// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 07/23/2009 Added changelog ;-)
+// JLH 08/12/2009 Stabilized emulation so that it works
//
-#define THUNDER_VERSION "0.5.0"
+#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"
SDL_Surface * screen;
-BYTE * gram, * grom; // Allocate RAM & ROM pointers
-BYTE * gram1, * gram2, * grom1, * grom2; // Actual memory
-BYTE * grom3, * grom4, * data_rom, * spr_rom, * voice_rom;
-BYTE * chr_rom; // Character ROM pointer
+uint8 * gram, * grom; // Allocate RAM & ROM pointers
+uint8 gram1[0x10000], gram2[0x10000], grom1[0x10000], grom2[0x10000]; // Actual memory
+uint8 grom3[0x8000], grom4[0x8000], data_rom[0x40000], spr_rom[0x80000], voice_rom[0x20000];
+uint8 chr_rom[0x60000]; // Character ROM pointer
V6809REGS cpu1, cpu2;
-bool trace1 = false; // ditto...
-bool looking_at_rom = true; // true = R1, false = R2
-DWORD banksw1, banksw2; // Bank switch addresses
-WORD game_over_switch; // Game over delay
-WORD 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
-
-WORD 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;
-DWORD psg_lens[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
-BYTE * psg_adrs[16];
-DWORD voc_lens[32] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+uint32 psg_lens[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
+uint8 * psg_adrs[16];
+uint32 voc_lens[32] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
-BYTE * voc_adrs[32];
-DWORD fm_lens[14] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
-BYTE * fm_adrs[14];
+uint8 * voc_adrs[32];
+uint32 fm_lens[14] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
+uint8 * fm_adrs[14];
fstream tr; // Tracelog hook
-WORD pcx; // Where we at?
+uint16 pcx; // Where we at?
+
+static uint8 * keys; // SDL raw keyboard matrix
static char op_mat1[256] = {
1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1,
//
// Read a byte from memory (without touching PC. Not a Fetch!)
//
-BYTE RdMem(WORD addr)
+uint8 RdMem(uint16 addr)
{
- BYTE b;
+ uint8 b;
+
+ // $4000-4300 is RAM shared with the microcontroller...
if (addr < 0x8000)
{
//
// Write a byte to memory
//
-void WrMem(WORD addr, BYTE b)
+void WrMem(uint16 addr, uint8 b)
{
+ extern bool disasm;
extern bool charbase; // Needed for screen. Extern it in it??
- //extern WORD sr, ur, xr, yr; // Needed for tracelog
- //extern WORD pcr;
+ //extern uint16 sr, ur, xr, yr; // Needed for tracelog
+ //extern uint16 pcr;
/* if ((addr>0x40FF) && (addr<0x4390))
{
tr << hex << addr << ":" << (int)b;
//for(int i=0; i<32; i++)
//{
// if (gram1[0x4400+i]<0x10) tr << "0";
- // tr << hex << (WORD)gram1[0x4400+i] << " ";
+ // tr << hex << (uint16)gram1[0x4400+i] << " ";
//}
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
if (addr == 0x6400)
SpawnSound(GAMESOUND, gram1[0x6600], 1); // Do voice chan 2
if (addr == 0x6800)
- banksw1 = (DWORD)b << 13; // Set char data bankswitch base address
+ banksw1 = (uint32)b << 13; // Set char data bankswitch base address
if (addr > 0x4284 && addr < 0x42A5 && b)
SpawnSound(PSGSOUND, addr - 0x4285); // Do PSG sound on chans 2, 3
if (addr == 0x4380)
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
}
}
//
// Read a byte from memory (without touching PC. Not a Fetch!) (2nd processor)
//
-BYTE RdMemB(WORD addr)
+uint8 RdMemB(uint16 addr)
{
-// extern WORD cpu2.s, cpu2.u, cpu2.x, cpu2.y; // Needed for tracelog
- BYTE b;
+// extern uint16 cpu2.s, cpu2.u, cpu2.x, cpu2.y; // Needed for tracelog
+ uint8 b;
if (addr < 0x8000)
{
//
// Write a byte to memory (2nd processor)
//
-void WrMemB(WORD addr, BYTE b)
+void WrMemB(uint16 addr, uint8 b)
{
+ extern bool disasm;
extern bool charbase;
- //extern WORD sr, ur, xr, yr; // Needed for tracelog
- //extern WORD pcr;
+ //extern uint16 sr, ur, xr, yr; // Needed for tracelog
+ //extern uint16 pcr;
/* if ((addr>0x00FF) && (addr<0x0390))
{
tr << hex << addr << ":" << (int)b;
//for(int i=0; i<32; i++)
//{
// if (gram1[0x4400+i]<0x10) tr << "0";
- // tr << hex << (WORD)gram1[0x4400+i] << " ";
+ // tr << hex << (uint16)gram1[0x4400+i] << " ";
//}
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 > 0x0284 && addr < 0x02A5 && b)
SpawnSound(PSGSOUND, addr - 0x0285); // Do PSG sound on chans 2, 3
if (addr == 0xD803)
- banksw2 = (DWORD)(b & 0x03) << 13; // Set sprite data bank switch
+ banksw2 = (uint32)(b & 0x03) << 13; // Set sprite data bank switch
if (addr == 0x0380)
{
SpawnSound(FMSOUND, b); // Do FM sound on chan 4
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
+ }
}
//
// Display bytes in mem in hex
//
-void DisplayBytes(WORD src, unsigned long dst)
+void DisplayBytes(uint16 src, unsigned long dst)
{
- BYTE cnt;
+ uint8 cnt;
unsigned long i;
- printf("%04X: ", src);
+ WriteLog("%04X: ", src);
cnt = 0; // Init counter...
