mirror of
https://github.com/transistorfet/moa.git
synced 2024-12-22 12:29:51 +00:00
Updated part 2 of the Emulating the Genesis series
This commit is contained in:
parent
22aca270c0
commit
878bad0b26
@ -2,6 +2,8 @@
|
||||
Emulating the Sega Genesis - Part II
|
||||
====================================
|
||||
|
||||
*Also available on [dev.to](https://dev.to/transistorfet/emulating-the-sega-genesis-part-ii-841)*
|
||||
|
||||
###### *Written December 2021/January 2022 by transistor_fet*
|
||||
|
||||
|
||||
@ -49,7 +51,7 @@ displaying output. The data, which is already loaded into VRAM, CRAM, and VSRAM
|
||||
internal VDP registers, needs to be turned into pictures. While the real hardware would generate a
|
||||
CRT video signal which would directly control a CRT-based television, the emulator will generate a
|
||||
single frame of video at a time, stored in a buffer, and display that buffer in a local window on
|
||||
the host computer.
|
||||
the host computer. Do this fast enough and I'll have video.
|
||||
|
||||
|
||||
Choosing A Graphics Crate
|
||||
@ -67,18 +69,21 @@ applications, but is much simpler. I also tried out
|
||||
emulation, but I found it much more restrictive than the others because of it's narrow focus.
|
||||
|
||||
Initially I had wanted to run the simulation in another thread so that I could run it the same way I
|
||||
had been for emulating Computie, but most of these libraries are set up to use a single main loop
|
||||
where everything happens in-line with the screen updating and input reading. For a normal game, the
|
||||
gameplay and any frame updating would be done just before submitting the frame buffer to be drawn to
|
||||
the screen, and then the library would block until the next frame is needed.
|
||||
had been for emulating Computie, but most of these libraries are set up to use a single thread and
|
||||
single main loop where everything happens in-line with the screen updating and input reading. For a
|
||||
typical video game, the gameplay and any frame updating would be done just before submitting the
|
||||
frame buffer to the library to be drawn to the screen, and then the library would block until the
|
||||
next frame is needed.
|
||||
|
||||
In order to run it inline, I added a function to `System` to only run the step functions for a given
|
||||
amount of simulated time before returning, which would allow the simulation to proceed until the
|
||||
next frame is updated before it updates the GUI window. Even though there is no specific
|
||||
coordination between when the frame is updated vs how much simulated time has passed, it still works
|
||||
surprisingly well. That said I'm still concerned with the fact that the emulator is not
|
||||
cycle-accurate yet, so I still wanted the option of running it in another thread. This was a major
|
||||
factor in choosing a library.
|
||||
In order to run it inline with the update loop, I added a function to `System` to only run the step
|
||||
functions for a given amount of simulated time before returning, which would allow the simulation to
|
||||
proceed far enough for the next frame to be updated before the loop updates the GUI window. Even
|
||||
though there is no specific coordination between when the frame is updated vs how much simulated
|
||||
time has passed, it still works surprisingly well. That said I'm still concerned with the fact that
|
||||
the emulator is not cycle-accurate yet, so the simulated time is not accurate either. Having the
|
||||
option of running it in another thread would allow me to use other means of coordinating the
|
||||
simulation with the real clock, and would give me more options when I implement other platforms.
|
||||
This was a major factor in choosing a library.
|
||||
|
||||
Piston is feature rich, and it's modular design allows it to be tailored for any given use, but it's
|
||||
a bit more than I need for this project. It includes all sorts of drawing primitives for 2D
|
||||
@ -98,9 +103,11 @@ work that I don't intend to do any time soon, and since Macroquad wont easily su
|
||||
mode, I'll leave it as a possible secondary frontend for a later date.
|
||||
|
||||
Libretro has a similar restriction in that you give it a function to be called each time a frame is
|
||||
needed, and the simulation would have to be run in that time. It also really doesn't fit with my
|
||||
hope for a more general simulation platform, as it's specifically intended for game emulators, so
|
||||
this definitely isn't a good choice as my primary frontend.
