X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fthunder.cpp;h=4fd1f32e5d2984c45cf20b111a32127ea0fdfef6;hb=757714edd1100cfbe4dd5c46e4eff480ee25dd3d;hp=b6776d55707783d438a9d46935e29f9c03c95dcd;hpb=43a80363f784b8dc10e438024149da0d993c7eca;p=thunder diff --git a/src/thunder.cpp b/src/thunder.cpp old mode 100755 new mode 100644 index b6776d5..4fd1f32 --- a/src/thunder.cpp +++ b/src/thunder.cpp @@ -9,9 +9,10 @@ // 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 #include @@ -23,14 +24,14 @@ //#include // For getch() #include // For getch() #include -#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" @@ -95,36 +96,38 @@ using namespace std; // Yes! 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, @@ -284,9 +287,11 @@ iregs[4][2] = {"X", "Y", "U", "S" }; // // 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) { @@ -304,28 +309,35 @@ BYTE RdMem(WORD addr) // // 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) @@ -347,18 +359,23 @@ void WrMem(WORD addr, BYTE b) 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) { @@ -385,25 +402,29 @@ BYTE RdMemB(WORD addr) // // 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) @@ -411,7 +432,7 @@ void WrMemB(WORD addr, BYTE b) 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 @@ -427,53 +448,62 @@ void WrMemB(WORD addr, BYTE b) 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> 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 @@ -612,7 +642,7 @@ void Decode_6809() 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 } @@ -620,9 +650,9 @@ void Decode_6809() // // 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>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. @@ -758,7 +788,7 @@ bool ReadColorPROMs(void) // bool UnpackFonts(void) { -// BYTE b1, b2, b3; +// uint8 b1, b2, b3; char b1, b2, b3; fstream f1, f2; //0x4000 $800 chars @@ -810,27 +840,27 @@ bool UnpackFonts(void) // // 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; } @@ -842,7 +872,7 @@ void LoadPSGs(void) { char file[40]; char ch; - DWORD len; + uint32 len; for(int i=0; i<16; i++) { @@ -856,8 +886,7 @@ void LoadPSGs(void) 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) { @@ -868,7 +897,8 @@ void LoadPSGs(void) } 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(); @@ -883,7 +913,7 @@ void LoadFMs(void) { char file[200]; char ch; - DWORD len; + uint32 len; for(int i=0; i<14; i++) { @@ -897,8 +927,7 @@ void LoadFMs(void) 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) { @@ -909,8 +938,8 @@ void LoadFMs(void) } 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(); @@ -925,96 +954,46 @@ int main(int argc, char * argv[]) { 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 @@ -1096,7 +1075,7 @@ int main(int argc, char * argv[]) 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) @@ -1144,7 +1123,7 @@ WriteLog("About to go to the main loop...\n"); 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())); @@ -1152,7 +1131,7 @@ WriteLog("About to go to the main loop...\n"); 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 << "."; @@ -1169,7 +1148,7 @@ WriteLog("About to go to the main loop...\n"); 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') @@ -1213,50 +1192,58 @@ WriteLog("About to go to the main loop...\n"); 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"); // 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; @@ -1272,7 +1259,7 @@ 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); @@ -1319,6 +1306,8 @@ WriteLog("About to enter main loop...\n"); 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; @@ -1332,52 +1321,41 @@ WriteLog("About to enter main loop...\n"); // 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 @@ -1387,13 +1365,13 @@ WriteLog("About to enter main loop...\n"); 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(); @@ -1403,49 +1381,49 @@ WriteLog("About to enter main loop...\n"); } } //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) @@ -1454,93 +1432,109 @@ WriteLog("About to enter main loop...\n"); 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... @@ -1551,11 +1545,14 @@ WriteLog("About to enter main loop...\n"); // 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(); @@ -1640,11 +1637,11 @@ BlitChar(screen, chr_rom, gram1); 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)) @@ -1666,29 +1663,144 @@ BlitChar(screen, chr_rom, gram1); 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