if (src > dst) dst += 0x10000; // That should fix the FFFF bug...
for(i=src; i<dst; i++)
{
- printf("%02X ", (BYTE)(looking_at_rom ? RdMem(i) : RdMemB(i)));
+ WriteLog("%02X ", (uint8)(looking_at_rom ? RdMem(i) : RdMemB(i)));
cnt++; // Bump counter...
}
for(i=cnt; i<5; i++) // Pad the leftover spaces...
{
- cout << " ";
+ WriteLog(" ");
}
}
// temp crap...
-BYTE Fetch(void) { return 0; }
-WORD FetchW(void) { return 0; }
-BYTE FetchB(void) { return 0; }
-WORD FetchWB(void) { return 0; }
+uint8 Fetch(void) { return RdMem(dpc); }
+uint16 FetchW(void) { return (uint16)((RdMem(dpc) << 8) | RdMem(dpc+1)); }
+uint8 FetchB(void) { return RdMemB(dpc); }
+uint16 FetchWB(void) { return (uint16)((RdMemB(dpc) << 8) | RdMemB(dpc+1)); }
//
// Decode a 6809 instruction at 'addr'
//
void Decode_6809()
{
- BYTE (* DFetch)(); // Decode Fetch() pointer...
- WORD (* DFetchW)(); // Decode FetchW() pointer...
+ uint8 (* DFetch)(); // Decode Fetch() pointer...
+ uint16 (* DFetchW)(); // Decode FetchW() pointer...
DFetch = (looking_at_rom ? Fetch : FetchB);
DFetchW = (looking_at_rom ? FetchW : FetchWB);
-/* extern*/ WORD pcr, pcrB; // Pull in 'pcr' from '6809.cpp'
- WORD pc_save = pcr, pcB_save = pcrB;
+/* extern*/ uint16 pcr, pcrB; // Pull in 'pcr' from '6809.cpp'
+ uint16 pc_save = pcr, pcB_save = pcrB;
pcr = dpc; pcrB = dpc;
- BYTE opcode = DFetch(); // Get the opcode ('fetch' cycle)
- BYTE opcode2, operand;
- WORD loperand;
- BYTE admode = op_mat1[opcode]; // addressing mode
+ uint8 opcode = DFetch(); // Get the opcode ('fetch' cycle)
+ uint8 opcode2, operand;
+ uint16 loperand;
+ uint8 admode = op_mat1[opcode]; // addressing mode
char outbuf[80], mnem[6], tmp[30];
strcpy(mnem, mnemonics[opcode]); // Copy page 1 opcode
break; }
case 3: // Relative
{ operand = DFetch(); // Get offset
- WORD tmpc = (looking_at_rom ? pcr : pcrB);
- sprintf(outbuf, "%s $%04X", mnem, tmpc+(SWORD)(SBYTE)operand);
+ uint16 tmpc = (looking_at_rom ? pcr : pcrB);
+ sprintf(outbuf, "%s $%04X", mnem, tmpc+(int16)(int8)operand);
break; }
case 4: // Long Relative
{ loperand = DFetchW(); // Get long offset
- WORD tmpc = (looking_at_rom ? pcr : pcrB);
- sprintf(outbuf, "%s $%04X", mnem, tmpc+(SWORD)loperand);
+ uint16 tmpc = (looking_at_rom ? pcr : pcrB);
+ sprintf(outbuf, "%s $%04X", mnem, tmpc+(int16)loperand);
break; }
case 5: // Inherent
{ sprintf(outbuf, "%s ", mnem);
break; }
case 7: // Indexed (the tough one!)
