// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 07/23/2009 Added changelog ;-)
+// JLH 08/12/2009 Stabilized emulation so that it works
//
-#define THUNDER_VERSION "0.9.9"
+#define THUNDER_VERSION "0.9.9"
#include <iostream>
#include <iomanip>
//#include <conio.h> // For getch()
#include <curses.h> // For getch()
#include <time.h>
-#include "SDL.h" // Get yer SDL out...!
+#include "SDL.h" // Get yer SDL out...!
#include "types.h"
#include "v6809.h"
#include "screen.h"
#include "gui.h"
#include "log.h"
-using namespace std; // Yes!
+using namespace std; // Yes!
#if 0
#define ROM1 "RT3-1B.ROM"
V6809REGS cpu1, cpu2;
-bool trace1 = false; // ditto...
-bool looking_at_rom = true; // true = R1, false = R2
-uint32 banksw1, banksw2; // Bank switch addresses
-uint16 game_over_switch; // Game over delay
-uint16 dpc; // Debug pc reg...
-bool show_scr = true; // Whether or not to show background
-bool enable_cpu = true; // Whether or not to enable CPUs
-bool irqGoA = true; // IRQ switch for CPU #1
-bool irqGoB = true; // IRQ switch for CPU #2
-
-uint16 refresh_ = 0; // Crappy global screen stuff...
+bool trace1 = false; // ditto...
+bool looking_at_rom = true; // true = R1, false = R2
+uint32 banksw1, banksw2; // Bank switch addresses
+uint16 game_over_switch; // Game over delay
+uint16 dpc; // Debug pc reg...
+bool show_scr = true; // Whether or not to show background
+bool enable_cpu = true; // Whether or not to enable CPUs
+bool irqGoA = true; // IRQ switch for CPU #1
+bool irqGoB = true; // IRQ switch for CPU #2
+
+uint16 refresh_ = 0; // Crappy global screen stuff...
bool refresh2 = true;
uint32 psg_lens[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
uint8 * fm_adrs[14];
fstream tr; // Tracelog hook
-uint16 pcx; // Where we at?
+uint16 pcx; // Where we at?
static uint8 * keys; // SDL raw keyboard matrix
{
uint8 b;
+ // $4000-4300 is RAM shared with the microcontroller...
+
if (addr < 0x8000)
{
if (addr > 0x5FFF)
//
void WrMem(uint16 addr, uint8 b)
{
+ extern bool disasm;
extern bool charbase; // Needed for screen. Extern it in it??
//extern uint16 sr, ur, xr, yr; // Needed for tracelog
//extern uint16 pcr;
//}
tr << endl;
}//*/
+#if 0
+ if (addr == 0x4182)
+ {
+ WriteLog("\nWriteMem: CPU #1 writing $%02X to $4182!\n\n", b);
+ }
+#endif
if (addr == 0x6000)
SpawnSound(GAMESOUND, gram1[0x6200], 0); // Do voice chan 1
BlitChar(screen, chr_rom, gram1);
refresh_ = (refresh2 ? 1 : 0); // 60/30 Hz...
}
-// irqGoA = true; // Will this work??? no...
- cpu1.cpuFlags |= V6809_ASSERT_LINE_IRQ;//wil wok???
+
+ // IRQ Ack (may also be frame go...
+ ClearLineOfCurrentV6809(V6809_ASSERT_LINE_IRQ);
+#if 1
+ if (disasm)
+ WriteLog("WriteMem: CPU #1 Acknowledging IRQ...\n", b);
+#endif
}
}
//
void WrMemB(uint16 addr, uint8 b)
{
+ extern bool disasm;
extern bool charbase;
//extern uint16 sr, ur, xr, yr; // Needed for tracelog
//extern uint16 pcr;
//}
tr << endl;
}//*/
+#if 0
+ if (addr == 0x0182)
+ {
+ WriteLog("\nWriteMem: CPU #2 writing $%02X to $0182 ($4182)!\n\n", b);
+ }
+#endif
- if (addr == 0x8800)
-// irqGoB = true; // Will it work??? no...
