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    import {
        Emulator,
        EmulatorBase,
        Feature,
        PixelFormat,
        RomInfo
    } from "./react/app";
    
    import {
        Cartridge,
        default as _wasm,
        GameBoy,
        PadKey,
        PpuMode
    } from "./lib/boytacean.js";
    import info from "./package.json";
    
    declare const require: any;
    
    const LOGIC_HZ = 4194304;
    const VISUAL_HZ = 59.7275;
    const IDLE_HZ = 10;
    
    const SAMPLE_RATE = 2;
    
    const PALETTES = [
        {
            name: "basic",
            colors: ["ffffff", "c0c0c0", "606060", "000000"]
        },
        {
            name: "hogwards",
            colors: ["b6a571", "8b7e56", "554d35", "201d13"]
        },
        {
            name: "pacman",
            colors: ["ffff00", "ffb897", "3732ff", "000000"]
        },
        {
            name: "mariobros",
            colors: ["f7cec3", "cc9e22", "923404", "000000"]
        }
    ];
    
    const KEYS_NAME: Record<string, number> = {
        ArrowUp: PadKey.Up,
        ArrowDown: PadKey.Down,
        ArrowLeft: PadKey.Left,
        ArrowRight: PadKey.Right,
        Start: PadKey.Start,
        Select: PadKey.Select,
        A: PadKey.A,
        B: PadKey.B
    };
    
    const ROM_PATH = require("../../res/roms/20y.gb");
    
    /**
     * Top level class that controls the emulator behaviour
     * and "joins" all the elements together to bring input/output
     * of the associated machine.
     */
    export class GameboyEmulator extends EmulatorBase implements Emulator {
        /**
         * The Game Boy engine (probably coming from WASM) that
         * is going to be used for the emulation.
         */
        private gameBoy: GameBoy | null = null;
    
        /**
         * The descriptive name of the engine that is currently
         * in use to emulate the system.
         */
        private _engine: string | null = null;
    
        private logicFrequency: number = LOGIC_HZ;
        private visualFrequency: number = VISUAL_HZ;
        private idleFrequency: number = IDLE_HZ;
    
        private paused: boolean = false;
        private nextTickTime: number = 0;
        private fps: number = 0;
        private frameStart: number = new Date().getTime();
        private frameCount: number = 0;
        private paletteIndex: number = 0;
    
        private romName: string | null = null;
        private romData: Uint8Array | null = null;
        private romSize: number = 0;
        private cartridge: Cartridge | null = null;
    
        async main({ romUrl }: { romUrl?: string }) {
            // initializes the WASM module, this is required
            // so that the global symbols become available
            await wasm();
    
            // boots the emulator subsystem with the initial
            // ROM retrieved from a remote data source
            await this.boot({ loadRom: true, romPath: romUrl ?? undefined });
    
            // the counter that controls the overflowing cycles
            // from tick to tick operation
            let pending = 0;
    
            // runs the sequence as an infinite loop, running
            // the associated CPU cycles accordingly
            while (true) {
                // in case the machine is paused we must delay the execution
                // a little bit until the paused state is recovered
                if (this.paused) {
                    await new Promise((resolve) => {
                        setTimeout(resolve, 1000 / this.idleFrequency);
                    });
                    continue;
                }
    
                // obtains the current time, this value is going
                // to be used to compute the need for tick computation
                let currentTime = new Date().getTime();
    
                try {
                    pending = this.tick(
                        currentTime,
                        pending,
                        Math.round(this.logicFrequency / this.visualFrequency)
                    );
                } catch (err) {
                    // sets the default error message to be displayed
                    // to the user, this value may be overridden in case
                    // a better and more explicit message can be determined
                    let message = String(err);
    
                    // verifies if the current issue is a panic one
                    // and updates the message value if that's the case
                    const messageNormalized = (err as Error).message.toLowerCase();
                    const isPanic =
                        messageNormalized.startsWith("unreachable") ||
                        messageNormalized.startsWith("recursive use of an object");
                    if (isPanic) {
                        message = "Unrecoverable error, restarting Game Boy";
                    }
    
                    // displays the error information to both the end-user
                    // and the developer (for diagnostics)
                    this.trigger("message", {
                        text: message,
                        error: true,
                        timeout: 5000
                    });
                    console.error(err);
    
                    // pauses the machine, allowing the end-user to act
                    // on the error in a proper fashion
                    this.pause();
    
                    // if we're talking about a panic, proper action must be taken
                    // which in this case it means restarting both the WASM sub
                    // system and the machine state (to be able to recover)
                    // also sets the default color on screen to indicate the issue
                    if (isPanic) {
                        await wasm();
                        await this.boot({ restore: false });
    
                        this.trigger("error");
                    }
                }
    
                // calculates the amount of time until the next draw operation
                // this is the amount of time that is going to be pending
                currentTime = new Date().getTime();
                const pendingTime = Math.max(this.nextTickTime - currentTime, 0);
    
