mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-26 07:29:22 +00:00
266 lines
7.0 KiB
Markdown
266 lines
7.0 KiB
Markdown
|
|
||
|
class Platform
|
||
|
--------------
|
||
|
|
||
|
Mandatory functions:
|
||
|
~~~
|
||
|
start() : void;
|
||
|
reset() : void;
|
||
|
isRunning() : boolean;
|
||
|
pause() : void;
|
||
|
resume() : void;
|
||
|
loadROM(title:string, rom:any);
|
||
|
~~~
|
||
|
|
||
|
These are for the compiler/editor:
|
||
|
~~~
|
||
|
getToolForFilename(s:string) : string;
|
||
|
getDefaultExtension() : string;
|
||
|
getPresets() : Preset[];
|
||
|
~~~
|
||
|
|
||
|
Most platforms have these:
|
||
|
~~~
|
||
|
loadState?(state : EmuState) : void;
|
||
|
saveState?() : EmuState;
|
||
|
~~~
|
||
|
|
||
|
... etc
|
||
|
|
||
|
|
||
|
6502
|
||
|
----
|
||
|
|
||
|
`advance()` advances one frame.
|
||
|
The basic idea: iterate through all the scanlines, run a bunch of CPU cycles per scanline.
|
||
|
If we hit a breakpoint, exit the loop.
|
||
|
|
||
|
~~~
|
||
|
var debugCond = this.getDebugCallback();
|
||
|
for (var sl=0; sl<262; sl++) {
|
||
|
for (var i=0; i<cpuCyclesPerLine; i++) {
|
||
|
if (debugCond && debugCond()) {
|
||
|
debugCond = null;
|
||
|
sl = 999;
|
||
|
break;
|
||
|
}
|
||
|
clock++;
|
||
|
cpu.clockPulse();
|
||
|
}
|
||
|
}
|
||
|
~~~
|
||
|
|
||
|
Hitting a breakpoint does a `saveState()` but debug info is better when the platform is stopped at the breakpoint instead of being allowed to continue.
|
||
|
|
||
|
Some platforms like `vector` aren't scanline-based, they just have a target number of scanlines per frame (per 1/60 sec)
|
||
|
|
||
|
The 6502 CPU core is usually a byte behind the current instruction at breakpoints.
|
||
|
So when saving state we +1 the PC by calling `fixPC`.
|
||
|
When loading state we have to -1 the PC, load state, then +1 the PC.
|
||
|
|
||
|
~~~
|
||
|
this.unfixPC(state.c);
|
||
|
cpu.loadState(state.c);
|
||
|
this.fixPC(state.c);
|
||
|
~~~
|
||
|
|
||
|
|
||
|
|
||
|
Z80
|
||
|
---
|
||
|
|
||
|
There's a `runCPU()` wrapper:
|
||
|
|
||
|
~~~
|
||
|
advance(novideo : boolean) {
|
||
|
for (var sl=0; sl<scanlinesPerFrame; sl++) {
|
||
|
drawScanline(pixels, sl);
|
||
|
this.runCPU(cpu, cpuCyclesPerLine);
|
||
|
}
|
||
|
// NMI each frame
|
||
|
if (interruptEnabled) { cpu.nonMaskableInterrupt(); }
|
||
|
}
|
||
|
~~~
|
||
|
|
||
|
|
||
|
Atari 2600
|
||
|
-----------
|
||
|
8bitworkshop was originally VCS-only, Javatari.js was the first emulator it supported.
|
||
|
|
||
|
It's a wonderful emulator, but it didn't have hooks for debugging.
|
||
|
I had to hack it up quite a bit, and wasn't sure what I was doing.
|
||
|
A lot of the debugging functions just pass-through to my hacked-up functions:
|
||
|
|
||
|
~~~
|
||
|
step() { Javatari.room.console.debugSingleStepCPUClock(); }
|
||
|
stepBack() { Javatari.room.console.debugStepBackInstruction(); }
|
||
|
runEval(evalfunc) { Javatari.room.console.debugEval(evalfunc); }
|
||
|
~~~
|
||
|
|
||
|
Even so, I decided to monkey-patch the `clockPulse()` function so that I could record frames:
|
||
|
|
||
|
~~~
|
||
|
Javatari.room.console.oldClockPulse = Javatari.room.console.clockPulse;
|
||
|
Javatari.room.console.clockPulse = function() {
|
||
|
self.updateRecorder();
|
||
|
this.oldClockPulse();
|
||
|
}
|
||
|
~~~
|
||
|
|
||
|
Eventually I'd like to make it more like the other platforms.
|
||
|
8bitworkshop uses its CPU core for other 6502 platforms.
|
||
|
|
||
|
|
||
|
BasicZ80ScanlinePlatform
|
||
|
------------------------
|
||
|
|
||
|
Can be used to easily build a Z80-based raster platform.
|
||
|
Just have to fill out the following:
|
||
|
|
||
|
~~~
|
||
|
cpuFrequency : number;
|
||
|
canvasWidth : number;
|
||
|
numTotalScanlines : number;
|
||
|
numVisibleScanlines : number;
|
||
|
defaultROMSize : number;
|
||
|
|
||
|
abstract newRAM() : Uint8Array;
|
||
|
abstract newMembus() : MemoryBus;
|
||
|
abstract newIOBus() : MemoryBus;
|
||
|
abstract getVideoOptions() : {};
|
||
|
abstract getKeyboardMap();
|
||
|
abstract startScanline(sl : number) : void;
|
||
|
abstract drawScanline(sl : number) : void;
|
||
|
getRasterScanline() : number { return this.currentScanline; }
|
||
|
getKeyboardFunction() { return null; }
|
||
|
~~~
|
||
|
|
||
|
|
||
|
NES
|
||
|
---
|
||
|
|
||
|
NES uses the JSNES emulator, which has a callback function after each frame.
