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RCL
cpre488
Commits
c895e3a6
Commit
c895e3a6
authored
7 years ago
by
phjones
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MP-0-files/sw/nes_bootloader/src/NESCore_Callback.c
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MP-0-files/sw/nes_bootloader/src/NESCore_Callback.c
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MP-0-files/sw/nes_bootloader/src/NESCore_Callback.c
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c895e3a6
/*****************************************************************************
* Joseph Zambreno
* Phillip Jones
*
* Department of Electrical and Computer Engineering
* Iowa State University
*****************************************************************************/
/*****************************************************************************
* NESCore_Callback.c - Implements the NESCore emulator callback functions,
* e.g. for polling controller input, displaying out, playing sound. Implement
* the main emulation interfacing here.
*
*
* NOTES:
* 10/25/13 by JAZ::Design created.
*****************************************************************************/
#include
"nes_bootloader.h"
#include
"NESCore_Callback.h"
#include
"NESCore.h"
#include
<stdlib.h>
// The main output frame callback. Copy the results into the front-buffer.
// Note that the NES (and the emulator) outputs essentially a 256x240 image.
// Your challenge is to figure out how to map that to your 640x480 framebuffer.
void
NESCore_Callback_OutputFrame
(
word
*
WorkFrame
)
{
extern
uint16_t
NesPalette3
[];
uint32_t
i
,
j
;
uint16_t
*
ptr
=
(
uint16_t
*
)
FBUFFER_BASEADDR
;
uint16_t
tpixel
;
for
(
i
=
0
;
i
<
NES_DISP_HEIGHT
;
i
++
)
{
for
(
j
=
0
;
j
<
NES_DISP_WIDTH
;
j
++
)
{
// Grab a temporary pixel using the color palette lookup table.
tpixel
=
NesPalette3
[
WorkFrame
[
NES_DISP_WIDTH
*
i
+
j
]];
}
}
// Flush the cache since VDMA does not play nicely with the cache
Xil_DCacheFlush
();
return
;
}
// Main input callback. Overwite the passed-by references pad1 and pad2
// values, presumably using the buttons and switches on your ZedBoard.
void
NESCore_Callback_InputPadState
(
dword
*
pdwPad1
,
dword
*
pdwPad2
)
{
// Currently hard-coded so that player 1 is pressing A and B, and player 2 is pressing nothing.
*
pdwPad1
=
NCTL_A
|
NCTL_B
;
*
pdwPad2
=
0
;
return
;
}
// Initialize the sound playback device. Ignore all the sound functions for now.
void
NESCore_Callback_InitSound
(
void
)
{
return
;
}
// Configure the sound playback device
int
NESCore_Callback_OpenSound
(
int
nSamplesPerSync
,
int
nSampleRate
)
{
return
0
;
}
// Close the sound playback device
void
NESCore_Callback_CloseSound
(
void
)
{
return
;
}
// Main sound playback function. It is possible that this code should just
// write to a software FIFO, with a new interrupt handler to stream in the
// appropriate burst of samples. It would seem likely that the interrupt
// handler would slow down the NES emulation, but otherwise we have to put a
// "wait" statement which would also bog it down. Audio should not get laggy
// unless there is some bug in the NESCore in terms of how it generates frames
void
NESCore_Callback_OutputSample
(
int
nSamples
,
byte
*
channel1
,
byte
*
channel2
,
byte
*
channel3
,
byte
*
channel4
,
byte
*
channel5
)
{
return
;
}
inline
void
play_next_squeue
()
{
return
;
}
// Define the global NES pallete array here. This would not be needed
// if we build a custom nes-specific display controller.
word
NesPalette
[
64
]
=
{
1
,
2
,
3
,
4
,
5
,
6
,
7
,
8
,
9
,
10
,
11
,
12
,
13
,
14
,
15
,
16
,
17
,
18
,
19
,
20
,
21
,
22
,
23
,
24
,
25
,
26
,
27
,
28
,
29
,
30
,
31
,
32
,
33
,
34
,
35
,
36
,
37
,
38
,
39
,
40
,
41
,
42
,
43
,
44
,
45
,
46
,
47
,
48
,
49
,
50
,
51
,
52
,
53
,
54
,
55
,
56
,
57
,
58
,
59
,
60
,
61
,
62
,
63
,
64
};
// Improved NES Palette
uint32_t
NesPalette2
[
65
]
=
{
0x000000
,
0x808080
,
0x003da6
,
0x0012b0
,
0x440096
,
0xa1005e
,
0xc70028
,
0xba0600
,
0x8c1700
,
0x5c2f00
,
0x104500
,
0x054a00
,
0x00472e
,
0x004166
,
0x000000
,
0x050505
,
0x050505
,
0xc7c7c7
,
0x0077ff
,
0x2155ff
,
0x8237fa
,
0xeb2fb5
,
0xff2950
,
0xff2200
,
0xd63200
,
0xc46200
,
0x358000
,
0x058f00
,
0x008a55
,
0x0099cc
,
0x212121
,
0x090909
,
0x090909
,
0xffffff
,
0x0fd7ff
,
0x69a2ff
,
0xd480ff
,
0xff45f3
,
0xff618b
,
0xff8833
,
0xff9c12
,
0xfabc20
,
0x9fe30e
,
0x2bf035
,
0x0cf0a4
,
0x05fbff
,
0x5e5e5e
,
0x0d0d0d
,
0x0d0d0d
,
0xffffff
,
0xa6fcff
,
0xb3ecff
,
0xdaabeb
,
0xffa8f9
,
0xffabb3
,
0xffd2b0
,
0xffefa6
,
0xfff79c
,
0xd7e895
,
0xa6edaf
,
0xa2f2da
,
0x99fffc
,
0xdddddd
,
0x111111
,
0x111111
};
// 16-bit version of the improved NES Palette
uint16_t
NesPalette3
[
65
]
=
{
0x0000
,
0x0888
,
0x0A30
,
0x0B10
,
0x0904
,
0x050A
,
0x020C
,
0x000B
,
0x0018
,
0x0025
,
0x0041
,
0x0040
,
0x0240
,
0x0640
,
0x0000
,
0x0000
,
0x0000
,
0x0CCC
,
0x0F70
,
0x0F52
,
0x0F38
,
0x0B2E
,
0x052F
,
0x002F
,
0x003D
,
0x006C
,
0x0083
,
0x0080
,
0x0580
,
0x0C90
,
0x0222
,
0x0000
,
0x0000
,
0x0FFF
,
0x0FD0
,
0x0FA6
,
0x0F8D
,
0x0F4F
,
0x086F
,
0x038F
,
0x019F
,
0x02BF
,
0x00E9
,
0x03F2
,
0x0AF0
,
0x0FF0
,
0x0555
,
0x0000
,
0x0000
,
0x0FFF
,
0x0FFA
,
0x0FEB
,
0x0EAD
,
0x0FAF
,
0x0BAF
,
0x0BDF
,
0x0AEF
,
0x09FF
,
0x09ED
,
0x0AEA
,
0x0DFA
,
0x0FF9
,
0x0DDD
,
0x0111
,
0x0111
};
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