#include "tia.h" #include "tia-audio.h" #include "display.h" namespace tia { bool collision_missile0_player1 = false; bool collision_missile0_player0 = false; bool collision_missile1_player0 = false; bool collision_missile1_player1 = false; bool collision_player0_playfield = false; bool collision_player0_ball = false; bool collision_player1_playfield = false; bool collision_player1_ball = false; bool collision_missile0_playfield = false; bool collision_missile0_ball = false; bool collision_missile1_playfield = false; bool collision_missile1_ball = false; bool collision_ball_playfield = false; bool collision_player0_player1 = false; bool collision_missile0_missile1 = false; float paddle_pos[4] { 0.5f, 0.5f, 0.5f, 0.5f }; uint32_t paddle_charge_cycles[4] { 0, 0, 0, 0 }; bool joy0_button_pressed = false; bool joy1_button_pressed = false; uint8_t player0_size = 1; uint8_t player0_num_copies = 1; uint8_t player0_copies_distance = 0; uint8_t player0_color = 0; bool player0_reflect = false; uint8_t player0_pos = 0; uint8_t player0_bits = 0; int8_t player0_hmotion = 0; bool player0_vert_delay = false; uint8_t player0_pixel_counter = 0; uint8_t player0_pixel_position = 0; uint8_t player1_size = 1; uint8_t player1_num_copies = 1; uint8_t player1_copies_distance = 0; uint8_t player1_color = 0; bool player1_reflect = false; uint8_t player1_pos = 0; uint8_t player1_bits = 0; int8_t player1_hmotion = 0; bool player1_vert_delay = false; uint8_t player1_pixel_counter = 0; uint8_t player1_pixel_position = 0; bool missile0_enabled = false; uint8_t missile0_size = 1; uint8_t missile0_pos = 0; int8_t missile0_hmotion = 0; bool missile0_reset = false; uint8_t missile0_pixel_counter = 0; bool missile1_enabled = false; uint8_t missile1_size = 1; uint8_t missile1_pos = 0; int8_t missile1_hmotion = 0; bool missile1_reset = false; uint8_t missile1_pixel_counter = 0; bool ball_enabled = false; uint8_t ball_size = 1; uint8_t ball_pos = 0; int8_t ball_hmotion = 0; bool ball_vert_delay = false; uint8_t ball_pixel_counter = 0; uint8_t playfield_color = 0; bool playfield_reflected = false; bool playfield_score = false; bool playfield_priority = false; uint32_t playfield_bits = 0x00000000; uint8_t playfield_shifts[2][40] = { // Repeat {16,17,18,19, 15,14,13,12,11,10,9,8, 0,1,2,3,4,5,6,7, 16,17,18,19, 15,14,13,12,11,10,9,8, 0,1,2,3,4,5,6,7}, // Reflect {16,17,18,19, 15,14,13,12,11,10,9,8, 0,1,2,3,4,5,6,7, 7,6,5,4,3,2,1,0, 8,9,10,11,12,13,14,15, 19,18,17,16} }; uint8_t background_color = 0; uint32_t current_frame_cycles = 0; bool hmove = false; bool vsync_set = false; bool vblank_set = false; bool vblank_latch = false; bool vblank_dump = false; uint16_t color_clock = 0; uint16_t current_scanline = 0; bool rdy_low = false; uint8_t framebuffer[192][160]; void reset() { } const uint8_t *get_framebuffer() { return (const uint8_t*)framebuffer; } void tick() { if (!vblank_dump) current_frame_cycles++; color_clock = (color_clock + 1) % 228; if (color_clock == 0) { rdy_low = false; hmove = false; current_scanline++; } if (missile0_reset) missile0_pos = player0_pos + (4*player0_size); if (missile1_reset) missile1_pos = player1_pos + (4*player1_size); audio::tick(); // [TODO] Pintar pixels if ( (!vsync_set) && (!vblank_set) && (color_clock >= 68) && (current_scanline >= 37) && (current_scanline < 229) && (!hmove || color_clock >= 92) ) { const uint8_t pixel_clock = color_clock - 68; if (player0_pos == pixel_clock) { player0_pixel_counter = player0_size; player0_pixel_position = 7; } if (player1_pos == pixel_clock) { player1_pixel_counter = player1_size; player1_pixel_position = 7; } if ( (missile0_enabled) && (missile0_pos == pixel_clock) ) { missile0_pixel_counter = missile0_size; } if ( (missile1_enabled) && (missile1_pos == pixel_clock) ) { missile1_pixel_counter = missile1_size; } if ( (ball_enabled) && (ball_pos == pixel_clock) ) { ball_pixel_counter = ball_size; } bool player0_visible = false; bool player1_visible = false; bool missile0_visible = false; bool missile1_visible = false; bool ball_visible = false; bool playfield_visible = false; if (player0_pixel_counter>0) { if ((player0_bits>>player0_pixel_position)&0x01) player0_visible = true; player0_pixel_counter--; if ( (player0_pixel_counter==0) && (player0_pixel_position>0) ) { player0_pixel_counter = player0_size; player0_pixel_position--; } } if (player1_pixel_counter>0) { if ((player1_bits>>player1_pixel_position)&0x01) player1_visible = true; player1_pixel_counter--; if ( (player1_pixel_counter==0) && (player1_pixel_position>0) ) { player1_pixel_counter = player1_size; player1_pixel_position--; } } if (missile0_pixel_counter>0) { missile0_visible = true; missile0_pixel_counter--; } if (missile1_pixel_counter>0) { missile1_visible = true; missile1_pixel_counter--; } if (ball_pixel_counter>0) { ball_visible = true; ball_pixel_counter--; } const uint8_t playfield_clock = pixel_clock >> 2; const uint8_t playfield_shift = playfield_shifts[playfield_reflected?1:0][playfield_clock]; if ( (playfield_bits >> playfield_shift) & 0x01) { playfield_visible = true; } if (missile0_visible && player1_visible) collision_missile0_player1 = true; if (missile0_visible && player0_visible) collision_missile0_player0 = true; if (missile1_visible && player0_visible) collision_missile1_player0 = true; if (missile1_visible && player1_visible) collision_missile1_player1 = true; if (player0_visible && playfield_visible) collision_player0_playfield = true; if (player0_visible && ball_visible) collision_player0_ball = true; if (player1_visible && playfield_visible) collision_player1_playfield = true; if (player1_visible && ball_visible) collision_player1_ball = true; if (missile0_visible && playfield_visible) collision_missile0_playfield = true; if (missile0_visible && ball_visible) collision_missile0_ball = true; if (missile1_visible && playfield_visible) collision_missile1_playfield = true; if (missile1_visible && ball_visible) collision_missile1_ball = true; if (ball_visible && playfield_visible) collision_ball_playfield = true; if (player0_visible && player1_visible) collision_player0_player1 = true; if (missile0_visible && missile1_visible) collision_missile0_missile1 = true; const uint8_t x = pixel_clock; const uint8_t y = current_scanline-37; if (playfield_priority) { if (ball_visible) { framebuffer[y][x] = playfield_color; } else if (playfield_visible) { framebuffer[y][x] = playfield_score ? (x<80 ? player0_color : player1_color) : playfield_color; } else if (player0_visible || missile0_visible) { framebuffer[y][x] = player0_color; } else if (player1_visible || missile1_visible) { framebuffer[y][x] = player1_color; } else { framebuffer[y][x] = background_color; } } else { if (player0_visible || missile0_visible) { framebuffer[y][x] = player0_color; } else if (player1_visible || missile1_visible) { framebuffer[y][x] = player1_color; } else if (ball_visible) { framebuffer[y][x] = playfield_color; } else if (playfield_visible) { framebuffer[y][x] = playfield_score ? (x<80 ? player0_color : player1_color) : playfield_color; } else { framebuffer[y][x] = background_color; } } } } uint8_t get_paddle_state(int index) { if (vblank_dump) return 0x00; return (current_frame_cycles >= paddle_charge_cycles[index]) ? 