- cpu2.cpuFlags |= V6809_ASSERT_LINE_IRQ;//wil wok???
if (addr == 0x6000)
SpawnSound(GAMESOUND, gram1[0x6200], 0); // Do voice chan 1
if (addr == 0x6400)
if (addr > 0x5FFF)
gram1[addr] = b;
}
+ if (addr == 0x8800)
+ {
+ // IRQ Ack (may also be frame go...)
+ ClearLineOfCurrentV6809(V6809_ASSERT_LINE_IRQ);
+#if 1
+ if (disasm)
+ WriteLog("WriteMem: CPU #2 Acknowledging IRQ...\n", b);
+#endif
+ }
}
//
if (fp)
{
len = GetWAVLength(fp); // Get WAV data length...
-
psg_adrs[i] = new uint8[len]; // Attempt to allocate space...
if (psg_adrs[i] != NULL)
}
psg_lens[i] = len;
- cout << "Found sample file: " << file << " [Length: " << dec << len << "]" << endl;
+// cout << "Found sample file: " << file << "\t[Length: " << dec << len << "]" << endl;
+ printf("Found sample file: %s\t[Length: %u]\n", file, len);
}
fp.close();
if (fp)
{
len = GetWAVLength(fp); // Get WAV length...
-
fm_adrs[i] = new uint8[len]; // Attempt to allocate space...
if (fm_adrs[i] != NULL)
}
fm_lens[i] = len;
- cout << "Found sample file: " << file << " [Length: " << dec << len
- << "]" << endl;
+// cout << "Found sample file: " << file << " [Length: " << dec << len << "]" << endl;
+ printf("Found sample file: %s\t[Length: %u]\n", file, len);
}
fp.close();
{
InitLog("thunder.log");
+extern bool disasm; // From 'V6809.CPP'
extern bool charbase; // From 'SCREEN.CPP'
charbase = false;
keys = SDL_GetKeyState(NULL); // Get the SDL keyboard matrix
-#if 0
- cout << "Allocating memory..." << endl;
-//Does this anyway... set_new_handler(0); // Make 'new' return NULL on failure...
- gram1 = new uint8[0x10000];
- if (gram1 == NULL) { cout << "Could not allocate RAM space #1!" << endl
- << "Aborting!" << endl; return -1; }
- grom1 = new uint8[0x10000];
- if (grom1 == NULL) { cout << "Could not allocate ROM space #1!" << endl
- << "Aborting!" << endl; return -1; }
- gram2 = new uint8[0x10000];
- if (gram2 == NULL) { cout << "Could not allocate RAM space #2!" << endl
- << "Aborting!" << endl; return -1; }
- grom2 = new uint8[0x10000];
- if (grom2 == NULL) { cout << "Could not allocate ROM space #2!" << endl
- << "Aborting!" << endl; return -1; }
- chr_rom = new uint8[0x60000];
- if (chr_rom == NULL) { cout << "Could not allocate character RAM!" << endl
- << "Aborting!" << endl; return -1; }
- grom3 = new uint8[0x8000];
- if (grom3 == NULL) { cout << "Could not allocate ROM space #4!" << endl
- << "Aborting!" << endl; return -1; }
- grom4 = new uint8[0x8000];
- if (grom4 == NULL) { cout << "Could not allocate ROM space #5!" << endl
- << "Aborting!" << endl; return -1; }
- data_rom = new uint8[0x40000];
- if (data_rom == NULL) { cout << "Could not allocate ROM level data!" << endl
- << "Aborting!" << endl; return -1; }
- spr_rom = new uint8[0x80000];
- if (spr_rom == NULL) { cout << "Could not allocate ROM sprite data!" << endl
- << "Aborting!" << endl; return -1; }
- voice_rom = new uint8[0x20000];
- if (voice_rom == NULL) { cout << "Could not allocate ROM voice data!" << endl
- << "Aborting!" << endl; return -1; }
-#endif
-
gram = gram1; grom = grom1; // Needed only for debugger
for(long i=0; i<0x10000; i++)
if (lbuff[0] == 'r') // If run, then reset CPUs
{
WriteLog("Executing secondary 'run' command...\n");
+#if 1
+ // This is data that is supposed to come from the MCU... So that's why it hangs
gram1[0x4182] = 0xA6; // Temp kludge
gram1[0x4184] = 0xA6;
gram1[0x4183] = 0x00; // More of the same
gram1[0x4185] = 0x00;
+#endif
banksw1 = 0; // Will this work?
banksw2 = 0;
// iclock = 0; // Reset instr clock #1...
