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main.go
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524 lines (450 loc) · 15 KB
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package main
import (
"flag"
"fmt"
"log"
"os"
"runtime/pprof"
"sort"
"strconv"
"time"
"github.com/net2cn/GoNES/nes"
"github.com/veandco/go-sdl2/img"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
)
// SDL2 variables
var windowTitle string = "GoNES SDL2"
var fontPath string = "./assets/UbuntuMono-R.ttf" // Man, do not use a variable-width font! It looks too ugly with that!
var fontSize int = 15
var windowWidth, windowHeight int32 = 680, 480
// Timer.
var startTime time.Time = time.Now()
var endTime time.Time = time.Now()
var elapsedTime int64 = 0
type debugger struct {
bus *nes.Bus
cart *nes.Cartridge
emulationRun bool
residualTime int64
selectedPalette uint8
mapASM map[uint16]string
mapKeys []int
inputLock bool
window *sdl.Window
surface *sdl.Surface
buffer *sdl.Surface
renderer *sdl.Renderer
font *ttf.Font
}
// Private draw functions
func (debug *debugger) drawString(x int, y int, str string, color *sdl.Color) {
if len(str) <= 0 {
return
}
// Create text
text, err := debug.font.RenderUTF8Blended(str, *color)
if err != nil {
fmt.Printf("Failed to create text: %s\n", err)
return
}
defer text.Free()
// Draw text, noted that you should always draw on buffer instead of directly draw on screen and blow yourself up.
if err = text.Blit(nil, debug.buffer, &sdl.Rect{X: int32(x), Y: int32(y)}); err != nil {
fmt.Printf("Failed to draw text: %s\n", err)
return
}
}
// Draw a full sprite.
func (debug *debugger) drawSprite(x int, y int, sprite *sdl.Surface) {
sprite.Blit(nil, debug.buffer, &sdl.Rect{X: int32(x), Y: int32(y)})
}
// Draw a part of sprite.
func (debug *debugger) drawPartialSprite(dstX int, dstY int, sprite *sdl.Surface, srcX int, srcY int, w int, h int) {
dstRect := sdl.Rect{X: int32(dstX), Y: int32(dstY), W: int32(w), H: int32(h)}
srcRect := sdl.Rect{X: int32(srcX), Y: int32(srcY), W: int32(w), H: int32(h)}
sprite.Blit(&srcRect, debug.buffer, &dstRect)
}
// Draw out our RAM layouts.
func (debug *debugger) drawRAM(x int, y int, addr uint16, rows int, columns int) {
var nRAMX, nRAMY int = x, y
for row := 0; row < rows; row++ {
sOffset := "$" + nes.ConvertToHex(addr, 4) + ":"
for col := 0; col < columns; col++ {
sOffset += " " + nes.ConvertToHex(uint16(debug.bus.CPURead(addr, true)), 2)
addr++
}
debug.drawString(nRAMX, nRAMY, sOffset, &sdl.Color{R: 0, G: 255, B: 0, A: 0})
nRAMY += 10
}
}
// Draw CPU's internal state.
func (debug *debugger) drawCPU(x int, y int) {
var color *sdl.Color = &sdl.Color{R: 0, G: 255, B: 0, A: 0}
debug.drawString(x, y, "STATUS:", color)
debug.drawString(x+64, y, "C", debug.getFlagColor(debug.bus.CPU.Status&(1<<0)))
debug.drawString(x+80, y, "Z", debug.getFlagColor(debug.bus.CPU.Status&(1<<1)))
debug.drawString(x+96, y, "I", debug.getFlagColor(debug.bus.CPU.Status&(1<<2)))
debug.drawString(x+112, y, "D", debug.getFlagColor(debug.bus.CPU.Status&(1<<3)))
debug.drawString(x+128, y, "B", debug.getFlagColor(debug.bus.CPU.Status&(1<<4)))
debug.drawString(x+144, y, "U", debug.getFlagColor(debug.bus.CPU.Status&(1<<5)))
debug.drawString(x+160, y, "O", debug.getFlagColor(debug.bus.CPU.Status&(1<<6)))
debug.drawString(x+178, y, "N", debug.getFlagColor(debug.bus.CPU.Status&(1<<7)))
debug.drawString(x, y+10, "PC: $"+nes.ConvertToHex(debug.bus.CPU.PC, 4), color)
// It looks really sucks.
