// GTIA // https://user.xmission.com/~trevin/atari/gtia_regs.html // https://user.xmission.com/~trevin/atari/gtia_pinout.html import { dumpRAM, gtia_ntsc_to_rgb } from "../../common/emu"; import { hex, lpad, safe_extend } from "../../common/util"; // write regs const HPOSP0 = 0x0; const HPOSM0 = 0x4; const SIZEP0 = 0x8; const SIZEM = 0x0c; const GRAFP0 = 0x0d; const GRAFM = 0x11; const COLPM0 = 0x12; const COLPF0 = 0x16; const COLPF1 = 0x17; const COLPF2 = 0x18; const COLPF3 = 0x19; const COLBK = 0x1a; const PRIOR = 0x1b; const VDELAY = 0x1c; // TODO const GRACTL = 0x1d; const HITCLR = 0x1e; const CONSPK = 0x1f; // read regs const M0PF = 0x0; const P0PF = 0x4; const M0PL = 0x8; const P0PL = 0xc; export const TRIG0 = 0x10; export const CONSOL = 0x1f; const HOFFSET = -9; // bias to account for antic->gtia delay const PRIOR_TABLE : number[] = [ 0,1,2,3, 7,7,7,7, 8,8,8,8, 4,5,6,7, // 0001 - 0 0,1,2,3, 7,7,7,7, 8,8,8,8, 4,5,6,7, // 0001 0,1,6,7, 5,5,5,5, 8,8,8,8, 2,3,4,5, // 0010 - 2 0,1,6,7, 5,5,5,5, 8,8,8,8, 2,3,4,5, // 0010 4,5,6,7, 3,3,3,3, 8,8,8,8, 0,1,2,3, // 0100 - 4 4,5,6,7, 3,3,3,3, 8,8,8,8, 0,1,2,3, // 0100 4,5,6,7, 3,3,3,3, 8,8,8,8, 0,1,2,3, // 0100 4,5,6,7, 3,3,3,3, 8,8,8,8, 0,1,2,3, // 0100 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 - 8 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 2,3,4,5, 7,7,7,7, 8,8,8,8, 0,1,6,7, // 1000 ]; const MODE_9_LOOKUP = [ COLPM0+0, COLPM0+1, COLPM0+2, COLPM0+3, COLPF0+0, COLPF0+1, COLPF0+2, COLPF0+3, COLBK, COLBK, COLBK, COLBK, COLPF0+0, COLPF0+1, COLPF0+2, COLPF0+3, ] export class GTIA { regs = new Uint8Array(0x20); readregs = new Uint8Array(0x20); shiftregs = new Uint32Array(8); priortab = new Uint8Array(12); count = 0; an = 0; rgb = 0; pmcol = 0; gtiacol = 0; gtiacol2 = 0; hbias = HOFFSET; pmDebugMask = -1; reset() { this.regs.fill(0); this.readregs.fill(0); // TODO? this.readregs[0x14] = 0xf; // NTSC this.count = 0; } saveState() { return safe_extend(0, {}, this); } loadState(s) { safe_extend(0, this, s); } setReg(a: number, v: number) { switch (a) { case COLPM0: case COLPM0+1: case COLPM0+2: case COLPM0+3: case COLPF0: case COLPF0+1: case COLPF0+2: case COLPF0+3: case COLBK: v &= 0xfe; // bit 0 unused in color regs break; case HITCLR: this.readregs.fill(0, 0, 16); return; } this.regs[a] = v; } readReg(a: number) { switch (a) { case CONSOL: return this.readregs[a] & ~this.regs[CONSPK]; } return this.readregs[a]; } sync() { this.count = 0; } setBias(b: number) { this.hbias = HOFFSET + b; } updateGfx(h: number, v: number, data: number) { switch (h) { case 0: if (this.regs[GRACTL] & 1) { // TODO: VDELAY this.regs[GRAFM] = data; } break; case 2: case 3: case 4: case 5: if (this.regs[GRACTL] & 2) { if (!(v&1) || !(this.regs[VDELAY] & (1<<(h+2)))) this.regs[GRAFP0 - 2 + h] = data; } break; } } getPlayfieldColor(): number { // which GTIA mode? switch (this.regs[PRIOR] >> 6) { // normal mode case 0: switch (this.an) { case 0: return COLBK; case 4: case 5: case 6: case 7: return COLPF0 + this.an - 4; case 8: // combine PF2 hue and PF1 luminance return (this.regs[COLPF2] & 0xf0) | (this.regs[COLPF1] & 0x0f) | 0x100; } break; // mode 9 -- 16 luminances case 1: return (this.regs[COLBK] & 0xf0) | (this.gtiacol & 0xf) | 0x100; // mode 10 -- 9 colors from registers case 2: return MODE_9_LOOKUP[this.gtiacol]; // mode 11 -- 16 hues case 3: return (this.regs[COLBK] & 