// 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 "apple2.h"
-#include <SDL.h>
+#include <SDL2/SDL.h>
#include <fstream>
#include <string>
#include <iomanip>
#include "gui/gui.h"
#include "gui/window.h"
-#include "gui/draggablewindow.h"
+#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
+#define THREAD_DEBUGGING
// Global variables
-uint8 ram[0x10000], rom[0x10000]; // RAM & ROM spaces
-uint8 diskRom[0x100]; // Disk ROM space
-V65C02REGS mainCPU;
-uint8 appleType = APPLE_TYPE_II;
+uint8_t ram[0x10000], rom[0x10000]; // RAM & ROM spaces
+uint8_t ram2[0x10000];
+uint8_t diskRom[0x100]; // Disk ROM space
+V65C02REGS mainCPU; // v65C02 execution context
+uint8_t appleType = APPLE_TYPE_II;
+FloppyDrive floppyDrive;
// Local variables
-static uint8 lastKeyPressed = 0;
+static uint8_t lastKeyPressed = 0;
static bool keyDown = false;
+static bool openAppleDown = false;
+static bool closedAppleDown = false;
-static FloppyDrive floppyDrive;
+//static FloppyDrive floppyDrive;
enum { LC_BANK_1, LC_BANK_2 };
-static uint8 visibleBank = LC_BANK_1;
+static uint8_t visibleBank = LC_BANK_1;
static bool readRAM = false;
static bool writeRAM = false;
static bool running = true; // Machine running state flag...
-static uint32 startTicks;
+static uint32_t startTicks;
static GUI * gui = NULL;
// Local functions (technically, they're global...)
-bool LoadImg(char * filename, uint8 * ram, int size);
-uint8 RdMem(uint16 addr);
-void WrMem(uint16 addr, uint8 b);
+bool LoadImg(char * filename, uint8_t * ram, int size);
+uint8_t RdMem(uint16_t addr);
+void WrMem(uint16_t addr, uint8_t b);
static void SaveApple2State(const char * filename);
static bool LoadApple2State(const char * filename);
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 SDL_sem * mainSem = 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();
+
+// decrement mainSem...
+//SDL_SemWait(mainSem);
+#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
+ float overflow = 0.0;
+#endif
+
+ do
+ {
+ if (cpuSleep)
+ SDL_CondWait(cpuCond, cpuMutex);
+
+// decrement mainSem...
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_SemWait(mainSem);\n");
+#endif
+SDL_SemWait(mainSem);
+
+// There are exactly 800 slices of 21.333 cycles per frame, so it works out
+// evenly.
+#if 0
+ uint32_t 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
+
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: Execute65C02(&mainCPU, cycles);\n");
+#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!
+
+ // Adjust the sound routine's last cycle toggled time base
+ // Also, since we're finished executing, .clock is now valid
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: AdjustLastToggleCycles(mainCPU.clock);\n");
+#endif
+ AdjustLastToggleCycles(mainCPU.clock);
+#else
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: Execute65C02(&mainCPU, cycles);\n");
+#endif
+ for(int i=0; i<800; i++)
+ {
+ uint32_t cycles = 21;
+ overflow += 0.333333334;
+
+ if (overflow > 1.0)
+ {
+ cycles++;
+ overflow -= 1.0;
+ }
+
+ Execute65C02(&mainCPU, cycles);
+ WriteSampleToBuffer();
+ }
+#endif
+
+WriteLog("CPUThread: Supposedly end of frame...\n");
+
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_mutexP(cpuMutex);\n");
+#endif
+ SDL_mutexP(cpuMutex);
+#if 0
+ if (SDL_CondWait(cpuCond, cpuMutex) != 0)
+ {
+ printf("SDL_CondWait != 0! (Error: '%s')\n", SDL_GetError());
+ exit(-1);
+ }
+#else
+// increment mainSem...
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_SemPost(mainSem);\n");
+#endif
+SDL_SemPost(mainSem);
+// SDL_CondSignal(mainCond); // In case something is waiting on us...
