public void FrameAdvance(bool render, bool renderSound) { Cpu.Debug = Tracer.Enabled; Frame++; _isLag = true; PSG.BeginFrame(Cpu.TotalExecutedCycles); if (Cpu.Debug && Cpu.Logger == null) // TODO, lets not do this on each frame. But lets refactor CoreComm/CoreComm first { Cpu.Logger = (s) => Tracer.Put(s); } byte temp_ret1 = ControllerDeck.ReadPort1(Controller, true, true); byte temp_ret2 = ControllerDeck.ReadPort2(Controller, true, true); bool Int_pending = (!temp_ret1.Bit(4)) | (!temp_ret2.Bit(4)); VDP.ExecuteFrame(Int_pending); PSG.EndFrame(Cpu.TotalExecutedCycles); if (_isLag) { _lagCount++; } }
public void FrameAdvance(IController controller, bool render, bool renderSound) { _controller = controller; _cpu.Debug = _tracer.Enabled; _frame++; _isLag = true; PSG.BeginFrame(_cpu.TotalExecutedCycles); if (_cpu.Debug && _cpu.Logger == null) // TODO, lets not do this on each frame. But lets refactor CoreComm/CoreComm first { _cpu.Logger = (s) => _tracer.Put(s); } byte tempRet1 = ControllerDeck.ReadPort1(controller, true, true); byte tempRet2 = ControllerDeck.ReadPort2(controller, true, true); bool intPending = (!tempRet1.Bit(4)) | (!tempRet2.Bit(4)); _vdp.ExecuteFrame(intPending); PSG.EndFrame(_cpu.TotalExecutedCycles); if (_isLag) { _lagCount++; } }
public void get_controller_state() { ushort port1 = ControllerDeck.ReadPort1(Controller); _psg.Register[14] = (ushort)(0xFF - port1); ushort port2 = ControllerDeck.ReadPort2(Controller); _psg.Register[15] = (ushort)(0xFF - port2); }
byte ReadController2() { _isLag = false; byte retval; if (InputPortSelection == InputPortMode.Left) { retval = ControllerDeck.ReadPort2(Controller, true, false); return(retval); } if (InputPortSelection == InputPortMode.Right) { retval = ControllerDeck.ReadPort2(Controller, false, false); return(retval); } return(0x7F); }
public void FrameAdvance(IController controller, bool render, bool renderSound) { _controller = controller; // NOTE: Need to research differences between reset and power cycle if (_controller.IsPressed("Power")) { HardReset(); } if (_controller.IsPressed("Reset")) { SoftReset(); } _frame++; _isLag = true; PSG.BeginFrame(_cpu.TotalExecutedCycles); if (_tracer.Enabled) { _cpu.TraceCallback = s => _tracer.Put(s); } else { _cpu.TraceCallback = null; } byte tempRet1 = ControllerDeck.ReadPort1(controller, true, true); byte tempRet2 = ControllerDeck.ReadPort2(controller, true, true); bool intPending = (!tempRet1.Bit(4)) | (!tempRet2.Bit(4)); _vdp.ExecuteFrame(intPending); PSG.EndFrame(_cpu.TotalExecutedCycles); if (_isLag) { _lagCount++; } }
public void FrameAdvance(IController controller, bool render, bool renderSound) { _controller = controller; // NOTE: Need to research differences between reset and power cycle if (_controller.IsPressed("Power")) { HardReset(); } if (_controller.IsPressed("Reset")) { SoftReset(); } _cpu.Debug = _tracer.Enabled; _frame++; _isLag = true; PSG.BeginFrame(_cpu.TotalExecutedCycles); if (_cpu.Debug && _cpu.Logger == null) // TODO, lets not do this on each frame. But lets refactor CoreComm/CoreComm first { _cpu.Logger = (s) => _tracer.Put(s); } byte tempRet1 = ControllerDeck.ReadPort1(controller, true, true); byte tempRet2 = ControllerDeck.ReadPort2(controller, true, true); bool intPending = (!tempRet1.Bit(4)) | (!tempRet2.Bit(4)); _vdp.ExecuteFrame(intPending); PSG.EndFrame(_cpu.TotalExecutedCycles); if (_isLag) { _lagCount++; } }
