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zelda_rtl.cpp
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zelda_rtl.cpp
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#include "zelda_rtl.h"
#include "variables.h"
#include "misc.h"
#include "nmi.h"
#include "poly.h"
#include "attract.h"
#include "spc_player.h"
#include "snes/ppu.h"
ZeldaEnv g_zenv;
// These point to the rewritten instance of the emu.
uint8 g_ram[131072];
struct SimpleHdma {
const uint8 *table;
const uint8 *indir_ptr;
uint8 rep_count;
uint8 mode;
uint8 ppu_addr;
uint8 indir_bank;
};
void SimpleHdma_Init(SimpleHdma *c, DmaChannel *dc);
void SimpleHdma_DoLine(SimpleHdma *c);
static const uint8 bAdrOffsets[8][4] = {
{0, 0, 0, 0},
{0, 1, 0, 1},
{0, 0, 0, 0},
{0, 0, 1, 1},
{0, 1, 2, 3},
{0, 1, 0, 1},
{0, 0, 0, 0},
{0, 0, 1, 1}
};
static const uint8 transferLength[8] = {
1, 2, 2, 4, 4, 4, 2, 4
};
#define AT_WORD(x) (uint8)(x), (x)>>8
// direct
static const uint8 kAttractDmaTable0[13] = {0x20, AT_WORD(0x00ff), 0x50, AT_WORD(0xe018), 0x50, AT_WORD(0xe018), 1, AT_WORD(0x00ff), 0};
static const uint8 kAttractDmaTable1[10] = {0x48, AT_WORD(0x00ff), 0x30, AT_WORD(0xd830), 1, AT_WORD(0x00ff), 0};
static const uint8 kHdmaTableForEnding[19] = {
0x52, AT_WORD(0x600), 8, AT_WORD(0xe2), 8, AT_WORD(0x602), 5, AT_WORD(0x604), 0x10, AT_WORD(0x606), 0x81, AT_WORD(0xe2), 0,
};
static const uint8 kSpotlightIndirectHdma[7] = {0xf8, AT_WORD(0x1b00), 0xf8, AT_WORD(0x1bf0), 0};
static const uint8 kMapModeHdma0[7] = {0xf0, AT_WORD(0xdd27), 0xf0, AT_WORD(0xde07), 0};
static const uint8 kMapModeHdma1[7] = {0xf0, AT_WORD(0xdee7), 0xf0, AT_WORD(0xdfc7), 0};
static const uint8 kAttractIndirectHdmaTab[7] = {0xf0, AT_WORD(0x1b00), 0xf0, AT_WORD(0x1be0), 0};
static const uint8 kHdmaTableForPrayingScene[7] = {0xf8, AT_WORD(0x1b00), 0xf8, AT_WORD(0x1bf0), 0};
void zelda_apu_write(uint32_t adr, uint8_t val) {
assert(adr >= APUI00 && adr <= APUI03);
g_zenv.player->input_ports[adr & 0x3] = val;
}
void zelda_apu_write_word(uint32_t adr, uint16_t val) {
zelda_apu_write(adr, val);
zelda_apu_write(adr + 1, val >> 8);
}
uint8_t zelda_read_apui00() {
// This needs to be here because the ancilla code reads
// from the apu and we don't want to make the core code
// dependent on the apu timings, so relocated this value
// to 0x648.