{ operand = DFetch(); // Get IDX byte
- BYTE reg = ((operand & 0x60) >> 5), idxind = ((operand & 0x10) >> 4),
+ uint8 reg = ((operand & 0x60) >> 5), idxind = ((operand & 0x10) >> 4),
lo_nyb = (operand & 0x0F), boff;
- WORD woff;
+ uint16 woff;
strcpy(tmp, "??");
if (!(operand & 0x80)) // Hi bit set? Then decode 4 bit offset
break; }
}
DisplayBytes(dpc, (looking_at_rom ? pcr : pcrB)); // Show bytes
- cout << outbuf << endl; // display opcode & addressing, etc
+ WriteLog(outbuf); WriteLog("\n"); // display opcode & addressing, etc
dpc = (looking_at_rom ? pcr : pcrB); // Advance debug PC
pcr = pc_save; pcrB = pcB_save; // Restore PCs
}
//
// Convert hex to dec
//
-WORD htod(char *str)
+uint16 htod(char *str)
{
- WORD value = 0;
+ uint16 value = 0;
int len = strlen(str);
for(int i=0; i<len; i++)
//
// Load 32K file into ROM image space
//
-bool Load32KImg(char * filename, WORD address)
+bool Load32KImg(char * filename, uint16 address)
{
ifstream ff;
char ch;
// Generic Load file into image space
// (No error checking performed! Responsibility of caller!)
//
-bool LoadImg(const char * filename, BYTE * mem, DWORD address, DWORD length)
+bool LoadImg(const char * filename, uint8 * mem, uint32 address, uint32 length)
{
ifstream ff;
char path[80];
ff.open(path, ios::binary | ios::in); // Open 'da file...
if (ff)
{
- for(DWORD i=0; i<length; i++) // Read it in...
+ for(uint32 i=0; i<length; i++) // Read it in...
{
ff.get(ch);
mem[address+i] = ch;
bool ReadColorPROMs(void)
{
fstream ff1, ff2;
-// BYTE ch;
+// uint8 ch;
char ch;
- extern BYTE palette[768]; // Screen physical palette
- extern BYTE ccolor[256][8]; // Character color PROM values
- extern BYTE scolor[128][16]; // Sprite color PROM values
+ extern uint8 palette[768]; // Screen physical palette
+ extern uint8 ccolor[256][8]; // Character color PROM values
+ extern uint8 scolor[128][16]; // Sprite color PROM values
ff1.open("./ROMs/"PROM3, ios::binary|ios::in);
if (ff1)
for(int j=0; j<8; j++)
{
ff1.get(ch);
- ccolor[i][j] = (BYTE)ch;
+ ccolor[i][j] = (uint8)ch;
}
}
ff1.close();
for(int j=0; j<16; j++)
{
ff1.get(ch);
- scolor[i][j] = (BYTE)ch;
+ scolor[i][j] = (uint8)ch;
}
}
ff1.close();
for(int i=0; i<768; i+=3)
{
ff1.get(ch);
- palette[i] = (BYTE)(ch&0x0F);
- palette[i+1] = (BYTE)(ch>>4);
+ palette[i] = (uint8)(ch&0x0F);
+ palette[i+1] = (uint8)(ch>>4);
ff2.get(ch);
- palette[i+2] = (BYTE)ch;
+ palette[i+2] = (uint8)ch;
}
// Do palette stretching here... I.e. add 0 to hinyb 0, 1 to hinyb 1, etc.
