#![allow(clippy::uninlined_format_args)] pub mod audio; pub mod data; pub mod sdl; use audio::Audio; use boytacean::{ devices::{printer::PrinterDevice, stdout::StdoutDevice}, gb::{AudioProvider, GameBoy, GameBoyMode}, pad::PadKey, ppu::{PaletteInfo, PpuMode, DISPLAY_HEIGHT, DISPLAY_WIDTH}, rom::Cartridge, serial::{NullDevice, SerialDevice}, }; use chrono::Utc; use clap::Parser; use image::ColorType; use sdl::{surface_from_bytes, SdlSystem}; use sdl2::{event::Event, keyboard::Keycode, pixels::PixelFormatEnum, Sdl}; use std::{ cmp::max, path::Path, thread, time::{Duration, Instant, SystemTime}, }; /// The scale at which the screen is going to be drawn /// meaning the ratio between Game Boy resolution and /// the window size to be displayed. const SCREEN_SCALE: f32 = 2.0; /// The base title to be used in the window. const TITLE: &str = "Boytacean"; /// Base audio volume to be used as the basis of the /// amplification level of the volume const VOLUME: f32 = 64.0; pub struct Benchmark { count: usize, } impl Benchmark { pub fn new(count: usize) -> Self { Self { count } } } impl Default for Benchmark { fn default() -> Self { Self::new(50000000) } } pub struct EmulatorOptions { auto_mode: Option<bool>, unlimited: Option<bool>, features: Option<Vec<&'static str>>, } pub struct Emulator { system: GameBoy, auto_mode: bool, unlimited: bool, sdl: Option<SdlSystem>, audio: Option<Audio>, title: &'static str, rom_path: String, logic_frequency: u32, visual_frequency: f32, next_tick_time: f32, next_tick_time_i: u32, features: Vec<&'static str>, palettes: [PaletteInfo; 7], palette_index: usize, } impl Emulator { pub fn new(system: GameBoy, options: EmulatorOptions) -> Self { Self { system, auto_mode: options.auto_mode.unwrap_or(true), unlimited: options.unlimited.unwrap_or(false), sdl: None, audio: None, title: TITLE, rom_path: String::from("invalid"), logic_frequency: GameBoy::CPU_FREQ, visual_frequency: GameBoy::VISUAL_FREQ, next_tick_time: 0.0, next_tick_time_i: 0, features: options .features .unwrap_or_else(|| vec!["video", "audio", "no-vsync"]), palettes: [ PaletteInfo::new( "basic", [ [0xff, 0xff, 0xff], [0xc0, 0xc0, 0xc0], [0x60, 0x60, 0x60], [0x00, 0x00, 0x00], ], ), PaletteInfo::new( "hogwards", [ [0xb6, 0xa5, 0x71], [0x8b, 0x7e, 0x56], [0x55, 0x4d, 0x35], [0x20, 0x1d, 0x13], ], ), PaletteInfo::new( "christmas", [ [0xe8, 0xe7, 0xdf], [0x8b, 0xab, 0x95], [0x9e, 0x5c, 0x5e], [0x53, 0x4d, 0x57], ], ), PaletteInfo::new( "goldsilver", [ [0xc5, 0xc6, 0x6d], [0x97, 0xa1, 0xb0], [0x58, 0x5e, 0x67], [0x23, 0x52, 0x29], ], ), PaletteInfo::new( "pacman", [ [0xff, 0xff, 0x00], [0xff, 0xb8, 0x97], [0x37, 0x32, 0xff], [0x00, 0x00, 0x00], ], ), PaletteInfo::new( "mariobros", [ [0xf7, 0xce, 0xc3], [0xcc, 0x9e, 0x22], [0x92, 0x34, 0x04], [0x00, 0x00, 0x00], ], ), PaletteInfo::new( "pokemon", [ [0xf8, 0x78, 0x00], [0xb8, 0x60, 0x00], [0x78, 0x38, 0x00], [0x00, 0x00, 0x00], ], ), ], palette_index: 0, } } pub fn start(&mut self, screen_scale: f32) { self.start_base(); let sdl = sdl2::init().unwrap(); if self.features.contains(&"video") { self.start_graphics(&sdl, screen_scale); } if self.features.contains(&"audio") { self.start_audio(&sdl); } } #[cfg(not(feature = "slow"))] pub fn start_base(&mut self) {} #[cfg(feature = "slow")] pub fn start_base(&mut self) { self.logic_frequency = 100; } pub fn start_graphics(&mut self, sdl: &Sdl, screen_scale: f32) { self.sdl = Some(SdlSystem::new( sdl, self.title, DISPLAY_WIDTH as u32, DISPLAY_HEIGHT as u32, screen_scale, !self.features.contains(&"no-accelerated"), !self.features.contains(&"no-vsync"), )); } pub fn start_audio(&mut self, sdl: &Sdl) { self.audio = Some(Audio::new(sdl)); } pub fn load_rom(&mut self, path: Option<&str>) { let path_res = path.unwrap_or(&self.rom_path); let rom: &boytacean::rom::Cartridge = self.system.load_rom_file(path_res); println!( "========= Cartridge =========\n{}\n=============================", rom ); if let Some(ref mut sdl) = self.sdl { sdl.window_mut() .set_title(format!