|
||
|
|
||
|
~~~
|
||
|
this.nes = new jsnes.NES({
|
||
|
onFrame: (frameBuffer : number[]) => {
|
||
|
},
|
||
|
onAudioSample: (left:number, right:number) => {
|
||
|
},
|
||
|
onStatusUpdate: function(s) {
|
||
|
},
|
||
|
});
|
||
|
~~~
|
||
|
|
||
|
We monkey-patch the code to add a debugging hook:
|
||
|
|
||
|
~~~
|
||
|
// insert debug hook
|
||
|
this.nes.cpu._emulate = this.nes.cpu.emulate;
|
||
|
this.nes.cpu.emulate = () => {
|
||
|
var cycles = this.nes.cpu._emulate();
|
||
|
this.evalDebugCondition();
|
||
|
return cycles;
|
||
|
}
|
||
|
~~~
|
||
|
|
||
|
NES was the first platform with an "illegal opcode" hard stop, so we added a special `EmuHalt` exception which causes a breakpoint:
|
||
|
|
||
|
~~~
|
||
|
this.nes.stop = () => {
|
||
|
console.log(this.nes.cpu.toJSON());
|
||
|
throw new EmuHalt("CPU STOPPED @ PC $" + hex(this.nes.cpu.REG_PC));
|
||
|
};
|
||
|
~~~
|
||
|
|
||
|
|
||
|
MAME
|
||
|
----
|
||
|
|
||
|
The `BaseMAMEPlatform` class implements a MAME platform.
|
||
|
You just have to pass it various parameters when starting, and tell it how to load the ROM file:
|
||
|
|
||
|
~~~
|
||
|
class ColecoVisionMAMEPlatform extends BaseMAMEPlatform implements Platform {
|
||
|
|
||
|
start() {
|
||
|
this.startModule(this.mainElement, {
|
||
|
jsfile: 'mamecoleco.js',
|
||
|
cfgfile: 'coleco.cfg',
|
||
|
biosfile: 'coleco/313 10031-4005 73108a.u2',
|
||
|
driver: 'coleco',
|
||
|
width: 280 * 2,
|
||
|
height: 216 * 2,
|
||
|
romfn: '/emulator/cart.rom',
|
||
|
romsize: 0x8000,
|
||
|
preInit: function(_self) {
|
||
|
},
|
||
|
});
|
||
|
}
|
||
|
|
||
|
loadROM(title, data) {
|
||
|
this.loadROMFile(data);
|
||
|
this.loadRegion(":coleco_cart:rom", data);
|
||
|
}
|
||
|
|
||
|
getPresets() { return ColecoVision_PRESETS; }
|
||
|
getToolForFilename = getToolForFilename_z80;
|
||
|
getDefaultExtension() { return ".c"; };
|
||
|
}
|
||
|
~~~
|
||
|
|
||
|
A lot of things are done via Lua scripting -- for example, loading a ROM requires we loop over the memory region and issue `rgn:write_u32` calls.
|
||
|
It kinda-sorta works, except debugging isn't reliable because MAME [doesn't return from the event loop](https://github.com/mamedev/mame/issues/3649) at breakpoints.
|
||
|
|
||
|
MAME platforms don't have state load/save either.
|
||
|
|
||
|
|
||
|
Verilog
|
||
|
--------
|
||
|
|
||
|
The Verilog platform is the odd one out, since it has no fixed CPU as such.
|
||
|
The `loadROM` function instead loads a JavaScript function.
|
||
|
Some platforms do have a ROM if using assembly, so we load that into a Verilog array.
|
||
|
It's quite the hack, and it could be better.
|
||
|
|
||
|
Verilog has its own debugger, logging signals in a fixed-size buffer.
|
||
|
|
||
|
|
||
|
|
||
|
Profiling
|
||
|
----------
|
||
|
|
||
|
`EmuProfilerImpl` runs the profiler.
|
||
|
When started, it calls `setBreakpoint` to add a profiler-specific breakpoint that never hits, just records the CPU state at each clock.
|
||
|
It uses `getRasterScanline` to associate IPs with scanlines.
|
||
|
Platforms can also log their own reads, writes, interrupts, etc.
|
||
|
|
||
|
|
||
|
Future Ideas
|
||
|
------------
|
||
|
|
||
|
There should be a standard CPU interface, buses, memory map.
|
||
|
More like MAME configuration.
|
||
|
|
||
|
Platforms might have different ideas of "clock" (CPU clock, pixel clock, 1 clock per instruction, etc)
|
||
|
|
||
|
The goal is to rewind and advance to any clock cycle within a frame, and get complete introspection of events, without hurting performance.
|
||
|
|
||
|
Unify raster platforms, they should all allow the same debugging and CPU interfaces.
|
||
|
|
||
|
Separate UI/sim parts of platform?
|
||
|
A lot of platforms write into a uint32 buffer.
|
||
|
We might want to buffer audio the same way.
|
||
|
Also some way to log events, and handle input.
|
||
|
|
||
|
Figure out how to make platform-specific type for load/save state.
|
||
|
(generics?)
|
||
|
|
||
|
Separate emulators from 8bitworkshop IDE.
|
||
|
|
||
|
Can we use WASM emulators without JS interop penalty?
|
||
|
Maybe using [AssemblyScript](https://docs.assemblyscript.org/)?
|
||
|
Startup would be faster, probably runtime too.
|
||
|
Drawback is that dynamic stuff (custom breakpoint functions, profiling) might be slow, slower dev too maybe.
|
||
|
Need proof-of-concept.
|