//
bool UnpackFonts(void)
{
-// BYTE b1, b2, b3;
+// uint8 b1, b2, b3;
char b1, b2, b3;
fstream f1, f2;
//0x4000 $800 chars
//
// Get length of sample from WAV format
//
-DWORD GetWAVLength(fstream &file)
+uint32 GetWAVLength(fstream &file)
{
char ch;
- DWORD len;
+ uint32 len;
file.ignore(16); // Skip header BS
for(int i=0; i<2; i++)
{
- file.get(ch); len = (int)(BYTE)ch;
- file.get(ch); len |= (int)(BYTE)ch << 8;
- file.get(ch); len |= (int)(BYTE)ch << 16;
- file.get(ch); len |= (int)(BYTE)ch << 24;
+ file.get(ch); len = (int)(uint8)ch;
+ file.get(ch); len |= (int)(uint8)ch << 8;
+ file.get(ch); len |= (int)(uint8)ch << 16;
+ file.get(ch); len |= (int)(uint8)ch << 24;
file.ignore(len + 4); // Skip intermediate data
}
- file.get(ch); len = (int)(BYTE)ch; // & finally get length of data
- file.get(ch); len |= (int)(BYTE)ch << 8;
- file.get(ch); len |= (int)(BYTE)ch << 16;
- file.get(ch); len |= (int)(BYTE)ch << 24;
+ file.get(ch); len = (int)(uint8)ch; // & finally get length of data
+ file.get(ch); len |= (int)(uint8)ch << 8;
+ file.get(ch); len |= (int)(uint8)ch << 16;
+ file.get(ch); len |= (int)(uint8)ch << 24;
return len;
}
{
char file[40];
char ch;
- DWORD len;
+ uint32 len;
for(int i=0; i<16; i++)
{
if (fp)
{
len = GetWAVLength(fp); // Get WAV data length...
-
- psg_adrs[i] = new BYTE[len]; // Attempt to allocate space...
+ 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();
{
char file[200];
char ch;
- DWORD len;
+ uint32 len;
for(int i=0; i<14; i++)
{
if (fp)
{
len = GetWAVLength(fp); // Get WAV length...
-
- fm_adrs[i] = new BYTE[len]; // Attempt to allocate space...
+ 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 WORD cpu1.pc, cpu1.s, cpu1.u, cpu1.x, cpu1.y; // Pull in vars from '6809.cpp'
- extern BYTE cpu1.a, cpu1.b, cpu1.cc, cpu1.dp;
- extern long iclock;
- extern bool illegal;
- extern WORD cpu2.pc, cpu2.s, cpu2.u, cpu2.x, cpu2.y; // Pull in vars from '6809B.cpp'
- extern BYTE cpu2.a, cpu2.b, cpu2.cc, cpu2.dp;
- extern long iclockB;
- extern bool illegalB;
- extern void (* exec_op0[256])(); // Array of page zero opcode functions...
- extern void (* exec_op1[256])(); // Array of page one opcode functions...
- extern void (* exec_op2[256])(); // Array of page two opcode functions...
- extern void (* exec_op0B[256])(); // Array of page zero opcode functions...
- extern void (* exec_op1B[256])(); // Array of page one opcode functions...
- extern void (* exec_op2B[256])(); // Array of page two opcode functions...*/
- extern bool charbase; // From 'SCREEN.CPP'
-// extern unsigned int vesa_memptr;
- charbase = false;
+extern bool disasm; // From 'V6809.CPP'
+ extern bool charbase; // From 'SCREEN.CPP'
+ charbase = false;
char lbuff[80];
fstream ff; // Declare fstream without file hooks...
bool brk = false, brk2 = false; // Breakpoint set flag
- WORD brkpnt, brkpnt2; // Where the breakpoint is...
+ uint16 brkpnt, brkpnt2; // Where the breakpoint is...
bool running; // CPU running state flag...
bool self_test = false; // Self-test switch
bool scr_type = false; // false=chars, true=pixels
- WORD debounce = 0; // Key de-bounce counter
- WORD fire_debounce = 0; // Fire button debounce counter
+ uint16 debounce = 0; // Key de-bounce counter
+ uint16 fire_debounce = 0; // Fire button debounce counter
// bool refresh2 = true; // Default to 60 Hz...
- BYTE x; // General placeholder...
- bool active = true; // Program running flag
+ uint8 x; // General placeholder...
+ bool active = true; // Program running flag
-// SDL_Surface * screen = NULL; // SDL screen pointer
- SDL_Event event; // SDL "event"
-// int keyPressed; // SDL key pressed...