return g_ram[0x648];
}
uint8_t zelda_apu_read(uint32_t adr) {
return g_zenv.player->port_to_snes[adr & 0x3];
}
uint16_t zelda_apu_read_word(uint32_t adr) {
uint16_t rv = zelda_apu_read(adr);
rv |= zelda_apu_read(adr + 1) << 8;
return rv;
}
void zelda_ppu_write(uint32_t adr, uint8_t val) {
assert(adr >= INIDISP && adr <= STAT78);
ppu_write(g_zenv.ppu, (uint8)adr, val);
}
void zelda_ppu_write_word(uint32_t adr, uint16_t val) {
zelda_ppu_write(adr, val);
zelda_ppu_write(adr + 1, val >> 8);
}
void zelda_apu_runcycles() {
// apu_cycle(g_zenv.apu);
}
const uint8 *SimpleHdma_GetPtr(uint32 p) {
switch (p) {
case 0xCFA87: return kAttractDmaTable0;
case 0xCFA94: return kAttractDmaTable1;
case 0xebd53: return kHdmaTableForEnding;
case 0x0F2FB: return kSpotlightIndirectHdma;
case 0xabdcf: return kMapModeHdma0;
case 0xabdd6: return kMapModeHdma1;
case 0xABDDD: return kAttractIndirectHdmaTab;
case 0x2c80c: return kHdmaTableForPrayingScene;
case 0x1b00: return (uint8 *)mode7_hdma_table;
case 0x1be0: return (uint8 *)mode7_hdma_table + 0xe0;
case 0x1bf0: return (uint8 *)mode7_hdma_table + 0xf0;
case 0xadd27: return (uint8*)kMapMode_Zooms1;
case 0xade07: return (uint8*)kMapMode_Zooms1 + 0xe0;
case 0xadee7: return (uint8*)kMapMode_Zooms2;
case 0xadfc7: return (uint8*)kMapMode_Zooms2 + 0xe0;
case 0x600: return &g_ram[0x600];
case 0x602: return &g_ram[0x602];
case 0x604: return &g_ram[0x604];
case 0x606: return &g_ram[0x606];
case 0xe2: return &g_ram[0xe2];
default:
assert(0);
return NULL;
}
}
void SimpleHdma_Init(SimpleHdma *c, DmaChannel *dc) {
if (!dc->hdmaActive) {
c->table = 0;
return;
}
c->table = SimpleHdma_GetPtr(dc->aAdr | dc->aBank << 16);
c->rep_count = 0;
c->mode = dc->mode | dc->indirect << 6;
c->ppu_addr = dc->bAdr;
c->indir_bank = dc->indBank;
}
void SimpleHdma_DoLine(SimpleHdma *c) {
if (c->table == NULL)
return;
bool do_transfer = false;
if ((c->rep_count & 0x7f) == 0) {
c->rep_count = *c->table++;
if (c->rep_count == 0) {
c->table = NULL;
return;
}
if(c->mode & 0x40) {
c->indir_ptr = SimpleHdma_GetPtr(c->indir_bank << 16 | c->table[0] | c->table[1] * 256);
c->table += 2;
}
do_transfer = true;
}
if(do_transfer || c->rep_count & 0x80) {
for(int j = 0, j_end = transferLength[c->mode & 7]; j < j_end; j++) {
uint8 v = c->mode & 0x40 ? *c->indir_ptr++ : *c->table++;
zelda_ppu_write(0x2100 + c->ppu_addr + bAdrOffsets[c->mode & 7][j], v);
}
}
c->rep_count--;
}
void ZeldaDrawPpuFrame() {
SimpleHdma hdma_chans[2];
dma_startDma(g_zenv.dma, HDMAEN_copy, true);
SimpleHdma_Init(&hdma_chans[0], &g_zenv.dma->channel[6]);
SimpleHdma_Init(&hdma_chans[1], &g_zenv.dma->channel[7]);
for (int i = 0; i < 225; i++) {
if (i == 128 && irq_flag) {
zelda_ppu_write(BG3HOFS, selectfile_var8);