0xf) | (this.gtiacol << 4) | 0x100; } return 0x100; // black } anySpriteActive() { return this.shiftregs[0] | this.shiftregs[1] | this.shiftregs[2] | this.shiftregs[3] | this.shiftregs[4] | this.shiftregs[5] | this.shiftregs[6] | this.shiftregs[7]; } processPlayerMissile() { // no p/m gfx, no collisions in blank area, but shift and trigger anyway if (this.an == 2 || !this.anySpriteActive()) { for (let i = 0; i < 8; i++) { this.shiftObject(i); } this.pmcol = -1; return; } // TODO: multiple color player enable // TODO: gtia, hi-res mode collisions // compute gfx and collisions for players/missiles let priobias = (this.regs[PRIOR] & 15) << 4; // TODO let topprio = PRIOR_TABLE[(this.an & 7) + 8 + priobias]; let pfset = this.an - 4; // TODO? let topobj = -1; let ppmask = 0; // players for (let i = 0; i < 4; i++) { let bit = this.shiftObject(i); if (bit) { if (pfset >= 0) { // TODO: hires and GTIA modes this.readregs[P0PF + i] |= 1 << pfset; } ppmask |= 1 << i; let prio = PRIOR_TABLE[i + priobias]; if (prio < topprio) { topobj = i; topprio = prio; } } } // missiles for (let i = 0; i < 4; i++) { let bit = this.shiftObject(i + 4); if (bit) { if (pfset >= 0) { this.readregs[M0PF + i] |= 1 << pfset; } this.readregs[M0PL + i] |= ppmask; let prio = PRIOR_TABLE[i + priobias]; if (prio < topprio) { topobj = i + 4; topprio = prio; } } } // set player-player collision flags // TODO: either as a player or a GTIA mode 2 color if (ppmask & 1) this.readregs[P0PL + 0] |= ppmask & ~1; if (ppmask & 2) this.readregs[P0PL + 1] |= ppmask & ~2; if (ppmask & 4) this.readregs[P0PL + 2] |= ppmask & ~4; if (ppmask & 8) this.readregs[P0PL + 3] |= ppmask & ~8; this.pmcol = topobj >= 0 ? this.getObjectColor(topobj) : -1; } shiftObject(i: number) { let bit = (this.shiftregs[i] & 0x80000000) != 0; this.shiftregs[i] <<= 1; if (this.regs[HPOSP0 + i] + this.hbias == this.count) { this.triggerObject(i); } return bit; } getObjectColor(i: number) { if ((this.regs[PRIOR] & 0x10) && i >= 4) { return this.regs[COLPF3]; } else { return this.regs[COLPM0 + (i & 3)]; } } triggerObject(i: number) { let size, data; if (!(this.pmDebugMask & (1<> s) & 3; data = ((this.regs[GRAFM] >> s) & 3) << 6; } if (size & 1) data = expandBits(data); else data <<= 8; if (size == 3) data = expandBits(data); else data <<= 16; this.shiftregs[i] = data; } clockPulse1(): void { this.processPlayerMissile(); this.clockPulse2(); this.count++; } clockPulse2(): void { var col: number; if (this.pmcol >= 0) { col = this.pmcol; } else { let pf = this.getPlayfieldColor(); col = pf & 0x100 ? pf & 0xff : this.regs[pf]; } this.rgb = COLORS_RGBA[col]; // TODO: hires modes return 8, so other modes wont work this.gtiacol2 = (this.gtiacol2 << 1) | (this.an >> 3); } clockPulse4() { // latch GTIA buffer this.gtiacol = this.gtiacol2 & 15; } static stateToLongString(state): string { let s = '' s += `X: ${lpad(state.count, 3)} ANTIC: ${hex(state.an, 1)} PM: ${hex(state.pmcol, 3)}\n`; s += "Write Registers:\n"; s += dumpRAM(state.regs, 0, 32); s += "Read Registers:\n"; s += dumpRAM(state.readregs, 0, 32); return s; } } function expandBits(x: number): number { x = (x | (x << 8)) & 0x00FF00FF; x = (x | (x << 4)) & 0x0F0F0F0F; x = (x | (x << 2)) & 0x33333333; x = (x | (x << 1)) & 0x55555555; return x | (x << 1); } var COLORS_RGBA = new Uint32Array(256); for (var i = 0; i < 256; i++) { COLORS_RGBA[i] = gtia_ntsc_to_rgb(i); }