- BYTE keys[256]; // Keyboard "switch-like" buffer
- extern BYTE palette[768]; // Screen physical palette
- DWORD ticks, oldTicks;
+ SDL_Event event; // SDL "event"
+ extern uint8 palette[768]; // Screen physical palette
+ uint32 ticks, oldTicks;
-// tr.open("exe.log", ios::binary | ios::out); // Tracelog
+ cout << endl << "THUNDER v"THUNDER_VERSION" ";
+ cout << "by James Hammons" << endl;
+ cout << "Serial #20090723 / Prerelease" << endl;
+ cout << "(C) 2003, 2009 Underground Software" << endl << endl;
- cout << endl << "THUNDER v"THUNDER_VERSION" ";
- cout << "by James Hammmmons" << endl;
- cout << "Serial #20090723 / Prerelease" << endl;
- cout << "(C) 2003, 2009 Underground Software" << endl << endl;
+ cout << "This emulator is free software. If you paid for it you were RIPPED OFF"
+ << endl << endl;
- cout << "This emulator is free software. If you paid for it you were RIPPED OFF"
- << endl << endl;
+ cout << "Initializing SDL..." << endl;
- cout << "Initializing SDL..." << endl;
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) < 0)
+ {
+ cout << "Couldn't initialize SDL: " << SDL_GetError() << endl;
+ return -1;
+ }
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) < 0)
- {
- cout << "Couldn't initialize SDL: " << SDL_GetError() << endl;
- return -1;
- }
+ SDL_WM_SetCaption("Thunder v"THUNDER_VERSION" ", "Thunder");
- SDL_WM_SetCaption("Thunder v"THUNDER_VERSION" ", "Thunder");
-
- cout << "Allocating memory..." << endl;
-//Does this anyway... set_new_handler(0); // Make 'new' return NULL on failure...
- gram1 = new BYTE[0x10000];
- if (gram1 == NULL) { cout << "Could not allocate RAM space #1!" << endl
- << "Aborting!" << endl; return -1; }
- grom1 = new BYTE[0x10000];
- if (grom1 == NULL) { cout << "Could not allocate ROM space #1!" << endl
- << "Aborting!" << endl; return -1; }
- gram2 = new BYTE[0x10000];
- if (gram2 == NULL) { cout << "Could not allocate RAM space #2!" << endl
- << "Aborting!" << endl; return -1; }
- grom2 = new BYTE[0x10000];
- if (grom2 == NULL) { cout << "Could not allocate ROM space #2!" << endl
- << "Aborting!" << endl; return -1; }
- chr_rom = new BYTE[0x60000];
- if (chr_rom == NULL) { cout << "Could not allocate character RAM!" << endl
- << "Aborting!" << endl; return -1; }
- grom3 = new BYTE[0x8000];
- if (grom3 == NULL) { cout << "Could not allocate ROM space #4!" << endl
- << "Aborting!" << endl; return -1; }
- grom4 = new BYTE[0x8000];
- if (grom4 == NULL) { cout << "Could not allocate ROM space #5!" << endl
- << "Aborting!" << endl; return -1; }
- data_rom = new BYTE[0x40000];
- if (data_rom == NULL) { cout << "Could not allocate ROM level data!" << endl
- << "Aborting!" << endl; return -1; }
- spr_rom = new BYTE[0x80000];
- if (spr_rom == NULL) { cout << "Could not allocate ROM sprite data!" << endl
- << "Aborting!" << endl; return -1; }
- voice_rom = new BYTE[0x20000];
- if (voice_rom == NULL) { cout << "Could not allocate ROM voice data!" << endl
- << "Aborting!" << endl; return -1; }
+ keys = SDL_GetKeyState(NULL); // Get the SDL keyboard matrix
gram = gram1; grom = grom1; // Needed only for debugger
LoadFMs();
// Quick 'n' Dirty voice dump (sound 0x0E)
-/* DWORD adc = (voice_rom[26]<<8) | voice_rom[27];
+/* uint32 adc = (voice_rom[26]<<8) | voice_rom[27];
bool doneWitIt = false;
int crh = 0;
while (!doneWitIt)
dpc = htod(lbuff);
}
printf("%04X: ", dpc);
- WORD pc_save = cpu1.pc, pcB_save = cpu2.pc;
+ uint16 pc_save = cpu1.pc, pcB_save = cpu2.pc;
cpu1.pc = dpc; cpu2.pc = dpc;
for(int i=0; i<16; i++)
printf("%02X ", (looking_at_rom ? Fetch() : FetchB()));
cpu1.pc = dpc; cpu2.pc = dpc;
for(int i=0; i<16; i++)
{
- BYTE a = (looking_at_rom ? Fetch() : FetchB());
+ uint8 a = (looking_at_rom ? Fetch() : FetchB());
if (a<10) cout << (char)(a+48);
if ((a>9) && (a<37)) cout << (char)(a+55);
if (a>36) cout << ".";
dpc = htod(lbuff);
}
printf("%04X: ", dpc);
- for(int i=0; i<16; i++) printf("%02X ", (BYTE)gram[dpc++]);
+ for(int i=0; i<16; i++) printf("%02X ", (uint8)gram[dpc++]);
cout << endl;
}
else if (lbuff[0] == 'l')
else if ((lbuff[0] == 'r') || (lbuff[0] == 'c')) // Run/continue...
