mirror of
https://github.com/sehugg/8bitworkshop.git
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336 lines
10 KiB
JavaScript
336 lines
10 KiB
JavaScript
"use strict";
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// GTIA
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// https://user.xmission.com/~trevin/atari/gtia_regs.html
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// https://user.xmission.com/~trevin/atari/gtia_pinout.html
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.GTIA = exports.CONSOL = exports.TRIG0 = void 0;
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const emu_1 = require("../../common/emu");
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const util_1 = require("../../common/util");
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// write regs
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const HPOSP0 = 0x0;
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const HPOSM0 = 0x4;
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const SIZEP0 = 0x8;
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const SIZEM = 0x0c;
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const GRAFP0 = 0x0d;
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const GRAFM = 0x11;
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const COLPM0 = 0x12;
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const COLPF0 = 0x16;
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const COLPF1 = 0x17;
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const COLPF2 = 0x18;
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const COLPF3 = 0x19;
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const COLBK = 0x1a;
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const PRIOR = 0x1b;
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const VDELAY = 0x1c; // TODO
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const GRACTL = 0x1d;
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const HITCLR = 0x1e;
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const CONSPK = 0x1f;
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// read regs
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const M0PF = 0x0;
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const P0PF = 0x4;
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const M0PL = 0x8;
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const P0PL = 0xc;
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exports.TRIG0 = 0x10;
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exports.CONSOL = 0x1f;
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const HOFFSET = -9; // bias to account for antic->gtia delay
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const PRIOR_TABLE = [
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0, 1, 2, 3, 7, 7, 7, 7, 8, 8, 8, 8, 4, 5, 6, 7,
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0, 1, 2, 3, 7, 7, 7, 7, 8, 8, 8, 8, 4, 5, 6, 7,
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0, 1, 6, 7, 5, 5, 5, 5, 8, 8, 8, 8, 2, 3, 4, 5,
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0, 1, 6, 7, 5, 5, 5, 5, 8, 8, 8, 8, 2, 3, 4, 5,
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4, 5, 6, 7, 3, 3, 3, 3, 8, 8, 8, 8, 0, 1, 2, 3,
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4, 5, 6, 7, 3, 3, 3, 3, 8, 8, 8, 8, 0, 1, 2, 3,
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4, 5, 6, 7, 3, 3, 3, 3, 8, 8, 8, 8, 0, 1, 2, 3,
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4, 5, 6, 7, 3, 3, 3, 3, 8, 8, 8, 8, 0, 1, 2, 3,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7,
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2, 3, 4, 5, 7, 7, 7, 7, 8, 8, 8, 8, 0, 1, 6, 7, // 1000
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];
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const MODE_9_LOOKUP = [
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COLPM0 + 0, COLPM0 + 1, COLPM0 + 2, COLPM0 + 3,
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COLPF0 + 0, COLPF0 + 1, COLPF0 + 2, COLPF0 + 3,
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COLBK, COLBK, COLBK, COLBK,
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COLPF0 + 0, COLPF0 + 1, COLPF0 + 2, COLPF0 + 3,
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];
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class GTIA {
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constructor() {
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this.regs = new Uint8Array(0x20);
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this.readregs = new Uint8Array(0x20);
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this.shiftregs = new Uint32Array(8);
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this.count = 0;
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this.an = 0;
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this.rgb = 0;
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this.pmcol = 0;
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this.gtiacol = 0;
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this.gtiacol2 = 0;
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this.hbias = HOFFSET;
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this.pmDebugMask = -1;
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}
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reset() {
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this.regs.fill(0);
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this.readregs.fill(0); // TODO?
