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https://github.com/colby-swandale/waterfoul
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removed unused code and more documentation cleanup
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commit
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7 changed files with 12 additions and 96 deletions
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@ -6,7 +6,6 @@ require "waterfoul/interrupt"
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require "waterfoul/mmu"
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require "Waterfoul/timer"
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require "waterfoul/cpu"
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require "waterfoul/sound"
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require "waterfoul/errors"
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require "waterfoul/sdl"
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require "waterfoul/screen"
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@ -1,6 +0,0 @@
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module LibC
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extend FFI::Library
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ffi_lib FFI::Library::LIBC
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attach_function :memcpy, [:pointer, :pointer, :size_t], :pointer
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end
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@ -1,10 +1,12 @@
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require 'waterfoul/boot_rom'
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module Waterfoul
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# The MMU (Memory Management Unit) in a chip in the device that acts a switch.
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# It allows programs to interact with subsytems like the GPU and IO depending
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# on the location in memory when reading from or writing to seeing the CPU
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# does not implement any IO instructions.
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# The MMU (Memory Management Unit) in a chip in the device that is the
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# interface to hardware for reading and writing to memory.
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#
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# The MMU also provides the program a way to interact with hardware
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# like the PPU and IO using memory registers. This is due to the CPU
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# not having any IO instructions.
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class MMU
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MEMORY_SIZE = 65536 # bytes
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# unmap boot rom register address
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@ -1,65 +0,0 @@
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module Waterfoul
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module Render
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class Background
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class << self
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def render
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line = current_line
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line_width = line * SCREEN_WIDTH
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if IO::LCDControl.bg_display
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# tile and map select
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tiles_select = IO::LCDControl.bg_tile_select
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map_select = IO::LCDControl.bg_map_select
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# x pixel offset
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scx = $mmu.read_byte 0xFF43
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# y pixel offset
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scy = $mmu.read_byte 0xFF42
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# adjusted line with y offset
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line_adjusted = line + scy
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# get position of tile row to read
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y_offset = (line_adjusted / 8) * 32
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# relative line number in tile
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tile_line = line_adjusted % 8
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# relative line number offset
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tile_line_offset = tile_line * 2
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0.upto(31) do |x|
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tile = 0
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if tiles_select == 0x8800
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tile = signed_value $mmu.read_byte(map_select + y_offset + x)
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tile += 128
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else
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tile = $mmu.read_byte map_select + y_offset + x
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end
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line_pixel_offset = x * 8
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tile_select_offset = tile * 16
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tile_address = tiles_select + tile_select_offset + tile_line_offset
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byte_1 = $mmu.read_byte tile_address
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byte_2 = $mmu.read_byte (tile_address + 1)
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0.upto(7) do |pixelx|
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buffer_addr = (line_pixel_offset + pixelx - scx)
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next if (buffer_addr >= SCREEN_WIDTH)
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pixel = (byte_1 & (0x1 << (7 - pixelx)) > 0) ? 1 : 0
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pixel |= (byte_2 & (0x1 << (7 - pixelx)) > 0) ? 2 : 0
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position = line_width + buffer_addr
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palette = $mmu.read_byte 0xFF47
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color = (palette >> (pixel * 2)) & 0x3
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@framebuffer[position] = color
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end
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end
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else
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0.upto(SCREEN_WIDTH) do |i|
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@framebuffer[line_width + i] = 0
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end
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end
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end
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end
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end
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end
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end
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@ -1,6 +1,5 @@
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module Waterfoul
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class Screen
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WINDOW_WIDTH = 480
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WINDOW_HEIGHT = 432
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@ -1,20 +1,17 @@
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module Waterfoul
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# Set the state of the emulator as defined to the same state as it typically
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# is after it has finished running the bootloader and ready to execute the
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# game program.
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# This lets us run the game without needing to execute the boot rom
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# every time the emulator is started.
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# set the state of the CPU and memory to the same state when the boot
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# program has finished executing. This lets us run the game without
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# needing to execute the boot rom every time the emulator is started.
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class SkipBoot
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def self.set_state(cpu)
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# CPU registers
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# set cpu register state
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cpu.set_register :pc, 0x100
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cpu.set_register :af, 0x1B0
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cpu.set_register :bc, 0x13
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cpu.set_register :de, 0xD8
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cpu.set_register :hl, 0x14D
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cpu.set_register :sp, 0xFFFE
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# IO registers
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# set IO reigster state
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$mmu.write_byte 0xFF10, 0x80
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$mmu.write_byte 0xFF11, 0xBF
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$mmu.write_byte 0xFF12, 0xF3
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@ -37,6 +34,7 @@ module Waterfoul
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$mmu.write_byte 0xFF49, 0xFF
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# unmap the boot rom
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$mmu.write_byte 0xFF50, 0x1
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cpu
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end
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end
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@ -1,11 +0,0 @@
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module Waterfoul
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class Sound
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def initialize
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@clock = 0
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end
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def step(cpu_time)
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@clock += cpu_time
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end
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end
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end
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