|
||||
needed, and the simulation would have to be run in that time. However it also supplies its own main
|
||||
function and update loop, and control is only passed to the specific machine emulator when a game is
|
||||
loaded (which is also handled by the library) or when the next frame of data is needed. It might be
|
||||
fine for a single-purpose video game emulator but it really doesn't fit with my hope for a more
|
||||
general simulation platform, so this definitely isn't a good choice as my primary frontend.
|
||||
|
||||
That left Minifb, which turned out to be the best fit. It's very simple without a lot of features.
|
||||
You create a window (just one function call), a frame buffer to fill the window, and a main loop
|
||||
@ -153,11 +160,12 @@ fn main() {
|
||||
}
|
||||
```
|
||||
|
||||
In order to interface between the common Moa devices and the frontend, there is a `Host` trait which
|
||||
is implemented in each frontend, and passed to the machine building function that's called from the
|
||||
frontend machine-specific binary. Through that trait, a callback can be registered by whichever
|
||||
devices need to output video data. Separate callbacks can be registered for getting data from the
|
||||
keyboard or controllers.
|
||||
In order to provide a generic frontend-agnostic interface between the common Moa devices and a
|
||||
specific frontend, there is a `Host` trait which is implemented by each frontend, and passed to the
|
||||
machine building function to build the `System` object. Through that trait, the machine definition
|
||||
can register a callback for whichever devices need to output video data (which is machine-specific).
|
||||
Separate callbacks can be registered through the same `Host` trait to get data from the keyboard or
|
||||
controllers.
|
||||
|
||||
```rust
|
||||
pub trait Host {
|
||||
@ -184,7 +192,7 @@ pub trait ControllerUpdater: Send {
|
||||
|
||||
The `Host` trait is implemented by each frontend and passed to the function that builds the machine
|
||||
configuration, before the simulation is started. The machine configuration can choose to create a
|
||||
window only when needed by that machine. Not shown in the above snippet are the `Host` functions
|
||||
window only when needed by that machine. Not shown in the above snippet are the `Host` functions
|
||||
to create PTYs (used only by Computie), and to register a keyboard updater (used by the TRS-80 and
|
||||
Macintosh machines).
|
||||
|
||||
@ -231,10 +239,10 @@ impl MiniFrontend {
|
||||
}
|
||||
```
|
||||
|
||||
There's not much to it. Only one window can be created at the momemnt, and input is not yet
|
||||
There's not much to it. Only one window can be created at the moment, and input is not yet
|
||||
supported. The threaded option is also not shown here. Before long, the code grew more
|
||||
complicated, and now includes parsing of command line arguments with the `clap` crate. To see the
|
||||
latest, check out the latest [Genesis machine-specific
|
||||
latest version, check out the [Genesis machine-specific
|
||||
binary](https://github.com/transistorfet/moa/blob/main/frontends/moa-minifb/src/bin/moa-genesis.rs)
|
||||
and the [MiniFB host impl and main
|
||||
loop](https://github.com/transistorfet/moa/blob/main/frontends/moa-minifb/src/lib.rs)
|
||||
@ -335,17 +343,17 @@ I've kept it, but if I ever try to run in on slower hardware, I might see about
|
||||
There is also the issue of partial frames. Currently the VDP simulation code draws an entire frame
|
||||
at once instead of more accurately drawing it line by line spread out over many calls to its step
|
||||
function. I suspect that this causes the issue with the Sonic 2 title screen where Tails appears to
|
||||
be an incorrect colour. The ROM might be trying to change something while the image is being
|
||||
updated in order to pack more colours onto the screen at once.
|
||||
be an incorrect colour. The ROM might be trying to change the colour palette while the image is
|
||||
being updated in order to pack more colours onto the screen at once.