debug.drawString(x, y+20, "A: $"+nes.ConvertToHex(uint16(debug.bus.CPU.A), 2)+" ["+nes.ConvertUint8ToString(debug.bus.CPU.A)+"]", color)
debug.drawString(x, y+30, "X: $"+nes.ConvertToHex(uint16(debug.bus.CPU.X), 2)+" ["+nes.ConvertUint8ToString(debug.bus.CPU.X)+"]", color)
debug.drawString(x, y+40, "Y: $"+nes.ConvertToHex(uint16(debug.bus.CPU.Y), 2)+" ["+nes.ConvertUint8ToString(debug.bus.CPU.Y)+"]", color)
debug.drawString(x, y+50, "SP: $"+nes.ConvertToHex(uint16(debug.bus.CPU.SP), 4), color)
}
// Draw disassembled code.
func (debug *debugger) drawASM(x int, y int, lines int) {
// I hate it without sorted map. Lots of hacky stuffs happen here.
// Draw backwards.
itA := debug.mapASM[debug.bus.CPU.PC]
var nLineY int = (lines>>1)*10 + y
var idx int = sort.SearchInts(debug.mapKeys, int(debug.bus.CPU.PC))
if itA != debug.mapASM[uint16(debug.mapKeys[len(debug.mapKeys)-1])] {
debug.drawString(x, nLineY, itA, &sdl.Color{R: 255, G: 255, B: 0, A: 0})
for nLineY < (lines*10)+y {
nLineY += 10
idx++
if idx != len(debug.mapKeys)-1 {
debug.drawString(x, nLineY, debug.mapASM[uint16(debug.mapKeys[idx])], &sdl.Color{R: 0, G: 255, B: 0, A: 0})
}
}
}
// Draw forwards.
idx = sort.SearchInts(debug.mapKeys, int(debug.bus.CPU.PC))
nLineY = (lines>>1)*10 + y
if itA != debug.mapASM[uint16(debug.mapKeys[len(debug.mapKeys)-1])] {
debug.drawString(x, nLineY, itA, &sdl.Color{R: 255, G: 255, B: 0, A: 0})
for nLineY > y {
nLineY -= 10
idx--
// Check if our index is out of range since we're subtracting it.
if idx != len(debug.mapKeys)-1 && idx > 0 {
debug.drawString(x, nLineY, debug.mapASM[uint16(debug.mapKeys[idx])], &sdl.Color{R: 0, G: 255, B: 0, A: 0})
}
}
}
}
// Draw DMA state.
func (debug *debugger) drawDMA(x int, y int, lines int) {
// Draw DMA
for i := 0; i < lines; i++ {
s := nes.ConvertToHex(uint16(i), 2) + ": (" + strconv.Itoa(int(debug.bus.PPU.OAM[i*4+3])) + "," +
strconv.Itoa(int(debug.bus.PPU.OAM[i*4+0])) + ")" +
" ID: " + nes.ConvertToHex(uint16(debug.bus.PPU.OAM[i*4+1]), 2) +
" AT: " + nes.ConvertToHex(uint16(debug.bus.PPU.OAM[i*4+2]), 2)
debug.drawString(x, y+i*10, s, &sdl.Color{R: 0, G: 255, B: 0, A: 0})
}
}
func (debug *debugger) drawNameTable(x int, y int, nameTable *sdl.Surface) {
for v := 0; v < 30; v++ {
for h := 0; h < 32; h++ {
var id uint8 = uint8(uint32(debug.bus.PPU.TableName[0][v*32+h]))
debug.drawPartialSprite(x+h*8, y+v*8, nameTable,
int(id&0x0F<<3), int((id>>4)&0x0F<<3),
8, 8)
}
}
}
// Test what color should we use based on flag's state.
func (debug *debugger) getFlagColor(flag uint8) *sdl.Color {
if flag == 0 {
return &sdl.Color{R: 0, G: 255, B: 0, A: 0}
}
return &sdl.Color{R: 255, G: 0, B: 0, A: 0}
}
// Construct our debug.