0x80 : 0x00; } uint8_t read(uint16_t address) { switch (address & 0x0f) { case 0x00: return (collision_missile0_player1?0x80:0x00) | (collision_missile0_player0?0x40:0x00); case 0x01: return (collision_missile1_player0?0x80:0x00) | (collision_missile1_player1?0x40:0x00); case 0x02: return (collision_player0_playfield?0x80:0x00) | (collision_player0_ball?0x40:0x00); case 0x03: return (collision_player1_playfield?0x80:0x00) | (collision_player1_ball?0x40:0x00); case 0x04: return (collision_missile0_playfield?0x80:0x00) | (collision_missile0_ball?0x40:0x00); case 0x05: return (collision_missile1_playfield?0x80:0x00) | (collision_missile1_ball?0x40:0x00); case 0x06: return (collision_ball_playfield?0x80:0x00); case 0x07: return (collision_player0_player1?0x80:0x00) | (collision_missile0_missile1?0x40:0x00); case 0x08: return get_paddle_state(0); case 0x09: return get_paddle_state(1); case 0x0A: return get_paddle_state(2); case 0x0B: return get_paddle_state(3); case 0x0C: return joy0_button_pressed ? 0x00 : 0x80; case 0x0D: return joy1_button_pressed ? 0x00 : 0x80; default: return 0x00; } } void write(uint16_t address, uint8_t value) { address &= 0x3f; if (address >= 0x2d) address -= 0x20; // [TODO] Procesar segons l'adreça resultant switch (address) { case 0x00: // VSYNC { const bool old_vsync = vsync_set; vsync_set = value & 0x20; if (old_vsync && !vsync_set) { // Resetejem el frame current_scanline = 0; display::redraw(); } break; } case 0x01: // VBLANK { bool prev_dump = vblank_dump; vblank_set = value & 0x20; vblank_latch = value & 0x40; vblank_dump = value & 0x80; if (prev_dump && !vblank_dump) { current_frame_cycles = 0; for (int i = 0; i < 4; ++i) paddle_charge_cycles[i] = static_cast(paddle_pos[i] * 2400.0f); } break; } case 0x02: // WSYNC rdy_low = true; break; case 0x03: // RSYNC color_clock = 0; rdy_low = false; break; case 0x04: // NUSIZ0 missile0_size = 1 << ((value >> 4) & 0x03); switch (value & 0x07) { case 0: player0_num_copies = 1; player0_copies_distance = 0; player0_size = 1; break; case 1: player0_num_copies = 2; player0_copies_distance = 2; player0_size = 1; break; case 2: player0_num_copies = 2; player0_copies_distance = 4; player0_size = 1; break; case 3: player0_num_copies = 3; player0_copies_distance = 2; player0_size = 1; break; case 4: player0_num_copies = 2; player0_copies_distance = 8; player0_size = 1; break; case 5: player0_num_copies = 1; player0_copies_distance = 0; player0_size = 2; break; case 6: player0_num_copies = 3; player0_copies_distance = 4; player0_size = 1; break; case 7: player0_num_copies = 1; player0_copies_distance = 0; player0_size = 4; break; } break; case 0x05: // NUSIZ1 missile1_size = 1 << ((value >> 4) & 0x03); switch (value & 0x07) { case 0: player1_num_copies = 1; player1_copies_distance = 0; player1_size = 1; break; case 1: player1_num_copies = 2; player1_copies_distance = 2; player1_size = 1; break; case 2: player1_num_copies = 2; player1_copies_distance = 4; player1_size = 1; break; case 3: player1_num_copies = 3; player1_copies_distance = 2; player1_size = 1; break; case 4: player1_num_copies = 2; player1_copies_distance = 8; player1_size = 1; break; case 5: player1_num_copies = 1; player1_copies_distance = 0; player1_size = 2; break; case 6: player1_num_copies = 3; player1_copies_distance = 