import { Z80, Z80State } from "../common/cpu/ZilogZ80"; import { BasicScanlineMachine } from "../common/devices"; import { KeyFlags, newAddressDecoder, padBytes, Keys, makeKeycodeMap, newKeyboardHandler } from "../common/emu"; import { TssChannelAdapter, MasterAudio, AY38910_Audio } from "../common/audio"; const CARNIVAL_KEYCODE_MAP = makeKeycodeMap([ [Keys.A, 2, -0x20], [Keys.B, 2, -0x40], [Keys.LEFT, 1, -0x10], [Keys.RIGHT, 1, -0x20], [Keys.UP, 1, -0x40], [Keys.DOWN, 1, -0x80], [Keys.START, 2, -0x10], [Keys.P2_START, 3, -0x20], [Keys.SELECT, 3, 0x8], ]); const XTAL = 15468000.0; const scanlinesPerFrame = 0x106; const vblankStart = 0xe0; const vsyncStart = 0xec; const vsyncEnd = 0xf0; const cpuFrequency = XTAL / 8; const hsyncFrequency = XTAL / 3 / scanlinesPerFrame; const vsyncFrequency = hsyncFrequency / 0x148; const cpuCyclesPerLine = cpuFrequency / hsyncFrequency; const timerFrequency = 500; // input 2 bit 0x8 const cyclesPerTimerTick = cpuFrequency / (2 * timerFrequency); const audioOversample = 2; const audioSampleRate = 60 * scanlinesPerFrame; // why not hsync? export class VicDual extends BasicScanlineMachine { cpuFrequency = XTAL / 8; // MHz canvasWidth = 256; numTotalScanlines = 262; numVisibleScanlines = 224; defaultROMSize = 0x4040; sampleRate = audioSampleRate * audioOversample; cpuCyclesPerLine = cpuCyclesPerLine|0; rotate = -90; cpu: Z80 = new Z80(); ram = new Uint8Array(0x1000); psg: AY38910_Audio; display: VicDualDisplay; audioadapter; constructor() { super(); this.connectCPUMemoryBus(this); this.connectCPUIOBus(this.newIOBus()); this.inputs.set([0xff, 0xff, 0xff, 0xff ^ 0x8]); // most things active low this.display = new VicDualDisplay(); this.handler = newKeyboardHandler(this.inputs, CARNIVAL_KEYCODE_MAP, this.getKeyboardFunction()); this.psg = new AY38910_Audio(new MasterAudio()); this.audioadapter = new TssChannelAdapter(this.psg.psg, audioOversample, this.sampleRate); } getKeyboardFunction() { return (o) => { // reset when coin inserted if (o.index == 3 && o.mask == 0x8) { this.cpu.reset(); console.log("coin inserted"); console.log(this.inputs) } } }; read = newAddressDecoder([ [0x0000, 0x7fff, 0x3fff, (a) => { return this.rom ? this.rom[a] : null; }], [0x8000, 0xffff, 0x0fff, (a) => { return this.ram[a]; }], ]); write = newAddressDecoder([ [0x8000, 0xffff, 0x0fff, (a, v) => { this.ram[a] = v; }], ]); newIOBus() { return { read: (addr) => { return this.inputs[addr & 3]; }, write: (addr, val) => { if (addr & 0x1) { this.psg.selectRegister(val & 0xf); }; // audio 1 if (addr & 0x2) { this.psg.setData(val); }; // audio 2 if (addr & 0x8) { }; // TODO: assert coin status if (addr & 0x40) { this.display.palbank = val & 3; }; // palette } }; } reset() { super.reset(); this.psg.reset(); } startScanline() { this.inputs[2] &= ~0x8; this.inputs[2] |= ((this.frameCycles / cyclesPerTimerTick) & 1) << 3; if (this.scanline == vblankStart) this.inputs[1] |= 0x8; if (this.scanline == vsyncEnd) this.inputs[1] &= ~0x8; this.audio && this.audioadapter.generate(this.audio); } drawScanline() { this.display.drawScanline(this.ram, this.pixels, this.scanline); } loadROM(data) { super.loadROM(data); if (data.length >= 0x4020 && (data[0x4000] || data[0x401f])) { this.display.colorprom = data.slice(0x4000, 0x4020); } } loadState(state) { super.loadState(state); this.display.palbank = state.pb; } saveState() { var state = super.saveState(); state['pb'] = this.display.palbank; return state; } } class VicDualDisplay { palbank: number = 0; palette = [ 0xff000000, // black 0xff0000ff, // red 0xff00ff00, // green 0xff00ffff, // yellow 0xffff0000, // blue 0xffff00ff, // magenta 0xffffff00, // cyan 0xffffffff // white ]; // default PROM colorprom = [ 0xe0, 0x60, 0x20, 0x60, 0xc0, 0x60, 0x40, 0xc0, 0x20, 0x40, 0x60, 0x80, 0xa0, 0xc0, 0xe0, 0x0e, 0xe0, 0xe0, 0xe0, 0xe0, 0x60, 0x60, 0x60, 0x60, 0xe0, 0xe0, 0xe0, 0xe0, 0xe0, 0xe0, 0xe0, 0xe0, ]; // videoram 0xc000-0xc3ff // RAM 0xc400-0xc7ff // charram 0xc800-0xcfff drawScanline(ram, pixels: Uint32Array, sl: number) { if (sl >= 224) return; var pixofs = sl * 256; var outi = pixofs; // starting output pixel in frame buffer var vramofs = (sl >> 3) << 5; // offset in VRAM var yy = sl & 7; // y offset within tile for (var xx = 0; xx < 32; xx++) { var code = ram[vramofs + xx]; var data = ram[0x800 + (code << 3) + yy]; var col = (code >> 5) + (this.palbank << 3); var color1 = this.palette[(this.colorprom[col] >> 1) & 7]; var color2 = this.palette[(this.colorprom[col] >> 5) & 7]; for (var i = 0; i < 8; i++) { var bm = 128 >> i; pixels[outi] = (data & bm) ? color2 : color1; outi++; } } } }