//
// Screen Handler
//
-// This sets screen to VESA 320x240 LFB so we can use the WHOLE laptop screen
-// Now with VESA2 support!
-// Also, support routines for video hardware emulation are included
+// This emulates the NAMCO tile/sprite hardware
//
// by James Hammons
-//
// (C) 2003 Underground Software
//
// JLH = James Hammons <jlhamm@acm.org>
void DrawSprites(uint8_t priority);
int FindPCXName(void);
-//static void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t scrollOffset, bool transparent = true);
-static void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll = 0, uint32_t yScroll = 0, bool transparent = true);
+static inline void DrawScreen(uint16_t ramBlock, uint16_t xAddress, uint16_t yAddress, uint32_t baseAddr, bool transparent = true);
+static void DrawChar(uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll, uint32_t yScroll, bool transparent = true);
void Sprite(uint32_t sprnum, uint16_t x, uint16_t y, uint8_t flip, uint8_t horiz_bl, uint8_t vert_bl);
// Private global variables
-uint8_t my_scr[0x14000]; // Screen buffer...
-//uint8_t palette[768]; // Screen palette
-uint32_t palette[256]; // Screen palette
-uint8_t ccolor[256][8]; // Character colors
-uint8_t scolor[128][16]; // Sprite colors
-bool charbase; // Character base pointer...
-uint8_t hScrollOffset; // Horizontal scroll offset
-uint8_t vScrollOffset; // Vertical scroll offset
-uint8_t spr_color_index; // Sprite color index
-//uint32_t hoffsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };// Scroll offsets...
-//uint32_t voffsets[8] = { 0, 320, 640, 960, 1280, 1600, 1920, 2240 };
-uint32_t voffsets[8] = { 288*0, 288*1, 288*2, 288*3, 288*4, 288*5, 288*6, 288*7 };
+uint8_t my_scr[0x14000]; // Screen buffer...
+uint32_t palette[256]; // Screen palette
+uint8_t ccolor[256][8]; // Character colors
+uint8_t scolor[128][16]; // Sprite colors
+bool charBankSwitch; // Character bank switch
+uint8_t spr_color_index; // Sprite color index
-extern bool show_text; // Whether or not to show text
-extern bool show_scr; // Whether or not to show screen
+extern bool show_text; // Whether or not to show text
//
// Render the NAMCO screen
//
-void BlitChar(SDL_Surface * scr, uint8_t * chr, uint8_t * ram)
+void BlitChar(uint8_t * chr, uint8_t * ram)
{
// Screen structure:
+ //
+ // Each screen RAM is 4K in size, from lowest to highest priority:
+ // $0000-$0FFF, $1000-$1FFF, $2000-$2FFF, $3000-$3FFF
+ //
// Screen is 288 x 224 pixels, with character and independent sprites.
- // Tiles are 36 x 28. There are four tile planes, three of them affected by
- // the h/vscroll values, the last one is a static display (also has highest
- // priority). Screens are 128 bytes wide by 32 bytes high.
-
- if (show_scr)
- {
- uint32_t sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4; // Adjust hscroll val
- hScrollOffset = sc_base & 0x07; // Horiz. fine scroll offset
- sc_base = (sc_base & 0xFFF8) >> 2; // Skip odds..
- uint8_t vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
- vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount
-
- uint32_t scp0 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/
- uint32_t scp1 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/
- uint32_t scp2 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/
- uint32_t scp3 = 0x3208;
-
- scp0 += vsc_base * 0x80;
- scp0 &= 0x0FFF; // Set vertical scroll addr
- scp1 += vsc_base * 0x80;
- scp1 = 0x1000 | (scp1 & 0x0FFF); // Set vertical scroll addr
- scp2 += vsc_base * 0x80;
- scp2 = 0x2000 | (scp2 & 0x0FFF); // Set vertical scroll addr
-
- // Layer 0 (bottom layer)
- for(uint8_t sy=0; sy<29; sy++)
- {
- for(uint8_t sx=0; sx<37; sx++)
- DrawChar(chr, ram, sx, sy, scp0, (charbase ? 0x20000 : 0x00000), hScrollOffset, vScrollOffset, false);
-
- scp0 += 0x80;
- scp0 = 0x0000 | (scp0 & 0x0FFF);
- }
-
- // Draw sprites at lowest layer...
- DrawSprites(0x40);
-
- // Layer 1
- for(uint8_t sy=0; sy<29; sy++)
- {
- for(uint8_t sx=0; sx<37; sx++)
- DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x30000 : 0x10000), hScrollOffset, vScrollOffset);
-
- scp1 += 0x80;
- scp1 = 0x1000 | (scp1 & 0x0FFF);
- }
-
- // Draw sprites under layer #2...
- DrawSprites(0x80);
-
- // Layer 2
- for(uint8_t sy=0; sy<29; sy++)
- {
- for(uint8_t sx=0; sx<37; sx++)
- DrawChar(chr, ram, sx, sy, scp2, 0x40000, hScrollOffset, vScrollOffset);
-
- scp2 += 0x80;
- scp2 = 0x2000 | (scp2 & 0x0FFF);
- }
-
- // Draw highest priority sprites...