WriteLog("About to set up screen...\n");
// if (!SetVESA2()) running = false; // Set up screen
// Set up screen (windowed)
- screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); //video_bpp, videoflags);
+// screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); //video_bpp, videoflags);
+ screen = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 8, SDL_SWSURFACE | SDL_DOUBLEBUF);
if (screen == NULL)
{
cout << "Failed to initialize screen!" << endl;
if (game_over_switch == 0)
gram1[0x4380] = 0; // Kill music!
}
+//testing... (works)
+//gram1[0x423D] = 1;
//gram1[0x423D] = self_test; // Reset DSW1-1
gram1[0x4268] = 0; // Reset Video test
gram1[0x427A] = 0; gram1[0x427C] = 0;
cpu1.cpuFlags |= V6809_ASSERT_LINE_RESET;
cpu2.cpuFlags |= V6809_ASSERT_LINE_RESET;
}
-
-// if (enable_cpu)
- if (true)
- {
+ if (keys[SDLK_d]) // (D) start disassembly
+ disasm = true;
#if 0
-// if (irqGoA)
- cpu1.cpuFlags |= V6809_ASSERT_LINE_IRQ;
-
- Execute6809(&cpu1, 25000);
- cpu1.clock -= 25000; // Remove 25K ticks from clock (in case it overflowed)
+ if (keys[SDLK_k])
+ gram1[0x5606] = 0x00;
+ if (keys[SDLK_l])
+ {
+ gram1[0x5607] = 0x01; // Hangs here... (CPU #1 waiting...)
+ WriteLog("\nMAIN: Stuffed $01 in $5607!!!\n\n");
+ }
+ if (keys[SDLK_o])
+ {
+ gram1[0x5FF3] = 0x02;
+ WriteLog("\nMAIN: Stuffed $02 in $5FF3!!!\n\n");
+ }
+#endif
-// if (irqGoB)
- cpu2.cpuFlags |= V6809_ASSERT_LINE_IRQ;
- Execute6809(&cpu2, 25000);
- cpu2.clock -= 25000; // Remove 25K ticks from clock (in case it overflowed)//*/
-#else
+ if (enable_cpu)
+// if (true)
+ {
+ // We can do this here because we're not executing the cores yet.
cpu1.cpuFlags |= V6809_ASSERT_LINE_IRQ;
cpu2.cpuFlags |= V6809_ASSERT_LINE_IRQ;
// while (cpu1.clock < 25000)
- for(uint32 i=0; i<250; i++)
+// 1.538 MHz = 25633.333... cycles per frame (1/60 s)
+// 25600 cycles/frame
+// Setting interleave to 25 and below causes the V6809 core to hang...
+// 32 gets to the title screen before hanging...
+// 40 works, until it doesn't... :-P
+// 640 * 40
+// 800 * 32
+// Interesting, putting IRQs at 30 Hz makes it run at the correct speed. Still hangs in the demo, though.
+ for(uint32 i=0; i<640; i++)
+// for(uint32 i=0; i<1280; i++)
{
// Gay, but what are ya gonna do?
// There's better ways, such as keeping track of when slave writes to master, etc...
- Execute6809(&cpu1, 100);
- Execute6809(&cpu2, 100);
+ Execute6809(&cpu1, 40);
+ Execute6809(&cpu2, 40);
}
-
-// cpu1.clock -= 25000; // Remove 25K ticks from clock (in case it overflowed)
-// cpu2.clock -= 25000; // Remove 25K ticks from clock (in case it overflowed)//*/
-#endif
} // END: enable_cpu
// if (refresh_++ == 1) // 30 Hz...
// refresh_ = (refresh2 ? 1 : 0); // 60/30 Hz...
// }
+#if 0
//temp, for testing...