zelda_ppu_write(BG3HOFS, selectfile_var8 >> 8);
zelda_ppu_write(BG3VOFS, 0);
zelda_ppu_write(BG3VOFS, 0);
if (irq_flag & 0x80) {
irq_flag = 0;
zelda_snes_dummy_write(NMITIMEN, 0x81);
}
}
ppu_runLine(g_zenv.ppu, i);
SimpleHdma_DoLine(&hdma_chans[0]);
SimpleHdma_DoLine(&hdma_chans[1]);
}
}
void HdmaSetup(uint32 addr6, uint32 addr7, uint8 transfer_unit, uint8 reg6, uint8 reg7, uint8 indirect_bank) {
struct Dma *dma = g_zenv.dma;
if (addr6) {
dma_write(dma, DMAP6, transfer_unit);
dma_write(dma, BBAD6, reg6);
dma_write(dma, A1T6L, addr6);
dma_write(dma, A1T6H, addr6 >> 8);
dma_write(dma, A1B6, addr6 >> 16);
dma_write(dma, DAS60, indirect_bank);
}
dma_write(dma, DMAP7, transfer_unit);
dma_write(dma, BBAD7, reg7);
dma_write(dma, A1T7L, addr7);
dma_write(dma, A1T7H, addr7 >> 8);
dma_write(dma, A1B7, addr7 >> 16);
dma_write(dma, DAS70, indirect_bank);
}
void ZeldaInitializationCode() {
zelda_snes_dummy_write(NMITIMEN, 0);
zelda_snes_dummy_write(HDMAEN, 0);
zelda_snes_dummy_write(MDMAEN, 0);
zelda_apu_write(APUI00, 0);
zelda_apu_write(APUI01, 0);
zelda_apu_write(APUI02, 0);
zelda_apu_write(APUI03, 0);
zelda_ppu_write(INIDISP, 0x80);
Sound_LoadIntroSongBank();
Startup_InitializeMemory();
animated_tile_data_src = 0xa680;
dma_source_addr_9 = 0xb280;
dma_source_addr_14 = 0xb280 + 0x60;
zelda_snes_dummy_write(NMITIMEN, 0x81);
}
void ZeldaRunGameLoop() {
frame_counter++;
ClearOamBuffer();
Module_MainRouting();
NMI_PrepareSprites();
nmi_boolean = 0;
}
void ZeldaInitialize() {
g_zenv.dma = dma_init(NULL);
g_zenv.ppu = ppu_init(NULL);
g_zenv.ram = g_ram;
g_zenv.sram = (uint8*)calloc(8192, 1);
g_zenv.vram = g_zenv.ppu->vram;
g_zenv.player = SpcPlayer_Create();
SpcPlayer_Initialize(g_zenv.player);
dma_reset(g_zenv.dma);
ppu_reset(g_zenv.ppu);
}
void ZeldaRunFrame(uint16 input) {
if (animated_tile_data_src == 0)
ZeldaInitializationCode();
// When poly is active, the main game loop is not run. They alternate.
if (is_nmi_thread_active && thread_other_stack != 0x1f31) {
if (intro_did_run_step && !nmi_flag_update_polyhedral) {
Poly_RunFrame();
intro_did_run_step = 0;
nmi_flag_update_polyhedral = 0xff;
}
} else {
ZeldaRunGameLoop();
}
Interrupt_NMI(input);
}
void ClearOamBuffer() { // 80841e
for (int i = 0; i < 128; i++)
oam_buf[i].y = 0xf0;
}
void Startup_InitializeMemory() { // 8087c0
memset(g_ram + 0x0, 0, 0x2000);
main_palette_buffer[0] = 0;
srm_var1 = 0;
uint8 *sram = g_zenv.sram;
if (WORD(sram[0x3e5]) != 0x55aa)
WORD(sram[0x3e5]) = 0;
if (WORD(sram[0x8e5]) != 0x55aa)
WORD(sram[0x8e5]) = 0;
if (WORD(sram[0xde5]) != 0x55aa)
WORD(sram[0xde5]) = 0;
zelda_ppu_write(TMW, 0);
INIDISP_copy = 0x80;
flag_update_cgram_in_nmi++;
}
void LoadSongBank(const uint8 *p) { // 808888
SpcPlayer_Upload(g_zenv.player, p);
}