateMutex();
+
+#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
+ float overflow = 0.0;
+#endif
+
+ do
+ {
+ if (cpuSleep)
+ SDL_CondWait(cpuCond, cpuMutex);
+
+ uint32 cycles = 17066;
+#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
+// ODD! It's closer *without* this overflow compensation. ??? WHY ???
+ overflow += 0.666666667;
+
+ if (overflow > 1.0)
+ {
+ overflow -= 1.0;
+ cycles++;
+ }
+#endif
+
+ Execute65C02(&mainCPU, cycles); // how much? 1 frame (after 1 s, off by 40 cycles) not any more--it's off by as much as 240 now!
+ SDL_mutexP(cpuMutex);
+ // Adjust the sound routine's last cycle toggled time base
+ // Also, since we're finished executing, .clock is now valid
+ AdjustLastToggleCycles(mainCPU.clock);
+#if 0
+ if (SDL_CondWait(cpuCond, cpuMutex) != 0)
+ {
+ printf("SDL_CondWait != 0! (Error: '%s')\n", SDL_GetError());
+ exit(-1);
+ }
+#else
+ SDL_CondWait(cpuCond, cpuMutex);
+#endif
+ SDL_mutexV(cpuMutex);
+ }
+ while (!cpuFinished);
+
+ return 0;
+}
+#endif
+
// Test GUI function
Element * TestWindow(void)
WriteLog("\n*** Read at I/O address %04X\n", addr);
#endif
- if ((addr & 0xFFF0) == 0xC000)
+ if ((addr & 0xFFF0) == 0xC000) // Read $C000-$C00F
{
return lastKeyPressed | (keyDown ? 0x80 : 0x00);
}
- else if ((addr & 0xFFF0) == 0xC010)
+ else if ((addr & 0xFFF0) == 0xC010) // Read $C010-$C01F
{
//This is bogus: keyDown is set to false, so return val NEVER is set...
//Fixed...
keyDown = false;
return retVal;
}
- else if ((addr & 0xFFF0) == 0xC030)
+ else if ((addr & 0xFFF0) == 0xC030) // Read $C030-$C03F
{
+/*
+This is problematic, mainly because the v65C02 removes actual cycles run after each call.
+Therefore, we don't really have a reliable method of sending a timestamp to the sound routine.
+How to fix?
+
+What we need to send is a delta T value but related to the IRQ buffer routine. E.g., if the buffer
+hasn't had any changes in it then we just fill it with the last sample value and are done. Then
+we need to adjust our delta T accordingly. What we could do is keep a running total of time since the
+last change and adjust it accordingly, i.e., whenever a sound IRQ happens.
+How to keep track?
+
+Have deltaT somewhere. Then, whenever there's a toggle, backfill buffer with last spkr state and reset
+deltaT to zero. In the sound IRQ, if deltaT > buffer size, then subtract buffer size from deltaT. (?)
+
+
+
+*/
ToggleSpeaker(GetCurrentV65C02Clock());
//should it return something else here???
return 0x00;
}
- else if (addr == 0xC050)
+ else if (addr == 0xC050) // Read $C050
{
textMode = false;
}
- else if (addr == 0xC051)
+ else if (addr == 0xC051) // Read $C051
{
textMode = true;
}
- else if (addr == 0xC052)
+ else if (addr == 0xC052) // Read $C052
{
mixedMode = false;
}
- else if (addr == 0xC053)
+ else if (addr == 0xC053) // Read $C053
{
mixedMode = true;
}
- else if (addr == 0xC054)
+ else if (addr == 0xC054) // Read $C054
{
displayPage2 = false;
}
- else if (addr == 0xC055)
+ else if (addr == 0xC055) // Read $C055
{
displayPage2 = true;
}
- else if (addr == 0xC056)
+ else if (addr == 0xC056) // Read $C056
{
hiRes = false;
}
- else if (addr == 0xC057)
+ else if (addr == 0xC057) // Read $C057
{
hiRes = true;
}
//OK! This switch selects bank 2 of the 4K bank at $D000-$DFFF. One access makes it
//visible, two makes it R/W.
