Skip to content
Snippets Groups Projects
main.rs 7.71 KiB
Newer Older
  • Learn to ignore specific revisions
  • pub mod data;
    
    João Magalhães's avatar
    João Magalhães committed
    use boytacean::{
        gb::GameBoy,
    
    João Magalhães's avatar
    João Magalhães committed
        ppu::{DISPLAY_HEIGHT, DISPLAY_WIDTH},
    };
    
    use sdl2::{event::Event, keyboard::Keycode, pixels::PixelFormatEnum};
    use util::Graphics;
    
    use crate::util::surface_from_bytes;
    
    const VISUAL_HZ: u32 = 60;
    const SCREEN_SCALE: f32 = 2.0;
    
    
    /// The base title to be used in the window.
    static TITLE: &'static str = "Boytacean";
    
    
    pub struct Emulator {
        system: GameBoy,
        graphics: Graphics,
        visual_frequency: u32,
        next_tick_time: f32,
        next_tick_time_i: u32,
    
    impl Emulator {
        pub fn new(system: GameBoy, screen_scale: f32) -> Self {
            Self {
                system: system,
                graphics: Graphics::new(
                    TITLE,
                    DISPLAY_WIDTH as u32,
                    DISPLAY_HEIGHT as u32,
                    screen_scale,
                ),
                visual_frequency: VISUAL_HZ,
                next_tick_time: 0.0,
                next_tick_time_i: 0,
            }
    
        pub fn run(&mut self) {
            // updates the icon of the window to reflect the image
            // and style of the emulator
            let surface = surface_from_bytes(&data::ICON);
            self.graphics.window_mut().set_icon(&surface);
    
            // creates an accelerated canvas to be used in the drawing
            // then clears it and presents it
            self.graphics.canvas.present();
    
            // creates a texture creator for the current canvas, required
            // for the creation of dynamic and static textures
            let texture_creator = self.graphics.canvas.texture_creator();
    
            // creates the texture streaming that is going to be used
            // as the target for the pixel buffer
            let mut texture = texture_creator
                .create_texture_streaming(
                    PixelFormatEnum::RGB24,
                    DISPLAY_WIDTH as u32,
                    DISPLAY_HEIGHT as u32,
                )
                .unwrap();
    
            // allocates space for the loop ticks counter to be used in each
            // iteration cycle
            let mut counter = 0u32;
    
            // the main loop to execute the multiple machine clocks
            'main: loop {
                // increments the counter that will keep track
                // on the number of visual ticks since beginning
                counter = counter.wrapping_add(1);
    
                // obtains an event from the SDL sub-system to be
                // processed under the current emulation context
                while let Some(event) = self.graphics.event_pump.poll_event() {
                    match event {
                        Event::Quit { .. } => break 'main,
    
                        Event::KeyDown {
                            keycode: Some(keycode),
                            ..
                        } => match key_to_pad(keycode) {
                            Some(key) => self.system.key_press(key),
                            None => (),
                        },
    
                        Event::KeyUp {
                            keycode: Some(keycode),
                            ..
                        } => match key_to_pad(keycode) {
                            Some(key) => self.system.key_lift(key),
                            None => (),
                        },
    
                        _ => (),
                    }
                }
    
                let current_time = self.graphics.timer_subsystem.ticks();
    
                let mut counter_ticks = 0u32;
    
                if current_time >= self.next_tick_time_i {
                    loop {
                        // limits the number of ticks to the typical number
                        // of ticks required to do a complete PPU draw
                        if counter_ticks >= 70224 {
                            break;
                        }
    
                        // runs the Game Boy clock, this operations should
                        // include the advance of both the CPU and the PPU
                        counter_ticks += self.system.clock() as u32;
                    }
    
                    // obtains the frame buffer of the Game Boy PPU and uses it
                    // to update the stream texture, copying it then to the canvas
                    let frame_buffer = self.system.frame_buffer().as_ref();
                    texture
                        .update(None, frame_buffer, DISPLAY_WIDTH as usize * 3)
                        .unwrap();
                    self.graphics.canvas.copy(&texture, None, None).unwrap();
    
                    // presents the canvas effectively updating the screen
                    // information presented to the user
                    self.graphics.canvas.present();
    
                    // updates the next update time reference to the current
                    // time so that it can be used from game loop control
                    self.next_tick_time += 1000.0 / self.visual_frequency as f32;
                    self.next_tick_time_i = self.next_tick_time.ceil() as u32;
                }
    
                let current_time = self.graphics.timer_subsystem.ticks();
                let pending_time = self.next_tick_time_i.saturating_sub(current_time);
                self.graphics.timer_subsystem.delay(pending_time);
            }
        }
    }
    
        // creates a new Game Boy instance and loads both the boot ROM
        // and the initial game ROM to "start the engine"
    
        let mut game_boy = GameBoy::new();
    
        game_boy.load_boot_default();
    
        //let rom = game_boy.load_rom_file("../../res/roms.prop/tetris.gb");
        //let rom = game_boy.load_rom_file("../../res/roms.prop/dr_mario.gb");
        //let rom = game_boy.load_rom_file("../../res/roms.prop/alleyway.gb");
        let rom = game_boy.load_rom_file("../../res/roms.prop/super_mario.gb");
    
        //let rom = game_boy.load_rom_file("../../res/roms.prop/super_mario_2.gb");
    
        //let rom = game_boy.load_rom_file("../../res/roms/firstwhite.gb");
        //let rom = game_boy.load_rom_file("../../res/roms/opus5.gb");
    
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/cpu_instrs.gb"); // CRASHED
    
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/interrupt_time/interrupt_time.gb"); // FAILED
    
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/instr_timing/instr_timing.gb"); // FAILED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/mem_timing/mem_timing.gb"); // NO FINISH
    
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/01-special.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/02-interrupts.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/03-op sp,hl.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/04-op r,imm.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/05-op rp.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/06-ld r,r.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/07-jr,jp,call,ret,rst.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/08-misc instrs.gb");  // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/09-op r,r.gb"); // PASSED
    
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/10-bit ops.gb"); // PASSED
        //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/11-op a,(hl).gb"); // PASSED
    
        println!("==== Cartridge ====\n{}\n===================", rom);
    
        let mut emulator = Emulator::new(game_boy, SCREEN_SCALE);
        emulator.run();
    
    fn key_to_pad(keycode: Keycode) -> Option<PadKey> {
    
        match keycode {
    
            Keycode::Up => Some(PadKey::Up),
            Keycode::Down => Some(PadKey::Down),
            Keycode::Left => Some(PadKey::Left),
            Keycode::Right => Some(PadKey::Right),
            Keycode::Return => Some(PadKey::Start),
            Keycode::Return2 => Some(PadKey::Start),
            Keycode::Space => Some(PadKey::Select),
            Keycode::A => Some(PadKey::A),
            Keycode::S => Some(PadKey::B),
            _ => None,