|
||||
|
||||
The advantage of updating all at once, however, is that the frame will always be completely drawn
|
||||
when the frame buffer lock is obtained. I had originally written some code to use two frames,
|
||||
swapping them after each draw cycle is complete, so that there's always a complete frame available
|
||||
when the screen is updated. If the simulation is running slow, then the same completed frame will
|
||||
be sent more than once. If it's too fast, then some frames wont be sent to the screen at all before
|
||||
being redrawn. This turned out to not be necessary because of the all-at-once update, but I will
|
||||
likely need to change this in the future, so the `FrameSwapper` code has been left in place in the
|
||||
actual Moa code.
|
||||
when the frame buffer lock is obtained. I had originally written some code have two frames, and to
|
||||
swap them after each draw cycle is complete, so that there's always a complete frame available when
|
||||
the screen is updated. If the simulation is running slow, then the same completed frame will be
|
||||
sent more than once. If it's too fast, then some frames wont be sent to the screen at all before
|
||||
being redrawn. This turned out to not be necessary because of the all-at-once update, but since I
|
||||
will likely need to change to line-by-line updating in the future, the `FrameSwapper` code has been
|
||||
left in place in the actual Moa code.
|
||||
|
||||
|
||||
The VDP Device
|
||||
@ -556,10 +564,12 @@ Scrolls And Sprites
|
||||
-------------------
|
||||
|
||||
Now that there's a way to draw cells to the screen, how is the VDP told which ones to draw and
|
||||
where? They can either be specified in a scroll table, or they can be added as a sprite. There are
|
||||
two moveable planes called Scroll A and Scroll B, the tables for which are stored in VRAM and the
|
||||
starting address of each table is stored in their own VDP registers. Each table is an array of
|
||||
16-bit words where each word is called a pattern name and contains the pattern number, the colour
|
||||
where? There are two ways. They can either be specified in one of the two scroll tables, or they
|
||||
can be specified in a sprite.
|
||||
|
||||
There are two moveable planes called Scroll A and Scroll B, the tables for which are stored in VRAM
|
||||
and the starting address of each table is stored in their own VDP registers. Each table is an array
|
||||
of 16-bit words where each word is called a pattern name and contains the pattern number, the colour
|
||||
palette to render it with, two bits to reverse the pattern in the horizontal and/or vertical
|
||||
direction, and a priority bit used to determine the draw order of the different planes. The exact
|
||||
format in memory is better shown at
|
||||
@ -568,26 +578,28 @@ format in memory is better shown at
|
||||
|
||||
Both scrolls must be the same size, but the size can be any combination of 32, 64, or 128 cells in
|
||||
either direction. This means they are usually bigger than the size of the screen itself, which for
|
||||
the NTSC version is usually 40 x 28 cells. The portion of the scroll that's drawn on the screen can
|
||||
be controlled using the scrolling features of the VDP, which at its simplest is just two numbers per
|
||||
plane to specify the vertical and horizontal offset of the scroll relative to the upper left corner
|
||||
of the screen, but at it's most complex can have a different offset for each line of pixels which
|
||||
controls the horizontal position of each line. I left the scrolling functionality unimplemented
|
||||
until the scroll planes were working, so I'll go into more detail about it later. For the logo and
|
||||
title screens, there usually isn't a scroll offset, so displaying the upper left corner of the
|
||||
scroll at the upper left corner of the screen should still display something.
|
||||
the NTSC version is usually 40 x 28 cells (320 x 224 pixels). Which portion of the scroll plane to
|
||||
draw on the screen can be controlled using the scrolling features of the VDP, which at its simplest
|
||||
is just two numbers per plane to specify the vertical and horizontal offset of the scroll relative
|
||||
to the upper left corner of the screen, but at it's most complex can have a different offset for
|
||||
each line of pixels which controls the horizontal position of each line. I left the scrolling
|
||||
functionality unimplemented until the scroll planes were working, so I'll go into more detail about
|
||||
it later. For the logo and title screens, there usually isn't a scroll offset, so displaying the
|
||||
upper left corner of the scroll at the upper left corner of the screen should still display
|
||||
something.
