feat: put RTC Sync on Scheduler
TODO: Database to see what games have what GPIO devices
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@ -316,7 +316,7 @@ const Gpio = struct {
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};
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/// GBA Real Time Clock
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const Clock = struct {
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pub const Clock = struct {
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const This = @This();
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writer: Writer,
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@ -501,11 +501,14 @@ const Clock = struct {
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.cpu = cpu,
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.gpio = gpio, // Can't use Arm7tdmi ptr b/c not initialized yet
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};
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cpu.sched.push(.RealTimeClock, 1 << 24); // Every Second
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}
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fn updateRealTime(self: *This) void {
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const now = DateTime.now();
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pub fn updateTime(self: *This) void {
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self.cpu.sched.push(.RealTimeClock, 1 << 24); // Reschedule
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const now = DateTime.now();
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self.year = toBcd(u8, @intCast(u8, now.date.year - 2000));
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self.month = toBcd(u5, now.date.month);
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self.day = toBcd(u3, now.date.day);
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@ -2,6 +2,7 @@ const std = @import("std");
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const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Clock = @import("bus/GamePak.zig").Clock;
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const Order = std.math.Order;
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const PriorityQueue = std.PriorityQueue;
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@ -60,6 +61,13 @@ pub const Scheduler = struct {
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3 => cpu.bus.apu.ch4.channelTimerOverflow(late),
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}
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},
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.RealTimeClock => {
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const device = &cpu.bus.pak.gpio.device;
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if (device.kind != .Rtc or device.ptr == null) return;
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const clock = @ptrCast(*Clock, @alignCast(@alignOf(*Clock), device.ptr.?));
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clock.updateTime();
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},
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.FrameSequencer => cpu.bus.apu.tickFrameSequencer(late),
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.SampleAudio => cpu.bus.apu.sampleAudio(late),
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.HBlank => cpu.bus.ppu.handleHBlankEnd(cpu, late), // The end of a HBlank
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@ -118,4 +126,5 @@ pub const EventKind = union(enum) {
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SampleAudio,
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FrameSequencer,
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ApuChannel: u2,
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RealTimeClock,
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};
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