4; player1_size = 1; break; case 7: player1_num_copies = 1; player1_copies_distance = 0; player1_size = 4; break; } break; case 0x06: // COLUP0 player0_color = (value >> 1) & 0x7F; break; case 0x07: // COLUP1 player1_color = (value >> 1) & 0x7F; break; case 0x08: // COLUPF playfield_color = (value >> 1) & 0x7F; break; case 0x09: // COLUBK background_color = (value >> 1) & 0x7F; break; case 0x0A: // CTRLPF playfield_reflected = value & 0x01; playfield_score = value & 0x02; playfield_priority = value & 0x04; ball_size = 1 << ((value >> 4) & 0x03); break; case 0x0B: // REFP0 player0_reflect = value & 0x08; break; case 0x0C: // REFP1 player1_reflect = value & 0x08; break; case 0x0D: // PF0 playfield_bits = (playfield_bits & 0x0000ffff) | (uint32_t(value>>4)<<16); break; case 0x0E: // PF1 playfield_bits = (playfield_bits & 0x000f00ff) | (uint32_t(value)<<8); break; case 0x0F: // PF2 playfield_bits = (playfield_bits & 0x000fff00) | (uint32_t(value)); break; case 0x10: // RESP0 player0_pos = color_clock < 68 ? 0 : color_clock-68; break; case 0x11: // RESP1 player1_pos = color_clock < 68 ? 0 : color_clock-68; break; case 0x12: // RESM0 missile0_pos = color_clock < 68 ? 0 : color_clock-68; break; case 0x13: // RESM1 missile1_pos = color_clock < 68 ? 0 : color_clock-68; break; case 0x14: // RESBL ball_pos = color_clock < 68 ? 0 : color_clock-68; break; case 0x15: // AUDC0 case 0x16: // AUDC1 case 0x17: // AUDF0 case 0x18: // AUDF1 case 0x19: // AUDV0 case 0x1A: // AUDV1 audio::write(address, value); break; case 0x1B: //GRP0 player0_bits = value; break; case 0x1C: //GRP1 player1_bits = value; break; case 0x1D: //ENAM0 missile0_enabled = value & 0x02; break; case 0x1E: //ENAM1 missile0_enabled = value & 0x02; break; case 0x1F: //ENABL missile0_enabled = value & 0x02; break; case 0x20: //HMP0 player0_hmotion = int8_t(value) >> 4; break; case 0x21: //HMP1 player1_hmotion = int8_t(value) >> 4; break; case 0x22: //HMM0 missile0_hmotion = int8_t(value) >> 4; break; case 0x23: //HMM1 missile1_hmotion = int8_t(value) >> 4; break; case 0x24: //HMBL ball_hmotion = int8_t(value) >> 4; break; case 0x25: //VDELP0 player0_vert_delay = value & 0x01; break; case 0x26: //VDELP1 player1_vert_delay = value & 0x01; break; case 0x27: //VDELBL ball_vert_delay = value & 0x01; break; case 0x28: // RESMP0 missile0_reset = value & 0x02; break; case 0x29: // RESMP1 missile1_reset = value & 0x02; break; case 0x2A: // HMOVE // [TODO] Implementació bàsica, reemplazar per una que use els 15 color_clocks en el futur player0_pos += player0_hmotion; player1_pos += player1_hmotion; missile0_pos += missile0_hmotion; missile1_pos += missile1_hmotion; ball_pos += ball_hmotion; hmove = true; break; case 0x2B: // HMCLR player0_hmotion = player1_hmotion = missile0_hmotion = missile1_hmotion = ball_hmotion = 0; break; case 0x2C: // CXCLR collision_missile0_player1 = false; collision_missile0_player0 = false; collision_missile1_player0 = false; collision_missile1_player1 = false; collision_player0_playfield = false; collision_player0_ball = false; collision_player1_playfield = false; collision_player1_ball = false; collision_missile0_playfield = false; collision_missile0_ball = false; collision_missile1_playfield = false; collision_missile1_ball = false; collision_ball_playfield = false; collision_player0_player1 = false; collision_missile0_missile1 = false; break; } } bool is_rdy_low() { return rdy_low; } namespace debug { const memDebugInfo getInfo(uint16_t address) { return {"TIA", mdtRegister, address}; } } }