func (debug *debugger) Construct(filePath string, width int32, height int32) error {
var err error
// Init sdl2
if err = sdl.Init(sdl.INIT_VIDEO); err != nil {
fmt.Printf("Failed to init sdl2: %s\n", err)
panic(err)
}
// Initialize font
if err = ttf.Init(); err != nil {
fmt.Printf("Failed to init font: %s\n", err)
panic(err)
}
// Load the font for our text
if debug.font, err = ttf.OpenFont(fontPath, fontSize); err != nil {
fmt.Printf("Failed to load font: %s\n", err)
panic(err)
}
// Create window
debug.window, err = sdl.CreateWindow(windowTitle, sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
width, height, sdl.WINDOW_SHOWN)
if err != nil {
fmt.Printf("Failed to create window: %s\n", err)
panic(err)
}
// Create draw surface and draw buffer
if debug.surface, err = debug.window.GetSurface(); err != nil {
fmt.Printf("Failed to get window surface: %s\n", err)
panic(err)
}
if debug.buffer, err = debug.surface.Convert(debug.surface.Format, debug.window.GetFlags()); err != nil {
fmt.Printf("Failed to create buffer: %s\n", err)
}
// Create renderer
debug.renderer, err = sdl.CreateRenderer(debug.window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
fmt.Printf("Failed to create renderer: %s\n", err)
panic(err)
}
// Init our NES.
debug.bus = nes.NewBus()
// Load cartridge
debug.cart, err = nes.NewCartridge(filePath)
if err != nil {
return err
}
debug.emulationRun = false
debug.residualTime = 0.0
// Insert cartridge
debug.bus.InsertCartridge(debug.cart)
// Disassemble ASM
debug.mapASM = debug.bus.CPU.Disassemble(0x0000, 0xFFFF)
// Create a collection of keys so that we can iter over.
// This is because Golang does not provide a sortable map. (They use hashmap instead of rb tree, which truly ummmms me.)
debug.mapKeys = make([]int, 0)
for k := range debug.mapASM {
debug.mapKeys = append(debug.mapKeys, int(k))
}
// Sort our map keys to make sure it is in order so that we can consturct our tricky iterator.
sort.Ints(debug.mapKeys)
debug.bus.Reset()
// Get inputLock ready for user input.
debug.inputLock = false
return nil
}
func (debug *debugger) Update(elapsedTime int64) bool {
// Use double buffering technique to prevent flickering.
// Render sequence:
// Acquire inputs,
// Emulate,
// Rneder to buffer,
// Swap screen and buffer (present),
// Clear buffer for next round.
// Get NES controller inputs.
keyState := sdl.GetKeyboardState()
debug.bus.Controller[0] = 0x00
if keyState[sdl.SCANCODE_X] != 0 {
debug.bus.Controller[0] |= 0x80
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_Z] != 0 {
debug.bus.Controller[0] |= 0x40
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_A] != 0 {
debug.bus.Controller[0] |= 0x20
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_S] != 0 {
debug.bus.Controller[0] |= 0x10
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_UP] != 0 {
debug.bus.Controller[0] |= 0x08
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_DOWN] != 0 {
debug.bus.Controller[0] |= 0x04
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_LEFT] != 0 {
debug.bus.Controller[0] |= 0x02
} else {
debug.bus.Controller[0] |= 0x00
}
if keyState[sdl.SCANCODE_RIGHT] != 0 {
debug.bus.Controller[0] |= 0x01
} else {
debug.bus.Controller[0] |= 0x00
}
// Get debugger inputs.
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch t := event.(type) {
case *sdl.QuitEvent:
return false
case *sdl.KeyboardEvent:
if !debug.inputLock {
switch t.Keysym.Sym {
// Debug utility.
case sdl.K_c:
// Golang's do while.
for done := true; done; done = debug.bus.CPU.Complete() != true {
debug.bus.Clock()
}
for done := true; done; done = debug.bus.CPU.Complete() == true {
debug.bus.Clock()
}
case sdl.K_f:
for done := true; done; done = debug.bus.PPU.FrameComplete != true {
debug.bus.Clock()
}
for done := true; done; done = debug.bus.CPU.Complete() != true {
debug.bus.Clock()
}
debug.bus.PPU.FrameComplete = false
case sdl.K_SPACE:
debug.emulationRun = !debug.emulationRun
case sdl.K_r:
debug.bus.CPU.Reset()
case sdl.K_p:
debug.selectedPalette++
debug.selectedPalette &= 0x07
case sdl.K_d:
if !nes.IsPathExists("./debug") {
os.Mkdir("debug", os.ModePerm)
}
img.SavePNG(debug.bus.PPU.GetScreen(), "./debug/sprite.png")
}
}
// Anti-jittering
if t.Repeat > 0 {
// Held.
debug.inputLock = false
} else {
// Pressed once.
if t.State == sdl.RELEASED {
debug.inputLock = false
} else if t.State == sdl.PRESSED {
debug.inputLock = true
}
}
}
}
// Check if we have reach the end of a frame
if debug.emulationRun {
if debug.residualTime > 0 {
debug.residualTime -= elapsedTime
} else {
debug.residualTime += 1000000/60 - elapsedTime
// Golang's do while.
for done := true; done; done = debug.bus.PPU.FrameComplete != true {
debug.bus.Clock()
}
debug.bus.PPU.FrameComplete = false
}
}
// Render stuffs.
