Sega BASIC
Monday, 8th January 2007

I have returned to the MDI view for this project which makes life easier when it comes to putting in debugging tools. For the moment all there is is a palette and tile viewer, but I hope to add some helpful utilities - and work out a way to tie the new Brass and an emulator together for debugging assembly programs.
I've extended the SG-1000 emulation some way towards the SC-3000 (Sega Game 1000 vs. Sega Computer 3000) which has mainly involved adding keyboard emulation. The result is the ability to run Sega BASIC, and so you get the obligatory program that everyone writes sooner or later...

There is no tape drive emulation, and I'd like to ideally emulate the SF-7000's floppy drive and disk BASIC, but don't quite follow the datasheets I've read thus far (or rather, how everything is tied together).
In the first screenshot you might have noticed that the video output window has "Altered Beast (h) [A]" in the caption. I've added ROM library support, and am currently using the data from the .romdata files arranged by Maxim for his SMS Checker utility. As well as identify a name, there is a more important reason to use the database - it can identify dodgy dumps and be used to correct them (in this case, Altered Beast has an additional header - hence the (h) - that needs to be removed).
SG-1000
Wednesday, 3rd January 2007
I've added some support for the SG-1000, Sega's first? home video game console.

The Master System's VDP is a modified TMS9918, and so most Master System games run in its extended 'Mode 4' setting. That was the only video mode, therefore, that I'd emulated in any form.
For some reason, the older computer games are, the more charm they seem to have to me (maybe because the first games I played would have been on a BBC Micro, which certainly looked a lot more primitive than the Master System games I've been attempting to emulate thus far). I dug out TI's TMS9918 documentation - the differences are quite significant! Tiles are monochrome (though you can pick which foreground and background colour is in use - to some extent), the palette is fixed to 16 pre-defined colours (one of which being 'transparent') and sprite sizes and collisions are handled differently. Various features found in the Master System's VDP (scrolling, line-based interrupts) also appear to be missing from the 'vanilla' TMS9918, but I'm not sure whether or not they make an appearance in the SMS variation of the VDP or not, along with the original TMS9918 limitations.

Flipper
At any rate, the emulator now has a 'SG-1000' mode. The only differences at the moment are that the TMS9918 palette is used and line interrupts are disabled, so you can still (for example) use mode 4 on it.

From first to last: Drol, Choplifter, Hustle Chummy, Championship LodeRunner, Space Invaders, H.E.R.O., Elevator Action, and Zaxxon.
All but one of the SG-1000 games I had ran - and that was The Castle. According to meka.nam, this has an extra 8KB of onboard RAM. Whilst doing some research into the SG-1000 and the TMS9918, I found a forum post by Maxim stating "The Castle runs nicely on my RAM cart :)". Enter the new ROM mapper option to complement Standard, Codemasters and Korean - it's the RAM mapper, which simply represents the entire Z80 address range with a 64KB RAM.

That seems to have done the trick!
I mentioned that the palette was different in the SMS VDP and the original TMS9918 - here's an example (SMS on the left, SG-1000 on the right):

I'm assuming this is the result of truncating the TMS9918 palette to the SMS 6-bit palette without needing to implement two palette modes on the new VDP. Another comparison is between two versions of Wonder Boy - SMS on the left again, SG-1000 on the right:

VDP Interrupts
Wednesday, 20th December 2006

The VDP can generate two different types of CPU interrupt.
The first, and easiest, is the frame interrupt, which is requested when an entire frame has been generated. This is requested, therefore, at a regular 60Hz in NTSC regions and 50Hz in PAL regions - it's a useful timer to synchronise your game to.
The second, and more complex, is the line interrupt. This interrupt is requested when a user-definable number of scanlines have been displayed. An internal counter is decremented each active line (and one more just after), and when it overflows it resets to the value held in a VDP register and requests the interrupt (so 0 would request an interrupt every line, 1 every other line and so on). For every other line outside the active display area, the counter is reset to the contents of the VDP register.
Both interrupt types can be enabled or disabled by defined bits held in the VDP registers.
(The above should be loosely correct, the below is a little more uncertain).
Once an interrupt is requested, a flag for said interrupt is set. The flag is not reset until the VDP control port is read, so you must read the VDP control port if you expect any further interrupts.
To differentiate between line and frame interrupts you can check the value read from the control port. If the most significant bit is set, a frame interrupt (at least) was requested. Reading the vertical counter port (which returns the current scanline's vertical position) will also let you know where you are.
Something is a little wonky with my vertical counting code, as all lines end up being one too large. For the moment I'm subtracting one before returning the value (and waiting one extra scanline before triggering the frame interrupt) which is a horrible solution, but for the moment it has fixed a number of games that weren't working at all before.

Earthworm Jim, which relies on line interrupts to switch on zoomed sprites to dipslay the status bar at the bottom, now plays. It's missing some graphics on the title screens, though.
For some reason, rebuilding my Z80 emulator (which is in a different project) fixed some other interrupt-related glitches, so I have a sneaking suspicion most of my earlier problems are related to using an out-of-date DLL.

