Files
GBpp/src/gameboy.hpp
2024-02-05 19:53:38 -08:00

278 lines
6.8 KiB
C++

#ifndef GBPP_SRC_GAMEBOY_HPP_
#define GBPP_SRC_GAMEBOY_HPP_
#include <filesystem>
#include <cstdint>
#include <cstring>
#include <string>
#include <fstream>
#include <vector>
#include <SDL.h>
#include "defines.hpp"
//two bits per colour
enum Colour
{
black = 0b11,
darkGray = 0b10,
lightGray = 0b01,
white = 0b00
};
enum PPUMode
{
mode0, // Horizontal Blank (Mode 0): No access to video RAM, occurs during horizontal blanking period.
mode1, // Vertical Blank (Mode 1): No access to video RAM, occurs during vertical blanking period.
mode2, // OAM Search (Mode 2): Access to OAM (Object Attribute Memory) only, sprite evaluation.
mode3 // Pixel Transfer (Mode 3): Access to both OAM and video RAM, actual pixel transfer to the screen.
};
union RegisterPair
{
Word reg; //register.reg == (hi << 8) + lo. (hi is more significant than lo)
struct
{
Byte lo;
Byte hi;
};
};
class AddressSpace
{
private:
bool bootromLoaded = true;
Byte bootrom[BOOTROM_SIZE];
std::ifstream game;
public:
AddressSpace()
{
// Initialize the memory to zero
memoryLayout = {};
std::memset(memoryLayout.memory, 0, sizeof(memoryLayout.memory));
}
// Nested union for the memory layout
union MemoryLayout
{
Byte memory[0x10000];
struct
{
Byte romBank1[ROM_BANK_SIZE]; // Mapped to 0x0000
Byte romBankSwitch[ROM_BANK_SIZE]; // Mapped to 0x4000
Byte vram[0x2000]; // Mapped to 0x8000
Byte externalRam[0x2000]; // Mapped to 0xA000
Byte memoryBank1[0x1000]; // Mapped to 0xC000
Byte memoryBank2[0x1000]; // Mapped to 0xD000
Byte echoRam[0x1E00]; // Mapped to 0xE000 (Echo RAM, mirrors 0xC000 to 0xDFFF)
Byte spriteAttributeTable[0xA0]; // Mapped to 0xFE00
Byte notUsable[0x60]; // Mapped to 0xFEA0
Byte io[0x80]; // Mapped to 0xFF00, 0xFF0F is interrupt flag
Byte specialRam[0x7F]; // Mapped to 0xFF80
Byte interuptEnableReg; // Mapped to 0xFFFF
};
} memoryLayout;
bool getBootromState();
void unmapBootrom();
void mapBootrom();
void loadBootrom(std::string filename);
void loadGame(std::string filename);
//overload [] for echo ram and bootrom support
Byte operator[](uint32_t address) const
{
if(address >= 0xE000 && address < 0xFE00)
return memoryLayout.echoRam[address - 0xE000];
if(address < 0x0100 && bootromLoaded)
return bootrom[address];
else
return memoryLayout.memory[address];
}
Byte& operator[](uint32_t address)
{
if(address >= 0xE000 && address < 0xFE00)
return memoryLayout.echoRam[address - 0xE000];
if(address < 0x0100 && bootromLoaded)
return bootrom[address];
else
return memoryLayout.memory[address];
}
};
class GameBoy {
private:
uint32_t cycles = 0;
uint32_t lastOpTicks = 0;
uint32_t lastRefresh = 0;
uint32_t lastScanline = 0;
uint32_t cyclesToStayInHblank = -1;
uint8_t IME = 0; //enables interupts
//Accumulator and flags
RegisterPair AF;
//General purpose CPU registers
RegisterPair BC;
RegisterPair DE;
RegisterPair HL;
Word SP = 0xFFFE; //stack pointer
Word PC = 0x0000; //program counter
AddressSpace addressSpace;
//General purpose hardware registers
Byte* JOYP = &addressSpace[0xFF00];
Byte* SB = &addressSpace[0xFF01];
Byte* SC = &addressSpace[0xFF02];
Byte* DIV = &addressSpace[0xFF04];
//Timer registers
Byte* TIMA = &addressSpace[0xFF05];
Byte* TMA = &addressSpace[0xFF15]; //unused
Byte* TAC = &addressSpace[0xFF16];
//interrupt flag and enable
Byte* IF = &addressSpace[0xFF0F];