                // waits a little bit for the next frame to be draw,
                // this should control the flow of render
                await new Promise((resolve) => {
                    setTimeout(resolve, pendingTime);
                });
            }
        }
    
        tick(currentTime: number, pending: number, cycles: number = 70224) {
            // in case the time to draw the next frame has not been
            // reached the flush of the "tick" logic is skipped
            if (currentTime < this.nextTickTime) return pending;
    
            // calculates the number of ticks that have elapsed since the
            // last draw operation, this is critical to be able to properly
            // operate the clock of the CPU in frame drop situations
            if (this.nextTickTime === 0) this.nextTickTime = currentTime;
            let ticks = Math.ceil(
                (currentTime - this.nextTickTime) /
                    ((1 / this.visualFrequency) * 1000)
            );
            ticks = Math.max(ticks, 1);
    
            // initializes the counter of cycles with the pending number
            // of cycles coming from the previous tick
            let counterCycles = pending;
    
            let lastFrame = -1;
    
            while (true) {
                // limits the number of cycles to the provided
                // cycle value passed as a parameter
                if (counterCycles >= cycles) {
                    break;
                }
    
                // runs the Game Boy clock, this operations should
                // include the advance of both the CPU and the PPU
                counterCycles += this.gameBoy?.clock() ?? 0;
    
                // in case the current PPU mode is VBlank and the
                // frame is different from the previously rendered
                // one then it's time to update the canvas
                if (
                    this.gameBoy?.ppu_mode() === PpuMode.VBlank &&
                    this.gameBoy?.ppu_frame() !== lastFrame
                ) {
                    lastFrame = this.gameBoy?.ppu_frame();
    
                    // triggers the frame event indicating that
                    // a new frame is now available for drawing
                    this.trigger("frame");
                }
            }
    
            // increments the number of frames rendered in the current
            // section, this value is going to be used to calculate FPS
            this.frameCount += 1;
    
            // in case the target number of frames for FPS control
            // has been reached calculates the number of FPS and
            // flushes the value to the screen
            if (this.frameCount >= this.visualFrequency * SAMPLE_RATE) {
                const currentTime = new Date().getTime();
                const deltaTime = (currentTime - this.frameStart) / 1000;
                const fps = Math.round(this.frameCount / deltaTime);
                this.fps = fps;
                this.frameCount = 0;
                this.frameStart = currentTime;
            }
    
            // updates the next update time reference to the, so that it
            // can be used to control the game loop
            this.nextTickTime += (1000 / this.visualFrequency) * ticks;
    
            // calculates the new number of pending (overflow) cycles
            // that are going to be added to the next iteration
            return counterCycles - cycles;
        }
    
        /**
         * Starts the current machine, setting the internal structure in
         * a proper state to start drawing and receiving input.
         *
         * This method can also be used to load a new ROM into the machine.
         *
         * @param options The options that are going to be used in the
         * starting of the machine, includes information on the ROM and
         * the emulator engine to use.
         */
        async boot({
            engine = "neo",
            restore = true,
            loadRom = false,
            romPath = ROM_PATH,
            romName = null,
            romData = null
        }: {
            engine?: string | null;
            restore?: boolean;
            loadRom?: boolean;
            romPath?: string;
            romName?: string | null;
            romData?: Uint8Array | null;
        } = {}) {
            // in case a remote ROM loading operation has been
            // requested then loads it from the remote origin
            if (loadRom) {
                ({ name: romName, data: romData } = await this.fetchRom(romPath));
            } else if (romName === null || romData === null) {
                [romName, romData] = [this.romName, this.romData];
            }
    
            // selects the proper engine for execution
            // and builds a new instance of it
            switch (engine) {
                case "neo":
                    this.gameBoy = new GameBoy();
                    break;
                default:
                    if (!this.gameBoy) {
                        throw new Error("No engine requested");
                    }
                    break;
            }
    
            // runs the initial palette set operation
            this.changePalette();
    
            // resets the Game Boy engine to restore it into
            // a valid state ready to be used
            this.gameBoy.reset();
            this.gameBoy.load_boot_default();
            const cartridge = this.gameBoy.load_rom_ws(romData!);
    
            // updates the ROM name in case there's extra information
            // coming from the cartridge
            romName = cartridge.title() ? cartridge.title() : romName;
    
            // updates the name of the currently selected engine
            // to the one that has been provided (logic change)
            if (engine) this._engine = engine;
    
            // updates the complete set of global information that
            // is going to be displayed
            this.setRom(romName!, romData!, cartridge);
    
            // in case the restore (state) flag is set
            // then resumes the machine execution
            if (restore) this.resume();
    
