import { Z80, Z80State } from "../common/cpu/ZilogZ80"; import { BasicScanlineMachine } from "../common/devices"; import { KeyFlags, newAddressDecoder, padBytes, noise, Keys, makeKeycodeMap, newKeyboardHandler, EmuHalt } from "../common/emu"; import { TssChannelAdapter, MasterAudio, AY38910_Audio } from "../common/audio"; import { hex } from "../common/util"; const GALAXIAN_KEYCODE_MAP = makeKeycodeMap([ [Keys.A, 0, 0x10], // P1 [Keys.LEFT, 0, 0x4], [Keys.RIGHT, 0, 0x8], [Keys.P2_A, 1, 0x10], // P2 [Keys.P2_LEFT, 1, 0x4], [Keys.P2_RIGHT, 1, 0x8], [Keys.SELECT, 0, 0x1], [Keys.START, 1, 0x1], [Keys.VK_2, 1, 0x2], ]); const SCRAMBLE_KEYCODE_MAP = makeKeycodeMap([ [Keys.UP, 0, -0x1], // P1 [Keys.B, 0, -0x2], // fire [Keys.VK_7, 0, -0x4], // credit [Keys.A, 0, -0x8], // bomb [Keys.RIGHT, 0, -0x10], [Keys.LEFT, 0, -0x20], [Keys.VK_6, 0, -0x40], [Keys.SELECT, 0, -0x80], [Keys.START, 1, -0x80], [Keys.VK_2, 1, -0x40], [Keys.DOWN, 2, -0x40], //[Keys.VK_UP, 2, -0x10], ]); const bitcolors = [ 0x000021, 0x000047, 0x000097, // red 0x002100, 0x004700, 0x009700, // green 0x510000, 0xae0000 // blue ]; const GalaxianVideo = function (rom: Uint8Array, vram: Uint8Array, oram: Uint8Array, palette: Uint32Array, options) { var gfxBase = options.gfxBase || 0x2800; this.missileWidth = options.missileWidth || 4; this.missileOffset = options.missileOffset || 0; this.showOffscreenObjects = false; this.frameCounter = 0; this.starsEnabled = 0; var stars = []; for (var i = 0; i < 256; i++) stars[i] = noise(); this.advanceFrame = function () { this.frameCounter = (this.frameCounter + 1) & 0xff; } this.drawScanline = function (pixels, sl) { var pixofs = sl * 264; // hide offscreen on left + right (b/c rotated) if (!this.showOffscreenObjects && (sl < 16 || sl >= 240)) { for (var i = 0; i < 264; i++) pixels[pixofs + i] = 0xff000000; return; // offscreen } // draw tiles var outi = pixofs; // starting output pixel in frame buffer for (var xx = 0; xx < 32; xx++) { var xofs = xx; var scroll = oram[xofs * 2]; // even entries control scroll position var attrib = oram[xofs * 2 + 1]; // odd entries control the color base var sl2 = (sl + scroll) & 0xff; var vramofs = (sl2 >> 3) << 5; // offset in VRAM var yy = sl2 & 7; // y offset within tile var tile = vram[vramofs + xofs]; // TODO: why undefined? var color0 = (attrib & 7) << 2; var addr = gfxBase + (tile << 3) + yy; var data1 = rom[addr]; var data2 = rom[addr + 0x800]; for (var i = 0; i < 8; i++) { var bm = 128 >> i; var color = color0 + ((data1 & bm) ? 1 : 0) + ((data2 & bm) ? 2 : 0); pixels[outi] = palette[color]; outi++; } } // draw sprites for (var sprnum = 7; sprnum >= 0; sprnum--) { var base = (sprnum << 2) + 0x40; var base0 = oram[base]; var sy = 240 - (base0 - ((sprnum < 3) ? 1 : 0)); // the first three sprites match against y-1 var yy = (sl - sy); if (yy >= 0 && yy < 16) { var sx = oram[base + 3] + 1; // +1 pixel offset from tiles if (sx == 0 && !this.showOffscreenObjects) { continue; // drawn off-buffer } var code = oram[base + 1]; var flipx = code & 0x40; // TODO: flipx if (code & 0x80) // flipy yy = 15 - yy; code &= 0x3f; var color0 = (oram[base + 2] & 7) << 2; var addr = gfxBase + (code << 5) + (yy < 8 ? yy : yy + 8); outi = pixofs + sx; //<< 1 var data1 = rom[addr]; var data2 = rom[addr + 0x800]; for (var i = 0; i < 8; i++) { var bm = 128 >> i; var color = ((data1 & bm) ? 