{
WriteLog("Executing 'run' command...\n");
- DWORD my_clock = 0;
+ uint32 my_clock = 0;
running = true; // Set running status...
trace1 = false;
SetRefreshRate(refresh2); // Tell GUI our refresh rate
- //for(WORD i=0; i<0x8000; i++) gram2[i] = grom3[i]; //Temp
+ //for(uint16 i=0; i<0x8000; i++) gram2[i] = grom3[i]; //Temp
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...
InitGUI(); // Reset # of coins
-/* cpu1.pc = ((grom1[0xFFFE]<<8) | grom1[0xFFFF]); // Reset 6809 #1
- if (lbuff[1] != 0)
- {
- lbuff[0] = 32; cpu1.pc = htod(lbuff);
- }
- else cpu1.cc = 0xFF; // Set CC register
+#if 0
+ cpu1.pc = ((grom1[0xFFFE]<<8) | grom1[0xFFFF]); // Reset 6809 #1
+ if (lbuff[1] != 0)
+ {
+ lbuff[0] = 32; cpu1.pc = htod(lbuff);
+ }
+ else cpu1.cc = 0xFF; // Set CC register
- cpu2.pc = ((grom2[0xFFFE]<<8) | grom2[0xFFFF]); // Reset 6809 #2
- cpu2.cc = 0xFF; // Set CC register
- while(iclock < 8000) // was 17000, 20000, 5000
- {
- Execute6809(&cpu1, 1); Execute6809(&cpu2, 1);
- }*/
+ cpu2.pc = ((grom2[0xFFFE]<<8) | grom2[0xFFFF]); // Reset 6809 #2
+ cpu2.cc = 0xFF; // Set CC register
+ while(iclock < 8000) // was 17000, 20000, 5000
+ {
+ Execute6809(&cpu1, 1); Execute6809(&cpu2, 1);
+ }
+#endif
+#if 0
WriteLog("--> CPU clock #1: %u\n", cpu1.clock);
- // Will *this* help video sync?
+ // Will *this* help video sync? NO
while (cpu1.clock < 8000) // was 17000, 20000, 5000
{
Execute6809(&cpu1, 1);
Execute6809(&cpu2, 1);
}
+#endif
}
WriteLog("About to set up screen...\n");
}
SDL_SetPalette(screen, SDL_LOGPAL | SDL_PHYSPAL, colors, 0, 256);
-#if 1
+#if 0
// This confirms that we're getting video to the screen...
SDL_LockSurface(screen);
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;
// SDL key handling...
-#warning "MAKE REPOSITORY FOR THIS THING! !!! FIX !!!"
-#warning "AND USE THE OLD SOURCE FOR THE BASE!!!"
-#warning "KEYS ARE FUCKED UP! !!! FIX !!!"
-// keyPressed = 0; // Reset keypress
- while (SDL_PollEvent(&event) != 0) // Bleed out all pending key events...
- {
- if (event.type == SDL_KEYDOWN)
- keys[event.key.keysym.scancode] = 1;
- if (event.type == SDL_KEYUP)
- keys[event.key.keysym.scancode] = 0;
- }
+ SDL_PumpEvents(); // Force key events into the buffer.
-// {
- if (keys[0x01])
+ if (keys[SDLK_ESCAPE])
running = false; // ESC to exit...
if (debounce)
debounce--; // Debounce toggle keys...
else
{
- if (keys[0x3B])
+ if (keys[SDLK_F1])
{
self_test = !self_test; // Self-test (F1-toggle)
debounce = 10; // Key debounce value...
}
- if (keys[0x3C])
+ if (keys[SDLK_F2])
{
gram1[0x4268] = 1; // Video test (F2)
debounce = 10; // Key debounce value...
}
- if (keys[0x58])
+ if (keys[SDLK_F12])
{
scr_type = !scr_type; // Toggle screen (F12)
debounce = 10; // Key debounce value...
}
- if (keys[0x3D])
+ if (keys[SDLK_F3])
{
show_scr = !show_scr; // Toggle bkgrnd (F3)
debounce = 10;
}
- if (keys[0x40])
+ if (keys[SDLK_F6])
{
enable_cpu = !enable_cpu; // Toggle CPUs (F6)
debounce = 10;
}
- if (keys[0x3F])
+ if (keys[SDLK_F5])
{
refresh2 = !refresh2; // Toggle 30/60Hz (F5)
SetRefreshRate(refresh2); // Inform GUI of refresh
SpawnMsg(M30FPS);
debounce = 10; // Key debounce value...
