mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-21 21:29:17 +00:00
332 lines
12 KiB
TypeScript
332 lines
12 KiB
TypeScript
import { MOS6502 } from "../common/cpu/MOS6502";
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import { BasicScanlineMachine, CPU } from "../common/devices";
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import { KeyFlags, Keys, makeKeycodeMap, newAddressDecoder, newKeyboardHandler } from "../common/emu";
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// https://github.com/mamedev/mame/blob/e9ac85ca86a873c67d6bc8d7cf2e37bc7696b379/src/mame/exidy/exidy.cpp#L327
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// http://www.arcaderestoration.com/games/9089/Targ.aspx
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// http://www.arcaderestoration.com/memorymap/9089/Targ.aspx
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// http://www.arcaderestoration.com/memorymap/3933/Hard+Hat.aspx
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// https://github.com/mamedev/mame/blob/74c4a0c3774e3aeb4895eb13f3c47773d34ce270/src/mame/shared/exidysound.cpp#L13
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const EXIDY_KEYCODE_MAP = makeKeycodeMap([
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[Keys.START, 1, -0x1],
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//[Keys.START, 1, -0x2],
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[Keys.RIGHT, 1, -0x4],
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[Keys.LEFT, 1, -0x8],
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[Keys.A, 1, -0x10],
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[Keys.UP, 1, -0x20],
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[Keys.DOWN, 1, -0x40],
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[Keys.SELECT, 1, -0x80],
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]);
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/*
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ROM layout:
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0x0000 - 0x5fff: program ROM
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0x6000 - 0x67ff: sprite ROM
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0x6800 - 0x7fff: audio ROM
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*/
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export class ExidyUGBv2 extends BasicScanlineMachine {
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cpuFrequency = 705562;
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sampleRate = 894886;
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numVisibleScanlines = 256;
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numTotalScanlines = 262;
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cpuCyclesPerLine = 0x150 >> 3;
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canvasWidth = 256;
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defaultROMSize = 0x8000 + 0x800 + 0x2800; // PRG + CHR + SOUND
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cpu = new MOS6502();
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ram = new Uint8Array(0x7000);
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color_latch = [0x54, 0xee, 0x6b]; // RGB
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palette = [
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0xff000000, 0xff0000ff, 0xffff0000, 0xffff00ff,
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0xff00ff00, 0xff00ffff, 0xffffff00, 0xffffffff,
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];
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sprite_gfx: Uint8Array;
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inputs = new Uint8Array(4);
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keyMap = EXIDY_KEYCODE_MAP;
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handler = newKeyboardHandler(this.inputs, this.keyMap); /*, (o,k,c,f) => {
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// coin inserted?
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if (o.index == 1 && o.mask == 128 && (f & KeyFlags.KeyDown)) {
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this.inputs[3] |= 0x40;
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//this.cpu.IRQ();
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//this.ram[0xa2] += 8; // TODO
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}
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});
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*/
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scrnbase = 0x4000;
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charbase = 0x6800;
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bus = {
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read: newAddressDecoder([
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[0x0000, 0x03ff, 0, (a) => { return this.ram[a]; }],
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[0x1000, 0x3fff, 0, (a) => { return this.rom[a - 0x1000]; }],
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[0x4000, 0x4fff, 0, (a) => { return this.ram[a]; }],
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[0x5100, 0x51ff, 0x03, (a) => { return a == 3 ? this.int_latch() : this.inputs[a] }],
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[0x6000, 0x6fff, 0, (a) => { return this.ram[a]; }],
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[0x8000, 0xffff, 0, (a) => { return this.rom[a - 0x8000]; }],
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]),
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write: newAddressDecoder([
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[0x0000, 0x03ff, 0, (a, v) => { this.ram[a] = v; }],
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[0x4000, 0x4fff, 0, (a, v) => { this.ram[a] = v; }],
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[0x5000, 0x5101, 0, (a, v) => { this.ram[a] = v; }], // TODO: sprite latch
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[0x5210, 0x5212, 3, (a, v) => { this.setColorLatch(a, v); }],
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[0x6000, 0x6fff, 0, (a, v) => { this.ram[a] = v; }],
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]),
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}
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constructor() {
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super();
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this.connectCPUMemoryBus(this);
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this.updatePalette();
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this.inputs[0] = 0b11101010; // dip switch
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this.inputs[1] = 0b11111111; // active low
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}
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loadROM(rom: Uint8Array) {
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super.loadROM(rom);
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if (rom.length < 0x8000) {
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if (rom.length == 11616) { // targ
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this.rom.set(rom.slice(0x2800, 0x3000), 0x8000); // copy sprites
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this.rom.set(rom.slice(0x2700, 0x2800), 0x7f00); // copy ff00-ffff
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this.rom.set(rom.slice(0x0000, 0x2800), 0x0800); // ROM starts @ 0x1800
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this.scrnbase = 0x4000;
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this.charbase = 0x4800;
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} else if (rom.length == 14336) { // spectar
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this.rom.set(rom.slice(0x3400, 0x3800), 0x8000); // copy sprites
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this.rom.set(rom.slice(0x2f00, 0x3000), 0x7f00); // copy ff00-ffff
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this.scrnbase = 0x4000;
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this.charbase = 0x4800;
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} else {
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console.log("Warning: ROM is too small", rom.length);