+/*
+301 LDA $E000
+304 PHA
+305 LDA $C081
+308 PLA
+309 PHA
+30A CMP $E000
+30D BNE $332
+30F LDA $C083
+312 LDA $C083
+315 LDA #$A5
+317 STA $D000
+31A CMP $D000
+31D BNE $332
+31F LSR A
+320 STA $D000
+323 CMP $D000
+326 BNE $332
+328 LDA $C081
+32B LDA $C081
+32E LDA #$01
+330 BNE $334
+332 LDA #$00
+334 STA $300
+337 PLA
+338 CMP $E000
+33B BEQ $340
+33D LDA $C080
+340 RTS
+
+A = PEEK($C082)
+*/
+
else if ((addr & 0xFFFB) == 0xC080)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C080 49280 OECG R Read RAM bank 2; no write\n");
+#endif
//$C080 49280 OECG R Read RAM bank 2; no write
visibleBank = LC_BANK_2;
readRAM = true;
}
else if ((addr & 0xFFFB) == 0xC081)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C081 49281 OECG RR Read ROM; write RAM bank 2\n");
+#endif
//$C081 49281 ROMIN OECG RR Read ROM; write RAM bank 2
visibleBank = LC_BANK_2;
readRAM = false;
}
else if ((addr & 0xFFFB) == 0xC082)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C082 49282 OECG R Read ROM; no write\n");
+#endif
//$C082 49282 OECG R Read ROM; no write
visibleBank = LC_BANK_2;
readRAM = false;
}
else if ((addr & 0xFFFB) == 0xC083)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C083 49283 OECG RR Read/Write RAM bank 2\n");
+#endif
//$C083 49283 LCBANK2 OECG RR Read/write RAM bank 2
visibleBank = LC_BANK_2;
readRAM = true;
}
else if ((addr & 0xFFFB) == 0xC088)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $%04X 49288 OECG R Read RAM bank 1; no write\n", addr);
+#endif
//$C088 49288 OECG R Read RAM bank 1; no write
visibleBank = LC_BANK_1;
readRAM = true;
writeRAM = false;
+//Hm. Some stuff seems to want this.
+//nope, was looking at $C0E8... return 0xFF;
}
else if ((addr & 0xFFFB) == 0xC089)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C089 49289 OECG RR Read ROM; write RAM bank 1\n");
+#endif
//$C089 49289 OECG RR Read ROM; write RAM bank 1
visibleBank = LC_BANK_1;
readRAM = false;
}
else if ((addr & 0xFFFB) == 0xC08A)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C08A 49290 OECG R Read ROM; no write\n");
+#endif
//$C08A 49290 OECG R Read ROM; no write
visibleBank = LC_BANK_1;
readRAM = false;
}
else if ((addr & 0xFFFB) == 0xC08B)
{
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C08B 49291 OECG RR Read/Write RAM bank 1\n");
+#endif
//$C08B 49291 OECG RR Read/write RAM bank 1
visibleBank = LC_BANK_1;
readRAM = true;
else if (addr == 0xC0EC)
{
return floppyDrive.ReadWrite();
+//Hm, some stuff is looking at the return value. Dunno what it *should* be...
+// OK, it's from the ReadWrite routine...