("{} [{}]", self.title, rom.title()).as_str()) .unwrap(); } self.rom_path = String::from(path_res); } pub fn reset(&mut self) { self.system.reset(); self.system.load(true); self.load_rom(None); } pub fn benchmark(&mut self, params: Benchmark) { println!("Going to run benchmark..."); let count = params.count; let mut cycles = 0; let initial = SystemTime::now(); for _ in 0..count { cycles += self.system.clock() as u32; } let delta = initial.elapsed().unwrap().as_millis() as f32 / 1000.0; let frequency_mhz = cycles as f32 / delta / 1000.0 / 1000.0; println!( "Took {:.2} seconds to run {} ticks ({} cycles) ({:.2} Mhz)!", delta, count, cycles, frequency_mhz ); } pub fn toggle_audio(&mut self) { let apu_enabled = self.system.apu_enabled(); self.system.set_apu_enabled(!apu_enabled); } pub fn toggle_palette(&mut self) { self.system .ppu() .set_palette_colors(self.palettes[self.palette_index].colors()); self.palette_index = (self.palette_index + 1) % self.palettes.len(); } pub fn limited(&self) -> bool { !self.unlimited } 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.sdl.as_mut().unwrap().window_mut().set_icon(&surface); // creates an accelerated canvas to be used in the drawing // then clears it and presents it self.sdl.as_mut().unwrap().canvas.present(); // creates a texture creator for the current canvas, required // for the creation of dynamic and static textures let texture_creator = self.sdl.as_mut().unwrap().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(); // starts the variable that will control the number of cycles that // are going to move (because of overflow) from one tick to another let mut pending_cycles = 0u32; // 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, in // theory the emulator should keep an infinite loop here '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.sdl.as_mut().unwrap().event_pump.poll_event() { match event { Event::Quit { .. } => break 'main, Event::KeyDown { keycode: Some(Keycode::Escape), .. } => break 'main, Event::KeyDown { keycode: Some(Keycode::R), .. } => self.reset(), Event::KeyDown { keycode: Some(Keycode::B), .. } => self.benchmark(Benchmark::default()), Event::KeyDown { keycode: Some(Keycode::T), .. } => self.toggle_audio(), Event::KeyDown { keycode: Some(Keycode::P), .. } => self.toggle_palette(), Event::KeyDown { keycode: Some(Keycode::Plus), .. } => self.logic_frequency = self.logic_frequency.saturating_add(400000), Event::KeyDown { keycode: Some(Keycode::Minus), .. } => self.logic_frequency = self.logic_frequency.saturating_sub(400000), Event::KeyDown { keycode: Some(keycode), .. } => { if let Some(key) = key_to_pad(keycode) { self.system.key_press(key) } } Event::KeyUp { keycode: Some(keycode), .. } => { if let Some(key) = key_to_pad(keycode) { self.system.key_lift(key) } } Event::DropFile { filename, .. } => { if self.auto_mode { let mode = Cartridge::from_file(&filename).gb_mode(); self.system.set_mode(mode); } self.system.reset(); self.system.load(true); self.load_rom(Some(&filename)); } _ => (), } } let current_time = self.sdl.as_mut().unwrap().timer_subsystem.ticks(); if current_time >= self.next_tick_time_i { // re-starts the counter cycles with the number of pending cycles // from the previous tick and the last frame with a dummy value // meant to be overridden in case there's at least one new frame // being drawn in the current tick let mut counter_cycles = pending_cycles; let mut last_frame = 0xffffu16; // calculates the number of cycles that are meant to be the target // for the current "tick" operation this is basically the current // logic frequency divided by the visual one, this operation also // takes into account the current Game Boy speed multiplier (GBC) let cycle_limit = (self.logic_frequency as f32 * self.system.multiplier() as f32 / self.visual_frequency) .round() as u32; loop { // limits the number of ticks to the typical number // of cycles expected for the current logic cycle if counter_cycles >= cycle_limit { pending_cycles = counter_cycles - cycle_limit; break; } // runs the Game Boy clock, this operation should // include the advance of both the CPU, PPU, APU // and any other