- DrawSprites(0xC0);
-
- // Layer 3 (top layer)
- for(uint8_t sy=0; sy<28; sy++)
- {
- for(uint8_t sx=0; sx<36; sx++)
- DrawChar(chr, ram, sx, sy, scp3, 0x50000);
-
- scp3 += 0x80;
- }
- }
+ // Tiles are 36 x 28. There are four tile planes, all of them affected by
+ // their own h/vscroll values. Screens are 128 bytes wide by 32 bytes high.
+ //
+ // Also note that tiles are 16-bits wide, meaning the screen is really
+ // only 64 characters wide!
+
+ // Base address is $9000-1 (top 13 bits) + $9002 >> 3 << 7 (top 5 bits)
+/*
+$9000-2: $02 $0C $FF 0000 0010 0000 1100 1111 1111
+$9004-6: $06 $0E $FF 0000 0110 0000 1110 1111 1111
+$9400-2: $0A $0B $FF 0000 1010 0000 1011 1111 1111
+$9404-6: $0E $0D $07 0000 1110 0000 1101 0000 0111
+ ---- PP?H HHHH Hhhh VVVV Vvvv
+? = refresh layer bit?
+PP = which 4K block to write to?
+*/
+ uint16_t screenX0 = (((ram[0x9000] << 8) | ram[0x9001]) + 20) & 0x1FF;
+ uint16_t screenX1 = (((ram[0x9004] << 8) | ram[0x9005]) + 18) & 0x1FF;
+ uint16_t screenX2 = (((ram[0x9400] << 8) | ram[0x9401]) + 21) & 0x1FF;
+ uint16_t screenX3 = (((ram[0x9404] << 8) | ram[0x9405]) + 19) & 0x1FF;
+
+ uint16_t screenY0 = ram[0x9002] + 25;
+ uint16_t screenY1 = ram[0x9006] + 25;
+ uint16_t screenY2 = ram[0x9402] + 25;
+ uint16_t screenY3 = ram[0x9406] + 25;
+
+ uint16_t ramBlock0 = (ram[0x9000] >> 2) & 0x03;
+ uint16_t ramBlock1 = (ram[0x9004] >> 2) & 0x03;
+ uint16_t ramBlock2 = (ram[0x9400] >> 2) & 0x03;
+ uint16_t ramBlock3 = (ram[0x9404] >> 2) & 0x03;
+
+ DrawScreen(ramBlock0, screenX0, screenY0, (charBankSwitch ? 2 : 0), false);
+ DrawSprites(0x40);
+ DrawScreen(ramBlock1, screenX1, screenY1, (charBankSwitch ? 3 : 1));
+ DrawSprites(0x80);
+ DrawScreen(ramBlock2, screenX2, screenY2, 4);
+ DrawSprites(0xC0);
+ DrawScreen(ramBlock3, screenX3, screenY3, 5);
// Draw a msg if needed...
if (show_text)
// Rolling Thunder screen size is 288 x 224. Virtual is this, real may not
// be... (and we don't have to care about that, the OpenGL backend takes
// care of it.)
+ for(uint32_t i=0; i<VIRTUAL_SCREEN_WIDTH*VIRTUAL_SCREEN_HEIGHT; i++)
+ scrBuffer[i] = palette[my_scr[i]];
+
+ RenderScreenBuffer();
+}
+
- uint32_t src = 0;
+//
+// Render tilemap
+//
+static inline void DrawScreen(uint16_t ramBlock, uint16_t xAddress, uint16_t yAddress, uint32_t tileBase, bool transparent/*= true*/)
+{
+ uint16_t ramBase = (ramBlock << 12) | ((yAddress << 4) & 0xF80)
+ | ((xAddress >> 2) & 0x7E);
- for(int i=0; i<VIRTUAL_SCREEN_HEIGHT; i++)
+ for(uint8_t sy=0; sy<29; sy++)
{
- for (int j=0; j<VIRTUAL_SCREEN_WIDTH; j++)
+ for(uint8_t sx=0; sx<37; sx++)
{
- scrBuffer[src] = palette[my_scr[src]];
- src++;
+
+ DrawChar(sx, sy, ramBase, tileBase << 16, xAddress & 0x07, yAddress & 0x07, transparent);
}
}
-
- RenderScreenBuffer();
}
//
// Draw character on screen
//
-//static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t scrollOffset, bool transparent/*= true*/)
-static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll/*= 0*/, uint32_t yScroll/*= 0*/, bool transparent/*= true*/)
+static inline void DrawChar(uint8_t sx, uint8_t sy, uint16_t ramBase, uint32_t tileBase, uint32_t xScroll, uint32_t yScroll, bool transparent/*= true*/)
{
- uint8_t scp_lo = (scp + (sx << 1)) & 0x7F;// Let LO byte wrap only...