            // triggers the booted event indicating that the
            // emulator has finished the loading process
            this.trigger("booted");
        }
    
        setRom(name: string, data: Uint8Array, cartridge: Cartridge) {
            this.romName = name;
            this.romData = data;
            this.romSize = data.length;
            this.cartridge = cartridge;
        }
    
        get name(): string {
            return "Boytacean";
        }
    
        get device(): string {
            return "Game Boy";
        }
    
        get deviceUrl(): string {
            return "https://en.wikipedia.org/wiki/Game_Boy";
        }
    
        get engines() {
            return ["neo"];
        }
    
        get engine() {
            return this._engine;
        }
    
        get version(): string {
            return info.version;
        }
    
        get versionUrl(): string {
            return "https://gitlab.stage.hive.pt/joamag/boytacean/-/blob/master/CHANGELOG.md";
        }
    
        get features(): Feature[] {
            return [Feature.Debug, Feature.Palettes, Feature.Benchmark];
        }
    
        get romExts(): string[] {
            return ["gb"];
        }
    
        get pixelFormat(): PixelFormat {
            return PixelFormat.RGB;
        }
    
        /**
         * Returns the array buffer that contains the complete set of
         * pixel data that is going to be drawn.
         *
         * @returns The current pixel data for the emulator display.
         */
        get imageBuffer(): Uint8Array {
            return this.gameBoy?.frame_buffer_eager() ?? new Uint8Array();
        }
    
        get romInfo(): RomInfo {
            return {
                name: this.romName ?? undefined,
                data: this.romData ?? undefined,
                size: this.romSize,
                extra: {
                    romType: this.cartridge?.rom_type_s(),
                    romSize: this.cartridge?.rom_size_s(),
                    ramSize: this.cartridge?.ram_size_s()
                }
            };
        }
    
        get frequency(): number {
            return this.logicFrequency;
        }
    
        set frequency(value: number) {
            value = Math.max(value, 0);
            this.logicFrequency = value;
            this.trigger("frequency", value);
        }
    
        get frequencyDelta(): number | null {
            return 400000;
        }
    
        get framerate(): number {
            return this.fps;
        }
    
        get registers(): Record<string, string | number> {
            const registers = this.gameBoy?.registers();
            if (!registers) return {};
            return {
                pc: registers.pc,
                sp: registers.sp,
                a: registers.a,
                b: registers.b,
                c: registers.c,
                d: registers.d,
                e: registers.e,
                h: registers.h,
                l: registers.l,
                scy: registers.scy,
                scx: registers.scx,
                wy: registers.wy,
                wx: registers.wx,
                ly: registers.ly,
                lyc: registers.lyc
            };
        }
    
        getTile(index: number): Uint8Array {
            return this.gameBoy?.get_tile_buffer(index) ?? new Uint8Array();
        }
    
        toggleRunning() {
            if (this.paused) {
                this.resume();
            } else {
                this.pause();
            }
        }
    
        pause() {
            this.paused = true;
        }
    
        resume() {
            this.paused = false;
            this.nextTickTime = new Date().getTime();
        }
    
        reset() {
            this.boot({ engine: null });
        }
    
        keyPress(key: string) {
            const keyCode = KEYS_NAME[key];
            if (keyCode === undefined) return;
            this.gameBoy?.key_press(keyCode);
        }
    
        keyLift(key: string) {
            const keyCode = KEYS_NAME[key];
            if (keyCode === undefined) return;
            this.gameBoy?.key_lift(keyCode);
        }
    
        changePalette() {
            const palette = PALETTES[this.paletteIndex];
            this.gameBoy?.set_palette_colors_ws(palette.colors);
            this.paletteIndex += 1;
            this.paletteIndex %= PALETTES.length;
        }
    
        benchmark(count = 50000000) {
            let cycles = 0;
            this.pause();
            try {
                const initial = Date.now();
                for (let i = 0; i < count; i++) {
                    cycles += this.gameBoy?.clock() ?? 0;
                }
                const delta = (Date.now() - initial) / 1000;
                const frequency_mhz = cycles / delta / 1000 / 1000;
                return {
                    delta: delta,
                    count: count,
                    cycles: cycles,
                    frequency_mhz: frequency_mhz
                };
            } finally {
                this.resume();
            }
        }
    
        private async fetchRom(
            romPath: string
        ): Promise<{ name: string; data: Uint8Array }> {
            // extracts the name of the ROM from the provided
            // path by splitting its structure
            const romPathS = romPath.split(/\//g);
            let romName = romPathS[romPathS.length - 1].split("?")[0];
            const romNameS = romName.split(/\./g);
            romName = `${romNameS[0]}.${romNameS[romNameS.length - 1]}`;
    
            // loads the ROM data and converts it into the
            // target byte array buffer (to be used by WASM)
            const response = await fetch(romPath);
            const blob = await response.blob();
            const arrayBuffer = await blob.arrayBuffer();
            const romData = new Uint8Array(arrayBuffer);
    
            // returns both the name of the ROM and the data
            // contents as a byte array
            return {
                name: romName,
                data: romData
            };
        }
    }
    
    declare global {
        interface Window {
            panic: (message: string) => void;
        }
    }
    
    window.panic = (message: string) => {
        console.error(message);
    };
    
    const wasm = async () => {
        await _wasm();
        GameBoy.set_panic_hook_ws();
    };