feat: document mode 0
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@ -93,13 +93,13 @@ const KeyInput = extern union {
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// Read / Write
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// Read / Write
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pub const BackgroundControl = extern union {
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pub const BackgroundControl = extern union {
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bg_priority: Bitfield(u16, 0, 2),
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priority: Bitfield(u16, 0, 2),
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char_base: Bitfield(u16, 2, 2),
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char_base: Bitfield(u16, 2, 2),
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mosaic_enable: Bit(u16, 6),
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mosaic_enable: Bit(u16, 6),
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palette_type: Bit(u16, 7),
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colour_mode: Bit(u16, 7),
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screen_base: Bitfield(u16, 8, 5),
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screen_base: Bitfield(u16, 8, 5),
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display_overflow: Bit(u16, 13),
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display_overflow: Bit(u16, 13),
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screen_size: Bitfield(u16, 14, 2),
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size: Bitfield(u16, 14, 2),
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raw: u16,
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raw: u16,
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};
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};
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60
src/ppu.zig
60
src/ppu.zig
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@ -71,45 +71,60 @@ pub const Ppu = struct {
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switch (bg_mode) {
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switch (bg_mode) {
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0x0 => {
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0x0 => {
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// A Tile is always 8x8 pixels
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// TODO: Consider more than BG0
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// TODO: Consider Scrolling
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// Mode 0 Implementation Assuming:
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// The Current Scanline which will be copied into
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// - Scrolling isn't a thing
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// the Framebuffer
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// - Bill Gates said we'll never need more than BG0
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// Write to this Scanline once we're done
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const start = framebuf_pitch * @as(usize, scanline);
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const start = framebuf_pitch * @as(usize, scanline);
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var scanline_buf = std.mem.zeroes([framebuf_pitch]u8);
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var scanline_buf = std.mem.zeroes([framebuf_pitch]u8);
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// These we can probably move to top level?
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// A Tile in a charblock is a byte, while a Screen Entry is a halfword
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const charblock_len: u32 = 0x4000;
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const charblock_len: u32 = 0x4000;
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const screenblock_len: u32 = 0x800;
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const screenblock_len: u32 = 0x800;
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const cbb: u2 = self.bg0.cnt.char_base.read(); // Char Block Base
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const cbb: u2 = self.bg0.cnt.char_base.read(); // Char Block Base
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const sbb: u5 = self.bg0.cnt.screen_base.read(); // Screen Block Base
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const sbb: u5 = self.bg0.cnt.screen_base.read(); // Screen Block Base
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const is_8bpp: bool = self.bg0.cnt.palette_type.read(); // Colour Mode
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const is_8bpp: bool = self.bg0.cnt.colour_mode.read(); // Colour Mode
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const size: u2 = self.bg0.cnt.screen_size.read(); // Background Size
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const size: u2 = self.bg0.cnt.size.read(); // Background Size
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// In 4bpp: 1 byte represents two pixels so the length is (8 x 8) / 2
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// In 8bpp: 1 byte represents one pixel so the length is 8 x 8
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const tile_len = if (is_8bpp) @as(u32, 0x40) else 0x20;
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const tile_row_offset = if (is_8bpp) @as(u32, 0x8) else 0x4;
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// 0x0600_000 is implied because we can access VRAM without the Bus
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// 0x0600_000 is implied because we can access VRAM without the Bus
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const char_base: u32 = charblock_len * @as(u32, cbb);
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const char_base: u32 = charblock_len * @as(u32, cbb);
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const screen_base: u32 = screenblock_len * @as(u32, sbb);
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const screen_base: u32 = screenblock_len * @as(u32, sbb);
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const y = @as(u32, scanline);
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const y = @as(u32, scanline);
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var x: u32 = 0;