- uint16_t sp2 = (scp & 0xFF80) | scp_lo;
- uint8_t tile = ram[sp2++];
- uint8_t index = ram[sp2] & 0x03;
- uint8_t color = ram[sp2];
- uint32_t chind = baseAddr + (((index << 8) + tile) * 64);
+ extern uint8_t charROM[];
+ extern uint8_t gram1[];
+
+ // Calculate address in RAM of tile to draw
+ uint16_t addr = (ramBase & 0xF000) | ((ramBase + (sy << 7)) & 0x0F80)
+ | ((ramBase + (sx << 1)) & 0x7F);
+ uint16_t tile = ((gram1[addr + 1] << 8) | gram1[addr]) & 0x03FF;
+ // Yes, it really requires all 8 bits... even though the bottom 3 are used
+ // as a tile address!
+ uint8_t color = gram1[addr + 1];
+ uint32_t chind = tileBase + (tile << 6);
+
int xStart = (int)(sx * 8) - xScroll;
int yStart = (int)(sy * 8) - yScroll;
int32_t sc_addr = xStart + (yStart * 288);
{
for(int x=0; x<8; x++)
{
+ // Clipping...
if (((xStart + x) < 0) || ((xStart + x) >= 288)
|| ((yStart + y) < 0) || ((yStart + y) >= 224))
{
continue;
}
- if (transparent)
- {
- if (chr[chind] != 7)
- my_scr[sc_addr] = ccolor[color][chr[chind]];
- }
- else
- my_scr[sc_addr] = ccolor[color][chr[chind]];
+ if (!(transparent && (charROM[chind] == 7)))
+ my_scr[sc_addr] = ccolor[color][charROM[chind]];
sc_addr++;
chind++;
}
+//
+// Copy sprites in sprite RAM from positions 4-9 to 10-15
+// (N.B.: This still doesn't solve the shifting signs on the walls problem...)
+//
+void CopySprites(void)
+{
+ extern uint8_t gram1[];
+
+ for(uint16_t i=0x5800; i<0x6000; i+=0x10)
+ {
+ for(uint16_t j=4; j<=9; j++)
+ {
+ gram1[i + j + 6] = gram1[i + j];
+ }
+ }
+}
+
+
//
// Draw sprites at priority level (new code)
//
for(uint16_t i=0x5800; i<0x6000; i+=0x10)
{
- if ((gram1[i + 8] & 0xC0) == priority) // Check for correct layer...
+ if ((gram1[i + 8 + 6] & 0xC0) == priority) // Check for correct layer...
{
- spr_color_index = gram1[i + 6] >> 1; // Set color...
- uint16_t x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7];
+ spr_color_index = gram1[i + 6 + 6] >> 1; // Set color...
+ uint16_t x = ((gram1[i + 6 + 6] & 0x01) << 8) | gram1[i + 7 + 6];
if (x > 512 - 32)
x -= 512; // Handle neg x values
- uint16_t y = 192 - gram1[i + 9];
- uint8_t flip = gram1[i + 4] & 0x20; // Horizontal flip
- uint32_t spr_num = ((gram1[i + 4] & 0x07) << 9)
- | ((gram1[i + 5] & 0x7F) << 2)
- | ((gram1[i + 4] & 0x10) >> 4)
- | ((gram1[i + 8] & 0x10) >> 3);
+ uint16_t y = 192 - gram1[i + 9 + 6];
+ uint8_t flip = gram1[i + 4 + 6] & 0x20; // Horizontal flip
+ uint32_t spr_num = ((gram1[i + 4 + 6] & 0x07) << 9)
+ | ((gram1[i + 5 + 6] & 0x7F) << 2)
+ | ((gram1[i + 4 + 6] & 0x10) >> 4)
+ | ((gram1[i + 8 + 6] & 0x10) >> 3);
// Draw sprite...
- Sprite(spr_num, x, y, flip, gram1[i + 4] & 0x80, gram1[i + 8] & 0x04);
+ Sprite(spr_num, x, y, flip, gram1[i + 4 + 6] & 0x80, gram1[i + 8 + 6] & 0x04);
}
}
}
// JLH 04/17/2014 Removed a metric fuck-tonne of cruft, added YM2151 & MCU
//
-#define THUNDER_VERSION "1.1.0"
+#define THUNDER_VERSION "1.2.0"
#include <SDL2/SDL.h>
-#include <iostream>
-#include <iomanip>
-#include <fstream>
#include <string>
-#include <new>
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include "ym2151.h"
-using namespace std;
-
-
#define ROM1 "rt3-1b.9c"
#define ROM2 "rt3-2b.12c"
#define ROM3 "rt3-3.12d"
// Global defines
-SDL_Surface * screen;
-
-uint8_t * gram, * grom; // Allocate RAM & ROM pointers
-// Actual memory
-uint8_t gram1[0x10000], gram2[0x10000], grom1[0x10000], grom2[0x10000];
+uint8_t gram1[0x10000], grom1[0x10000], grom2[0x10000];
uint8_t grom3[0x8000], data_rom[0x40000], spr_rom[0x80000], voice_rom[0x20000];
-uint8_t chr_rom[0x60000]; // Character ROM pointer
+uint8_t charROM[0x60000]; // Character ROM
uint8_t mcuMem[0x10000]; // 64K for MCU
-V6809REGS cpu1, cpu2; // CPU execution contexts
+// CPU execution contexts
+V6809REGS cpu1, cpu2;
V63701REGS mcu;
-bool trace1 = false; // ditto...