// Always remember to draw on buffer.
// Draw screen, sprites.
debug.drawSprite(0, 0, debug.bus.PPU.GetScreen())
// Quick hack to render background tiles
// nameTable := debug.bus.PPU.GetPatternTable(0, debug.selectedPalette)
// debug.drawNameTable(0, 0, nameTable)
debug.drawSprite(416, 349, debug.bus.PPU.GetPatternTable(0, debug.selectedPalette))
debug.drawSprite(416+132, 349, debug.bus.PPU.GetPatternTable(1, debug.selectedPalette))
// Draw selected palettes border.
switchSize := 6
debug.buffer.FillRect(
&sdl.Rect{X: int32(419 + int(debug.selectedPalette)*(switchSize*5) - 3),
Y: 337,
W: int32((switchSize * 5)),
H: int32(switchSize * 2)},
0x00FFFF00,
)
// Draw palettes.
for p := 0; p < 8; p++ {
for s := 0; s < 4; s++ {
debug.buffer.FillRect(
&sdl.Rect{X: int32(419 + p*(switchSize*5) + s*switchSize),
Y: 340,
W: int32(switchSize),
H: int32(switchSize)},
nes.ConvertColorToUint32(
debug.bus.PPU.GetColorFromPaletteRAM(uint8(p), uint8(s))))
}
}
// Draw CPU & ASM
debug.drawCPU(416, 2)
// debug.drawASM(416, 72, 25)
// Draw DMA
debug.drawDMA(416, 72, 25)
// Draw key hints.
debug.drawString(2, 306, "NES", &sdl.Color{R: 255, G: 255, B: 0, A: 0})
debug.drawString(2, 316, "Z - A", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 326, "X - B", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 336, "A - Select", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 346, "S - Start", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 356, "UP - Up", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 366, "DOWN - Down", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 376, "LEFT - Left", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 386, "RIGHT - Right", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 406, "Debugger", &sdl.Color{R: 255, G: 255, B: 0, A: 0})
debug.drawString(2, 416, "SPACE - Run/stop", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 426, "R - Reset", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 436, "F - Step one frame", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 446, "C - Step one instruction", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 456, "D - Dump screen", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
debug.drawString(2, 466, "P - Change palette", &sdl.Color{R: 0, G: 255, B: 0, A: 0})
// Swap buffer and present our rendered content.
debug.window.UpdateSurface()
debug.buffer.Blit(nil, debug.surface, nil)
// Clear out buffer for next render round.
debug.buffer.FillRect(nil, 0xFF000000)
debug.renderer.Clear()
return true
}
func (debug *debugger) Start() {
var passedTime int64 = 0
var passedFrame int64 = 0
running := true
for running {
startTime = time.Now()
running = debug.Update(elapsedTime)
endTime = time.Now()
elapsedTime = endTime.Sub(startTime).Microseconds()
passedTime += elapsedTime
passedFrame++
if passedTime >= 1000000 {
debug.window.SetTitle(windowTitle + " FPS: " + strconv.Itoa(int(1000000/(passedTime/passedFrame))))
passedTime = 0
passedFrame = 0
}
}
}
func main() {
fmt.Println(windowTitle)
// I really enjoy its graphics. I mean the anime movie.
fmt.Println("HELLO WORLD -ALLTALE-")
fmt.Println("With programming we have god's hand.")
// Read flags
var file = flag.String("file", "", "NES ROM file")
var cpuprofile = flag.String("cpuprofile", "", "Write cpu profile to file")
flag.Parse()
// Handle flags
if *file == "" {
fmt.Println("Please specify a NES ROM file.")
os.Exit(1)
}
if *cpuprofile != "" {
f, err := os.Create(*cpuprofile)
if err != nil {
log.Fatal(err)
}
pprof.StartCPUProfile(f)
defer pprof.StopCPUProfile()
}
// Construct a debugger instance.
debug := debugger{}
err := debug.Construct(*file, windowWidth, windowHeight)
if err != nil {
return
}
// Start debugger.
debug.Start()
}