1 : 0) + ((data2 & bm) ? 2 : 0); if (color) pixels[flipx ? (outi + 15 - i) : (outi + i)] = palette[color0 + color]; } var data1 = rom[addr + 8]; var data2 = rom[addr + 0x808]; for (var i = 0; i < 8; i++) { var bm = 128 >> i; var color = ((data1 & bm) ? 1 : 0) + ((data2 & bm) ? 2 : 0); if (color) pixels[flipx ? (outi + 7 - i) : (outi + i + 8)] = palette[color0 + color]; } } } // draw bullets/shells var shell = 0xff; var missile = 0xff; for (var which = 0; which < 8; which++) { var sy = oram[0x60 + (which << 2) + 1]; if (((sy + sl - ((which < 3) ? 1 : 0)) & 0xff) == 0xff) { if (which != 7) shell = which; else missile = which; } } for (var i = 0; i < 2; i++) { which = i ? missile : shell; if (which != 0xff) { var sx = 255 - oram[0x60 + (which << 2) + 3]; var outi = pixofs + sx - this.missileOffset; var col = which == 7 ? 0xffffff00 : 0xffffffff; for (var j = 0; j < this.missileWidth; j++) pixels[outi++] = col; } } // draw stars if (this.starsEnabled) { var starx = ((this.frameCounter + stars[sl & 0xff]) & 0xff); if ((starx + sl) & 0x10) { var outi = pixofs + starx; if ((pixels[outi] & 0xffffff) == 0) { pixels[outi] = palette[sl & 0x1f]; } } } } } const XTAL = 18432000.0; const scanlinesPerFrame = 264; const cpuFrequency = XTAL / 6; // 3.072 MHz const hsyncFrequency = XTAL / 3 / 192 / 2; // 16 kHz const vsyncFrequency = hsyncFrequency / 132 / 2; // 60.606060 Hz const vblankDuration = 1 / vsyncFrequency * (20 / 132); // 2500 us const cpuCyclesPerLine = cpuFrequency / hsyncFrequency; const INITIAL_WATCHDOG = 8; const audioOversample = 2; const audioSampleRate = 60 * scanlinesPerFrame; // why not hsync? export class GalaxianMachine extends BasicScanlineMachine { options = {}; palBase = 0x3800; keyMap = GALAXIAN_KEYCODE_MAP; cpuFrequency = cpuFrequency; canvasWidth = 264; numTotalScanlines = 264; numVisibleScanlines = 264; defaultROMSize = 0x4000; sampleRate = audioSampleRate * audioOversample; cpuCyclesPerLine = cpuCyclesPerLine | 0; rotate = 90; cpu: Z80 = new Z80(); ram = new Uint8Array(0x800); vram = new Uint8Array(0x400); oram = new Uint8Array(0x100); palette: Uint32Array; gfx; // GalaxianVideo audioadapter; psg1: AY38910_Audio; psg2: AY38910_Audio; watchdog_counter: number = 0; interruptEnabled: number = 0; defaultInputs: number[] = [0xe, 0x8, 0x0]; constructor() { super(); var audio = new MasterAudio(); this.psg1 = new AY38910_Audio(audio); this.psg2 = new AY38910_Audio(audio); this.audioadapter = new TssChannelAdapter([this.psg1.psg, this.psg2.psg], audioOversample, this.sampleRate); this.init(); } init() { this.rom = new Uint8Array(this.defaultROMSize); this.palette = new Uint32Array(new ArrayBuffer(32 * 4)); this.gfx = new GalaxianVideo(this.rom, this.vram, this.oram, this.palette, this.options); this.connectCPUMemoryBus(this); this.connectCPUIOBus(this.newIOBus()); this.inputs.set(this.defaultInputs); this.handler = newKeyboardHandler(this.inputs, this.keyMap); } read = newAddressDecoder([ [0x0000, 0x3fff, 0, (a) => { return this.rom ? this.rom[a] : null; }], [0x4000, 0x47ff, 0x3ff, (a) => { return this.ram[a]; }], [0x5000, 0x57ff, 0x3ff, (a) => { return this.vram[a]; }], [0x5800, 0x5fff, 0xff, (a) => { return this.oram[a]; }], [0x6000, 0x6000, 0, (a) => { return this.inputs[0]; }], [0x6800, 0x6800, 0, (a) => { return this.inputs[1]; }], [0x7000, 0x7000, 0, (a) => { return this.inputs[2]; }], [0x7800, 0x7800, 0, (a) => { this.watchdog_counter = INITIAL_WATCHDOG; }], ]); readConst(a : number) { return (a < 0x7000) ? this.read(a) : null; } write = newAddressDecoder([ [0x4000, 0x47ff, 0x3ff, (a, v) => { this.ram[a] = v; }], [0x5000, 0x57ff, 0x3ff, (a, v) => { this.vram[a] = v; }], [0x5800, 0x5fff, 0xff, (a, v) => { this.oram[a] = v; }], //[0x6004, 0x6007, 0x3, function(a,v) => { }], // lfo freq //[0x6800, 0x6807, 0x7, function(a,v) => { }], // sound //[0x7800, 0x7800, 0x7, function(a,v) => { }], // pitch //[0x6000, 0x6003, 0x3, (a, v) => { this.outlatches[a] = v; }], [0x7001, 0x7001, 0, (a, v) => { this.interruptEnabled = v & 1; }], [0x7004, 0x7004, 0, (a, v) => { this.gfx.starsEnabled = v & 1; }], ]); newIOBus() { return { read: (addr) => { return 0; }, write: (addr, val) => { if (addr & 0x1) { this.psg1.selectRegister(val & 0xf); }; if (addr & 0x2) { this.psg1.setData(val); }; if (addr & 0x4) { this.psg2.selectRegister(val & 0xf); }; if (addr & 0x8) { this.psg2.setData(val); }; } }; } reset() { super.reset(); this.psg1.reset(); this.psg2.reset(); this.watchdog_counter = INITIAL_WATCHDOG; } startScanline() { this.audio && this.audioadapter && this.audioadapter.generate(this.audio); } drawScanline() { this.gfx.drawScanline(this.pixels, this.scanline); } advanceFrame(trap) { var steps = super.advanceFrame(trap); // advance graphics this.gfx.advanceFrame(); // clear bottom of screen? if (!this.gfx.showOffscreenObjects) { for (var i = 0; i < 264; i++) this.pixels.fill(0xff000000, 256 + i * 264, 264 + i * 264); } // watchdog fired? if (this.watchdog_counter-- <= 0) { throw new EmuHalt("WATCHDOG FIRED"); } // NMI interrupt @ 0x66 if (this.interruptEnabled) { this.cpu.NMI(); } return steps; } loadROM(data) { this.rom.set(padBytes(data, this.defaultROMSize)); for (var i = 0; i < 32; i++) { var b = this.rom[this.palBase + i]; this.palette[i] = 0xff000000; for (var j = 0; j < 8; j++) if (((1 << j) & b)) this.palette[i] += bitcolors[j]; } } loadState(state) { super.loadState(state); this.vram.set(state.bv); this.oram.set(state.bo); this.watchdog_counter = state.wdc; this.interruptEnabled = state.ie; this.gfx.starsEnabled = state.se; this.gfx.frameCounter = state.fc; } saveState() { var state = super.saveState(); state['bv'] = this.vram.slice(0); state['bo'] = this.oram.slice(0); state['fc'] = this.gfx.frameCounter; state['ie'] = this.interruptEnabled; state['se'] = this.gfx.starsEnabled; state['wdc'] = this.watchdog_counter; return state; } } export class GalaxianScrambleMachine extends GalaxianMachine { defaultROMSize = 0x5020; palBase = 0x5000; scramble = true; keyMap = SCRAMBLE_KEYCODE_MAP; options = { gfxBase: 