Kids, just say No to bilinear filtering

Monday, 11th December 2006

ristar_1.gif

The old layout of the emulator was a bit of a mess.

The Z80 emulator needed to sit inside a class of your design that inherited from IHardwareController (and so exposed methods to handle hardware devices) and another that inherited from IMemoryDevice that exposed methods that could be used to read and write to memory.

As you might imagine, this got a little messy what with the various nested classes needing to pass references to eachother around. The new design is much more straightforwards - you build a class that inherits from Z80A (which is the basic Z80 emulator) and override the four functions for reading from/writing to memory addresses/hardware ports.

ristar_2.gif

Further to that, the Master System emulator itself has been shunted out to its own class library, meaning that the code isn't mixed up with interface code. This way I can easily have two different front-ends - an MDI Windows GUI for example, like the one I've posted screenshots of before, with debugging tools and so on, and an XNA interface that runs full-screen, taking input from a connected joypad.

alex_kidd.gif

For the moment I have the blurry and slow solution which is just to dump the output Bitmap onto a form. You can probably guess as much from the pathetic framerates reported on the above screenshots.

alien_syndrome.gif

Overall compatibility is still increasing slowly. Some programs that used to work now don't, of course. It goes both ways.

The VDP emulation has been significantly rewritten. A lot of the main scanline rasteriser is still the same as it was, though, but slight fixes have been made there (including picking the correct backdrop colour - an x & 0xF + y versus (x & 0xF) + y bug - and sorting out the second column) but I still have a lot of interrupt-related bugs to iron out.

tails_adventure.gif garfield.gif superman.gif greendog.gif dragon_crystal.gif

Just as a test, I cobbled together an 'alternative' interface that uses that console code I posted here a while back.

pinball.gif vfa.gif faceball.gif

It's a sad thing that the above runs at a decent framerate, whereas the graphical versions run at half the rate of they should. At least, that is running in Debug mode within the IDE...

sonic.gif james_pond.gif

Checking the Release build would always be a better plan. That's still lousy performance in my book, though.


Having written the above, I decided to look at the official Game Gear documents once again, and reread the section on ROM banking. I had not realised that for 1MBit cartridges, area 0 and area 1 ($0000..$3FFF and $4000..$7FFF respectively) were fixed, and only area 2 ($8000..$BFFF) could be changed.

Fixing areas 0 and 1 fixed a number of the smaller games:

zillion.gif fantasy_zone_3.gif ghost_house.gif alex_kidd_mir_1.gif alex_kidd_mir_2.gif fantasy_zone_1_1.gif fantasy_zone_1_2.gif wonder_boy.gif
monaco_gp.gif aerial_assault.gif pengo.gif woody_pop.gif

It turns out that if I resize the window so the display is at 1:1 pixel scaling, I get ~73FPS on my machine and - most importantly - only 3% CPU usage. If I make the window even twice as large as it was, it drops to about 30FPS and 100% CPU usage. DirectX beckons...

New Z80 emulator

Wednesday, 6th December 2006

sonic_gg_1.png

One chap I cannot thank enough is CoBB for all his hard work in the Z80 field.

I've rewritten the Z80 emulation from scratch; this time it uses an expanded switch block (the 'manual' way) to decode instructions. Rather than write every combination of instructions out by hand, the code making up the switch blocks up is generated by another program, reading instruction information from a table copied from an Excel spreadsheet.

At the cost of a significantly larger assembly (from 40KB to 140KB) I now get a 100% speed increase (from ~50MHz to 100MHz).

I still can't pass the port of ZEXALL I'm testing with (and the same instructions too - not bad for a 100% rewrite to end up with exactly the same bugs), but after comparing some of my offending tables against CoBB's ones I've isolated some of the hiccoughs. The only instruction group test I fail is, naturally, the one that takes the longest to execute - getting a hardware, or indeed emulator, comparison takes well over an hour.