-bool looking_at_rom = true; // true = R1, false = R2
-uint32_t banksw1, banksw2; // Bank switch addresses
-uint16_t game_over_switch; // Game over delay
-uint16_t 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_t refresh_ = 0; // Crappy global screen stuff...
-bool refresh2 = true;
-
-uint32_t psg_lens[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
-uint8_t * psg_adrs[16];
+// Bank switch addresses
+uint32_t banksw1, banksw2;
+// MCU inputs
Byte input1, input2, input3, input4, input5;
-fstream tr; // Tracelog hook
-uint16_t pcx; // Where we at?
-
// Function prototypes
uint8_t MCUReadMemory(uint16_t address);
void MCUWriteMemory(uint16_t address, uint8_t data);
//
// Read a byte from memory
//
-uint8_t RdMem(uint16_t addr)
+uint8_t MainReadMemory(uint16_t addr)
{
uint8_t b;
// Memory shared with MCU (CPU #1 only! CPU #2 does not)
if ((addr >= 0x4000) && (addr <= 0x43FF))
return mcuMem[addr - 0x3000];
-// if ((addr >= 0x4000) && (addr <= 0x41FF))
-// return MCUReadMemory(addr - 0x3000);
-// if ((addr >= 0x4200) && (addr <= 0x43FF))
-// return mcuMem[addr - 0x3000];
if (addr >= 0x6000)
return data_rom[banksw1 + (addr - 0x6000)]; // Get char data
- else
- return gram1[addr];
+
+ return gram1[addr];
}
return grom1[addr];
//
// Write a byte to memory
//
-void WrMem(uint16_t address, uint8_t data)
+void MainWriteMemory(uint16_t address, uint8_t data)
{
extern bool disasm;
- extern bool charbase; // Needed for screen. Extern it in it??
-#if 0
- if (address == 0x4182)
- {
- WriteLog("\nWriteMem: CPU #1 writing $%02X to $4182!\n\n", b);
- }
-#endif
-#if 0
-if (((address >= 0x4180) && (address <= 0x4191)) || (address == 0x4380))
- printf("WriteMem: CPU #1 writing $%02X to $%04X...\n", b, address);
-#endif
if (address == 0x6000)
-{
-//printf("Spawning VOICE channel #1: $6000=$%02X, $6200=$%02X\n", b, gram1[0x6200]);
SpawnSound(GAMESOUND, gram1[0x6200], 0); // Do voice chan 1
-}
if (address == 0x6400)
-{
-//printf("Spawning VOICE channel #2: $6400=$%02X, $6600=$%02X\n", b, gram1[0x6600]);
SpawnSound(GAMESOUND, gram1[0x6600], 1); // Do voice chan 2
-}
if (address == 0x6800)
banksw1 = (uint32_t)data << 13; // Set char data bankswitch base address
- if (address > 0x4284 && address < 0x42A5 && data)
- SpawnSound(PSGSOUND, address - 0x4285); // Do PSG sound on chans 2, 3
-//if ((address >= 0x4284) && (address < 0x42A5))
-//{
-// printf("WrMem: Wrote $%02X to PSG address $%04X...\n", data, address);
-//}
// Memory shared with MCU (CPU #1 only! CPU #2 does not)
if ((address >= 0x4000) && (address <= 0x43FF))
mcuMem[address - 0x3000] = data;
-// if ((address >= 0x4000) && (address <= 0x41FF))
-// MCUWriteMemory(address - 0x3000, data);
-// if ((address >= 0x4200) && (address <= 0x43FF))
-// mcuMem[address - 0x3000] = data;
else
gram1[address] = data;
+ if (address == 0x5FF2)
+ CopySprites();
if (address == 0x8800)
- charbase = false; // Char banksw1
+ charBankSwitch = false; // Char banksw1
if (address == 0x8C00)
- charbase = true; // Char banksw2
- if (address == 0x8400) // Frame go strobe? VBlank acknowledge?
+ charBankSwitch = true; // Char banksw2
+ if (address == 0x8400) // Frame go strobe? VBlank acknowledge?
{
- BlitChar(screen, chr_rom, gram1);
+// BlitChar(charROM, gram1);
- // IRQ Ack (may also be frame go...
+ // IRQ Ack (may also be frame go...)