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this.readregs[0x14] = 0xf; // NTSC
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this.readregs.fill(0xf, 0x15); // default value for write-only regs
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this.count = 0;
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}
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saveState() {
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return (0, util_1.safe_extend)(0, {}, this);
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}
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loadState(s) {
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(0, util_1.safe_extend)(0, this, s);
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}
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setReg(a, v) {
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switch (a) {
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case COLPM0:
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case COLPM0 + 1:
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case COLPM0 + 2:
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case COLPM0 + 3:
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case COLPF0:
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case COLPF0 + 1:
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case COLPF0 + 2:
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case COLPF0 + 3:
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case COLBK:
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v &= 0xfe; // bit 0 unused in color regs
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break;
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case HITCLR:
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this.readregs.fill(0, 0, 16);
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return;
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}
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this.regs[a] = v;
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}
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readReg(a) {
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switch (a) {
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case exports.CONSOL:
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return this.readregs[a] & ~this.regs[CONSPK];
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}
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return this.readregs[a];
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}
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sync() {
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this.count = 0;
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}
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setBias(b) {
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this.hbias = HOFFSET + b;
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}
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updateGfx(h, v, data) {
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switch (h) {
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case 0:
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if (this.regs[GRACTL] & 1) {
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// TODO: VDELAY
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this.regs[GRAFM] = data;
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}
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break;
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case 2:
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case 3:
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case 4:
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case 5:
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if (this.regs[GRACTL] & 2) {
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if (!(v & 1) || !(this.regs[VDELAY] & (1 << (h + 2))))
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this.regs[GRAFP0 - 2 + h] = data;
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}
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break;
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}
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}
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getPlayfieldColor() {
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// which GTIA mode?
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switch (this.regs[PRIOR] >> 6) {
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// normal mode
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case 0:
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switch (this.an) {
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case 0:
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return COLBK;
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case 4:
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case 5:
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case 6:
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case 7:
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return COLPF0 + this.an - 4;
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case 8:
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// combine PF2 hue and PF1 luminance
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return (this.regs[COLPF2] & 0xf0) | (this.regs[COLPF1] & 0x0f) | 0x100;
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}
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break;
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// mode 9 -- 16 luminances
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case 1:
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return (this.regs[COLBK] & 0xf0) | (this.gtiacol & 0xf) | 0x100;
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// mode 10 -- 9 colors from registers
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case 2:
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return MODE_9_LOOKUP[this.gtiacol];
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// mode 11 -- 16 hues
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case 3:
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return (this.regs[COLBK] & 0xf) | (this.gtiacol << 4) | 0x100;
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}
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return 0x100; // black
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}
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anySpriteActive() {
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return this.shiftregs[0] || this.shiftregs[1] || this.shiftregs[2]
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|| this.shiftregs[3] || this.shiftregs[4] || this.shiftregs[5]
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|| this.shiftregs[6] || this.shiftregs[7];
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}
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processPlayerMissile() {
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// no p/m gfx, just evaluate horiz. triggers
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if (!this.anySpriteActive()) {
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this.evalTrigger(0);
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this.evalTrigger(1);
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this.evalTrigger(2);
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this.evalTrigger(3);
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this.evalTrigger(4);
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this.evalTrigger(5);
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this.evalTrigger(6);
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this.evalTrigger(7);
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this.pmcol = -1;
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return;
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}
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// no collisions in blank area, but shift and trigger anyway
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if (this.an == 2) {
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this.shiftObject(0);
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this.shiftObject(1);
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this.shiftObject(2);
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this.shiftObject(3);
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this.shiftObject(4);
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this.shiftObject(5);
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this.shiftObject(6);
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this.shiftObject(7);
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this.pmcol = -1;
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return;
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}
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// TODO: gtia, hi-res mode collisions
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// compute gfx and collisions for players/missiles
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let priobias = (this.regs[PRIOR] & 15) << 4; // TODO
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let topprio = PRIOR_TABLE[(this.an & 7) + 8 + priobias];
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let pfset = this.an - 4; // TODO?
