#include "apple2.h"
-#include <SDL.h>
+#include <SDL2/SDL.h>
#include <fstream>
#include <string>
#include <iomanip>
#define THREADED_65C02
#define CPU_THREAD_OVERFLOW_COMPENSATION
//#define DEBUG_LC
-#define CPU_CLOCK_CHECKING
+//#define CPU_CLOCK_CHECKING
#define THREAD_DEBUGGING
// Global variables
-uint8 ram[0x10000], rom[0x10000]; // RAM & ROM spaces
-uint8 ram2[0x10000];
-uint8 diskRom[0x100]; // Disk ROM space
+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 appleType = APPLE_TYPE_II;
+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;
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 bool cpuFinished = false;
static bool cpuSleep = false;
+
// Let's try a thread...
/*
Here's how it works: Execute 1 frame's worth, then sleep.
#endif
SDL_SemWait(mainSem);
- uint32 cycles = 17066;
+// 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;
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
+
// Test GUI function
Element * TestWindow(void)
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)
//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;
}
{
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.
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)
{
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;
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 counter = 0;
-uint32 totalCPU = 0;
-uint64 lastClock = 0;
+uint8_t counter = 0;
+uint32_t totalCPU = 0;
+uint64_t lastClock = 0;
#endif
//
// Main loop
//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())
{
std::cout << "Aborting!" << std::endl;
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(mainSurface); // 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*/);
#ifdef THREADED_65C02
cpuCond = SDL_CreateCond();
- cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
-//Hmm... CPU does POST (+1), wait, then WAIT (-1)
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
//(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);
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...
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;
}
}
+//#warning "!!! Taking MAJOR time hit with the video frame rendering !!!"
RenderVideoFrame();
SetCallbackTime(FrameCallback, 16666.66666667);
counter++;
if (counter == 60)
{
- uint64 clock = GetCurrentV65C02Clock();
-//totalCPU += (uint32)(clock - lastClock);
+ uint64_t clock = GetCurrentV65C02Clock();
+//totalCPU += (uint32_t)(clock - lastClock);
- printf("Executed %u cycles...\n", (uint32)(clock - lastClock));
+ printf("Executed %u cycles...\n", (uint32_t)(clock - lastClock));
lastClock = clock;
// 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 !!!
+//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...
+// 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?
time it overflows. Like so:
double overflow = 0;
-uint32 time = 20;
+uint32_t time = 20;
while (!done)
{
Execute6808(&soundCPU, time);