|
||||
|
||||
There is also a special fixed plane called the window, but not many games seem to need it and my
|
||||
There is also a special fixed plane called the window, but not many games seem to use it and my
|
||||
early attempts at implementing it caused weird graphics, so I left it for later.
|
||||
|
||||
The other way to draw to the screen is using sprites. Like the scrolls, a table of sprite data is
|
||||
stored in VRAM and a special register contains the address of the start of that table. Each entry
|
||||
in the table is four 16-bit words instead of just one, with each entry corresponding to an
|
||||
independent sprite. For each sprite, there is a vertical and horizontal position (relative to the
|
||||
upper left corner of the screen minus 128 pixels in each direction), the size of the sprite in cells
|
||||
(a single sprite can be comprised of up to 4 x 4 cells), the pattern name to use for the first cell
|
||||
(in the same format as the scrolls), and a link number. The organization of a sprite entry is more
|
||||
clearly displayed [here](https://wiki.megadrive.org/index.php?title=VDP_Sprites)
|
||||
stored in VRAM and a special register contains the address of the start of that table. Unlike the
|
||||
scrolls, each entry in the sprite table is four 16-bit words instead of just one, with each entry
|
||||
corresponding to an independent sprite. For each sprite, there is a vertical and horizontal
|
||||
position (relative to the upper left corner of the screen minus 128 pixels in each direction), the
|
||||
size of the sprite in cells (a single sprite can be comprised of up to 4 x 4 cells), the pattern
|
||||
name to use for the first cell (in the same format as the scrolls), and a link number. The
|
||||
organization of a sprite entry is more clearly displayed
|
||||
[here](https://wiki.megadrive.org/index.php?title=VDP_Sprites)
|
||||
|
||||
The link number is used to determine the sprite priority. Sprite 0, which is the first entry in the
|
||||
table, is always the highest priority sprite. Its link number is the index in the sprite table for
|
||||
@ -606,8 +618,8 @@ Sprites (the moveable graphics), and then the final image is the three planes co
|
||||
|
||||
The following code is my first attempt at implementing this. (Please note: this code contains many
|
||||
issues but it wasn't until after much debugging that I figured out what they all were. I'd like to
|
||||
describe the process of debugging this code in Part III, so I'm showing the code I started with
|
||||
here. Bonus points to anyone who can figure them out without reading onward).
|
||||
describe the process of debugging this code in Part III, so I'm showing the code that I started with
|
||||
here. Bonus points to anyone who can figure out the bugs without reading onward).
|
||||
|
||||
```rust
|
||||
pub fn draw_frame(&mut self, frame: &mut Frame) {
|
||||
@ -721,13 +733,13 @@ internal workings of the console, implementing a simple swappable frontend, and
|
||||
first best guess of how it should work, I could display a very mangled image with bright magenta
|
||||
colours instead of blues. To be honest, I was a bit dejected. I was hoping to have something that
|
||||
at least looked coherent before I added my work in progress to git. Fiddling with it wasn't
|
||||
improving matters at all, so it wasn't going to be a quick fix.
|
||||
improving matters at all, so it wasn't going to be a quick fix. I was going to have roll up my
|
||||
sleeves and grind it out.
|
||||
|
||||
I was going to have roll up my sleeves and grind it out. This is where the real journey began,
|
||||
tirelessly debugging until I hit a wall, taking some detours, working on other projects for a while,
|
||||
eventually returning to it, isolating the problems with the help of some test ROMs and another
|
||||
Genesis emulator as a reference, and finally getting it working. Stay tuned for the (not so)
|
||||
thrilling conclusion in [Part
|
||||
This is where the real journey began, tirelessly debugging until I hit a wall, taking some detours,
|
||||
working on other projects for a while, eventually returning to it, isolating the problems with the
|
||||
help of some test ROMs and another Genesis emulator as a reference, and finally getting it working.
|
||||
Stay tuned for the (not so) thrilling conclusion in [Part
|
||||
III](https://jabberwocky.ca/posts/2022-01-emulating_the_sega_genesis_part3.html) of Emulating The
|
||||
Sega Genesis.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user