#include "imgui/imgui.h" #include "imgui/imgui_impl_sdl.h" #include "imgui/imgui_impl_opengl3.h" #include "imgui/imgui_memory_editor.h" #include #include #include #include #include extern "C" { #include "dmg.h" #include "cpu.h" #include "rom.h" #include "lcd.h" #include "mbc.h" #include "instructions.h" } static const char *A_FORMAT = "A: 0x%02x"; static const char *B_FORMAT = "B: 0x%02x"; static const char *C_FORMAT = "C: 0x%02x"; static const char *D_FORMAT = "D: 0x%02x"; static const char *E_FORMAT = "E: 0x%02x"; static const char *H_FORMAT = "H: 0x%02x"; static const char *L_FORMAT = "L: 0x%02x"; static const char *SP_FORMAT = "SP: 0x%02x"; static const char *PC_FORMAT = "PC: 0x%02x"; static const char *INSN_FORMAT = "Next instruction: %s"; unsigned char output_image[256 * 256 * 4]; unsigned char visible_pixels[160 * 144 * 4]; unsigned char vram_tiles[256 * 96 * 4]; struct key_input { int scancode; int button; int field; }; struct key_input key_inputs[] = { { SDL_SCANCODE_D, BUTTON_RIGHT, FIELD_JOY }, { SDL_SCANCODE_A, BUTTON_LEFT, FIELD_JOY }, { SDL_SCANCODE_W, BUTTON_UP, FIELD_JOY }, { SDL_SCANCODE_S, BUTTON_DOWN, FIELD_JOY }, { SDL_SCANCODE_L, BUTTON_A, FIELD_ACTION }, { SDL_SCANCODE_K, BUTTON_B, FIELD_ACTION }, { SDL_SCANCODE_N, BUTTON_SELECT, FIELD_ACTION }, { SDL_SCANCODE_M, BUTTON_START, FIELD_ACTION }, { 0 } }; static MemoryEditor editor; GLuint make_output_texture() { GLuint image_texture; glGenTextures(1, &image_texture); glBindTexture(GL_TEXTURE_2D, image_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); return image_texture; } unsigned int default_palette[] = { 0x9ff4e5, 0x00b9be, 0x005f8c, 0x002b59 }; // ugly evenly spaced: { 0xffffff, 0xaaaaaa, 0x555555, 0x000000 }; // bgb default: {0xe0f8d0, 0x88c070, 0x346856, 0x081820}; // https://lospec.com/palette-list/blk-aqu4 // { 0x9ff4e5, 0x00b9be, 0x005f8c, 0x002b59 }; // https://lospec.com/palette-list/velvet-cherry-gb // { 0x9775a6, 0x683a68, 0x412752, 0x2d162c }; void convert_output(struct lcd *lcd) { int x, y; int out_index = 0; for (y = 0; y < 256; y++) { for (x = 0; x < 256; x++) { int val = lcd->buf[y * 256 + x]; int fill = default_palette[val]; //int fill = val ? 255 : 0; output_image[out_index++] = (fill >> 16) & 0xff; output_image[out_index++] = (fill >> 8) & 0xff; output_image[out_index++] = fill & 0xff; output_image[out_index++] = 255; } } out_index = 0; for (y = 0; y < 144; y++) { for (x = 0; x < 160; x++) { int val = lcd->pixels[y * 160 + x]; int fill = default_palette[val]; visible_pixels[out_index++] = (fill >> 16) & 0xff; visible_pixels[out_index++] = (fill >> 8) & 0xff; visible_pixels[out_index++] = fill & 0xff; visible_pixels[out_index++] = 255; } } } void convert_vram(struct dmg *dmg) { int tile_y, tile_x; int off, in; for (tile_y = 0; tile_y < 12; tile_y++) { for (tile_x = 0; tile_x < 32; tile_x++) { off = 256 * 8 * tile_y + 8 * tile_x; in = 16 * (tile_y * 32 + tile_x); int b, i; for (b = 0; b < 16; b += 2) { int data1 = dmg->video_ram[in + b]; int data2 = dmg->video_ram[in + b + 1]; for (i = 7; i >= 0; i--) { // monochrome for now int fill = (data1 & (1 << i)) ? 255 : 0; vram_tiles[4 * off + 0] = fill; vram_tiles[4 * off + 1] = fill; vram_tiles[4 * off + 2] = fill; vram_tiles[4 * off + 3] = 255; //dmg->lcd->buf[off] |= (data2 & (1 << i)) ? 1 : 0; off++; } off += 248; } } } } static ImU8 read_mem(const ImU8* data, size_t off) { return dmg_read((void *) data, (u16) off); } static void write_mem(ImU8 *data, size_t off, ImU8 d) { dmg_write(data, (u16) off, d); } // Main code int main(int argc, char *argv[]) { struct cpu cpu = { 0 }; struct rom rom = { 0 }; struct dmg dmg = { 0 }; struct lcd lcd = { 0 }; int executed; int paused = 0; int pause_next = 0; if (argc < 2) { printf("no rom specified\n"); return 1; } if (!rom_load(&rom, argv[1])) { printf("error loading rom\n"); return 1; } lcd_new(&lcd); dmg_new(&dmg, &cpu, &rom, &lcd); cpu.dmg = &dmg; mbc_load_ram(dmg.rom->mbc, "save.sav"); // cpu_bind_mem_model(&cpu, &dmg, dmg_read, dmg_write); cpu.pc = 0x100; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; } // Decide GL+GLSL versions #if defined(__APPLE__) // GL 3.2 Core + GLSL 150 const char* glsl_version = "#version 150"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); #else // GL 3.0 + GLSL 130 const char* glsl_version = "#version 130"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif // Create window with graphics context SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("gb6 debug", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(0); // disable vsync // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); // setup output GLuint texture = make_output_texture(); GLuint vis_texture = make_output_texture(); GLuint vram_texture = make_output_texture(); editor.ReadFn = read_mem; editor.WriteFn = write_mem; // for flag checkboxes bool z_flag = false; bool n_flag = false; bool h_flag = false; bool c_flag = false; // Main loop bool done = false; unsigned int lastDrawTime = 0, currentTime; while (!done) { if (!paused) { dmg_step(&dmg); } if (pause_next) { paused = 1; } currentTime = SDL_GetTicks(); if (currentTime >= lastDrawTime + 16) { // Poll and handle events (inputs, window resize, etc.) // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. SDL_Event event; while (SDL_PollEvent(&event)) { ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) { done = true; } if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) { done = true; } if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) { struct key_input *key = key_inputs; while (key->scancode) { if (key->scancode == event.key.keysym.scancode) { dmg_set_button(&dmg, key->field, key->button, event.type == SDL_KEYDOWN); break; } key++; } } } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); z_flag = flag_isset(dmg.cpu, FLAG_ZERO); n_flag = flag_isset(dmg.cpu, FLAG_SIGN); h_flag = flag_isset(dmg.cpu, FLAG_HALF_CARRY); c_flag = flag_isset(dmg.cpu, FLAG_CARRY); { ImGui::Begin("State"); ImGui::Text(A_FORMAT, dmg.cpu->a); ImGui::Text(B_FORMAT, dmg.cpu->b); ImGui::SameLine(); ImGui::Text(C_FORMAT, dmg.cpu->c); ImGui::Text(D_FORMAT, dmg.cpu->d); ImGui::SameLine(); ImGui::Text(E_FORMAT, dmg.cpu->e); ImGui::Text(H_FORMAT, dmg.cpu->h); ImGui::SameLine(); ImGui::Text(L_FORMAT, dmg.cpu->l); ImGui::Text(SP_FORMAT, dmg.cpu->sp); ImGui::SameLine(); ImGui::Text(PC_FORMAT, dmg.cpu->pc); u8 opc = dmg_read(&dmg, dmg.cpu->pc); ImGui::Text(INSN_FORMAT, instructions[opc].format); ImGui::Checkbox("Z", &z_flag); ImGui::SameLine(); ImGui::Checkbox("N", &n_flag); ImGui::SameLine(); ImGui::Checkbox("H", &h_flag); ImGui::SameLine(); ImGui::Checkbox("C", &c_flag); if (ImGui::Button("Run")) { paused = 0; pause_next = 0; } ImGui::SameLine(); if (ImGui::Button("Stop")) { paused = 1; } ImGui::SameLine(); if (ImGui::Button("Step")) { paused = 0; pause_next = 1; } ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } convert_output(dmg.lcd); { ImGui::Begin("Output"); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, output_image); ImGui::Image((void*)(intptr_t) texture, ImVec2(512, 512)); ImGui::End(); } { ImGui::Begin("LCD"); glBindTexture(GL_TEXTURE_2D, vis_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, visible_pixels); ImGui::Image((void*)(intptr_t) vis_texture, ImVec2(320, 288)); ImGui::End(); } { ImGui::Begin("VRAM"); convert_vram(&dmg); glBindTexture(GL_TEXTURE_2D, vram_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 96, 0, GL_RGBA, GL_UNSIGNED_BYTE, vram_tiles); ImGui::Image((void*)(intptr_t) vram_texture, ImVec2(256, 96)); ImGui::End(); } editor.DrawWindow("Memory", &dmg, 0x10000, 0x0000); // Rendering ImGui::Render(); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(0.45f, 0.55f, 0.60f, 1.00f); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(window); lastDrawTime = currentTime; } } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); mbc_save_ram(dmg.rom->mbc, "save.sav"); rom_free(&rom); return 0; }