0x4000, missileWidth: 1, missileOffset: 6, }; defaultInputs = [0xff, 0xfc, 0xf1]; constructor() { super(); this.init(); // TODO: why do we have to call twice? } read = newAddressDecoder([ [0x0000, 0x3fff, 0, (a) => { return this.rom[a]; }], [0x4000, 0x47ff, 0x7ff, (a) => { return this.ram[a]; }], [0x4800, 0x4fff, 0x3ff, (a) => { return this.vram[a]; }], [0x5000, 0x5fff, 0xff, (a) => { return this.oram[a]; }], [0x7000, 0x7000, 0, (a) => { this.watchdog_counter = INITIAL_WATCHDOG; }], [0x7800, 0x7800, 0, (a) => { this.watchdog_counter = INITIAL_WATCHDOG; }], //[0x8000, 0x820f, 0, function(a) { return noise(); }], // TODO: remove [0x8100, 0x8100, 0, (a) => { return this.inputs[0]; }], [0x8101, 0x8101, 0, (a) => { return this.inputs[1]; }], [0x8102, 0x8102, 0, (a) => { return this.inputs[2] | this.scramble_protection_alt_r(); }], [0x8202, 0x8202, 0, (a) => { return this.m_protection_result; }], // scramble (protection) [0x9100, 0x9100, 0, (a) => { return this.inputs[0]; }], [0x9101, 0x9101, 0, (a) => { return this.inputs[1]; }], [0x9102, 0x9102, 0, (a) => { return this.inputs[2] | this.scramble_protection_alt_r(); }], [0x9212, 0x9212, 0, (a) => { return this.m_protection_result; }], // scramble (protection) //[0, 0xffff, 0, function(a) { console.log(hex(a)); return 0; }] ]); write = newAddressDecoder([ [0x4000, 0x47ff, 0x7ff, (a, v) => { this.ram[a] = v; }], [0x4800, 0x4fff, 0x3ff, (a, v) => { this.vram[a] = v; }], [0x5000, 0x5fff, 0xff, (a, v) => { this.oram[a] = v; }], [0x6801, 0x6801, 0, (a, v) => { this.interruptEnabled = v & 1; /*console.log(a,v,cpu.getPC().toString(16));*/ }], [0x6802, 0x6802, 0, (a, v) => { /* TODO: coin counter */ }], [0x6803, 0x6803, 0, (a, v) => { /* TODO: backgroundColor = (v & 1) ? 0xFF000056 : 0xFF000000; */ }], [0x6804, 0x6804, 0, (a, v) => { this.gfx.starsEnabled = v & 1; }], [0x6808, 0x6808, 0, (a, v) => { this.gfx.missileWidth = v; }], // not on h/w [0x6809, 0x6809, 0, (a, v) => { this.gfx.missileOffset = v; }], // not on h/w [0x8202, 0x8202, 0, this.scramble_protection_w.bind(this)], //[0x8100, 0x8103, 0, function(a,v){ /* PPI 0 */ }], //[0x8200, 0x8203, 0, function(a,v){ /* PPI 1 */ }], //[0, 0xffff, 0, function(a,v) { console.log(hex(a),hex(v)); }] ]); m_protection_state = 0; m_protection_result = 0; scramble_protection_w(addr, data) { /* This is not fully understood; the low 4 bits of port C are inputs; the upper 4 bits are outputs. Scramble main set always writes sequences of 3 or more nibbles to the low port and expects certain results in the upper nibble afterwards. */ this.m_protection_state = (this.m_protection_state << 4) | (data & 0x0f); switch (this.m_protection_state & 0xfff) { /* scramble */ case 0xf09: this.m_protection_result = 0xff; break; case 0xa49: this.m_protection_result = 0xbf; break; case 0x319: this.m_protection_result = 0x4f; break; case 0x5c9: this.m_protection_result = 0x6f; break; /* scrambls */ case 0x246: this.m_protection_result ^= 0x80; break; case 0xb5f: this.m_protection_result = 0x6f; break; } } scramble_protection_alt_r() { var bit = (this.m_protection_result >> 7) & 1; return (bit << 5) | ((bit ^ 1) << 7); } }