Esempio n. 1
0
        protected override void Initialize()
        {
            this.IsMouseVisible = true;

            this.IsFixedTimeStep   = true;
            this.TargetElapsedTime = new TimeSpan(4000); // only if IsFixedTimeStep is true
            bool testROM = true;

            if (testROM)
            {
                CPU.instructionFecther.LoadSourceFile(@".\ROM\SpaceInvaders1978\TEST-ROM2.json", SourceFileFormat.JSON_HEX);
            }
            else
            {
                CPU.instructionFecther.LoadSourceFile(@".\ROM\SpaceInvaders1978\INVADERS-H.json", SourceFileFormat.JSON_HEX);
                //Debug.Write("Next file2\n");
                CPU.instructionFecther.LoadSourceFile(@".\ROM\SpaceInvaders1978\INVADERS-G.json", SourceFileFormat.JSON_HEX);
                //Debug.Write("Next file3\n");
                CPU.instructionFecther.LoadSourceFile(@".\ROM\SpaceInvaders1978\INVADERS-f.json", SourceFileFormat.JSON_HEX);
                //Debug.Write("Next file4\n");
                CPU.instructionFecther.LoadSourceFile(@".\ROM\SpaceInvaders1978\INVADERS-E.json", SourceFileFormat.JSON_HEX);
                CPU.instructionFecther.ParseCurrentContent();
            }


            List <string> spaceInvadersAsm     = new List <string>();
            string        SpaceInvadersAsmPath = @"..\..\..\..\Misc\OutputFiles\SpaceInvaders.8080asm";

            if (File.Exists(SpaceInvadersAsmPath))
            {
                File.Delete(SpaceInvadersAsmPath);
            }
            File.WriteAllLines(SpaceInvadersAsmPath, CPU.instructionFecther.FetchAllCodeLines());

            Memory.RAM2File(); //NO WRITING FOR THE TIME BEING
            Memory.RAM2FileHTML();
            int memoryPointer = 0;

            foreach (byte _byte in CPU.instructionFecther.FetchAllCodeBytes())
            {
                Memory.RAMMemory[memoryPointer] = _byte;
                memoryPointer++;
                Memory.TextSectionSize++;
            }

            //CPU.instructionFecther.ResetInstructionIterator(); //this is overly complicated, better get it from RAM

            DisplayBuffer.Init(GraphicsDevice, Color.Black, Color.White);
            DisplayBuffer.GenerateDisplay(); //Inverted colours. This is bad test, first frame will come emtpy always

            DisplayBuffer.GenerateRAMDisplay();

            screenBitmap = DisplayBuffer.videoTexture; // First screencap
            RAMBitmap    = DisplayBuffer.RAMtexture;   // First screencap



            base.Initialize();
        }
Esempio n. 2
0
        protected override void Draw(GameTime gameTime)
        {
            //Update VideoBuffer
            DisplayBuffer.GenerateDisplay();
            screenBitmap = DisplayBuffer.videoTexture;

            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            // GUI elements
            spriteBatch.Draw(oneCycle, positionOneCycleButton, Color.White);
            spriteBatch.Draw(loopCycles, new Rectangle(280, 10, 80, 50), Color.White);
            spriteBatch.Draw(RAMMeter, new Rectangle(20, 475, 800, 50), Color.White);
            spriteBatch.DrawString(font, "Step ONE Instruction          Cycle automatically", new Vector2(10, 70), Color.Black);
            // PC, cycles and next instruction
            spriteBatch.DrawString(font, "ProgramCounter(PC): $" + CPU.programCounter.ToString("X4") + " (Memory address of current instruction)", new Vector2(10, 100), Color.Black);
            spriteBatch.DrawString(font, "StackPointer(SP): $" + CPU.stackPointer.ToString("X4") + " (Memory address of stack pointer)", new Vector2(10, 120), Color.Black);
            spriteBatch.DrawString(font, "Cycle: " + CPU.cyclesCounter.ToString(), new Vector2(10, 140), Color.Black);
            spriteBatch.DrawString(font, "Last executed CPU instruction:\n" + CPU.InstructionExecuting, new Vector2(10, 160), Color.Black);



            // CPU Registers
            string registers = "REGISTERS"
                               + "\nA: " + BitConverter.ToString(new byte[] { CPU.registerA })
                               + "\nB: " + BitConverter.ToString(new byte[] { CPU.registerB })
                               + "\nC: " + BitConverter.ToString(new byte[] { CPU.registerC })
                               + "\nD: " + BitConverter.ToString(new byte[] { CPU.registerD })
                               + "\nE: " + BitConverter.ToString(new byte[] { CPU.registerE })
                               + "\nH: " + BitConverter.ToString(new byte[] { CPU.registerH })
                               + "\nL: " + BitConverter.ToString(new byte[] { CPU.registerL });

            spriteBatch.DrawString(font, registers, new Vector2(10, 240), Color.Black);

            string flags = "FLAGS"
                           + "\nZERO:       " + CPU.ZeroFlag.ToString()
                           + "\nSIGN:       " + CPU.SignFlag.ToString()
                           + "\nPARITY:     " + CPU.ParityFlag.ToString()
                           + "\nCARRY:      " + CPU.CarryFlag.ToString()
                           + "\nAUX. CARRY: " + CPU.AuxCarryFlag.ToString();

            spriteBatch.DrawString(font, flags, new Vector2(120, 240), Color.Black);

            // Cycles per second
            spriteBatch.DrawString(font, "Cyles per second: " + CPU.CPS, new Vector2(140, 400), Color.Black);
            spriteBatch.DrawString(font, "Subroutine: " + CPU.comment, new Vector2(140, 420), Color.Black);

            // Display!!
            spriteBatch.Draw(screenBitmap, pos, null, Color.White, RotationAngle, origin, 1.0f, SpriteEffects.None, 0f);


            //Display RAM
            spriteBatch.Draw(RAMBitmap, posRAM, null, Color.White, rotationAngleRAM, origin, 1.0f, SpriteEffects.None, 0f);
            spriteBatch.End();

            base.Draw(gameTime);
        }