frequency based component of the system counter_cycles += self.system.clock() as u32; // in case a V-Blank state has been reached a new frame is available // then the frame must be pushed into SDL for display if self.system.ppu_mode() == PpuMode::VBlank && self.system.ppu_frame() != last_frame { // obtains the frame buffer of the Game Boy PPU and uses it // to update the stream texture, that will latter be copied // to the canvas let frame_buffer = self.system.frame_buffer().as_ref(); texture .update(None, frame_buffer, DISPLAY_WIDTH * 3) .unwrap(); // obtains the index of the current PPU frame, this value // is going to be used to detect for new frame presence last_frame = self.system.ppu_frame(); } // in case the audio subsystem is enabled, then the audio buffer // must be queued into the SDL audio subsystem if let Some(audio) = self.audio.as_mut() { let audio_buffer = self .system .audio_buffer() .iter() .map(|v| *v as f32 / VOLUME) .collect::<Vec<f32>>(); audio.device.queue_audio(&audio_buffer).unwrap(); } // clears the audio buffer to prevent it from // "exploding" in size, this is required GC operation self.system.clear_audio_buffer(); } // in case there's at least one new frame that was drawn during // during the current tick, then we need to flush it to the canvas, // this separation between texture creation and canvas flush prevents // resources from being over-used in situations where multiple frames // are generated during the same tick cycle if last_frame != 0xffffu16 { // clears the graphics canvas, making sure that no garbage // pixel data remaining in the pixel buffer, not doing this would // create visual glitches in OSs like Mac OS X self.sdl.as_mut().unwrap().canvas.clear(); // copies the texture that was created for the frame (during // the loop part of the tick) to the canvas self.sdl .as_mut() .unwrap() .canvas .copy(&texture, None, None) .unwrap(); // presents the canvas effectively updating the screen // information presented to the user self.sdl.as_mut().unwrap().canvas.present(); } // 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, meaning // a situation where the system resources are no able to emulate // the system on time and frames must be skipped (ticks > 1) if self.next_tick_time == 0.0 { self.next_tick_time = current_time as f32; } let mut ticks = ((current_time as f32 - self.next_tick_time) / ((1.0 / self.visual_frequency) * 1000.0)) .ceil() as u8; ticks = max(ticks, 1); // in case the limited (speed) mode is set then we must calculate // a new next tick time reference, this is required to prevent the // machine from running too fast (eg: 50x) if self.limited() { // 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) * ticks as f32; self.next_tick_time_i = self.next_tick_time.ceil() as u32; } } let current_time = self.sdl.as_mut().unwrap().timer_subsystem.ticks(); let pending_time = self.next_tick_time_i.saturating_sub(current_time); self.sdl .as_mut() .unwrap() .timer_subsystem .delay(pending_time); } } pub fn run_headless(&mut self) { // starts the variable that will control the number of cycles that // are going to move (because of overflow) from one tick to another let mut pending_cycles = 0u32; // allocates space for the loop ticks counter to be used in each // iteration cycle let mut counter = 0u32; let reference = Instant::now(); // the main loop to execute the multiple machine clocks, in // theory the emulator should keep an infinite loop here loop { // increments the counter that will keep track // on the number of visual ticks since beginning counter = counter.wrapping_add(1); let current_time = reference.elapsed().as_millis() as u32; if current_time >= self.next_tick_time_i { // re-starts the counter cycles with the number of pending cycles // from the previous tick let mut counter_cycles = pending_cycles; // calculates the number of cycles that are meant to be the target // for the current "tick" operation this is basically the current // logic frequency divided by the visual one, this operation also // takes into account the current Game Boy