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let topobj = -1;
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let ppmask = 0;
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// players
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for (let i = 0; i < 4; i++) {
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let bit = this.shiftObject(i);
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if (bit) {
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if (pfset >= 0) { // TODO: hires and GTIA modes
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this.readregs[P0PF + i] |= 1 << pfset;
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}
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ppmask |= 1 << i;
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let prio = PRIOR_TABLE[i + priobias];
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if (prio < topprio) {
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topobj = i;
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topprio = prio;
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}
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}
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}
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// missiles
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for (let i = 0; i < 4; i++) {
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let bit = this.shiftObject(i + 4);
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if (bit) {
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if (pfset >= 0) {
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this.readregs[M0PF + i] |= 1 << pfset;
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}
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this.readregs[M0PL + i] |= ppmask;
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let prio = (this.regs[PRIOR] & 0x10)
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? PRIOR_TABLE[priobias + 15]
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: PRIOR_TABLE[i + priobias];
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if (prio < topprio) {
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topobj = i + 4;
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topprio = prio;
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}
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}
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}
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// set player-player collision flags
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// TODO: either as a player or a GTIA mode 2 color
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if (ppmask & 1)
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this.readregs[P0PL + 0] |= ppmask & ~1;
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if (ppmask & 2)
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this.readregs[P0PL + 1] |= ppmask & ~2;
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if (ppmask & 4)
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this.readregs[P0PL + 2] |= ppmask & ~4;
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if (ppmask & 8)
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this.readregs[P0PL + 3] |= ppmask & ~8;
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this.pmcol = topobj >= 0 ? this.getObjectColor(topobj) : -1;
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}
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shiftObject(i) {
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let bit = (this.shiftregs[i] & 0x80000000) != 0;
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this.shiftregs[i] <<= 1;
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this.evalTrigger(i);
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return bit;
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}
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getObjectColor(i) {
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if ((this.regs[PRIOR] & 0x10) && i >= 4) {
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return this.regs[COLPF3];
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}
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else {
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return this.regs[COLPM0 + (i & 3)];
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}
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}
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evalTrigger(i) {
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if (this.regs[HPOSP0 + i] + this.hbias == this.count) {
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this.triggerObject(i);
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}
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}
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triggerObject(i) {
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let size, data;
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if (!(this.pmDebugMask & (1 << i)))
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return;
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if (i < 4) {
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size = this.regs[SIZEP0 + i] & 3;
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data = this.regs[GRAFP0 + i];
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}
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else {
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let s = (i - 4) << 1;
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size = (this.regs[SIZEM] >> s) & 3;
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data = ((this.regs[GRAFM] >> s) & 3) << 6;
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}
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if (size & 1)
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data = expandBits(data);
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else
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data <<= 8;
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if (size == 3)
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data = expandBits(data);
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else
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data <<= 16;
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this.shiftregs[i] |= data;
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}
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clockPulse1() {
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this.processPlayerMissile();
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this.clockPulse2();
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this.count++;
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}
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clockPulse2() {
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var col;
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if (this.pmcol >= 0) {
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col = this.pmcol;
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}
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else {
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let pf = this.getPlayfieldColor();
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col = pf & 0x100 ? pf & 0xff : this.regs[pf];
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}
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this.rgb = COLORS_RGBA[col];
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// TODO: hires modes return 8, so other modes wont work
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this.gtiacol2 = (this.gtiacol2 << 1) | (this.an >> 3);
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}
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clockPulse4() {
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// latch GTIA buffer
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this.gtiacol = this.gtiacol2 & 15;
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}
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static stateToLongString(state) {
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let s = '';
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s += `X: ${(0, util_1.lpad)(state.count, 3)} ANTIC: ${(0, util_1.hex)(state.an, 1)} PM: ${(0, util_1.hex)(state.pmcol, 3)}\n`;
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s += "Write Registers:\n";
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s += (0, emu_1.dumpRAM)(state.regs, 0, 32);
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s += "Read Registers:\n";
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s += (0, emu_1.dumpRAM)(state.readregs, 0, 32);
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return s;
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}
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}
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exports.GTIA = GTIA;
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function expandBits(x) {
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x = (x | (x << 8)) & 0x00FF00FF;
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x = (x | (x << 4)) & 0x0F0F0F0F;
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x = (x | (x << 2)) & 0x33333333;
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x = (x | (x << 1)) & 0x55555555;
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return x | (x << 1);
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}
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var COLORS_RGBA = new Uint32Array(256);
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for (var i = 0; i < 256; i++) {
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COLORS_RGBA[i] = (0, emu_1.gtia_ntsc_to_rgb)(i);
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}
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//# sourceMappingURL=gtia.js.map
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