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vdp.py
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399 lines (282 loc) · 13.3 KB
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# (C) 2020 by Folkert van Heusden <mail@vanheusden.com>
# released under AGPL v3.0
# implements VDP and also kb because of pygame
import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = 'hide'
import pygame
import sys
import threading
import time
class vdp(threading.Thread):
def __init__(self):
pygame.init()
self.ram = [ 0 ] * 16384
self.vdp_rw_pointer = 0
self.vdp_addr_state = False
self.vdp_addr_b1 = None
self.vdp_read_ahead = 0
self.keyboard_row = 0
self.registers = [ 0 ] * 8
self.keys_pressed = {}
self.stop_flag = False
# TMS9918 palette
self.rgb = ( self.rgb_to_i(0, 0, 0), self.rgb_to_i(0, 0, 0), self.rgb_to_i(33, 200, 66), self.rgb_to_i(94, 220, 120), self.rgb_to_i(84, 85, 237), self.rgb_to_i(125, 118, 252), self.rgb_to_i(212, 82, 77), self.rgb_to_i(66, 235, 245), self.rgb_to_i(252, 85, 84), self.rgb_to_i(255, 121, 120), self.rgb_to_i(212, 193, 84), self.rgb_to_i(231, 206, 128), self.rgb_to_i(33, 176, 59), self.rgb_to_i(201, 91, 186), self.rgb_to_i(204, 204, 204), self.rgb_to_i(255, 255, 255) )
self.screen = pygame.display.set_mode((320, 192))
self.surface = pygame.Surface((320, 192))
self.arr = pygame.surfarray.array2d(self.screen)
self.cv = threading.Condition()
self.init_kb()
super(vdp, self).__init__()
def init_kb(self):
self.keys = [ None ] * 16
self.keys[0] = ( pygame.K_0, pygame.K_1, pygame.K_2, pygame.K_3, pygame.K_4, pygame.K_5, pygame.K_6, pygame.K_7 )
self.keys[1] = ( pygame.K_8, pygame.K_9, pygame.K_MINUS, pygame.K_PLUS, pygame.K_BACKSLASH, pygame.K_LEFTBRACKET, pygame.K_RIGHTBRACKET, pygame.K_SEMICOLON )
self.keys[2] = ( pygame.K_QUOTE, pygame.K_BACKQUOTE, pygame.K_COMMA, pygame.K_PERIOD, pygame.K_SLASH, None, pygame.K_a, pygame.K_b )
self.keys[3] = ( pygame.K_c, pygame.K_d, pygame.K_e, pygame.K_f, pygame.K_g, pygame.K_h, pygame.K_i, pygame.K_j )
self.keys[4] = ( pygame.K_k, pygame.K_l, pygame.K_m, pygame.K_n, pygame.K_o, pygame.K_p, pygame.K_q, pygame.K_r )
self.keys[5] = ( pygame.K_s, pygame.K_t, pygame.K_u, pygame.K_v, pygame.K_w, pygame.K_x, pygame.K_y, pygame.K_z )
self.keys[6] = ( pygame.K_LSHIFT, pygame.K_LCTRL, None, pygame.K_CAPSLOCK, None, pygame.K_F1, pygame.K_F2, pygame.K_F3 )
self.keys[7] = ( pygame.K_F4, pygame.K_F5, pygame.K_ESCAPE, pygame.K_TAB, None, pygame.K_BACKSPACE, None, pygame.K_RETURN )
self.keys[8] = ( pygame.K_SPACE, None, None, None, pygame.K_LEFT, pygame.K_UP, pygame.K_DOWN, pygame.K_RIGHT )
def rgb_to_i(self, r, g, b):
return (r << 16) | (g << 8) | b
def interrupts_enabled(self):
return (self.registers[0] & 1) == 1
def interrupt(self):
self.registers[2] |= 128
def video_mode(self):
m1 = (self.registers[1] >> 4) & 1;
m2 = (self.registers[1] >> 3) & 1;
m3 = (self.registers[0] >> 1) & 1;
return (m1 << 2) | (m2 << 1) | m3
def set_register(self, a, v):
self.registers[a] = v
def write_io(self, a, v):
if a == 0x98:
self.ram[self.vdp_rw_pointer] = v
self.vdp_rw_pointer += 1
self.vdp_rw_pointer &= 0x3fff
self.vdp_addr_state = False
self.vdp_read_ahead = v
elif a == 0x99:
if self.vdp_addr_state == False:
self.vdp_addr_b1 = v
else:
if (v & 128) == 128:
v &= 7
self.set_register(v, self.vdp_addr_b1)
else:
self.vdp_rw_pointer = ((v & 63) << 8) + self.vdp_addr_b1
if (v & 64) == 0:
self.vdp_read_ahead = self.ram[self.vdp_rw_pointer]
self.vdp_rw_pointer += 1
self.vdp_rw_pointer &= 0x3fff
self.vdp_addr_state = not self.vdp_addr_state
elif a == 0xaa: # PPI register C
self.keyboard_row = v & 15
else:
print('vdp::write_io: Unexpected port %02x' % a)
def read_keyboard(self):
cur_row = self.keys[self.keyboard_row]
if not cur_row:
print('kb fail', self.keyboard_row)
return 255
bits = 0
bit_nr = 0
for key in cur_row:
if key and key in self.keys_pressed and self.keys_pressed[key]:
bits |= 1 << bit_nr
bit_nr += 1
return bits ^ 0xff
def read_io(self, a):
rc = 0
if a == 0x98:
rc = self.vdp_read_ahead
self.vdp_read_ahead = self.ram[self.vdp_rw_pointer]
self.vdp_rw_pointer += 1
self.vdp_rw_pointer &= 0x3fff
elif a == 0x99:
rc = self.registers[2]
self.registers[2] &= 127
elif a == 0xa9:
rc = self.read_keyboard()
else:
print('vdp::read_io: Unexpected port %02x' % a)
return rc
def draw_sprite_part(self, off_x, off_y, pattern_offset, color, nr):
sc = (self.registers[5] << 7) + nr * 16
for y in range(off_y, off_y + 8):
cur_pattern = self.ram[pattern_offset]
pattern_offset += 1
col = self.ram[sc]
i = 128 if col & 8 else 0
if y >= 192:
break
for x in range(off_x, off_x + 8):
if x >= 256:
break
if cur_pattern & 128:
self.arr[x, y] = color
cur_pattern <<= 1
sc += 1
def draw_sprites(self):
attr = (self.registers[5] & 127) << 7
patt = self.registers[6] << 11
for i in range(0, 32):
attribute_offset = attr + i * 4
spx = self.ram[attribute_offset + 1]
if spx == 0xd0:
break
colori = self.ram[attribute_offset + 3] & 15;
if colori == 0:
continue
rgb = self.rgb[colori]
spy = self.ram[attribute_offset + 0]
pattern_index = self.ram[attribute_offset + 2];
if self.registers[1] & 2:
offset = patt + 8 * pattern_index;
self.draw_sprite_part(spx + 0, spy + 0, offset + 0, rgb, i)
self.draw_sprite_part(spx + 0, spy + 8, offset + 8, rgb, i)
self.draw_sprite_part(spx + 8, spy + 0, offset + 16, rgb, i)
self.draw_sprite_part(spx + 8, spy + 8, offset + 24, rgb, i)
else:
self.draw_sprite_part(spx, spy, pattern_index, rgb, i);
def poll_kb(self):
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.stop_flag = True
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
print('MARKER', file=sys.stderr)
self.keys_pressed[event.key] = True
elif event.type == pygame.KEYUP:
self.keys_pressed[event.key] = False
def run(self):
self.setName('msx-display')
while not self.stop_flag:
self.poll_kb()
time.sleep(0.02)
#msg = self.debug_msg[0:79]
s = time.time()
hit = 0
hitdiv = 1
vm = self.video_mode()
if vm == 1: # 'screen 2' (256 x 192)
bg_map = (self.registers[2] & 15) << 10
bg_colors = (self.registers[3] & 128) << 6
bg_tiles = (self.registers[4] & 4) << 11
par = pygame.PixelArray(self.surface)
pb = None
cache = None
tiles_offset = colors_offset = 0
hitdiv = 32 * 24
for map_index in range(0, 32 * 24):
block_nr = (map_index >> 8) & 3
if block_nr != pb:
cache = [ None ] * 256
pb = block_nr
tiles_offset = bg_tiles + (block_nr * 256 * 8)
colors_offset = bg_colors + (block_nr * 256 * 8)