+//return 0xFF;
}
else if (addr == 0xC0ED)
{
floppyDrive.SetWriteMode();
}
+//#define LC_DEBUGGING
+#ifdef LC_DEBUGGING
+bool showpath = false;
+if (addr >= 0xD000 && addr <= 0xD00F)
+ showpath = true;
+#endif
//This sux...
if (addr >= 0xC100 && addr <= 0xCFFF) // The $C000-$CFFF block is *never* RAM
+#ifdef LC_DEBUGGING
+ {
+#endif
b = rom[addr];
+#ifdef LC_DEBUGGING
+if (showpath)
+ WriteLog("b is from $C100-$CFFF block...\n");
+ }
+#endif
else if (addr >= 0xD000)
{
if (readRAM)
{
if (addr <= 0xDFFF && visibleBank == LC_BANK_1)
+#ifdef LC_DEBUGGING
+ {
+#endif
b = ram[addr - 0x1000];
+#ifdef LC_DEBUGGING
+if (showpath)
+ WriteLog("b is from LC bank #1 (ram[addr - 0x1000])...\n");
+ }
+#endif
else
+#ifdef LC_DEBUGGING
+ {
+#endif
b = ram[addr];
+#ifdef LC_DEBUGGING
+if (showpath)
+ WriteLog("b is from LC bank #2 (ram[addr])...\n");
+ }
+#endif
}
else
+#ifdef LC_DEBUGGING
+ {
+#endif
b = rom[addr];
+#ifdef LC_DEBUGGING
+if (showpath)
+ WriteLog("b is from LC ROM (rom[addr])...\n");
+ }
+#endif
}
else
+#ifdef LC_DEBUGGING
+ {
+#endif
b = ram[addr];
+#ifdef LC_DEBUGGING
+if (showpath)
+ WriteLog("b is from ram[addr]...\n");
+ }
+#endif
+
+#ifdef LC_DEBUGGING
+if (addr >= 0xD000 && addr <= 0xD00F)
+{
+ WriteLog("*** Read from $%04X: $%02X (readRAM=%s, PC=%04X, ram$D000=%02X)\n", addr, b, (readRAM ? "T" : "F"), mainCPU.pc, ram[0xC000]);
+}
+#endif
return b;
}
WriteLog("\n*** Byte %02X written at address %04X\n", b, addr);
#endif
/*
+I think this is IIc/IIe only...
+
CLR80STORE=$C000 ;80STORE Off- disable 80-column memory mapping (Write)
SET80STORE=$C001 ;80STORE On- enable 80-column memory mapping (WR-only)
}
else if ((addr & 0xFFF0) == 0xC010) // Keyboard strobe
{
+//Actually, according to the A2 ref, this should do nothing since a write
+//is immediately preceded by a read leaving it in the same state it was...
+//But leaving this out seems to fuck up the key handling of some games...
keyDown = false;
}
else if (addr == 0xC050)
{
hiRes = true;
}
+ else if ((addr & 0xFFFB) == 0xC080)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C080 49280 OECG R Read RAM bank 2; no write\n");
+#endif
+//$C080 49280 OECG R Read RAM bank 2; no write
+ visibleBank = LC_BANK_2;
+ readRAM = true;
+ writeRAM = false;
+ }
+ else if ((addr & 0xFFFB) == 0xC081)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C081 49281 OECG RR Read ROM; write RAM bank 2\n");
+#endif
+//$C081 49281 ROMIN OECG RR Read ROM; write RAM bank 2
+ visibleBank = LC_BANK_2;
+ readRAM = false;
+ writeRAM = true;
+ }
+ else if ((addr & 0xFFFB) == 0xC082)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C082 49282 OECG R Read ROM; no write\n");
+#endif
+//$C082 49282 OECG R Read ROM; no write
+ visibleBank = LC_BANK_2;
+ readRAM = false;
+ writeRAM = false;
+ }
+ else if ((addr & 0xFFFB) == 0xC083)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C083 49283 OECG RR Read/Write RAM bank 2\n");
+#endif
+//$C083 49283 LCBANK2 OECG RR Read/write RAM bank 2
+ visibleBank = LC_BANK_2;
+ readRAM = true;
+ writeRAM = true;
+ }
+ else if ((addr & 0xFFFB) == 0xC088)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C088 49288 OECG R Read RAM bank 1; no write\n");