}
- if (keys[0x3E]) // Do PCX snapshot (F4)
+ if (keys[SDLK_F4]) // Do PCX snapshot (F4)
{
SpawnSound(USERSOUND, SCAMERA);
SnapPCX(screen);
debounce = 10;
}
- if (keys[0x0F]) // Tab active/deactivate GUI
+ if (keys[SDLK_TAB]) // Tab active/deactivate GUI
{
if (ShowGUI())
DeactivateGUI();
}
}
//if (keys[0x3E]) gram1[0x4247] = 1; // Screen hold DS (F4)
- if (keys[77+128]) // Right arrow
+ if (keys[SDLK_RIGHT]) // Right arrow
{
if (ShowGUI())
SelectRight(); // If GUI active...
else
{
- if (!keys[75+128]) // Disallow opposite directions @ same time
+ if (!keys[SDLK_LEFT]) // Disallow opposite directions @ same time
gram1[0x427F] = 1; // Stick right
}
}
- if (keys[75+128])
+ if (keys[SDLK_LEFT])
{
if (ShowGUI())
SelectLeft(); // If GUI active...
else
{
- if (!keys[77+128]) // Disallow opposite directions@same time
+ if (!keys[SDLK_RIGHT]) // Disallow opposite directions@same time
gram1[0x4281] = 1; // Left arrow
}
}
- if (keys[72+128])
+ if (keys[SDLK_UP])
{
if (ShowGUI())
SelectUp(); // If GUI active...
else
{
- if (!keys[80+128]) // Disallow opposite directions@same time
+ if (!keys[SDLK_DOWN]) // Disallow opposite directions@same time
gram1[0x427B] = 1; // Up arrow
}
}
- if (keys[80+128])
+ if (keys[SDLK_DOWN])
{
if (ShowGUI())
SelectDown(); // If GUI active...
else
{
- if (!keys[72+128]) // Disallow opposite directions@same time
+ if (!keys[SDLK_UP]) // Disallow opposite directions@same time
gram1[0x427D] = 1; // Down arrow
}
}
- if (keys[28]) // Return
+ if (keys[SDLK_RETURN]) // Return
{
- BYTE retval = UserSelectedSomething();
+ uint8 retval = UserSelectedSomething();
if (retval == EXIT)
running = false;
if (retval == REFRESH)
SetRefreshRate(refresh2);
}
}
- if (keys[0x02])
- gram1[0x427A] = 1; // (1)
- if (keys[0x03])
- gram1[0x427C] = 1; // (2)
- if (keys[0x04])
- gram1[0x427E] = 1; // (3)
- if (keys[0x06])
- gram1[0x4280] = 1; // (5)
- if (keys[0x10]|keys[29])
- gram1[0x4276] = 1; // (Q) Jump
- if (keys[0x11])
- gram1[0x426A] = 1; // (W)
+ if (keys[SDLK_1])
+ gram1[0x427A] = 1; // (1)
+ if (keys[SDLK_2])
+ gram1[0x427C] = 1; // (2)
+ if (keys[SDLK_3])
+ gram1[0x427E] = 1; // (3)
+ if (keys[SDLK_5])
+ gram1[0x4280] = 1; // (5)
+ if (keys[SDLK_q] | keys[29])
+ gram1[0x4276] = 1; // (Q) Jump
+ if (keys[SDLK_w])
+ gram1[0x426A] = 1; // (W)
if (fire_debounce)
fire_debounce--;
- if (keys[0x12]|keys[56]) // (E) Fire
+ if (keys[SDLK_e] | keys[56]) // (E) Fire
{
if (!fire_debounce)
{
gram1[0x4278] = 1;
+
if (gram1[0x3F08] == 0xFF) // Ugly kludge for debouncing gun
- {
fire_debounce = 8;
- }
else
- {
fire_debounce = 2;
- }
}
}
- if (keys[0x13])
- gram1[0x426C] = 1; // (R)
- if (keys[0x14])
- gram1[0x4262] = 1; // (T)
- if (keys[0x15])
- gram1[0x4260] = 1; // (Y)
- if (keys[0x44])
- gram1[0x41A5]++; // Coin? (F10)
- if (keys[0x2C])
- gram1[0x4189]++; // ? (Z) credits l dig
- if (keys[0x2D])
- gram1[0x418A]++; // ? (X) credits r dig
- if (keys[0x2E])
- gram1[0x418C]++; // ? (C) Start
- if (keys[0x2F])
- gram1[0x418D]++; // ? (V)
- if (keys[0x41])
- SpawnSound(USERSOUND, 0); // Do user sound (F7)
-// if (keys[0x42])
+ if (keys[SDLK_r])
+ gram1[0x426C] = 1; // (R)
+ if (keys[SDLK_t])
+ gram1[0x4262] = 1; // (T)
+ if (keys[SDLK_y])
+ gram1[0x4260] = 1; // (Y)
+ if (keys[SDLK_F10])
+ gram1[0x41A5]++; // Coin? (F10)
+ if (keys[SDLK_z])
+ gram1[0x4189]++; // ? (Z) credits l dig
+ if (keys[SDLK_x])
+ gram1[0x418A]++; // ? (X) credits r dig
+ if (keys[SDLK_c])
+ gram1[0x418C]++; // ? (C) Start
+ if (keys[SDLK_v])
+ gram1[0x418D]++; // ? (V)
+ if (keys[SDLK_F7])
+ SpawnSound(USERSOUND, 0); // Do user sound (F7)
+// if (keys[SDLK_F8])
// {
-// gram1[0x4380] = 0; // (F8) kill music (this worx)
-// charbase = false; // Switch chars out...
