1use alloc::boxed::Box;
2use alloc::vec;
3use alloc::vec::Vec;
4use gte_w65c02s::{System, W65C02S};
5use log::{debug, error, info, warn};
6use gte_w65c02s::State::AwaitingInterrupt;
7use core::fmt::{Debug, Formatter};
8use bytemuck::bytes_of;
9use heapless::{FnvIndexMap};
10use rtrb::PushError;
11use crate::audio_output::GameTankAudio;
12use crate::blitter::Blitter;
13use crate::cartridges::CartridgeType;
14use crate::emulator::PlayState::{Paused, Playing, WasmInit};
15use crate::gametank_bus::{AcpBus, Bus, CpuBus};
16use crate::inputs::{ControllerButton, InputCommand, KeyState};
17use crate::inputs::ControllerButton::{Down, Left, Right, Start, Up, A, B, C};
18use crate::inputs::InputCommand::{Controller1, Controller2, HardReset, PlayPause, SoftReset};
19use crate::inputs::KeyState::JustReleased;
20
21pub const WIDTH: u32 = 128;
22pub const HEIGHT: u32 = 128;
23
24#[derive(Copy, Clone, Debug, PartialEq)]
25pub enum PlayState {
26 WasmInit,
27 Paused,
28 Playing,
29}
30
31pub trait TimeDaemon {
32 fn get_now_ms(&self) -> f64;
33}
34
35pub struct Emulator<Clock: TimeDaemon> {
36 pub cpu_bus: CpuBus,
37 pub acp_bus: AcpBus,
38 pub cpu: W65C02S,
39 pub acp: W65C02S,
40
41 pub blitter: Blitter,
42
43 pub clock_cycles_to_vblank: i32,
44
45 pub last_emu_tick: f64,
46 pub cpu_ns_per_cycle: f64,
47 pub cpu_frequency_hz: f64,
48 pub last_render_time: f64,
49 pub audio_out: Option<GameTankAudio>,
50 pub target_sample_rate: f64,
51 pub play_state: PlayState,
52 pub wait_counter: u64,
53
54 pub input_state: FnvIndexMap<InputCommand, KeyState, 32>, pub clock: Clock,
57}
58
59impl <Clock: TimeDaemon> Emulator<Clock> {
60 pub fn load_rom(&mut self, bytes: &[u8]) {
61 warn!("loading new rom from memory, size: {}", bytes.len());
62 self.cpu_bus.cartridge = CartridgeType::from_slice(bytes);
63 warn!(" - cartridge loaded from memory");
64 self.cpu.reset();
65 warn!(" - cpu reset");
66 self.acp.reset();
67 warn!(" - acp reset");
68 self.blitter.clear_irq_trigger();
69 warn!(" - blitter irq cleared");
70 }
71}
72
73impl <Clock: TimeDaemon> Debug for Emulator<Clock> {
74 fn fmt(&self, f: &mut Formatter) -> core::fmt::Result {
75 f.debug_struct("Emulator")
76 .field("cpu_bus", &self.cpu_bus)
77 .field("acp_bus", &self.acp_bus)
78 .field("cpu", &self.cpu)
79 .field("acp", &self.acp)
80 .field("blitter", &self.blitter)
81 .field("clock_cycles_to_vblank", &self.clock_cycles_to_vblank)
82 .field("last_emu_tick", &self.last_emu_tick);
83
84 Ok(())
85 }}
86
87
88impl <Clock: TimeDaemon> Emulator<Clock> {
89 pub fn wasm_init(&mut self) {
90 if self.play_state == WasmInit {
91 self.play_state = Playing;
92 self.last_emu_tick = self.clock.get_now_ms();
93 self.last_render_time = self.clock.get_now_ms();
94 }
95 }
96
97 pub fn init(clock: Clock, target_sample_rate: f64) -> Self {
98 let play_state = WasmInit;
99
100 let mut bus = CpuBus::default();
101 let mut cpu = W65C02S::new();
102 cpu.step(&mut bus); let acp = W65C02S::new();
104
105 let blitter = Blitter::default();
106
107 let last_cpu_tick_ms = clock.get_now_ms();
108 let cpu_frequency_hz = 3_579_545.0; let cpu_ns_per_cycle = 1_000_000_000.0 / cpu_frequency_hz; let last_render_time = last_cpu_tick_ms;
112
113 Emulator {
114 play_state,
115 cpu_bus: bus,
116 acp_bus: AcpBus::default(),
117 cpu,
118 acp,
119 blitter,
120
121 clock_cycles_to_vblank: 59659,
122 last_emu_tick: last_cpu_tick_ms,
123 cpu_frequency_hz,
124 cpu_ns_per_cycle,
125 last_render_time,
126 audio_out: None,
127 target_sample_rate,
128 wait_counter: 0,
129 input_state: Default::default(),
130 clock,
131 }
132 }
133
134 pub fn process_cycles(&mut self, is_web: bool) {
135 self.process_inputs();
136
137 if self.play_state != Playing {
138 return
139 }
140
141 let now_ms = self.clock.get_now_ms();
142 let mut elapsed_ms = now_ms - self.last_emu_tick;
143
144 if elapsed_ms > 33.0 {
145 warn!("emulator took more than 33ms to process cycles");
146 elapsed_ms = 16.667;
147 }
148
149 let elapsed_ns = elapsed_ms * 1000000.0;
150 let mut remaining_cycles: i32 = (elapsed_ns / self.cpu_ns_per_cycle) as i32;
151
152 let mut acp_cycle_accumulator = 0;
153
154 while remaining_cycles > 0 {
155 if self.cpu.get_state() == AwaitingInterrupt {
156 self.wait_counter += 1;
157 } else if self.wait_counter > 0 {
159 debug!("waited {} cycles", self.wait_counter);
160 self.wait_counter = 0;
161 }
162
