ref: 166acc4dfb5e27cff23b3672366b6979815f5dad
dir: /zelda_rtl.cpp/
#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); }