6502
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How can I use this on my project
Hi, I'm making a emulator for my hobby computer using the 6502 CPU. I'm using this library for my emulator CPU emulation. The only thing is, I don't know how to use this. Do I need to power the CPU on and then run the CPU with specified cycles?
Yes. It's very easy. The m6502_power() sets the registers to the values they would be after a real CPU is powered ON (or OFF).
Passing state as TRUE initializes the registers with the values after power ON. Passing FALSE clears the registers (that's good to show them as 0 in a debugger, for example).
The following example emulates a fictional machine. A linear video framebuffer is assumed to be located at address F000h, with indexed colors, palette of 16 colors, 1 byte per index. The machine produces an IRQ during the VBLANK interval:
#define MACHINE_SCREEN_WIDTH 352
#define MACHINE_SCREEN_HEIGHT 296
#define MACHINE_VISIBLE_SCANLINES MACHINE_SCREEN_HEIGHT
#define MACHINE_VBLANK_SCANLINES 16
#define MACHINE_VRAM_ADDRESS 0xF000
#define MACHINE_CYCLES_PER_FRAME 69888
#define MACHINE_CYCLES_PER_IRQ 32
#define MACHINE_CYCLES_PER_SCANLINE \
(MACHINE_CYCLES_PER_FRAME / (MACHINE_VISIBLE_SCANLINES + MACHINE_VBLANK_SCANLINES))
#define MACHINE_CYCLES_PER_VBLANK \
(MACHINE_CYCLES_PER_SCANLINE * MACHINE_VBLANK_SCANLINES)
#define MACHINE_CYCLES_AT_IRQ 24
#define MACHINE_CYCLES_AT_IRQ_END (MACHINE_CYCLES_AT_IRQ + MACHINE_CYCLES_PER_IRQ)
#define MACHINE_CYCLES_AT_VISIBLE_SCANLINES MACHINE_CYCLES_PER_VBLANK
#define RGBA(r, g, b) 0x##FF##b##g##r
zuint32 const color_palette[16] = {
RGBA(00, 00, 00), RGBA(00, 00, D7), RGBA(D7, 00, 00), RGBA(D7, 00, D7),
RGBA(00, D7, 00), RGBA(00, D7, D7), RGBA(D7, D7, 00), RGBA(D7, D7, D7),
RGBA(00, 00, 00), RGBA(00, 00, FF), RGBA(FF, 00, 00), RGBA(FF, 00, FF),
RGBA(00, FF, 00), RGBA(00, FF, FF), RGBA(FF, FF, 00), RGBA(FF, FF, FF)
};
typedef struct {
M6502 cpu;
zuint8 memory[65535];
zusize frame_cycles;
zuint32 *video_output_buffer;
} Machine;
zuint8 cpu_read(Machine *self, zuint16 address)
{return self->memory[address];}
void cpu_write(Machine *self, zuint16 address, zuint8 value)
{self->memory[address] = value;}
void machine_initialize(Machine *self, zuint32 *video_output_buffer)
{
self->cpu.context = self;
self->cpu.read = cpu_read;
self->cpu.write = cpu_write;
m6502_power(&self->cpu, TRUE);
memset(self->memory, 0, 65535);
self->video_output_buffer = video_output_buffer;
self->cycles = 0;
}
void machine_run_frame(Machine *self)
{
zuint y, x;
zuint8* vram_input = &self->memory[MACHINE_VRAM_ADDRESS];
zuint32* video_output = self->video_output_buffer;
/* VBLANK before IRQ */
self->cycles += m6502_run(&self->cpu, MACHINE_CYCLES_AT_IRQ - self->cycles);
/* IRQ */
m6502_irq(&self->cpu, TRUE);
self->cycles += m6502_irq(&self->cpu, MACHINE_CYCLES_AT_IRQ_END - self->cycles);
m6502_irq(&self->cpu, FALSE);
/* VBLANK after IRQ */
self->cycles += m6502_run(&self->cpu, MACHINE_CYCLES_AT_VISIBLE_SCANLINES - self->cycles);
/* Visible scanlines */
for (y = 0; y < MACHINE_VISIBLE_SCANLINES; y++)
{
self->cycles = m6502_run(
&self->cpu,
MACHINE_CYCLES_AT_VISIBLE_SCANLINES +
((y + 1) * MACHINE_CYCLES_PER_SCANLINE) -
self->cycles);
/* Draw scanline pixels in the output buffer */
for (x = 0; x < MACHINE_SCREEN_WIDTH; x++)
*video_output++ = color_palette[*vram_input++];
}
self->cycles -= MACHINE_CYCLES_PER_FRAME;
}
int main(int argc, char *argv)
{
zuint32 video_buffer[MACHINE_SCREEN_WIDTH * MACHINE_SCREEN_HEIGHT];
Machine machine;
machine_initialize(&machine, video_buffer);
while (1)
{
machine_run_frame(&machine);
/* Draw frame */
...
}
return 0;
}
If you have more doubts, feel free to join my Discord server: https://discord.gg/NeTytxBh The link will be valid for 7 days.
main.c:35:15: error: invalid operands to binary expression ('size_t' (aka 'unsigned long') and 'void')
self->cycles += m6502_irq(&self->cpu, MACHINE_CYCLES_AT_IRQ_END - self->cycles);
~~~~~~~~~~~~ ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This code could indeed use a "simple emulator" framework that can be used with the CPU backend. Possibly this could also be used for the Z80 backend, as they function similarly.
I have another example for the Z80 documentation: https://zxe.io/software/Z80/documentation/latest/Usage.html
The documentation is not finished yet, but it will be soon.
I have another example for the Z80 documentation: https://zxe.io/software/Z80/documentation/latest/Usage.html Yep, saw that.
The documentation is not finished yet, but it will be soon. The standard thing with most projects :P
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