public bool FrameAdvance(IController controller, bool render, bool renderSound) { _controller = controller; // NOTE: Need to research differences between reset and power cycle if (_controller.IsPressed("Power")) { HardReset(); } if (_controller.IsPressed("Reset")) { SoftReset(); } _frame++; _isLag = true; if (_tracer.Enabled) { _cpu.TraceCallback = s => _tracer.Put(s); } else { _cpu.TraceCallback = null; } byte tempRet1 = ControllerDeck.ReadPort1(controller, true, false); byte tempRet2 = ControllerDeck.ReadPort2(controller, true, false); bool intPending = false; // the return values represent the controller's current state, but the sampling rate is not high enough // to catch all changes in wheel orientation // so we use the wheel variable and interpolate between frames // first determine how many degrees the wheels changed, and how many regions have been traversed float change1 = (float)(((ControllerDeck.wheel1 - ControllerDeck.temp_wheel1) % 180) / 1.25); float change2 = (float)(((ControllerDeck.wheel2 - ControllerDeck.temp_wheel2) % 180) / 1.25); // special cases if ((ControllerDeck.temp_wheel1 > 270) && (ControllerDeck.wheel1 < 90)) { change1 = (float)((ControllerDeck.wheel1 + (360 - ControllerDeck.temp_wheel1)) / 1.25); } if ((ControllerDeck.wheel1 > 270) && (ControllerDeck.temp_wheel1 < 90)) { change1 = -(float)((ControllerDeck.temp_wheel1 + (360 - ControllerDeck.wheel1)) / 1.25); } if ((ControllerDeck.temp_wheel2 > 270) && (ControllerDeck.wheel2 < 90)) { change2 = (float)((ControllerDeck.wheel2 + (360 - ControllerDeck.temp_wheel2)) / 1.25); } if ((ControllerDeck.wheel2 > 270) && (ControllerDeck.temp_wheel2 < 90)) { change2 = -(float)((ControllerDeck.temp_wheel2 + (360 - ControllerDeck.wheel2)) / 1.25); } int changes1 = change1 > 0 ? (int)Math.Floor(change1) : (int)Math.Ceiling(change1); int changes2 = change2 > 0 ? (int)Math.Floor(change2) : (int)Math.Ceiling(change2); for (int scanLine = 0; scanLine < 262; scanLine++) { _vdp.RenderScanline(scanLine); if (scanLine == 192) { _vdp.InterruptPending = true; if (_vdp.EnableInterrupts) { _cpu.NonMaskableInterrupt = true; } } for (int i = 0; i < 228; i++) { PSG.generate_sound(1); if (use_SGM) { SGM_sound.generate_sound(1); } _cpu.ExecuteOne(); // pick out sound samples from the sound devices twice per scanline int v = PSG.Sample(); if (use_SGM) { v += SGM_sound.Sample(); } if (v != _latchedSample) { _blip.AddDelta((uint)_sampleClock, v - _latchedSample); _latchedSample = v; } _sampleClock++; } // starting from scanline 20, changes to the wheel are added once per scanline (up to 144) if (scanLine > 20) { if (changes1 != 0) { if (changes1 > 0) { ControllerDeck.temp_wheel1 = (float)((ControllerDeck.temp_wheel1 + 1.25) % 360); changes1--; } else { ControllerDeck.temp_wheel1 = (float)((ControllerDeck.temp_wheel1 - 1.25) % 360); changes1++; } } if (changes2 != 0) { if (changes2 > 0) { ControllerDeck.temp_wheel2 = (float)((ControllerDeck.temp_wheel2 + 1.25) % 360); changes2--; } else { ControllerDeck.temp_wheel2 = (float)((ControllerDeck.temp_wheel2 - 1.25) % 360); changes2++; } } } tempRet1 = ControllerDeck.ReadPort1(controller, true, true); tempRet2 = ControllerDeck.ReadPort2(controller, true, true); intPending = (!tempRet1.Bit(4) && temp_1_prev) | (!tempRet2.Bit(4) && temp_2_prev); _cpu.FlagI = false; if (intPending) { _cpu.FlagI = true; intPending = false; } temp_1_prev = tempRet1.Bit(4); temp_2_prev = tempRet2.Bit(4); } ControllerDeck.temp_wheel1 = ControllerDeck.wheel1; ControllerDeck.temp_wheel2 = ControllerDeck.wheel2; if (_isLag) { _lagCount++; } return(true); }