Byte* IE = &addressSpace[0xFFFF];
//Sound registers
Byte* NR10 = &addressSpace[0xFF10];
Byte* NR11 = &addressSpace[0xFF11];
Byte* NR12 = &addressSpace[0xFF12];
Byte* NR13 = &addressSpace[0xFF13];
Byte* NR14 = &addressSpace[0xFF14];
Byte* NR20 = &addressSpace[0xFF15]; //unused
Byte* NR21 = &addressSpace[0xFF16];
Byte* NR22 = &addressSpace[0xFF17];
Byte* NR23 = &addressSpace[0xFF18];
Byte* NR24 = &addressSpace[0xFF19];
Byte* NR30 = &addressSpace[0xFF1A];
Byte* NR31 = &addressSpace[0xFF1B];
Byte* NR32 = &addressSpace[0xFF1C];
Byte* NR33 = &addressSpace[0xFF1D];
Byte* NR34 = &addressSpace[0xFF1E];
Byte* NR40 = &addressSpace[0xFF1F]; //unused
Byte* NR41 = &addressSpace[0xFF20];
Byte* NR42 = &addressSpace[0xFF21];
Byte* NR43 = &addressSpace[0xFF22];
Byte* NR44 = &addressSpace[0xFF23];
Byte* NR50 = &addressSpace[0xFF24];
Byte* NR51 = &addressSpace[0xFF25];
Byte* NR52 = &addressSpace[0xFF26];
Byte* waveRam = &addressSpace[0xFF30]; //WaveRam[0x10]
//PPU registers
Byte* LCDC = &addressSpace[0xFF40];
Byte* STAT = &addressSpace[0xFF41];
Byte* SCY = &addressSpace[0xFF42];
Byte* SCX = &addressSpace[0xFF43];
Byte* LY = &addressSpace[0xFF44];
Byte* LYC = &addressSpace[0xFF45];
Byte* DMA = &addressSpace[0xFF46];
Byte* BGP = &addressSpace[0xFF47];
Byte* OBP0 = &addressSpace[0xFF48];
Byte* OBP1 = &addressSpace[0xFF49];
Byte* WY = &addressSpace[0xFF4A];
Byte* WX = &addressSpace[0xFF4B];
PPUMode currentMode;
//3 colour channels
uint32_t* framebuffer = new uint32_t[RESOLUTION_X*RESOLUTION_Y*SCREEN_BPP];
SDL_Window *screen;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Event event;
void opcodeHandler();
void ppuUpdate();
void drawLine();
void SDL2present();
void checkPPUMode();
void setPPUMode(PPUMode mode);
uint32_t cyclesSinceLastScanline();
uint32_t cyclesSinceLastRefresh();
void interruptHandler();
bool testInterruptEnabled(Byte interrupt);
void resetInterrupt(Byte interrupt);
void VBlankHandle();
void LCDStatHandle();
void timerHandle();
void serialHandle();
void joypadHandle();
void setFlag(Byte bit);
void resetFlag(Byte bit);
bool getFlag(Byte bit) const;
Word getWordPC();
Byte getBytePC();
Word getWordSP();
Byte getByteSP();
void addCycles(Byte ticks);
//OPCODE FUNCTIONS
template<typename T>
void ld(T& dest, T src);
template<typename T>
void orBitwise(T &dest, T src);
template<typename T>
void andBitwise(T &dest, T src);
template<typename T>
void xorBitwise(T& dest, T src);
template<typename T>
void bit(T testBit, T reg);
template<typename T>
void jp(T address);
template<typename T>
bool jrNZ(T offset);
template<typename T>
void inc(T& reg);
template<typename T>
void call(T address);
void halt();
void stop();
template<typename T>
void ldW(T dest, T src);
template<typename T>
void cp(T value);
template<typename T>
void dec(T& reg);
template<typename T>
bool jrZ(T offset);
template<typename T>
void sub(T value);
template<typename T>
void jr(T OFFSET);
template<typename T>
void push(T reg);
template<typename T>
void rl(T& reg);
template<typename T>
void pop(T& reg);
template<typename T>
void rla(T& reg);
template<typename T>
void rst(T address);
void ret();
template<typename T>
void add(T& reg, T value);
void cpl();
void ccf();
void swap(Byte &value);
public:
void start(std::string bootrom, std::string game);
void SDL2setup();
void SDL2destroy();
};
#endif //GBPP_SRC_GAMEBOY_HPP_