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var x: u32 = 0;
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while (x < width) : (x += 1) {
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while (x < width) : (x += 1) {
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const entry_addr = screen_base + tilemapIndex(size, x, y);
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// Grab the Screen Entry from VRAM
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const entry_addr = screen_base + tilemapOffset(size, x, y);
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const entry = @bitCast(ScreenEntry, @as(u16, self.vram.buf[entry_addr + 1]) << 8 | @as(u16, self.vram.buf[entry_addr]));
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const entry = @bitCast(ScreenEntry, @as(u16, self.vram.buf[entry_addr + 1]) << 8 | @as(u16, self.vram.buf[entry_addr]));
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// Calculate the Address of the Tile in the designated Charblock
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// We also take this opportunity to flip tiles if necessary
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const tile_id: u32 = entry.tile_id.read();
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const tile_id: u32 = entry.tile_id.read();
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const px_y = if (entry.h_flip.read()) 7 - (y % 8) else y % 8;
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const row = if (entry.h_flip.read()) 7 - (y % 8) else y % 8; // Determine on which row in a tile we're on
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const px_x = if (entry.v_flip.read()) 7 - (x % 8) else x % 8;
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const tile_addr = char_base + (tile_len * tile_id) + (tile_row_offset * row);
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const tile_addr = char_base + if (is_8bpp) 0x40 * tile_id + 0x8 * px_y else 0x20 * tile_id + 0x4 * px_y;
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var tile = self.vram.buf[tile_addr + if (is_8bpp) px_x else px_x >> 1];
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// Calculate on which column in a tile we're on
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tile = if (px_x & 1 == 1) tile >> 4 else tile & 0xF;
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// Similarly to when we calculated the row, if we're in 4bpp we want to account
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// for 1 byte consisting of two pixels
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const col = if (entry.v_flip.read()) 7 - (x % 8) else x % 8;
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var tile = self.vram.buf[tile_addr + if (is_8bpp) col else col / 2];
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// If we're in 8bpp, then the tile value is an index into the palette,
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// If we're in 4bpp, we have to account for a pal bank value in the Screen entry
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// and then we can index the palette
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const colour = if (!is_8bpp) blk: {
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tile = if (col & 1 == 1) tile >> 4 else tile & 0xF;
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const pal_bank: u8 = @as(u8, entry.palette_bank.read()) << 4;
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const pal_bank: u8 = @as(u8, entry.palette_bank.read()) << 4;
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const colour = pal_bank | tile;
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break :blk pal_bank | tile;
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} else tile;
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std.mem.copy(u8, scanline_buf[x * 2 ..][0..2], self.palette.buf[colour * 2 ..][0..2]);
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std.mem.copy(u8, scanline_buf[x * 2 ..][0..2], self.palette.buf[colour * 2 ..][0..2]);
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}
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}
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@ -140,11 +155,16 @@ pub const Ppu = struct {
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}
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}
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}
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}
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fn tilemapIndex(size: u2, x: u32, y: u32) u32 {
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fn tilemapOffset(size: u2, x: u32, y: u32) u32 {
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// Current Row: (y % PIXEL_COUNT) / 8
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// Current COlumn: (x % PIXEL_COUNT) / 8
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// Length of 1 row of Screen Entries: 0x40
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// Length of 1 Screen Entry: 0x2 is the size of a screen entry
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return switch (size) {
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return switch (size) {
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0 => (((y % 256) / 8) * 64) + (((x % 256) / 8) * 2),
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0 => (y % 256 / 8) * 0x40 + (x % 256 / 8) * 2, // 256 x 256
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1 => (((y % 256) / 8) * 64) + (((x % 256) / 8) * 2),
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1 => (y % 512 / 8) * 0x40 + (x % 256 / 8) * 2, // 512 x 256
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else => std.debug.panic("tile size {}", .{size}),
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2 => (y % 256 / 8) * 0x40 + (x % 512 / 8) * 2, // 256 x 512
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3 => (y % 512 / 8) * 0x40 + (x % 512 / 8) * 2, // 512 x 512
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};
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};
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}
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}
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};
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};
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