200 lines
5.4 KiB
TypeScript
200 lines
5.4 KiB
TypeScript
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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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import { dumpRAM, gtia_ntsc_to_rgb } from "../../common/emu";
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import { hex, lpad, safe_extend } from "../../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;
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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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export const TRIG0 = 0x10;
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export const CONSOL = 0x1f;
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export class GTIA {
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regs = new Uint8Array(0x20);
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readregs = new Uint8Array(0x20);
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shiftregs = new Uint32Array(8);
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count = 0;
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an = 0;
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rgb = 0;
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pmcol = 0;
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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.count = 0;
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}
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saveState() {
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return safe_extend(0, {}, this);
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}
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loadState(s) {
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safe_extend(0, this, s);
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}
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setReg(a: number, v: number) {
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switch (a) {
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case CONSOL:
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v = (v & 15) ^ 15; // 0 = input, 1 = pull down
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break;
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case HITCLR:
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for (let i = 0; i < 16; i++) {
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this.readregs[i] = 0;
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}
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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: number) {
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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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updateGfx(h: number, data: number) {
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switch (h) {
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case 0:
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if (this.regs[GRACTL] & 1) { this.regs[GRAFM] = data; }
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break;
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case 2: case 3: case 4: case 5:
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if (this.regs[GRACTL] & 2) { this.regs[GRAFP0 - 2 + h] = data; }
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break;
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}
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}
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getPlayfieldColor(): number {
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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: case 5: case 6: 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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return 0x100; // black
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}
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clockPulse1(): void {
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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(): void {
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var col: number;
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if (this.pmcol >= 0) {
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col = this.pmcol;
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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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}
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processPlayerMissile() {
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let topobj = -1;
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let pfset = this.an - 4; // TODO?
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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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topobj = i;
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}
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}
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this.readregs[P0PL + 0] |= ppmask & ~1;
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this.readregs[P0PL + 1] |= ppmask & ~2;
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this.readregs[P0PL + 2] |= ppmask & ~4;
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this.readregs[P0PL + 3] |= ppmask & ~8;
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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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topobj = i + 4;
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}
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}
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this.pmcol = topobj >= 0 ? this.getObjectColor(topobj) : -1;
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}
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shiftObject(i: number) {
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let bit = (this.shiftregs[i] & 0x80000000) != 0;
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this.shiftregs[i] <<= 1;
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if (this.regs[HPOSP0 + i] - 7 == this.count) {
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this.triggerObject(i);
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}
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return bit;
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}
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getObjectColor(i: number) {
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if ((this.regs[PRIOR] & 0x10) && i >= 4) {
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return this.regs[COLPF3];
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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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triggerObject(i: number) {
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let size, data;
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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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} 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) data = expandBits(data); else data <<= 8;
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if (size == 3) data = expandBits(data); else data <<= 16;
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this.shiftregs[i] = data;
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}
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static stateToLongString(state): string {
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let s = ''
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s += `X: ${lpad(state.count, 3)} ANTIC: ${hex(state.an, 1)} PM: ${hex(state.pmcol, 3)}\n`;
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s += "Write Registers:\n";
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s += dumpRAM(state.regs, 0, 32);
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s += "Read Registers:\n";
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s += dumpRAM(state.readregs, 0, 32);
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return s;
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}
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}
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function expandBits(x: number): number {
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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] = gtia_ntsc_to_rgb(i);
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}
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