Anyhow, rewriting the Z80 emulation seems to have been the right thing to do. As you might have guessed from the picture at the top of this entry, Sonic now runs.

sonic_gg_2.png sonic_gg_3.png

My VDP (Video Display Processor) emulation is still rather rough-and-ready (I've really been concentrating on the Z80 bit) and the second column of background tiles is not updated correctly, so I apologise in advance for the distortion! It only appears in SMS mode (the display is cropped in Game Gear mode).

sonic_sms_1.png sonic_sms_2.png

The fill colour (in the left column here) is incorrect in most games too.

sonic_2_1.png sonic_2_2.png sonic_2_3.png sonic_2_4.png sonic_2_5.png

I rather preferred Sonic 2, but maybe that's because you can pick up dropped rings and I'm rather lousy at it otherwise.

wb_1.png wb_2.png wb_3.png

I accused the previous Wonder Boy III shot of not reading the start button. Somehow I also failed to notice the missing sprites (clouds and main part of the castle), which was part of the main problem. It now appears to play well.

vfa_1.png vfa_2.png vfa_3.png vfa_4.png

Support for zoomed sprites seems to be missing in some emulators (at least, the versions of Dega and Pastorama I have to hand), but I use them so implemented them to let my programs work when testing - it's nice to see a commerical game use them too!

gunstar_1.png gunstar_2.png

Gunstar Heroes runs, but flickers and jumps (not the visible sprite 'flicker' in those screenshots) - some bug in my CPU interrupt handling or VDP interrupt generation.

psycho_fox.png the_flash.png

Psycho Fox runs insanely fast - even faster than The Flash as seen to the right - making an already difficult game to control virtually impossible. I'm really not sure what could be causing that, but the enemy sprites sometimes flicker up and back down quickly, so it could be one of the remaining CPU bugs.

fantasy_zone_2.png maze_walker.png

Fantasy Zone demonstrates both the blanking colour bug (that left column should be green) and the distorted second column bug, but plays well. I tried to get a better screenshot of Maze Walker, but not handling 3D glasses makes looking at the screen a rather unpleasant experience (it flickers the left and right eye views in quick succession; the 3D glasses had two LCD shutters that opened and closed in sequence with the images on-screen).

I might add a Dega-esque red/green anaglyph filter, but I find those rather unpleasant to look at so might provide a stereo pair view.

In any case, the most important SMS game now runs -

bios_1.png bios_2.png bios_3.png

I shall refrain from using the Terry Pratchett quote (just this once).

ys_junk.png

Some games look like the above, which makes me happy - it's the ones that do nothing at all that worry me. What with the CPU bugs, dodgy emulation of the mapper, missing (important!) hardware ports and hackish VDP, it's surprising anything runs. It's getting better.

EDIT: How are there so many spelling errors? Fantasy Start as opposed to Fantasy Zone, Video Display Hardware as the expansion of the VDP acronym... I should not write these so late at night.

Compatibility increases further...

Thursday, 23rd November 2006

wonder_boy_1.png

I've added better memory emulation (that is, handling ROM paging, RAM mirroring and enabling a BIOS or not). I wouldn't dare say "more accurate", as that might indicate that something about it is partially accurate. smile.gif

I've isolated one of the biggest problems - and that's programs getting caught in a loop waiting for an interrupt that is never triggered.

The source of these interrupts is the VDP. It can generate two kinds of interrupt - on a line basis (where you can configure it to fire an interrupt every X scanlines) or on a frame basis (where it fires an interrupt at the end of the active display).

Two bits amongst the VDP's own registers control whether the interrupt fires or not. On top of that, there are two internal flags that are set when either of the interrupts fire. They are reset when the VDP's control port is read.

Charles MacDonald's VDP documentation
Bit 5 of register $01 acts like a on/off switch for the VDP's IRQ line. As long as bit 7 of the status flags [this is the frame interrupt pending flag] is set, the VDP will assert the IRQ line if bit 5 of register $01 is set, and it will de-assert the IRQ line if the same bit is cleared.