BlitChar(screen, chr_rom, gram1);
-
+#endif
// Speed throttling happens here...
while (SDL_GetTicks() - oldTicks < 16) // Actually, it's 16.66... Need to account for that somehow
+// while (SDL_GetTicks() - oldTicks < 32) // Actually, it's 16.66... Need to account for that somehow
SDL_Delay(1); // Release our timeslice...
oldTicks = SDL_GetTicks();
SDL_Quit(); // Shut down SDL
-#if 0
- delete[] gram1; // Deallocate RAM & ROM spaces
- delete[] grom1;
- delete[] gram2;
- delete[] grom2;
- delete[] chr_rom;
- delete[] grom3;
- delete[] grom4;
- delete[] data_rom;
- delete[] spr_rom;
- delete[] voice_rom;
-#endif
-
for(int i=0; i<16; i++)
if (psg_adrs[i])
delete[] psg_adrs[i]; // Deallocate if loaded
return 1;
}
+
+#if 0
+Hitachi uC runs at 6.144 MHz
+YM2151 runs at 3.579580 MHz
+
+
+Rolling Thunder Memory map
+--------------------------
+Most of the decoding is done by custom chips (CUS47 and CUS41), so the memory
+map is inferred by program behaviour. The customs also handle internally irq
+and watchdog.
+The main CPU memory map is the same in all games because CUS47 is used by all
+games. The sub CPU and sound CPU, on the other hand, change because CUS41 is
+replaced by other chips.
+All RAM is shared between main and sub CPU, except for sound RAM which is shared
+between main and sound CPU; the portion of object RAM that is overlapped by sound
+RAM is used exclusively by the sub CPU.
+
+MAIN CPU:
+
+Address Dir Data Name Description
+------------------- --- -------- --------- -----------------------
+000x xxxx xxxx xxxx R/W xxxxxxxx SCROLL0 tilemap 0/1 RAM (shared with sub CPU)
+001x xxxx xxxx xxxx R/W xxxxxxxx SCROLL1 tilemap 2/3 RAM (shared with sub CPU)
+0100 00xx xxxx xxxx R/W xxxxxxxx SOUND sound RAM (through CUS30, shared with MCU)
+0100 0000 xxxx xxxx R/W xxxxxxxx portion holding the sound wave data
+0100 0001 00xx xxxx R/W xxxxxxxx portion holding the sound registers
+010x xxxx xxxx xxxx R/W xxxxxxxx OBJECT work RAM (shared with sub CPU) [1]
+0101 1xxx xxxx xxxx R/W xxxxxxxx portion holding sprite registers
+011x xxxx xxxx xxxx R xxxxxxxx ROM 9D program ROM (banked) [2]
+1xxx xxxx xxxx xxxx R xxxxxxxx ROM 9C program ROM
+1000 00-- ---- ---- W -------- watchdog reset (RES generated by CUS47)
+1000 01-- ---- ---- W -------- main CPU irq acknowledge (IRQ generated by CUS47)
+1000 1x-- ---- ---- W -------- BANK tile gfx bank select (data is in A10) (latch in CUS47)
+1001 00-- ---- -x0x W xxxxxxxx LATCH0 tilemap 0/1 X scroll + priority
+1001 00-- ---- -x10 W xxxxxxxx LATCH0 tilemap 0/1 Y scroll
+1001 00-- ---- --11 W ------xx BAMNKM ROM 9D bank select
+1001 01-- ---- -x0x W xxxxxxxx LATCH1 tilemap 2/3 X scroll + priority
+1001 01-- ---- -x10 W xxxxxxxx LATCH1 tilemap 2/3 Y scroll
+1001 01-- ---- --11 W ------xx BAMNKS ROM 12D bank select
+1100 00-- ---- ---- W xxxxxxxx BACKCOLOR background color
+
+[1] Note that this is partially overlapped by sound RAM
+[2] In Rolling Thunder and others, replaced by the ROM/voice expansion board
+
+
+SUB CPU:
+
+Address Dir Data Name Description
+------------------- --- -------- --------- -----------------------
+000x xxxx xxxx xxxx R/W xxxxxxxx SUBOBJ work RAM (shared with main CPU)
+0001 1xxx xxxx xxxx R/W xxxxxxxx portion holding sprite registers
+001x xxxx xxxx xxxx R/W xxxxxxxx SUBSCR0 tilemap 0/1 RAM (shared with main CPU)
+010x xxxx xxxx xxxx R/W xxxxxxxx SUBSCR1 tilemap 2/3 RAM (shared with main CPU)
+011x xxxx xxxx xxxx R xxxxxxxx ROM 12D program ROM (banked) [1]
+1xxx xxxx xxxx xxxx R xxxxxxxx ROM 12C program ROM