cur_char_nr = self.ram[bg_map + map_index]
scr_x = (map_index & 31) * 8;
scr_y = ((map_index >> 5) & 31) * 8;
if cache[cur_char_nr] == None:
cache[cur_char_nr] = [ 0 ] * 64
cur_tiles = tiles_offset + cur_char_nr * 8
cur_colors = colors_offset + cur_char_nr * 8
for y in range(0, 8):
current_tile = self.ram[cur_tiles]
cur_tiles += 1
current_color = self.ram[cur_colors]
cur_colors += 1
fg = self.rgb[current_color >> 4]
bg = self.rgb[current_color & 15]
for x in range(0, 8):
cache[cur_char_nr][y * 8 + x] = fg if (current_tile & 128) == 128 else bg
current_tile <<= 1
else:
hit += 1
for y in range(0, 8):
for x in range(0, 8):
self.arr[scr_x + x, scr_y + y] = cache[cur_char_nr][y * 8 + x]
self.draw_sprites()
pygame.surfarray.blit_array(self.screen, self.arr)
pygame.display.flip()
elif vm == 4: # 40 x 24
cols = 40 # FIXME
hitdiv = cols * 24
bg_map = (self.registers[2] & 0x7c) << 10 if cols == 80 else (self.registers[2] & 15) << 10
bg_tiles = (self.registers[4] & 7) << 11
bg = self.rgb[self.registers[7] & 15]
fg = self.rgb[self.registers[7] >> 4]
par = pygame.PixelArray(self.surface)
pb = None
cache = [ None ] * 256
tiles_offset = colors_offset = 0
for map_index in range(0, 40 * 24):
cur_char_nr = self.ram[bg_map + map_index]
scr_x = (map_index % cols) * 8;
scr_y = (map_index // cols) * 8;
if cache[cur_char_nr] == None:
cache[cur_char_nr] = [ 0 ] * 64
cur_tiles = bg_tiles + cur_char_nr * 8
for y in range(0, 8):
current_tile = self.ram[cur_tiles]
cur_tiles += 1
for x in range(0, 8):
cache[cur_char_nr][y * 8 + x] = fg if (current_tile & 128) == 128 else bg
current_tile <<= 1
else:
hit += 1
for y in range(0, 8):
for x in range(0, 8):
self.arr[scr_x + x, scr_y + y] = cache[cur_char_nr][y * 8 + x]
pygame.surfarray.blit_array(self.screen, self.arr)
pygame.display.flip()
elif vm == 0: # 'screen 1' (32 x 24)
bg_map = (self.registers[2] & 15) << 10;
bg_colors = (self.registers[3] & 128) << 6
bg_tiles = (self.registers[4] & 4) << 11
cols = 32
hitdiv = cols * 24
par = pygame.PixelArray(self.surface)
pb = None
cache = [ None ] * 256
tiles_offset = colors_offset = 0
for map_index in range(0, 32 * 24):
cur_char_nr = self.ram[bg_map + map_index]
current_color = self.ram[bg_colors + cur_char_nr // 8]
fg = self.rgb[current_color >> 4];
bg = self.rgb[current_color & 15];
scr_x = (map_index % cols) * 8;
scr_y = (map_index // cols) * 8;
if cache[cur_char_nr] == None:
cache[cur_char_nr] = [ 0 ] * 64
cur_tiles = bg_tiles + cur_char_nr * 8
for y in range(0, 8):
current_tile = self.ram[cur_tiles]
cur_tiles += 1
for x in range(0, 8):
cache[cur_char_nr][y * 8 + x] = fg if (current_tile & 128) == 128 else bg
current_tile <<= 1
else:
hit += 1
for y in range(0, 8):
for x in range(0, 8):
self.arr[scr_x + x, scr_y + y] = cache[cur_char_nr][y * 8 + x]
pygame.surfarray.blit_array(self.screen, self.arr)
pygame.display.flip()
par = pygame.PixelArray(self.surface)
else:
#msg = 'Unsupported resolution'
print('Unsupported resolution')
pass
took = time.time() - s
# print('fps: %f, cache hit: %.2f%%' % (1 / took, hit * 100.0 / hitdiv))
#self.debug_msg_lock.acquire()
#if self.debug_msg:
#self.win.addstr(25, 0, msg)
# pass # FIXME
#self.debug_msg_lock.release()