Bit 4 of register $00 acts like a on/off switch for the VDP's IRQ line. As long as the line interrupt pending flag is set, the VDP will assert the IRQ line if bit 4 of register $00 is set, and it will de-assert the IRQ line if the same bit is cleared.

The way I've chosen to emulate this is as a boolean storing the IRQ status, and to call a function, UpdateIRQ(), every time something that could potentially change the status of it happens.

private bool IRQ = false;
private void UpdateIRQ() {
    bool newIRQ = (LineInterruptEnabled && LineInterruptPending) || (FrameInterruptEnabled && FrameInterruptPending);
    if (newIRQ && !IRQ) this.CPU.Interrupt(true, 0x00);
    IRQ = newIRQ;
}

This detects a rising edge. Falling edge hasn't worked so well. Well, truth be told, neither work very well. So, hitting the I key in the emulator performs a dummy read of the control port which usually 'unblocks' the program.

I'm hoping that my problem is related to this similar one, as the fix seems pretty straightforwards.

The SEGA logo at the top of this entry is not the only evidence of working commerical software...

wonder_boy_2.png wonder_boy_3.png

Not reading the Start button is a common affliction.

faceball_2000.png

Here's the Game Gear DOOM for Scet. smile.gif

marble_madness_1.png marble_madness_2.png marble_madness_3.png marble_madness_4.png marble_madness_5.png

Marble Madness appears to be fully playable, though needs prompting from my I key every so often.

columns_1.png columns_2.png

Columns can't find the start button either, but the demo mode works.

pinball_dreams.png

ys.png desert_strike.png

Getting as far as a title screen is still an achievement in my books.

My luck can't hold out forever, but the homebrew scene is still providing plenty of screenshots...

bock_2002_1.png bock_2002_2.png bock_2002_3.png

Maxim's Bock's Birthday 2002 has been immensely useful for sorting out ROM paging issues.

bock_2003_1.png bock_2003_2.png

Bock's Birthday 2003 demonstrates the interrupt bug, but appears to run healthily otherwise.

hicolor_1.png hicolor_2.png hicolor_3.png

Chris Covell's Hicolor Demo also demonstrates this bug, needing a prod before each new image is displayed.

digger_chan_1.png digger_chan_2.png

Aypok's Digger Chan appears to play fine.

zoop_1.png zoop_2.png nibbles.png

Martin Konrad's Zoop 'em Up and GG Nibbles games run, Zoop 'em Up seems to have collision detection issues (aluop-related bug).

The bug in the Z80 core still eludes me - how aluop with an immediate value passes and aluop with a register fails is rather worrying. At least part of the flags problem has been resolved - the cannon in Bock's KunKun & KokoKun still don't fire, but at the switches now work so you can complete levels.

Screenshots galore

Tuesday, 21st November 2006

I downloaded a collection of homebrew releases from SMS Power! for testing. Here are the obligatory screenshots.

Sega Master System

dc_evolution.png good_advice.png maxim_chip_8_1.png maxim_chip_8_2.png maxim_chip_8_3.png maxim_chip_8_4.png maxim_chip_8_5.png maxim_fantasy_zoop.png sms_power_7th.png tetris.png vik_snd.png violation_1.png violation_2.png violation_3.png violation_4.png

Copyright Violation is displayed incorrectly - the text should be on top of the stars, but that VDP feature is as yet unsupported.

Sega Game Gear

win_gg.png win_gg_paint.png win_gg_text.png win_gg_sea.png win_gg_pic.png sms_power_gg.png

Yes, Windows and DOOM were ported to the Game Gear. That second screenshot is DOOM's automap. wink.gif

There are still lots of ROMs that won't go - that could be due to poor VDP emulation, or it could be due to ROM paging errors (the emulated memory is just straight 64KB RAM), or could be down to the remaining bugs in the Z80 emulation.

Sega: Enter the Pies

Monday, 20th November 2006

The Z80 core is now a bit more accurate - ZEXALL still reports a lot of glitches, and this is even a specially modified version of ZEXALL that masks out the two undocumented flags.