+#endif
+//$C088 49288 OECG R Read RAM bank 1; no write
+ visibleBank = LC_BANK_1;
+ readRAM = true;
+ writeRAM = false;
+ }
+ else if ((addr & 0xFFFB) == 0xC089)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C089 49289 OECG RR Read ROM; write RAM bank 1\n");
+#endif
+//$C089 49289 OECG RR Read ROM; write RAM bank 1
+ visibleBank = LC_BANK_1;
+ readRAM = false;
+ writeRAM = true;
+ }
+ else if ((addr & 0xFFFB) == 0xC08A)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C08A 49290 OECG R Read ROM; no write\n");
+#endif
+//$C08A 49290 OECG R Read ROM; no write
+ visibleBank = LC_BANK_1;
+ readRAM = false;
+ writeRAM = false;
+ }
+ else if ((addr & 0xFFFB) == 0xC08B)
+ {
+#ifdef DEBUG_LC
+WriteLog("LC(R): $C08B 49291 OECG RR Read/Write RAM bank 1\n");
+#endif
+//$C08B 49291 OECG RR Read/write RAM bank 1
+ visibleBank = LC_BANK_1;
+ readRAM = true;
+ writeRAM = true;
+ }
+//This is determined by which slot it is in--this assumes slot 6. !!! FIX !!!
else if ((addr & 0xFFF8) == 0xC0E0)
{
floppyDrive.ControlStepper(addr & 0x07);
else if (addr == 0xC0EC)
{
//change this to Write()? (and the other to Read()?) Dunno. Seems to work OK, but still...
+//or DoIO
floppyDrive.ReadWrite();
}
else if (addr == 0xC0ED)
}
//Still need to add missing I/O switches here...
+//DEEE: BD 10 BF LDA $BF10,X [PC=DEF1, SP=01F4, CC=--.B-IZ-, A=00, X=0C, Y=07]
+#if 0
+if (addr >= 0xD000 && addr <= 0xD00F)
+{
+ WriteLog("*** Write to $%04X: $%02X (writeRAM=%s, PC=%04X, ram$D000=%02X)\n", addr, b, (writeRAM ? "T" : "F"), mainCPU.pc, ram[0xC000]);
+}
+#endif
+ if (addr >= 0xC000 && addr <= 0xCFFF)
+ return; // Protect LC bank #1 from being written to!
+
if (addr >= 0xD000)
{
if (writeRAM)
return false;
}
+#ifdef CPU_CLOCK_CHECKING
+uint8 counter = 0;
+uint32 totalCPU = 0;
+uint64 lastClock = 0;
+#endif
//
// Main loop
//
//Need to bankify this stuff for the IIe emulation...
memset(ram, 0, 0x10000);
memset(rom, 0, 0x10000);
+ memset(ram2, 0, 0x10000);
// Set up V65C02 execution context
memset(&mainCPU, 0, sizeof(V65C02REGS));
SoundInit();
SDL_EnableUNICODE(1); // Needed to do key translation shit
- gui = new GUI(surface); // Set up the GUI system object...
+// gui = new GUI(surface); // Set up the GUI system object...
+ gui = new GUI(mainSurface); // Set up the GUI system object...
+#if 0
gui->AddMenuTitle("Apple2");
gui->AddMenuItem("Test!", TestWindow/*, hotkey*/);
gui->AddMenuItem("");
gui->AddMenuItem("Quit", QuitEmulator, SDLK_q);
gui->CommitItemsToMenu();
+#endif
SetupBlurTable(); // Set up the color TV emulation blur table
running = true; // Set running status...
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 s intervals
startTicks = SDL_GetTicks();
+#ifdef THREADED_65C02
+cpuCond = SDL_CreateCond();
+cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
+#endif
+
WriteLog("Entering main loop...\n");
while (running)
{
double timeToNextEvent = GetTimeToNextEvent();
+#ifndef THREADED_65C02
Execute65C02(&mainCPU, USEC_TO_M6502_CYCLES(timeToNextEvent));
+#endif
//We MUST remove a frame's worth of time in order for the CPU to function... !!! FIX !!!