ClearLineOfCurrentV6809(V6809_ASSERT_LINE_IRQ);
#if 1
if (disasm)
//
// Read a byte from memory (2nd processor)
//
-uint8_t RdMemB(uint16_t address)
+uint8_t SubReadMemory(uint16_t address)
{
if (address < 0x8000)
{
//
// Write a byte to memory (2nd processor)
//
-void WrMemB(uint16_t address, uint8_t data)
+void SubWriteMemory(uint16_t address, uint8_t data)
{
extern bool disasm;
- extern bool charbase;
// Set sprite data bank switch
if (address == 0xD803)
if ((address >= 0x2000) && (address < 0x6000))
gram1[address - 0x2000] = data;
+ if (address == 0x1FF2)
+ CopySprites();
+
if (address == 0x8800)
{
// IRQ Ack (may also be frame go...)
if (address < 0x20)
return InternalRegisterRead(address);
else if ((address >= 0x1000) && (address <= 0x113F))
-// else if ((address >= 0x1000) && (address <= 0x11FF))
return ReadPSG(address - 0x1000);
else if ((address >= 0x2000) && (address <= 0x2001))
return YMReadReg(0);
|| (address >= 0xF000))
return;
else if ((address >= 0x1000) && (address <= 0x113F))
-// else if ((address >= 0x1000) && (address <= 0x11FF))
{
WritePSG(address - 0x1000, data);
return;
//
bool ReadColorPROMs(void)
{
- fstream ff1, ff2;
- // uint8_t ch;
- char ch;
- extern uint32_t palette[256]; // Screen physical palette
- extern uint8_t ccolor[256][8]; // Character color PROM values
- extern uint8_t scolor[128][16]; // Sprite color PROM values
-
- ff1.open("./ROMs/"PROM3, ios::binary | ios::in);
+ FILE * file1 = fopen("./ROMs/"PROM3, "rb");
- if (ff1)
+ if (file1)
{
for(int i=0; i<256; i++) // Load char pallete with PROM values
- {
for(int j=0; j<8; j++)
- {
- ff1.get(ch);
- ccolor[i][j] = (uint8_t)ch;
- }
- }
+ ccolor[i][j] = (uint8_t)fgetc(file1);
- ff1.close();
+ fclose(file1);
}
- ff1.open("./ROMs/"PROM4, ios::binary | ios::in);
+ file1 = fopen("./ROMs/"PROM4, "rb");
- if (ff1)
+ if (file1)
{
for(int i=0; i<128; i++) // Load sprite pallete with PROM values
- {
for(int j=0; j<16; j++)
- {
- ff1.get(ch);
- scolor[i][j] = (uint8_t)ch;
- }
- }
+ scolor[i][j] = (uint8_t)fgetc(file1);
- ff1.close();
+ fclose(file1);
}
- ff1.open("./ROMs/"PROM1, ios::binary | ios::in);
- ff2.open("./ROMs/"PROM2, ios::binary | ios::in);
+ file1 = fopen("./ROMs/"PROM1, "rb");
+ FILE * file2 = fopen("./ROMs/"PROM2, "rb");
// If open was successful...
- if (ff1 && ff2)
+ if (file1 && file2)
{
// Palette is 12-bit RGB, we stretch it to 24-bit
for(int i=0; i<256; i++)
{
- char c1, c2;
- ff1.get(c1);
- ff2.get(c2);
+ uint8_t c1 = fgetc(file1);
+ uint8_t c2 = fgetc(file2);
uint8_t r = (uint8_t)c1 & 0x0F;
uint8_t g = (uint8_t)c1 >> 4;
uint8_t b = (uint8_t)c2;
palette[i] = 0xFF000000 | (b << 20) | (b << 16) | (g << 12) | (g << 8) | (r << 4) | r;
}
- ff1.close();
- ff2.close();
+ fclose(file1);
+ fclose(file2);
}
// PROM5 has the following in it (tile address decoder):
// 00: 00 20 40 60 02 22 42 62 04 24 44 64 06 26 46 66
// 10: 88 A8 C8 E8 8A AA CA EA 8C AC CC EC 8E AE CE EE
- if (!ff1)
+ if (!file1)
+ {
printf("Could not open PROM files!\n");
+ return false;
+ }
- return ff1;
+ return true;
}
//
bool UnpackFonts(void)
{
-// uint8_t b1, b2, b3;
- char b1, b2, b3;
- fstream f1, f2;
- //0x4000 $800 chars
- f1.open("./ROMs/"ROM7, ios::binary | ios::in);
- f2.open("./ROMs/"ROM8, ios::binary | ios::in);
+ // 0x4000 $800 chars
+ FILE * file1 = fopen("./ROMs/"ROM7, "rb");
+ FILE * file2 = fopen("./ROMs/"ROM8, "rb");
- if ((!f1) || (!f2))
- return false; // Return if not found...
+ if (!file1 || !file2)
+ {
+ printf("Could not open either "ROM7" or "ROM8"!\n");
+ return false;
+ }
for(long i=0; i<0x40000; i+=64)
{
for(int j=0; j<64; j+=8)
{
- f1.get(b1); f1.get(b2); f2.get(b3);
- b3 ^= 0xFF; // Invert top data...