The VDP (Video Display Processor - the graphics hardware) has been given an overhaul and is now slightly more accurate. A lot more software runs now. I have also hacked in my PSG emulator (that's the sound chip) from my VGM player. It's not timed correctly (as nothing is!) but it's good enough for testing.

picohertz_tween.png

picohertz_wormhole.png

Picohertz, the demo I have been working on (on and off) now runs correctly. The hole in the Y in the second screenshot is caused by the 8 sprite per scanline limit. The first screenshot shows off sprite zooming (whereby each sprite is zoomed to 200% the original size). The background plasma is implemented as a palette shifting trick.

fire_track.png

fire_track_paused.png

Fire Track runs and is fully playable. The second shot shows a raster effect (changing the horizontal scroll offset on each scanline.

Seeing as I understand the instructions that my programs use (and the results of them), and have my own understanding of parts of the hardware, it's not really surprising that the programs I've written work perfectly, but ones written by others don't, as they might (and often do) rely on tricks and results that I'm not aware of, or on hardware that I haven't implemented accurately enough. At least I do not need to emulate any sort of OS to run these programs!

SMS Power! has been an amazing resource in terms of hardware documentation and homebrew ROMs. I've been using the entries to the 2006 coding competition to test the emulator.

kunkun_kokokun_title.png kunkun_kokokun_game.png

Bock's game, KunKun & KokoKun, nearly works. The cannon don't fire, which would make the game rather easy if it wasn't for the fact that the switch to open the door doesn't work either. I suspect that a CPU flag isn't being set correctly as the result to an operation somewhere.

pong.png

Haroldoop's PongMaster is especially interesting as it was not written in Z80 assembly, but C. It's also one of the silkiest-smooth pong games I've come across.

an!mal_paws_text.png an!mal_paws.png

An!mal/furrtek's Paws runs, but something means that the effect doesn't work correctly (the 'wavy' bit should only have one full wave in it, not two - it appears my implementation of something doubles the frequency of the wave). The music sounds pretty good, though.

columns.png

Sega's Columns gets the furthest of any official software - the Sega logo fades in then out.

sega_enterpies.png

I do like the idea that Sega is an ENTERPIεS. (From the Game Gear BIOS). (I believe this is a CPU bug).

frogs.png

Charles Doty's Frogs is a bit of a conundrum. The right half of the second frog is missing due to the 8 sprites per scanline limitation of the VDP. However, Meka, Emukon, Dega and now my emulator draw the rightmost frog's tongue (and amount if it showing) differently, as well as whether the frog is sitting or leaping. There's a lot of source for such a static program (it doesn't do anything in any emulator I've tried it on, nor on hardware). Dega is by far the strangest, as the tongue moves in and out rapidly. I'm really not sure what's meant to be happening here.

Here are the results of ZEXALL so far.