163 let cpu_cycles = self.cpu.step(&mut self.cpu_bus);
164
165 remaining_cycles -= cpu_cycles;
166
167 acp_cycle_accumulator += cpu_cycles * 4;
168
169 if self.cpu_bus.system_control.acp_enabled() {
171 self.run_acp(&mut acp_cycle_accumulator);
172 }
173
174 for _ in 0..cpu_cycles {
176 self.blitter.cycle(&mut self.cpu_bus);
177 }
178 let blit_irq = self.blitter.irq_trigger;
181 if blit_irq {
182 debug!("blit irq");
183 }
184 self.cpu.set_irq(blit_irq);
185
186 self.clock_cycles_to_vblank -= cpu_cycles;
187 if self.clock_cycles_to_vblank <= 0 {
188 self.vblank();
189 }
190 }
191
192 self.last_emu_tick = now_ms;
193
194 if !is_web && (now_ms - self.last_render_time) >= 16.67 {
195 debug!("time since last render: {}", now_ms - self.last_render_time);
196 self.last_render_time = now_ms;
197 }
198 }
199
200 fn run_acp(&mut self, acp_cycle_accumulator: &mut i32) {
201 if self.cpu_bus.system_control.clear_acp_reset() {
202 self.acp.reset();
203 }
204
205 if self.cpu_bus.system_control.clear_acp_nmi() {
206 self.acp.set_nmi(true);
207 }
208
209 while *acp_cycle_accumulator > 0 {
210 let acp_cycles = self.acp.step(&mut self.acp_bus);
211 *acp_cycle_accumulator -= acp_cycles;
212 self.acp_bus.irq_counter -= acp_cycles;
213
214 self.acp.set_irq(false);
216 self.acp.set_nmi(false);
217
218 if self.acp_bus.irq_counter <= 0 {
219 self.acp_bus.irq_counter = self.cpu_bus.system_control.sample_rate() as i32 * 4;
220 self.acp.set_irq(true);
221
222 let sample_rate = self.cpu_frequency_hz / self.cpu_bus.system_control.sample_rate() as f64;
223 if self.audio_out.as_ref().map_or(true, |gta| gta.sample_rate != sample_rate) {
225 warn!("recreated audio stream with new sample rate: {:.3}Hz ({})", sample_rate, self.cpu_bus.system_control.sample_rate());
226 self.audio_out = Some(GameTankAudio::new(sample_rate, self.target_sample_rate));
227 }
228
229 if let Some(audio) = &mut self.audio_out {
230 let next_sample_u8 = self.acp_bus.sample;
231 if let Err(e) = audio.producer.push(next_sample_u8) {
232 error!("not enough slots in audio producer: {e}");
233 }
234 }
235
236 if let Some(audio) = &mut self.audio_out {
237 audio.convert_to_output_buffers();
238 }
240 }
241 }
242 }
243
244 fn vblank(&mut self) {
245 self.clock_cycles_to_vblank += 59659;
246
247 if self.cpu_bus.vblank_nmi_enabled() {
248 self.cpu.set_nmi(true);
249 debug!("vblanked");
250 }
251 }
252
253 pub fn set_input_state(&mut self, input_command: InputCommand, state: KeyState) {
254 self.input_state.insert(input_command, state).expect("shit's full dog ://");
255 }
256
257 fn process_inputs(&mut self) {
258 let keys: Vec<_> = self.input_state.keys().cloned().collect(); if keys.len() > 0 && self.play_state == WasmInit {
261 self.play_state = Playing;
262 }
263
264 for key in &keys {
265 match key {
266 Controller1(button) => { self.set_gamepad_input(0, &key, &button); }
267 Controller2(button) => { self.set_gamepad_input(1, &key, &button); }
268 PlayPause => {
269 if self.input_state[key] == JustReleased {
270 match self.play_state {
271 Paused => { self.play_state = Playing; }
272 Playing => { self.play_state = Paused; }
273 WasmInit => { self.play_state = Playing; }
274 }
275 }
276 }
277 SoftReset => {
278 self.cpu.reset();
279 }
280 HardReset => {
281 let cart = self.cpu_bus.cartridge.clone();
283 self.cpu_bus = CpuBus::default();
284 self.cpu_bus.cartridge = cart;
285 self.cpu = W65C02S::new();
286 self.cpu.step(&mut self.cpu_bus); self.acp = W65C02S::new();
288 self.blitter = Blitter::default();
289 }
290 }
291 self.input_state.insert(*key, self.input_state[key].update()).expect("shit's full dog ://");
292 }
293 }
294 fn set_gamepad_input(&mut self, gamepad: usize, key: &InputCommand, button: &ControllerButton) {
295 let gamepad = &mut self.cpu_bus.system_control.gamepads[gamepad];
296 match button {
297 Up => { gamepad.up = self.input_state[&key].is_pressed(); }
298 Down => { gamepad.down = self.input_state[&key].is_pressed(); }
299 Left => { gamepad.left = self.input_state[&key].is_pressed(); }
300 Right => { gamepad.right = self.input_state[&key].is_pressed(); }
301 B => { gamepad.b = self.input_state[&key].is_pressed(); }
302 A => { gamepad.a = self.input_state[&key].is_pressed(); }
303 Start => { gamepad.start = self.input_state[&key].is_pressed(); }
304 C => { gamepad.c = self.input_state[&key].is_pressed(); }
305 }
306 }
307}