+
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_CondWait(cpuCond, cpuMutex);\n");
+#endif
+ SDL_CondWait(cpuCond, cpuMutex);
+
+#endif
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_mutexV(cpuMutex);\n");
+#endif
+ SDL_mutexV(cpuMutex);
+ }
+ while (!cpuFinished);
+
+ SDL_DestroyMutex(cpuMutex);
+
+ return 0;
+}
+#endif
+
+
// Test GUI function
Element * TestWindow(void)
{
- Element * win = new DraggableWindow(10, 10, 128, 128);
+ Element * win = new DraggableWindow2(10, 10, 128, 128);
// ((DraggableWindow *)win)->AddElement(new TextEdit(4, 16, 92, 0, "u2prog.dsk", win));
return win;
}
+
Element * QuitEmulator(void)
{
gui->Stop();
return NULL;
}
+
/*
Small Apple II memory map:
// V65C02 read/write memory functions
//
-uint8 RdMem(uint16 addr)
+uint8_t RdMem(uint16_t addr)
{
- uint8 b;
+ uint8_t b;
#if 0
if (addr >= 0xC000 && addr <= 0xC0FF)
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...
//Also, this is IIe/IIc only...!
- uint8 retVal = lastKeyPressed | (keyDown ? 0x80 : 0x00);
+ uint8_t retVal = lastKeyPressed | (keyDown ? 0x80 : 0x00);
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;
}
+ else if (addr == 0xC061) // Read $C061
+ {
+ // Open Apple key (or push button 0)
+ return (openAppleDown ? 0x80 : 0x00);
+ }
+ else if (addr == 0xC062) // Read $C062
+ {
+ // Open Apple key (or push button 0)
+ return (closedAppleDown ? 0x80 : 0x00);
+ }
//Note that this is a kludge: The $D000-$DFFF 4K space is shared (since $C000-$CFFF is
//memory mapped) between TWO banks, and that that $E000-$FFFF RAM space is a single bank.
//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;
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;
}
A-9 (Mockingboard)
APPENDIX F Assembly Language Program Listings
-1 *PRIMARY ROUTINES
-2 *FOR SLOT 4
-3 *
-4 ORG $9000
-5 * ;ADDRESSES
- FOR FIRST
- 6522
-6 ORB EQU $C400 ;PORT B
-7 ORA EQU $C401 ;PORT A
-8 DDRB EQU $C402 ;DATA DIRECTION
- REGISTER (A)
-9 DDRA EQU $C403 ;DATA DIRECTION
- REGISTER (B)
-10 * ;ADDRESSES
- FOR SECOND
- 6522
-11 ORB2 EQU $C480 ;PORT B
-12 ORA2 EQU $C481 ;PORT A
-13 DDRB2 EQU $C482 ;DATA DIRECTION
- REGISTER (B)
-14 DDRA2 EQU $C483 ;DATA DIRECTION
- REGISTER (A)
+ 1 *PRIMARY ROUTINES
+ 2 *FOR SLOT 4
+ 3 *
+ 4 ORG $9000
+ 5 * ;ADDRESSES FOR FIRST 6522
+ 6 ORB EQU $C400 ;PORT B
+ 7 ORA EQU $C401 ;PORT A
+ 8 DDRB EQU $C402 ;DATA DIRECTION REGISTER (A)
+ 9 DDRA EQU $C403 ;DATA DIRECTION REGISTER (B)
+ 10 * ;ADDRESSES FOR SECOND 6522
+ 11 ORB2 EQU $C480 ;PORT B
+ 12 ORA2 EQU $C481 ;PORT A
+ 13 DDRB2 EQU $C482 ;DATA DIRECTION REGISTER (B)
+ 14 DDRA2 EQU $C483 ;DATA DIRECTION REGISTER (A)
*/
-void WrMem(uint16 addr, uint8 b)
+void WrMem(uint16_t addr, uint8_t b)
{
//temp...
//extern V6809REGS regs;
WriteLog("\n*** Byte %02X written at address %04X\n", b, addr);
#endif
/*
+I think this is IIc/IIe only...
+
CLR80STORE=$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)
ram[addr] = b;
}
+
//
// Load a file into RAM/ROM image space
//
-bool LoadImg(char * filename, uint8 * ram, int size)
+bool LoadImg(char * filename, uint8_t * ram, int size)
{
FILE * fp = fopen(filename, "rb");
return true;
}
+
static void SaveApple2State(const char * filename)
{
}
+
static bool LoadApple2State(const char * filename)
{
return false;
}
+
+#ifdef CPU_CLOCK_CHECKING
+uint8_t counter = 0;
+uint32_t totalCPU = 0;
+uint64_t 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));
//Kill the DOS ROM in slot 6 for now...
//not
memcpy(rom + 0xC600, diskROM, 0x100);
+// memcpy(rom + 0xC700, diskROM, 0x100); // Slot 7???
WriteLog("About to initialize video...\n");
+
if (!InitVideo())
{
- cout << "Aborting!" << endl;
+ std::cout << "Aborting!" << std::endl;
return -1;
}
WriteLog("About to initialize audio...\n");
SoundInit();
- SDL_EnableUNICODE(1); // Needed to do key translation shit
+//nope 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...