- chr_rom[i+j] = ((b3 & 0x80) >> 5) | ((b1 & 0x80) >> 6) | ((b1 & 0x08) >> 3);
- chr_rom[i+j+1] = ((b3 & 0x40) >> 4) | ((b1 & 0x40) >> 5) | ((b1 & 0x04) >> 2);
- chr_rom[i+j+2] = ((b3 & 0x20) >> 3) | ((b1 & 0x20) >> 4) | ((b1 & 0x02) >> 1);
- chr_rom[i+j+3] = ((b3 & 0x10) >> 2) | ((b1 & 0x10) >> 3) | (b1 & 0x01);
- chr_rom[i+j+4] = ((b3 & 0x08) >> 1) | ((b2 & 0x80) >> 6) | ((b2 & 0x08) >> 3);
- chr_rom[i+j+5] = (b3 & 0x04) | ((b2 & 0x40) >> 5) | ((b2 & 0x04) >> 2);
- chr_rom[i+j+6] = ((b3 & 0x02) << 1) | ((b2 & 0x20) >> 4) | ((b2 & 0x02) >> 1);
- chr_rom[i+j+7] = ((b3 & 0x01) << 2) | ((b2 & 0x10) >> 3) | (b2 & 0x01);
+ uint8_t b1 = (uint8_t)fgetc(file1);
+ uint8_t b2 = (uint8_t)fgetc(file1);
+ uint8_t b3 = (uint8_t)fgetc(file2) ^ 0xFF;
+ charROM[i + j + 0] = ((b3 & 0x80) >> 5) | ((b1 & 0x80) >> 6) | ((b1 & 0x08) >> 3);
+ charROM[i + j + 1] = ((b3 & 0x40) >> 4) | ((b1 & 0x40) >> 5) | ((b1 & 0x04) >> 2);
+ charROM[i + j + 2] = ((b3 & 0x20) >> 3) | ((b1 & 0x20) >> 4) | ((b1 & 0x02) >> 1);
+ charROM[i + j + 3] = ((b3 & 0x10) >> 2) | ((b1 & 0x10) >> 3) | (b1 & 0x01);
+ charROM[i + j + 4] = ((b3 & 0x08) >> 1) | ((b2 & 0x80) >> 6) | ((b2 & 0x08) >> 3);
+ charROM[i + j + 5] = (b3 & 0x04) | ((b2 & 0x40) >> 5) | ((b2 & 0x04) >> 2);
+ charROM[i + j + 6] = ((b3 & 0x02) << 1) | ((b2 & 0x20) >> 4) | ((b2 & 0x02) >> 1);
+ charROM[i + j + 7] = ((b3 & 0x01) << 2) | ((b2 & 0x10) >> 3) | (b2 & 0x01);
}
}
- f1.close();
- f2.close();
+ fclose(file1);
+ fclose(file2);
+
+ file1 = fopen("./ROMs/"ROM5, "rb");
+ file2 = fopen("./ROMs/"ROM6, "rb");
- f1.open("./ROMs/"ROM5, ios::binary | ios::in);
- f2.open("./ROMs/"ROM6, ios::binary | ios::in);
+ if (!file1 || !file2)
+ {
+ printf("Could not open either "ROM5" or "ROM6"!\n");
+ return false;
+ }
for(long i=0x40000; i<0x60000; i+=64)
{
for(int j=0; j<64; j+=8)
{
- f1.get(b1); f1.get(b2); f2.get(b3);
- b3 ^= 0xFF; // Invert top data
- chr_rom[i+j] = ((b3 & 0x80) >> 5) | ((b1 & 0x80) >> 6) | ((b1 & 0x08) >> 3);
- chr_rom[i+j+1] = ((b3 & 0x40) >> 4) | ((b1 & 0x40) >> 5) | ((b1 & 0x04) >> 2);
- chr_rom[i+j+2] = ((b3 & 0x20) >> 3) | ((b1 & 0x20) >> 4) | ((b1 & 0x02) >> 1);
- chr_rom[i+j+3] = ((b3 & 0x10) >> 2) | ((b1 & 0x10) >> 3) | (b1 & 0x01);
- chr_rom[i+j+4] = ((b3 & 0x08) >> 1) | ((b2 & 0x80) >> 6) | ((b2 & 0x08) >> 3);
- chr_rom[i+j+5] = (b3 & 0x04) | ((b2 & 0x40) >> 5) | ((b2 & 0x04) >> 2);
- chr_rom[i+j+6] = ((b3 & 0x02) << 1) | ((b2 & 0x20) >> 4) | ((b2 & 0x02) >> 1);
- chr_rom[i+j+7] = ((b3 & 0x01) << 2) | ((b2 & 0x10) >> 3) | (b2 & 0x01);
+ uint8_t b1 = (uint8_t)fgetc(file1);
+ uint8_t b2 = (uint8_t)fgetc(file1);
+ uint8_t b3 = (uint8_t)fgetc(file2) ^ 0xFF;
+ charROM[i + j + 0] = ((b3 & 0x80) >> 5) | ((b1 & 0x80) >> 6) | ((b1 & 0x08) >> 3);
+ charROM[i + j + 1] = ((b3 & 0x40) >> 4) | ((b1 & 0x40) >> 5) | ((b1 & 0x04) >> 2);
+ charROM[i + j + 2] = ((b3 & 0x20) >> 3) | ((b1 & 0x20) >> 4) | ((b1 & 0x02) >> 1);
+ charROM[i + j + 3] = ((b3 & 0x10) >> 2) | ((b1 & 0x10) >> 3) | (b1 & 0x01);
+ charROM[i + j + 4] = ((b3 & 0x08) >> 1) | ((b2 & 0x80) >> 6) | ((b2 & 0x08) >> 3);
+ charROM[i + j + 5] = (b3 & 0x04) | ((b2 & 0x40) >> 5) | ((b2 & 0x04) >> 2);
+ charROM[i + j + 6] = ((b3 & 0x02) << 1) | ((b2 & 0x20) >> 4) | ((b2 & 0x02) >> 1);
+ charROM[i + j + 7] = ((b3 & 0x01) << 2) | ((b2 & 0x10) >> 3) | (b2 & 0x01);
}
}
- f1.close();
- f2.close();
+ fclose(file1);
+ fclose(file2);
return true;
}
InitLog("thunder.log");
extern bool disasm; // From 'V6809.CPP'
- extern bool charbase; // From 'SCREEN.CPP'
- charbase = false;
bool running; // CPU running state flag...