Z80 instruction exerciser

ld hl,(nnnn).................OK
ld sp,(nnnn).................OK
ld (nnnn),hl.................OK
ld (nnnn),sp.................OK
ld <bc,de>,(nnnn)............OK
ld <ix,iy>,(nnnn)............OK
ld <ix,iy>,nnnn..............OK
ld (<ix,iy>+1),nn............OK
ld <ixh,ixl,iyh,iyl>,nn......OK
ld a,(nnnn) / ld (nnnn),a....OK
ldd<r> (1)...................OK
ldd<r> (2)...................OK
ldi<r> (1)...................OK
ldi<r> (2)...................OK
ld a,<(bc),(de)>.............OK
ld (nnnn),<ix,iy>............OK
ld <bc,de,hl,sp>,nnnn........OK
ld <b,c,d,e,h,l,(hl),a>,nn...OK
ld (nnnn),<bc,de>............OK
ld (<bc,de>),a...............OK
ld (<ix,iy>+1),a.............OK
ld a,(<ix,iy>+1).............OK
shf/rot (<ix,iy>+1)..........OK
ld <h,l>,(<ix,iy>+1).........OK
ld (<ix,iy>+1),<h,l>.........OK
ld <b,c,d,e>,(<ix,iy>+1).....OK
ld (<ix,iy>+1),<b,c,d,e>.....OK
<inc,dec> c..................OK
<inc,dec> de.................OK
<inc,dec> hl.................OK
<inc,dec> ix.................OK
<inc,dec> iy.................OK
<inc,dec> sp.................OK
<set,res> n,(<ix,iy>+1)......OK
bit n,(<ix,iy>+1)............OK
<inc,dec> a..................OK
<inc,dec> b..................OK
<inc,dec> bc.................OK
<inc,dec> d..................OK
<inc,dec> e..................OK
<inc,dec> h..................OK
<inc,dec> l..................OK
<inc,dec> (hl)...............OK
<inc,dec> ixh................OK
<inc,dec> ixl................OK
<inc,dec> iyh................OK
<inc,dec> iyl................OK
ld <bcdehla>,<bcdehla>.......OK
cpd<r>.......................OK
cpi<r>.......................OK
<inc,dec> (<ix,iy>+1)........OK
<rlca,rrca,rla,rra>..........OK
shf/rot <b,c,d,e,h,l,(hl),a>.OK
ld <bcdexya>,<bcdexya>.......OK
<rrd,rld>....................OK
<set,res> n,<bcdehl(hl)a>....OK
neg..........................OK
add hl,<bc,de,hl,sp>.........OK
add ix,<bc,de,ix,sp>.........OK
add iy,<bc,de,iy,sp>.........OK
aluop a,nn...................   CRC:04d9a31f expected:48799360
<adc,sbc> hl,<bc,de,hl,sp>...   CRC:2eaa987f expected:f39089a0
bit n,<b,c,d,e,h,l,(hl),a>...OK
<daa,cpl,scf,ccf>............   CRC:43c2ed53 expected:9b4ba675
aluop a,(<ix,iy>+1)..........   CRC:a7921163 expected:2bc2d52d
aluop a,<ixh,ixl,iyh,iyl>....   CRC:c803aff7 expected:a4026d5a
aluop a,<b,c,d,e,h,l,(hl),a>.   CRC:60323322 expected:5ddf949b
Tests complete



The aluop (add/adc/sub/sbc/and/xor/or/cp) bug seems to be related to the parity/overflow flag (all other documented flags seem to be generating the correct CRC). daa hasn't even been written yet, so that would be the start of the problems with the daa,cpl,scf,ccf group. adc and sbc bugs are probably related to similar bugs as the aluop instructions.

The biggest risk is that my implementation is so broken it can't detect the CRCs correctly. I'd hope not.

In terms of performance; when running ZEXALL, a flags-happy program, I get about ~60MHz speed in Release mode on a 2.4GHz Pentium 4. When ZEXALL is finished, and it's just looping around on itself, I get ~115MHz.

The emulator has not been programmed in an efficient manner, rather a simple and clear manner. All memory access is done by something that implements the IMemoryDevice controller (with two methods - byte ReadByte(ushort address) and void WriteByte(ushort address, byte data)) and all hardware access is done by something that implements the IHardwareController interface (also exposing two methods - byte ReadDevice(byte port) and void WriteDevice(byte port, byte data)).

Most of the Z80's registers can be accessed via an index which makes up part of an opcode. You'd have thought that the easiest way to represent this would be, of course, an array. However, it's not so simple - one of the registers, index 6, is (HL) - which means "whatever HL is pointing to". I've therefore implemented this with two methods - byte GetRegister(int index) and void SetRegister(int index, byte value).

Life isn't even that simple, though, as by inserting a prefix in front of the opcode you can change the behaviour of the CPU - instead of using HL, it'll use either IX or IY, two other registers. In the case of (HL) it becomes even hairier - it'll not simply substitute in (IX) or (IY), it'll substitute in (IX+d), where d is a signed displacement byte that is inserted after the original opcode.

