feat: implement resetting
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@ -104,7 +104,7 @@ pub fn deinit(self: *Self) void {
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pub fn reset(self: *Self) void {
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self.bios.reset();
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// TODO: deinit ppu
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self.ppu.reset();
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self.apu.reset();
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self.iwram.reset();
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self.ewram.reset();
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@ -278,16 +278,20 @@ pub const Apu = struct {
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.is_buffer_full = false,
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};
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sched.push(.SampleAudio, apu.interval());
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sched.push(.{ .ApuChannel = 0 }, @import("apu/signal/Square.zig").interval);
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sched.push(.{ .ApuChannel = 1 }, @import("apu/signal/Square.zig").interval);
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sched.push(.{ .ApuChannel = 2 }, @import("apu/signal/Wave.zig").interval);
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sched.push(.{ .ApuChannel = 3 }, @import("apu/signal/Lfsr.zig").interval);
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sched.push(.FrameSequencer, FrameSequencer.interval);
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Self.initEvents(apu.sched, apu.interval());
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return apu;
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}
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fn initEvents(scheduler: *Scheduler, apu_interval: u64) void {
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scheduler.push(.SampleAudio, apu_interval);
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scheduler.push(.{ .ApuChannel = 0 }, @import("apu/signal/Square.zig").interval);
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scheduler.push(.{ .ApuChannel = 1 }, @import("apu/signal/Square.zig").interval);
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scheduler.push(.{ .ApuChannel = 2 }, @import("apu/signal/Wave.zig").interval);
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scheduler.push(.{ .ApuChannel = 3 }, @import("apu/signal/Lfsr.zig").interval);
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scheduler.push(.FrameSequencer, FrameSequencer.interval);
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}
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/// Used when resetting the emulator
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pub fn reset(self: *Self) void {
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// FIXME: These reset functions are meant to emulate obscure APU behaviour. Write proper emu reset fns
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@ -306,6 +310,8 @@ pub const Apu = struct {
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self.sampling_cycle = 0;
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self.fs.reset();
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Self.initEvents(self.sched, self.interval());
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}
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/// Emulates the reset behaviour of the APU
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@ -290,6 +290,26 @@ pub const Ppu = struct {
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};
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}
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pub fn reset(self: *Self) void {
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self.sched.push(.Draw, 240 * 4);
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self.vram.reset();
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self.palette.reset();
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self.oam.reset();
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self.framebuf.reset();
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self.win = Window.init();
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self.bg = [_]Background{Background.init()} ** 4;
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self.aff_bg = [_]AffineBackground{AffineBackground.init()} ** 2;
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self.bld = Blend.create();
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self.dispcnt = .{ .raw = 0x0000 };
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self.dispstat = .{ .raw = 0x0000 };
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self.vcount = .{ .raw = 0x0000 };
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self.scanline.reset();
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std.mem.set(?Sprite, self.scanline_sprites, null);
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}
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pub fn deinit(self: *Self) void {
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self.allocator.destroy(self.scanline_sprites);
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self.framebuf.deinit();
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@ -34,6 +34,10 @@ pub fn init(allocator: Allocator) !Self {
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return Self{ .buf = buf, .allocator = allocator };
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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self.allocator.free(self.buf);
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self.* = undefined;
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@ -37,6 +37,10 @@ pub fn init(allocator: Allocator) !Self {
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return Self{ .buf = buf, .allocator = allocator };
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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self.allocator.free(self.buf);
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self.* = undefined;
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@ -45,6 +45,10 @@ pub fn init(allocator: Allocator) !Self {
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return Self{ .buf = buf, .allocator = allocator };
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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self.allocator.free(self.buf);
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self.* = undefined;
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@ -251,7 +251,7 @@ pub const FrameBuffer = struct {
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layers: [2][]u8,
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buf: []u8,
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current: u1,
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current: u1 = 0,
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allocator: Allocator,
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@ -266,12 +266,16 @@ pub const FrameBuffer = struct {
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// Front and Back Framebuffers
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.layers = [_][]u8{ buf[0..][0..len], buf[len..][0..len] },
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.buf = buf,
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.current = 0,
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.allocator = allocator,
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};
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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self.current = 0;
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}
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pub fn deinit(self: *Self) void {
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self.allocator.free(self.buf);
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self.* = undefined;
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