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}
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}
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let sprite_ofs = 0x8000;
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this.sprite_gfx = this.rom.subarray(sprite_ofs, sprite_ofs + 32 * 32);
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}
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read(a: number): number {
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return this.bus.read(a);
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}
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readConst(a: number): number {
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if (a == 0x5103) return this.inputs[3];
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return this.bus.read(a);
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}
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write(a: number, v: number): void {
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this.bus.write(a, v);
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}
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int_latch() {
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let intsrc = this.inputs[3];
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intsrc |= (this.inputs[1] & 0x80) ? 0 : 0x40; // coin 1
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this.inputs[3] = 0x80; // clear int latch
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return intsrc; // TODO
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}
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updatePalette() {
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/* motion object 1 */
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this.set_1_color(0, 0);
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this.set_1_color(1, 7);
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/* motion object 2 */
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this.set_1_color(2, 0);
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this.set_1_color(3, 6);
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/* characters */
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this.set_1_color(4, 4);
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this.set_1_color(5, 3);
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this.set_1_color(6, 2);
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this.set_1_color(7, 1);
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}
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set_1_color(index: number, dipsw: number) {
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let r = (this.color_latch[0] & (1 << dipsw)) ? 1 : 0;
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let g = (this.color_latch[1] & (1 << dipsw)) ? 2 : 0;
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let b = (this.color_latch[2] & (1 << dipsw)) ? 4 : 0;
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this.palette[index] = RGB8[r | g | b];
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}
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setColorLatch(a: number, v: number): void {
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this.color_latch[a & 3] = v;
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this.updatePalette();
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}
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drawSprite(xpos: number, ypos: number, ofs: number, palind: number) {
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var sx = 236 - xpos - 4;
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var sy = 244 - ypos - 4;
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/*
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m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
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((*m_spriteno >> 4) & 0x0f) + 32 + 16 * sprite_set_2, 1,
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0, 0, sx, sy, 0);*/
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sy += 15;
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sy -= this.scanline;
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if (sy >= 0 && sy < 16) {
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sy = 15 - sy;
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//console.log("draw sprite", sx, sy, ofs);
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let yofs = this.scanline * this.canvasWidth;
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let pix = this.sprite_gfx[ofs + sy];
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for (let x = 0; x < 8; x++) {
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if (pix & (0x80 >> x)) {
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this.pixels[yofs + sx + x] = this.palette[palind];
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}
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}
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pix = this.sprite_gfx[ofs + sy + 16];
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for (let x = 0; x < 8; x++) {
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if (pix & (0x80 >> x)) {
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this.pixels[yofs + sx + x + 8] = this.palette[palind];
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}
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}
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}
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}
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drawSprite1() {
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let xpos = this.ram[0x5000];
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let ypos = this.ram[0x5040];
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let set = (this.ram[0x5101] & 0x20) ? 1 : 0;
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let sprite = (this.ram[0x5100] & 0x0f) + 16 * set;
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this.drawSprite(xpos, ypos, sprite * 32, 1);
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}
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drawSprite2() {
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let xpos = this.ram[0x5080];
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let ypos = this.ram[0x50c0];
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let set = (this.ram[0x5101] & 0x40) ? 1 : 0;
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let sprite = (this.ram[0x5100] >> 4) + 16 * set;
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this.drawSprite(xpos, ypos, sprite * 32, 3);
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}
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startScanline(): void {
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}
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drawScanline(): void {
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const y = this.scanline;
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const row = y >> 3;
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const yofs = y * this.canvasWidth;
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for (let x = 0; x < 256; x++) {
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const col = x >> 3;
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let code = this.ram[this.scrnbase + row * 32 + col];
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let color1 = 4 + ((code >> 6) & 0x03);
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let pix = this.ram[this.charbase + code * 8 + (y & 7)];
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let palind = (pix & (0x80 >> (x & 7))) ? color1 : 0;
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this.pixels[yofs + x] = this.palette[palind];
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}
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this.drawSprite2();
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this.drawSprite1();
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}
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postFrame() {
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this.inputs[3] &= 0x7f; // TODO?