speed multiplier (GBC) let cycle_limit = (self.logic_frequency as f32 * self.system.multiplier() as f32 / self.visual_frequency) .round() as u32; loop { // limits the number of ticks to the typical number // of cycles expected for the current logic cycle if counter_cycles >= cycle_limit { pending_cycles = counter_cycles - cycle_limit; break; } // runs the Game Boy clock, this operation should // include the advance of both the CPU, PPU, APU // and any other frequency based component of the system counter_cycles += self.system.clock() as u32; } // 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, meaning // a situation where the system resources are no able to emulate // the system on time and frames must be skipped (ticks > 1) if self.next_tick_time == 0.0 { self.next_tick_time = current_time as f32; } let mut ticks = ((current_time as f32 - self.next_tick_time) / ((1.0 / self.visual_frequency) * 1000.0)) .ceil() as u8; ticks = max(ticks, 1); // in case the limited (speed) mode is set then we must calculate // a new next tick time reference, this is required to prevent the // machine from running too fast (eg: 50x) if self.limited() { // 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) * ticks as f32; self.next_tick_time_i = self.next_tick_time.ceil() as u32; } } let current_time = reference.elapsed().as_millis() as u32; let pending_time = self.next_tick_time_i.saturating_sub(current_time); let ten_millis = Duration::from_millis(pending_time as u64); thread::sleep(ten_millis); } } } #[derive(Parser, Debug)] #[command(author, version, about, long_about = None)] struct Args { #[arg(short, long, default_value_t = String::from("auto"))] mode: String, #[arg(short, long, default_value_t = String::from("printer"))] device: String, #[arg(long, default_value_t = false)] no_ppu: bool, #[arg(long, default_value_t = false)] no_apu: bool, #[arg(long, default_value_t = false)] no_dma: bool, #[arg(long, default_value_t = false)] no_timer: bool, #[arg(long, default_value_t = false)] headless: bool, #[arg(long, default_value_t = false)] unlimited: bool, #[arg(short, long, default_value_t = String::from("../../res/roms/demo/pocket.gb"))] rom_path: String, } fn main() { // parses the provided command line arguments and uses them to // obtain structured values let args = Args::parse(); let mode: GameBoyMode = if args.mode == "auto" { GameBoyMode::Dmg } else { GameBoyMode::from_string(&args.mode) }; let auto_mode = args.mode == "auto"; // 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(mode); let device = build_device(&args.device); game_boy.set_ppu_enabled(!args.no_ppu); game_boy.set_apu_enabled(!args.no_apu); game_boy.set_dma_enabled(!args.no_dma); game_boy.set_timer_enabled(!args.no_timer); game_boy.attach_serial(device); game_boy.load(true); // prints the current version of the emulator (informational message) println!("========= Boytacean =========\n{}", game_boy); // creates a new generic emulator structure then starts // both the video and audio sub-systems, loads default // ROM file and starts running it let options = EmulatorOptions { auto_mode: Some(auto_mode), unlimited: Some(args.unlimited), features: if args.headless { Some(vec![]) } else { Some(vec!["video", "audio", "no-vsync"]) }, }; let mut emulator = Emulator::new(game_boy, options); emulator.start(SCREEN_SCALE); emulator.load_rom(Some(&args.rom_path)); emulator.toggle_palette(); if args.headless { emulator.run_headless(); } else { emulator.run(); } } fn build_device(device: &str) -> Box<dyn SerialDevice> { match device { "null" => Box::<NullDevice>::default(), "stdout" => Box::<StdoutDevice>::default(), "printer" => { let mut printer = Box::<PrinterDevice>::default(); printer.set_callback(|image_buffer| { let file_name = format!("printer-{}.png", Utc::now().format("%Y%m%d-%H%M%S")); image::save_buffer( Path::new(&file_name), image_buffer, 160, (image_buffer.len() / 4 / 160) as u32, ColorType::Rgba8, ) .unwrap(); }); printer } _ => panic!("Unsupported device: {}", device), } } 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, } }