SDL_Event event; // SDL "event"
- extern uint8_t palette[768]; // Screen physical palette
uint32_t ticks, oldTicks;
+ uint8_t frameTickCount = 0;
printf("THUNDER v"THUNDER_VERSION" by James Hammons\n");
printf("Serial #20149417 / Prerelease\n");
// SDL_WM_SetCaption("Thunder v"THUNDER_VERSION" ", "Thunder");
- // Needed only for debugger
- gram = gram1; grom = grom1;
-
- memset(gram, 0, 0x10000);
- memset(grom, 0, 0x10000);
- memset(gram2, 0, 0x10000);
- memset(grom2, 0, 0x10000);
+ printf("Loading ROMs...\n");
- cout << "Loading ROMs..." << endl;
if (!ReadColorPROMs())
return -1;
// Load 5, 6, 7, 8th ROMs
if (!UnpackFonts())
- {
- cout << "Could not open font files!" << endl;
return -1;
- }
// Load MCU program + data
if (!LoadImg(MCUROM, mcuMem, 0xF000, 0x1000))
return -1;
// Set up V6809, V63701 execution contexts
-
memset(&cpu1, 0, sizeof(V6809REGS));
- cpu1.RdMem = RdMem;
- cpu1.WrMem = WrMem;
+ cpu1.RdMem = MainReadMemory;
+ cpu1.WrMem = MainWriteMemory;
cpu1.cpuFlags |= V6809_ASSERT_LINE_RESET;
memset(&cpu2, 0, sizeof(V6809REGS));
- cpu2.RdMem = RdMemB;
- cpu2.WrMem = WrMemB;
+ cpu2.RdMem = SubReadMemory;
+ cpu2.WrMem = SubWriteMemory;
cpu2.cpuFlags |= V6809_ASSERT_LINE_RESET;
memset(&mcu, 0, sizeof(V63701REGS));
mcu.WrMem = MCUWriteMemory;
mcu.cpuFlags |= V63701_ASSERT_LINE_RESET;
- running = true; // Set running status...
+ running = true;
// Set all inputs to inactive...
- input1.byte = input2.byte = input3.byte = input4.byte = input5.byte = 0xFF;
- banksw1 = 0; // Will this work?
+ input1.byte = input2.byte = input3.byte = 0xFF;
+ banksw1 = 0;
banksw2 = 0;
InitGUI(); // Reset # of coins
+ // Set up DIP switches...
+ input4.bit.b0 = 1; // DSW B-0: Contiues (1 = 6, 0 = 3)
+ input4.bit.b1 = 1; // DSW B-2: ???