//(Fix so that this is not a requirement!)
//Fixed, but mainCPU.clock is destroyed in the bargain. Oh well.
// mainCPU.clock -= USEC_TO_M6502_CYCLES(timeToNextEvent);
+#ifdef CPU_CLOCK_CHECKING
+#ifndef THREADED_65C02
+totalCPU += USEC_TO_M6502_CYCLES(timeToNextEvent);
+#endif
+#endif
+ // Handle CPU time delta for sound...
+//Don't need this anymore now that we use absolute time...
+// AddToSoundTimeBase(USEC_TO_M6502_CYCLES(timeToNextEvent));
HandleNextEvent();
}
+#ifdef THREADED_65C02
+cpuFinished = true;
+SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up
+SDL_WaitThread(cpuThread, NULL);
+//nowok:SDL_WaitThread(CPUThreadFunc, NULL);
+SDL_DestroyCond(cpuCond);
+#endif
+
if (settings.autoStateSaving)
{
// Save state here...
if (event.key.keysym.sym == SDLK_F12)
dumpDis = !dumpDis; // Toggle the disassembly process
- else if (event.key.keysym.sym == SDLK_F11)
- floppyDrive.LoadImage("./disks/bt1_char.dsk");//Kludge to load char disk...
+// else if (event.key.keysym.sym == SDLK_F11)
+// floppyDrive.LoadImage("./disks/bt1_char.dsk");//Kludge to load char disk...
else if (event.key.keysym.sym == SDLK_F9)
{
floppyDrive.CreateBlankImage();
// to quit completely... !!! FIX !!!
gui->Run();
+ if (event.key.keysym.sym == SDLK_F5)
+ {
+ VolumeDown();
+ char volStr[10] = "*********";
+ volStr[GetVolume()] = 0;
+ SpawnMessage("Volume: %s", volStr);
+ }
+ else if (event.key.keysym.sym == SDLK_F6)
+ {
+ VolumeUp();
+ char volStr[10] = "*********";
+ volStr[GetVolume()] = 0;
+ SpawnMessage("Volume: %s", volStr);
+ }
+
break;
case SDL_QUIT:
running = false;
}
}
- HandleSoundAtFrameEdge(); // Sound stuff... (ick)
RenderVideoFrame();
SetCallbackTime(FrameCallback, 16666.66666667);
+#ifdef CPU_CLOCK_CHECKING
+//We know it's stopped, so we can get away with this...
+uint64 clock = GetCurrentV65C02Clock();
+totalCPU += (uint32)(clock - lastClock);
+lastClock = clock;
+counter++;
+if (counter == 60)
+{
+ printf("Executed %u cycles...\n", totalCPU);
+ totalCPU = 0;
+ counter = 0;
+}
+#endif
+#ifdef THREADED_65C02
+ SDL_CondSignal(cpuCond);//OK, let the CPU go another frame...
+#endif
//Instead of this, we should yield remaining time to other processes... !!! FIX !!!
+//lessee...
+//nope.
+//Actually, slows things down too much...
+//SDL_Delay(10);
while (SDL_GetTicks() - startTicks < 16); // Wait for next frame...
startTicks = SDL_GetTicks();
}
flash = !flash;
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 sec intervals
}
+
+/*
+Next problem is this: How to have events occur and synchronize with the rest
+of the threads?
+
+ o Have the CPU thread manage the timer mechanism? (need to have a method of carrying
+ remainder CPU cycles over...)
+
+One way would be to use a fractional accumulator, then subtract 1 every
+time it overflows. Like so:
+
+double overflow = 0;
+uint32 time = 20;
+while (!done)
+{
+ Execute6808(&soundCPU, time);
+ overflow += 0.289115646;
+ if (overflow > 1.0)
+ {
+ overflow -= 1.0;
+ time = 21;
+ }
+ else
+ time = 20;
+}
+*/