+// gram1[0x4380] = 0; // (F8) kill music (this worx)
+// charbase = false; // Switch chars out...
// }
-// if (keys[0x43]) gram1[0x4285] = 1; // (F9) strobe unknown loc
- if (keys[0x45]) // (F11)
+// if (keys[SDLK_F9]) gram1[0x4285] = 1; // (F9) strobe unknown loc
+ if (keys[SDLK_F11]) // (F11)
{
Execute6809(&cpu1, 10);
Execute6809(&cpu2, 10);
}
// }
-
-// if (enable_cpu)
- if (true)
+//F12 is used above, but the values are ignored. So we'll do it here too.
+ if (keys[SDLK_F12])
{
-/*// if (irqGoA)
- cpu1.cpuFlags |= V6809_ASSERT_LINE_IRQ;
-
- Execute6809(&cpu1, 25000);
- cpu1.clock -= 25000; // Remove 25K ticks from clock (in case it overflowed)
-
-// if (irqGoB)
- cpu2.cpuFlags |= V6809_ASSERT_LINE_IRQ;
+ cpu1.cpuFlags |= V6809_ASSERT_LINE_RESET;
+ cpu2.cpuFlags |= V6809_ASSERT_LINE_RESET;
+ }
+ if (keys[SDLK_d]) // (D) start disassembly
+ disasm = true;
+#if 0
+ 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
- Execute6809(&cpu2, 25000);
- cpu2.clock -= 25000; // Remove 25K ticks from clock (in case it overflowed)//*/
-// cpu1.cpuFlags |= V6809_ASSERT_LINE_IRQ;
-// cpu2.cpuFlags |= V6809_ASSERT_LINE_IRQ;
- while (cpu1.clock < 25000)
+ 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)
+// 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?
- Execute6809(&cpu1, 5);
- Execute6809(&cpu2, 5);
+ // There's better ways, such as keeping track of when slave writes to master, etc...
+ 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)//*/
-
} // END: enable_cpu
// if (refresh_++ == 1) // 30 Hz...
// BlitChar(screen, chr_rom, gram1);
// 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();
printf("%04X: ", dpc); // Show data found...
for(int i=0; i<16; i++)
- printf("%02X ", gram1[(WORD)(dpc+i)]);
+ printf("%02X ", gram1[(uint16)(dpc+i)]);
cout << " ";
for(int i=0; i<16; i++)
{
- BYTE a = gram1[dpc++];
+ uint8 a = gram1[dpc++];
if (a<10)
cout << (char)(a+48);
if ((a>9) && (a<37))
active = false; //break; // Quit
}
- SDL_Quit(); // Shut down SDL
-
- 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;
+ SDL_Quit(); // Shut down SDL
for(int i=0; i<16; i++)
- if (psg_adrs[i] != NULL)
- delete[] psg_adrs[i]; // Deallocate if loaded
+ if (psg_adrs[i])
+ delete[] psg_adrs[i]; // Deallocate if loaded
for(int i=0; i<14; i++)
- if (fm_adrs[i] != NULL)
- delete[] fm_adrs[i]; // Deallocate if loaded
+ if (fm_adrs[i])
+ delete[] fm_adrs[i]; // Deallocate if loaded
-// tr.close(); // Close tracelog
LogDone();
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