+ input4.bit.b2 = 1; // DSW B-4: Difficulty (1 = normal, 0 = easy)
+ input4.bit.b3 = 1; // DSW B-6: Bonus lives (70K/200K = 1, 100K/300K = 0)
+ input4.bit.b4 = 1; // DSW A-0: Coin #2 credit
+ input4.bit.b5 = 1; // DSW A-2: Freeze mode (0 = freeze)
+ input4.bit.b6 = 1; // DSW A-4: Attract mode sound (1 = on)
+ input4.bit.b7 = 1; // DSW A-6: Coin #1 credit
+
+ input5.bit.b0 = 1; // DSW B-1: Cabinet type (1 = A, 0 = B)
+ input5.bit.b1 = 0; // DSW B-3: Level select (0 = on)
+ input5.bit.b2 = 0; // DSW B-5: Time (1 = 120, 0 = 150)
+ input5.bit.b3 = 0; // DSW B-7: Lives (1 = 3, 0 = 5)
+ input5.bit.b4 = 1; // DSW A-1: Coin #2 credit
+ input5.bit.b5 = 1; // DSW A-3: Invulnerability (0 = on)
+ input5.bit.b6 = 1; // DSW A-5: Coin #1 credit
+ input5.bit.b7 = 1; // DSW A-7: Service mode
+
WriteLog("About to set up screen...\n");
InitVideo();
WriteLog("About to set up audio...\n");
InitSound();
-memset(scrBuffer, 0xFF, VIRTUAL_SCREEN_WIDTH*VIRTUAL_SCREEN_HEIGHT*sizeof(uint32_t));
-RenderScreenBuffer();
+//memset(scrBuffer, 0xFF, VIRTUAL_SCREEN_WIDTH*VIRTUAL_SCREEN_HEIGHT*sizeof(uint32_t));
+//RenderScreenBuffer();
WriteLog("About to enter main loop...\n");
while (running)
{
- HandleGUIDebounce(); // Debounce GUI keys
+// HandleGUIDebounce(); // Debounce GUI keys
// Dipswitches are presented to the main CPUs as 0 or 1 at locations
// $423D - $425B by the MCU
input1.bit.b5 = 0;
else if (event.key.keysym.sym == SDLK_1)
input1.bit.b6 = 0;
- else if (event.key.keysym.sym == SDLK_RIGHT)
+ else if (event.key.keysym.sym == SDLK_2)
+ input2.bit.b6 = 0;
+ else if (event.key.keysym.sym == SDLK_c) // Left
input3.bit.b5 = 0;
- else if (event.key.keysym.sym == SDLK_LEFT)
+ else if (event.key.keysym.sym == SDLK_z) // Right
input3.bit.b4 = 0;
- else if (event.key.keysym.sym == SDLK_UP)
+ else if (event.key.keysym.sym == SDLK_s) // Up
input2.bit.b2 = 0;
- else if (event.key.keysym.sym == SDLK_DOWN)
+ else if (event.key.keysym.sym == SDLK_x) // Down
input1.bit.b2 = 0;
- else if (event.key.keysym.sym == SDLK_q) // (Q) Jump
+ else if (event.key.keysym.sym == SDLK_k) // Jump
input1.bit.b1 = 0;
- else if (event.key.keysym.sym == SDLK_e) // (E) Fire
+ else if (event.key.keysym.sym == SDLK_l) // Fire
input3.bit.b3 = 0;
+
+ else if (event.key.keysym.sym == SDLK_F1) // Service mode
+ input5.bit.b7 = !input5.bit.b7;
+
+ else if (event.key.keysym.sym == SDLK_q)
+ input4.bit.b7 = !input4.bit.b7;
+ else if (event.key.keysym.sym == SDLK_w)
+ input5.bit.b6 = !input5.bit.b6;
+ else if (event.key.keysym.sym == SDLK_e)
+ input5.bit.b5 = !input5.bit.b5;
+ else if (event.key.keysym.sym == SDLK_r)
+ input5.bit.b4 = !input5.bit.b4;
+ else if (event.key.keysym.sym == SDLK_t)
+ input5.bit.b3 = !input5.bit.b3;
+ else if (event.key.keysym.sym == SDLK_y)
+ input5.bit.b2 = !input5.bit.b2;
+ else if (event.key.keysym.sym == SDLK_u)
+ input5.bit.b1 = !input5.bit.b1;
+ else if (event.key.keysym.sym == SDLK_i)
+ input5.bit.b0 = !input5.bit.b0;
+
#else
else if (event.key.keysym.sym == SDLK_1)
input1.bit.b0 = 0;
input1.bit.b5 = 1;
else if (event.key.keysym.sym == SDLK_1)
input1.bit.b6 = 1;
- else if (event.key.keysym.sym == SDLK_RIGHT)
+ else if (event.key.keysym.sym == SDLK_2)
+ input2.bit.b6 = 1;
+ else if (event.key.keysym.sym == SDLK_c)
input3.bit.b5 = 1;
- else if (event.key.keysym.sym == SDLK_LEFT)
+ else if (event.key.keysym.sym == SDLK_z)
input3.bit.b4 = 1;
- else if (event.key.keysym.sym == SDLK_UP)
+ else if (event.key.keysym.sym == SDLK_s)
input2.bit.b2 = 1;
- else if (event.key.keysym.sym == SDLK_DOWN)
+ else if (event.key.keysym.sym == SDLK_x)
input1.bit.b2 = 1;
- else if (event.key.keysym.sym == SDLK_q) // (Q) Jump
+ else if (event.key.keysym.sym == SDLK_k) // (Q) Jump
input1.bit.b1 = 1;
- else if (event.key.keysym.sym == SDLK_e) // (E) Fire
+ else if (event.key.keysym.sym == SDLK_l) // (E) Fire
input3.bit.b3 = 1;
#else
if (event.key.keysym.sym == SDLK_1)
Execute63701(&mcu, 40);
}
+ BlitChar(charROM, gram1);
+
+ frameTickCount++;
+
+ if (frameTickCount == 3)
+ frameTickCount = 0;
+
// Speed throttling happens here...
- // Actually, it's 16.66... Need to account for that somehow
- while (SDL_GetTicks() - oldTicks < 16)
+ // Actually, it's 16.66... Need to account for that somehow [DONE]
+ while (SDL_GetTicks() - oldTicks < (16 + (frameTickCount == 2 ? 1 : 0)))
SDL_Delay(1); // Release our timeslice...
oldTicks = SDL_GetTicks();