Road Rash highlighted another bug. The VDP can draw doubled sprites - that is, when a particular bit is set it will draw sprites as 8x16 pixels, stacking two consecutive sprite tiles on top of each other. Road Rash uses this mode, but also uses odd sprite indices (odd as opposed to even, not strange). The VDP will only take even indices, so a line of code to clear the least significant bit if using doubled sprites fixed that.
Still no sound, though.
Real 3D on classic 2D hardware
Monday, 18th December 2006
My existing implementation of the standard mapper used the values $1FFC..$1FFF in RAM as the paging registers. This is incorrect; from what I can now tell the paging registers are only updated if you write to the $FFFC..$FFFF range, and isn't anything to do with the RAM anyway (the fact that they end up in RAM is a side-effect, not the main way of doing things).
Updating my code to handle this, rather than using the values in RAM, fixed some games; notably Phantasy Star and Space Harrier.

Thanks to Maxim's post, I fixed the Codemasters mapping for the Excellent Dizzy Collection:

A fun bit of hardware is the 3D glasses. These LCD shutter glasses could be used with certain games, and are controlled by writing to the memory range $FFF8..$FFFB. The least-significant bit controls which shutter is open and which is shut, and by alternating frames rapidly in time with the shutters you can display two views; one for the left eye, one for the right.
I've added four different 3D glasses mode. No effect doesn't do anything special, so you just get an unsightly flickery view. Frozen displays frames for one eye only, giving you a 2D view of the 3D game.
To recreate the 3D view on your PC, though, there are two methods. The first method is the standard red-green anaglyph view, for use with those red-green glasses:

Unfortunately, on top of the usual shimmery view you get from anaglyphs, this is made even worse by the fact that I don't remove the existing colour information from the frames. This looks nicer without glasses, but looks really quite horrible when viewed (as intended) through the glasses. For example, the red text is invisible through the green filter, but strongly visible through the red filter, making it shimmer.

By sacrificing the colour and only taking the luminance of the orignal frames, you get an anaglyph that remains stable when viewed.
Fortunately, there is an easy way to retain full colour information in a 3D image, which is to use a stereo pair.

The image on the left is to be viewed by your right eye, and the one on the right by your left eye. If you cross your eyes until the two images overlap, and concentrate on the middle one, you should be able to focus on a 3D image.



I tried adding sound emulation back in, but the timing has confused me once more. If you can help, I've posted the relevant thread here.
Turning Japanese
Friday, 15th December 2006

The Z80 CPU uses 16-bit addressing, which limits it to a 64KB address space. As well as fitting the program ROM into this space, we need to fit in the machine's 8KB RAM, limiting us even further.
To get around this limitation, the memory is broken down into a series of windows ("frames"), and you can change what is visible in some of these windows.
The memory range $C000..$DFFF can be used to address the 8KB RAM. This is mirrored from $E000..$FFFF; that is, reads and writes to $E000 work as if you were reading and writing to $C000.
There are three other windows; from $0000..$3FFF, $4000..$7FFF and $8000..$BFFF. By changing the contents of RAM (addresses $FFFC..$FFFF) you can adjust what is accessible from these memory ranges.
The lower 1KB cannot be paged out - this is because when the device boots the contents of RAM (and thus paging registers) are undefined, and you need something fixed in place to set up the machine correctly.
I had already implemented most of the above, with two omissions. The first was that certain cartridges contained their own additional RAM chips (accessible by setting flag bits in paging register $FFFC) that could be used as saved game area. Ys appears to use this area, and so didn't work without it. That was the garbled screenshot I posted earlier:

The Flash now works too.

The second omission was that Codemasters games use a different mapping system to the standard one. Fortunately it is significantly simpler; the 32KB from $0000..$7FFF is locked, and the 16KB from $8000..$BFFF is offset based on a value previously written to address $8000. ($C000..$FFFF is 8KB work RAM as usual).

The Excellent Dizzy Collection as seen at the top of this post doesn't entirely work; when you pick a game it resets. Some other emulators do this too. The Game Gear games Cosmic Spacehead and Micro Machines (1 and 2) work well, though.

After some fiddling around with the VDP emulation and interrupts, some more games work (but I'm not sure why they now work):

Other parts of the emulator have been improved. It can now be set to either domestic (Japanese) or export (everyone else) modes, which affects some games in a variety of ways - from translated text, to removing the Mark III bumper screen, to changing the title of the game.

For Game Gear games, detecting whether it's a Japanese machine or not is simple - test the 6th bit returned when you read port $00. If it's set, you've got an export machine.
However, port $00 is Game Gear-specific - the Master System hardware has a peculiarity that is used to detect region. There are two ports for controllers, and each controller has up, down, left, right, TL, TR and TH lines. You can set the TR and TH lines to be inputs or outputs (and the output level if configured as output) by writing to the I/O control port. If you set them to outputs and try and read from them, on export hardware you get the values you are telling them to output. On Japanese machines, however, they return 0s regardless of the chosen output level.

A more fun addition is Game Genie support. A simple call to Emulator.AddGameGenieCode("3A0-21C-2A2"); and Sonic can stand here all day:

Of course, the technical information above is my interpretation of what I've gathered so far from various documents from far brainier chaps than I, and the fact that all I have is a broken emulator indicates that it is probably complete rubbish. ![]()