To sort this out, I have three RegisterCollections - one that controls the "normal" registers (with HL), one for IX and one for IY. After each opcode and prefix is decoded, a variable is set to make sure that the ensuing code to handle each instruction works on the correct RegisterCollection.

The whole emulator is implemented in this simplified and abstracted manner - so I'm not too upset with such lousy performance.

I'm really not sure how to implement timing in the emulator. There's the easy timing, and the not-so-easy timing.

The easy timing relates the VDP speed. On an NTSC machine that generates 262 scanlines (60Hz), on a PAL machine that generates 313 scanlines (50Hz). That's 15720 or 15650 scanlines per second respectively.

According to the official Game Gear manual, the CPU clock runs at 3.579545MHz. I don't know if this differs with the SMS, or whether it's different on NTSC or PAL devices (the Game Gear is fixed to NTSC, as it never needs to output to a TV, having an internal LCD).

I interpret this as meaning that the CPU needs to be run for 227.7 or 228.7 cycles per scanline. That way, my main loop looks a bit like this:

if (Hardware.VDP.VideoStandard == VideoStandardType.NTSC) {
    for (int i = 0; i < 262; ++i) {
        CPU.FetchExecute(228); 
        Hardware.VDP.RasteriseLine();
    }
} else {
    for (int i = 0; i < 313; ++i) {
        CPU.FetchExecute(229);
        Hardware.VDP.RasteriseLine();
    }
}

The VDP raises an event when it enters the vertical blank area, so the interface can capture this and so present an updated frame.

The timing is therefore tied to the refresh rate of the display.

super_gg.png

Here's the fictional Super Game Gear, breezing along at 51MHz. The game runs just as smoothly as it would at 3MHz, though - as the game's timing is tied to waiting for the vertical blank.

Actually, I tell a lie - as Fire Track polls the vertical counter, rather than waiting for an interrupt, it is possible for it to poll this counter so fast (at an increased clock rate) that it hasn't changed between checks. That way "simple" effects run extra fast, but the game (that has a lot of logic code) runs at the same rate.

This works. The problem is caused by sound.

With the video output, I have total control of the rasterisation. However, with sound, I have to contend with the PC's real hardware too! I'm using the most excellent FMOD Ex library, and a simple callback arrangement, whereby when it needs more data to output it requests some in a largish chunk.
If I emulate the sound hardware "normally", that is updating registers when the CPU asks them to be updated, by the time the callback is called they'll have changed a number of times and the granularity of sound updates will be abysmal.

A solution might be to have a render loop like this:

for (int i = 0; i < 313; ++i) {
    CPU.FetchExecute(229);
    Hardware.VDP.RasteriseLine();
    Hardware.PSG.RenderSomeSamples(1000);
}

However, this causes its own problems. I'd have to ensure that I was generating exactly the correct number of samples - if I generated too few I'd end up with crackles and pops in the audio as I ran out of data when the callback requested some, or I'd end up truncating data (which would also crackle) if I generated too much.

My solution thus far has been a half-way-house - I buffer all PSG register updates to a Queue, logging the data written and how many CPU cycles had been executed overall when the write was attempted. This way, when the callback is run, I can run through the queued data, using the delay between writes to ensure I get a clean output.

As before, this has a problem if the timing isn't correct - rather than generate pops or crackles, it means that the music would play at an inconsistent rate.

Of course, the "best" solution would be to use some sort of latency-free audio solution - MIDI, for example, or ASIO. If I timed it, as with everything else, to scanlines I'd end up with a 64µs granularity - which is larger than a conventional 44.1kHz sample (23µs), so PWM sound might not work very well.

chip_8.png

Incidentally, this is not the first emulator I have written - I have written the obligatory Chip-8 emulator, for TI-83 calculator and PC. Being into hardware, but not having the facilities to hand to dabble in hardware as much as I'd like to, an emulator provides a fun middle-ground between hardware and software.

wormhole.gif

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