+1000 0--- ---- ---- W -------- watchdog reset (MRESET generated by CUS41)
+1000 1--- ---- ---- W -------- main CPU irq acknowledge (generated by CUS41)
+1101 0--- ---- -x0x W xxxxxxxx LATCH0 tilemap 0/1 X scroll + priority
+1101 0--- ---- -x10 W xxxxxxxx LATCH0 tilemap 0/1 Y scroll
+1101 0--- ---- --11 W ------xx BAMNKM ROM 9D bank select
+1101 1--- ---- -x0x W xxxxxxxx LATCH1 tilemap 2/3 X scroll + priority
+1101 1--- ---- -x10 W xxxxxxxx LATCH1 tilemap 2/3 Y scroll
+1101 1--- ---- --11 W ------xx BAMNKS ROM 12D bank select
+
+[1] Only used by Rolling Thunder
+
+
+MCU:
+
+Address Dir Data Name Description
+------------------- --- -------- --------- -----------------------
+0000 0000 xxxx xxxx MCU internal registers, timers, ports and RAM
+0001 xxxx xxxx xxxx R/W xxxxxxxx RAM 3F sound RAM (through CUS30, partially shared with main CPU)
+0001 0000 xxxx xxxx R/W xxxxxxxx portion holding the sound wave data
+0001 0001 00xx xxxx R/W xxxxxxxx portion holding the sound registers
+0010 0--- --00 ---x R/W xxxxxxxx YMCS YM2151
+0010 0--- --01 ---- n.c.
+0010 0--- --10 ---- R xxxxxxxx PORTA switch inputs
+0010 0--- --11 ---- R xxxxxxxx PORTB dip switches
+01xx xxxx xxxx xxxx R xxxxxxxx ROM 6B program ROM (lower half)
+10xx xxxx xxxx xxxx R xxxxxxxx ROM 6B program ROM (upper half)
+1011 0--- ---- ---- W unknown (CUS41)
+1011 1--- ---- ---- W unknown (CUS41)
+1111 xxxx xxxx xxxx R xxxxxxxx MCU internal ROM
+
+
+Notes:
+-----
+- we are using an unusually high CPU interleave factor (800) to avoid hangs
+ in rthunder. The two 6809 in this game synchronize using a semaphore at
+ 5606/5607 (CPU1) 1606/1607 (CPU2). CPU1 clears 5606, does some quick things,
+ and then increments 5606. While it does its quick things (which require
+ about 40 clock cycles) it expects CPU2 to clear 5607.
+ Raising the interleave factor to 1000 makes wndrmomo crash during attract
+ mode. I haven't investigated on the cause.
+
+- There are two watchdogs, one per CPU (or maybe three). Handling them
+ separately is necessary to allow entering service mode without manually
+ resetting in rthunder and genpeitd: only one of the CPUs stops writing to
+ the watchdog.
+
+- The sprite hardware buffers spriteram: the program writes the sprite list to
+ offsets 4-9 of every 16-byte block, then at the end writes to offset 0x1ff2 of
+ sprite RAM to signal the chip that the list is complete. The chip will copy
+ the list from 4-9 to 10-15 and use it from there. This has not been verified
+ on the real hardware, but it is the most logical way of doing it.
+ Emulating this behaviour and not using an external buffer is important in
+ rthunder: when you insert a coin, the whole sprite RAM is cleared, but 0x1ff2
+ is not written to. If we buffered spriteram to an external buffer, this would
+ cause dangling sprites because the buffer would not be updated.
+
+- spriteram buffering fixes sprite lag, but causes a glitch in rthunder when
+ entering a door. The *closed* door is made of tiles, but the *moving* door is
+ made of sprites. Since sprites are delayed by 1 frame, when you enter a door
+ there is one frame where neither the tile-based closed door nor the
+ sprite-based moving door is shown, so it flickers. This behavior has been
+ confirmed on a real PCB.
+
+TODO:
+----
+- The two unknown writes for the MCU are probably watchdog reset and irq acknowledge,
+ but they don't seem to work as expected. During the first few frames they are
+ written out of order and hooking them up in the usual way causes the MCU to
+ stop receiving interrupts.
+
+#endif