+// SDL 2... this will likely cause Apple 2 to crash
+// gui = new GUI(NULL); // 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();
+ mainSem = SDL_CreateSemaphore(1);
+ cpuThread = SDL_CreateThread(CPUThreadFunc, NULL, NULL);
+//Hmm... CPU does POST (+1), wait, then WAIT (-1)
+// SDL_sem * mainMutex = SDL_CreateMutex();
+#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!)
- mainCPU.clock -= USEC_TO_M6502_CYCLES(timeToNextEvent);
+//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
+WriteLog("Main: cpuFinished = true;\n");
+cpuFinished = true;
+//#warning "If sound thread is behind, CPU thread will never wake up... !!! FIX !!!" [DONE]
+//What to do? How do you know when the CPU is sleeping???
+//USE A CONDITIONAL!!! OF COURSE!!!!!!11!11!11!!!1!
+#if 0
+SDL_mutexP(mainMutex);
+SDL_CondWait(mainCond, mainMutex); // Wait for CPU thread to get to signal point...
+SDL_mutexV(mainMutex);
+#else
+//Nope, use a semaphore...
+WriteLog("Main: SDL_SemWait(mainSem);\n");
+SDL_SemWait(mainSem);//should lock until CPU thread is waiting...
+#endif
+
+WriteLog("Main: SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up\n");
+SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up
+WriteLog("Main: SDL_WaitThread(cpuThread, NULL);\n");
+SDL_WaitThread(cpuThread, NULL);
+//nowok:SDL_WaitThread(CPUThreadFunc, NULL);
+WriteLog("Main: SDL_DestroyCond(cpuCond);\n");
+SDL_DestroyCond(cpuCond);
+
+//SDL_DestroyMutex(mainMutex);
+SDL_DestroySemaphore(mainSem);
+#endif
+
if (settings.autoStateSaving)
{
// Save state here...
return 0;
}
+
/*
Apple II keycodes
-----------------
ESC $9B $9B $9B $9B No xlation
*/
+static uint64_t lastCPUCycles = 0;
+static uint32_t frameCount = 0;
static void FrameCallback(void)
{
SDL_Event event;
{
switch (event.type)
{
- case SDL_KEYDOWN:
- if (event.key.keysym.unicode != 0)
- {
+ case SDL_TEXTINPUT:
//Need to do some key translation here, and screen out non-apple keys as well...
- if (event.key.keysym.sym == SDLK_TAB) // Prelim key screening...
- break;
-
- lastKeyPressed = event.key.keysym.unicode;
- keyDown = true;
- //kludge: should have a caps lock thingy here...
- //or all uppercase for ][+...
- if (lastKeyPressed >= 'a' && lastKeyPressed <='z')
- lastKeyPressed &= 0xDF; // Convert to upper case...
- }
+//(really, could do it all in SDL_KEYDOWN, would just have to get symbols &
+// everything else done separately. this is slightly easier. :-P)
+// if (event.key.keysym.sym == SDLK_TAB) // Prelim key screening...
+ if (event.edit.text[0] == '\t') // Prelim key screening...
+ break;
+
+ lastKeyPressed = event.edit.text[0];
+ keyDown = true;
+
+ //kludge: should have a caps lock thingy here...
+ //or all uppercase for ][+...
+ if (lastKeyPressed >= 'a' && lastKeyPressed <='z')
+ lastKeyPressed &= 0xDF; // Convert to upper case...
+ break;
+ case SDL_KEYDOWN:
// CTRL+RESET key emulation (mapped to CTRL+`)
// This doesn't work...
// if (event.key.keysym.sym == SDLK_BREAK && (event.key.keysym.mod & KMOD_CTRL))
lastKeyPressed = 0x15, keyDown = true;
else if (event.key.keysym.sym == SDLK_LEFT)
lastKeyPressed = 0x08, keyDown = true;
+ else if (event.key.keysym.sym == SDLK_RETURN)
+ lastKeyPressed = 0x0D, keyDown = true;
+ else if (event.key.keysym.sym == SDLK_ESCAPE)
+ lastKeyPressed = 0x1B, keyDown = true;
+
+ // Fix CTRL+key combo...