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this.cpu.IRQ();
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}
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getVideoParams() {
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return { width: 256, height: 256, aspect: 6/5 };
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}
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}
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const RGB8 = [
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0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff,
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0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff,
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];
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/*
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0000-00FF R/W Zero Page RAM
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0100-01FF R/W Stack RAM
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0200-03FF R/W Scratchpad RAM
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0800-3FFF R Program ROM (Targ, Spectar only)
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1A00 R PX3 (Player 2 inputs) (Fax only)
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bit 4 D
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bit 5 C
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bit 6 B
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bit 7 A
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1C00 R PX2 (Player 1 inputs) (Fax only)
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bit 0 2 player start
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bit 1 1 player start
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bit 4 D
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bit 5 C
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bit 6 B
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bit 7 A
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2000-3FFF R Banked question ROM (Fax only)
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4000-43FF R/W Screen RAM
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4800-4FFF R/W Character Generator RAM (except Pepper II and Fax)
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5000 W Motion Object 1 Horizontal Position Latch (sprite 1 X)
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5040 W Motion Object 1 Vertical Position Latch (sprite 1 Y)
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5080 W Motion Object 2 Horizontal Position Latch (sprite 2 X)
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50C0 W Motion Object 2 Vertical Position Latch (sprite 2 Y)
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5100 R Option Dipswitch Port
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bit 0 coin 2 (NOT inverted) (must activate together with $5103 bit 5)
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bit 1-2 bonus
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bit 3-4 coins per play
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bit 5-6 lives
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bit 7 US/UK coins
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5100 W Motion Objects Image Latch
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Sprite number bits 0-3 Sprite #1 4-7 Sprite #2
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5101 R Control Inputs Port
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bit 0 start 1
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bit 1 start 2
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bit 2 right
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bit 3 left
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bit 5 up
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bit 6 down
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bit 7 coin 1 (must activate together with $5103 bit 6)
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5101 W Output Control Latch (not used in PEPPER II upright)
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bit 7 Enable sprite #1
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bit 6 Enable sprite #2
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5103 R Interrupt Condition Latch
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bit 0 LNG0 - supposedly a language DIP switch
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bit 1 LNG1 - supposedly a language DIP switch
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bit 2 different for each game, but generally a collision bit
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bit 3 TABLE - supposedly a cocktail table DIP switch
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bit 4 different for each game, but generally a collision bit
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bit 5 coin 2 (must activate together with $5100 bit 0)
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bit 6 coin 1 (must activate together with $5101 bit 7)
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bit 7 L256 - VBlank?
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5213 R IN2 (Mouse Trap)
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bit 3 blue button
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bit 2 free play
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bit 1 red button
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bit 0 yellow button
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52XX R/W Audio/Color Board Communications
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6000-6FFF R/W Character Generator RAM (Pepper II, Fax only)
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8000-FFF9 R Program memory space
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FFFA-FFFF R Interrupt and Reset Vectors
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Exidy Sound Board:
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0000-07FF R/W RAM (mirrored every 0x7f)
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0800-0FFF R/W 6532 Timer
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1000-17FF R/W 6520 PIA
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1800-1FFF R/W 8253 Timer
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2000-27FF bit 0 Channel 1 Filter 1 enable
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bit 1 Channel 1 Filter 2 enable
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bit 2 Channel 2 Filter 1 enable
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bit 3 Channel 2 Filter 2 enable
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bit 4 Channel 3 Filter 1 enable
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bit 5 Channel 3 Filter 2 enable
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2800-2FFF 6840 Timer
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3000 Bit 0..1 Noise select
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3001 Bit 0..2 Channel 1 Amplitude
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3002 Bit 0..2 Channel 2 Amplitude
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3003 Bit 0..2 Channel 3 Amplitude
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5800-7FFF ROM
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Targ:
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5200 Sound board control
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bit 0 Music
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bit 1 Shoot
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bit 2 unused
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bit 3 Swarn
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bit 4 Sspec
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bit 5 crash
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bit 6 long
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bit 7 game
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5201 Sound board control
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bit 0 note
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bit 1 upper
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MouseTrap:
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5101 W MouseTrap P1/P2 LED States
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bit 2 Player 1 LED state
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bit 4 Player 2 LED state
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MouseTrap Digital Sound:
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0000-3FFF ROM
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IO:
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A7 = 0: R Communication from sound processor
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A6 = 0: R CVSD Clock State
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A5 = 0: W Busy to sound processor
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A4 = 0: W Data to CVSD
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*/
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