+ if (event.key.keysym.mod & KMOD_CTRL)
+ {
+ if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z)
+ {
+ lastKeyPressed = (event.key.keysym.sym - SDLK_a) + 1;
+ keyDown = true;
+//printf("Key combo pressed: CTRL+%c\n", lastKeyPressed + 0x40);
+ }
+ }
// Use ALT+Q to exit, as well as the usual window decoration method
if (event.key.keysym.sym == SDLK_q && (event.key.keysym.mod & KMOD_ALT))
running = false;
- if (event.key.keysym.sym == SDLK_F12)
+ // Paddle buttons 0 & 1
+ if (event.key.keysym.sym == SDLK_INSERT)
+ openAppleDown = true;
+ if (event.key.keysym.sym == SDLK_PAGEUP)
+ closedAppleDown = true;
+
+ if (event.key.keysym.sym == SDLK_F11)
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[19] = "[****************]";
+// volStr[GetVolume()] = 0;
+ for(int i=GetVolume(); i<16; i++)
+ volStr[1 + i] = '-';
+ SpawnMessage("Volume: %s", volStr);
+ }
+ else if (event.key.keysym.sym == SDLK_F6)
+ {
+ VolumeUp();
+ char volStr[19] = "[****************]";
+// volStr[GetVolume()] = 0;
+ for(int i=GetVolume(); i<16; i++)
+ volStr[1 + i] = '-';
+ SpawnMessage("Volume: %s", volStr);
+ }
+
+ static bool fullscreenDebounce = false;
+
+ if (event.key.keysym.sym == SDLK_F12)
+ {
+ if (!fullscreenDebounce)
+ {
+ ToggleFullScreen();
+ fullscreenDebounce = true;
+ }
+ }
+// else
+
+ break;
+ case SDL_KEYUP:
+ if (event.key.keysym.sym == SDLK_F12)
+ fullscreenDebounce = false;
+
+ // Paddle buttons 0 & 1
+ if (event.key.keysym.sym == SDLK_INSERT)
+ openAppleDown = false;
+ if (event.key.keysym.sym == SDLK_PAGEUP)
+ closedAppleDown = false;
+
+// if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z)
+// keyDown = false;
+
break;
case SDL_QUIT:
running = false;
}
}
- HandleSoundAtFrameEdge(); // Sound stuff... (ick)
+//#warning "!!! Taking MAJOR time hit with the video frame rendering !!!"
RenderVideoFrame();
SetCallbackTime(FrameCallback, 16666.66666667);
- while (SDL_GetTicks() - startTicks < 16); // Wait for next frame...
+#ifdef CPU_CLOCK_CHECKING
+//We know it's stopped, so we can get away with this...
+counter++;
+if (counter == 60)
+{
+ uint64_t clock = GetCurrentV65C02Clock();
+//totalCPU += (uint32_t)(clock - lastClock);
+
+ printf("Executed %u cycles...\n", (uint32_t)(clock - lastClock));
+ lastClock = clock;
+// totalCPU = 0;
+ counter = 0;
+}
+#endif
+//Instead of this, we should yield remaining time to other processes... !!! FIX !!! [DONE]
+//lessee...
+//nope.
+//Actually, slows things down too much...
+//SDL_Delay(10);
+// while (SDL_GetTicks() - startTicks < 16); // Wait for next frame...
+
+// This is the problem: If you set the interval to 16, it runs faster than
+// 1/60s per frame. If you set it to 17, it runs slower. What we need is to
+// have it do 16 for one frame, then 17 for two others. Then it should average
+// out to 1/60s per frame every 3 frames.
+ frameCount = (frameCount + 1) % 3;
+
+ uint32_t waitFrameTime = 17 - (frameCount == 0 ? 1 : 0);
+
+ while (SDL_GetTicks() - startTicks < waitFrameTime)
+ SDL_Delay(1); // Wait for next frame...
+
startTicks = SDL_GetTicks();
+#if 1
+ uint64_t cpuCycles = GetCurrentV65C02Clock();
+ uint32_t cyclesBurned = (uint32_t)(cpuCycles - lastCPUCycles);
+ WriteLog("FrameCallback: used %i cycles\n", cyclesBurned);
+ lastCPUCycles = cpuCycles;
+#endif
+
+//let's wait, then signal...
+//works longer, but then still falls behind...
+#ifdef THREADED_65C02
+ SDL_CondSignal(cpuCond);//OK, let the CPU go another frame...
+#endif
}
+
static void BlinkTimer(void)
{
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_t time = 20;
+while (!done)
+{
+ Execute6808(&soundCPU, time);
+ overflow += 0.289115646;
+ if (overflow > 1.0)
+ {
+ overflow -= 1.0;
+ time = 21;
+ }
+ else
+ time = 20;
+}
+*/