using Mesen.Interop; using ReactiveUI; using ReactiveUI.Fody.Helpers; using System; using System.Text; namespace Mesen.Debugger.StatusViews { public class NesStatusViewModel : BaseConsoleStatusViewModel { [Reactive] public byte RegA { get; set; } [Reactive] public byte RegX { get; set; } [Reactive] public byte RegY { get; set; } [Reactive] public byte RegSP { get; set; } [Reactive] public UInt16 RegPC { get; set; } [Reactive] public byte RegPS { get; set; } [Reactive] public bool FlagN { get; set; } [Reactive] public bool FlagV { get; set; } [Reactive] public bool FlagD { get; set; } [Reactive] public bool FlagI { get; set; } [Reactive] public bool FlagZ { get; set; } [Reactive] public bool FlagC { get; set; } [Reactive] public bool FlagNmi { get; set; } [Reactive] public bool FlagIrqExternal { get; set; } [Reactive] public bool FlagIrqFrameCount { get; set; } [Reactive] public bool FlagIrqDmc { get; set; } [Reactive] public bool FlagIrqFdsDisk { get; set; } [Reactive] public uint Cycle { get; private set; } [Reactive] public int Scanline { get; private set; } [Reactive] public UInt32 FrameCount { get; private set; } [Reactive] public UInt16 VramAddr { get; set; } [Reactive] public UInt16 TmpVramAddr { get; set; } [Reactive] public UInt16 BusAddr { get; set; } [Reactive] public byte ScrollX { get; set; } [Reactive] public bool Sprite0Hit { get; set; } [Reactive] public bool SpriteOverflow { get; set; } [Reactive] public bool VerticalBlank { get; set; } [Reactive] public bool WriteToggle { get; set; } //Mask [Reactive] public bool BgEnabled { get; set; } [Reactive] public bool SpritesEnabled { get; set; } [Reactive] public bool BgMaskLeft { get; set; } [Reactive] public bool SpriteMaskLeft { get; set; } [Reactive] public bool Grayscale { get; set; } [Reactive] public bool IntensifyRed { get; set; } [Reactive] public bool IntensifyGreen { get; set; } [Reactive] public bool IntensifyBlue { get; set; } //Control [Reactive] public bool LargeSprites { get; set; } [Reactive] public bool NmiOnVBlank { get; set; } [Reactive] public bool VerticalWrite { get; set; } [Reactive] public bool BgAt1000 { get; set; } [Reactive] public bool SpritesAt1000 { get; set; } [Reactive] public string StackPreview { get; private set; } = ""; public NesStatusViewModel() { this.WhenAnyValue(x => x.FlagC, x => x.FlagD, x => x.FlagI, x => x.FlagN, x => x.FlagV, x => x.FlagZ).Subscribe(x => { RegPS = (byte)( (FlagN ? (byte)NesCpuFlags.Negative : 0) | (FlagV ? (byte)NesCpuFlags.Overflow : 0) | (FlagD ? (byte)NesCpuFlags.Decimal : 0) | (FlagI ? (byte)NesCpuFlags.IrqDisable : 0) | (FlagZ ? (byte)NesCpuFlags.Zero : 0) | (FlagC ? (byte)NesCpuFlags.Carry : 0) ); }); this.WhenAnyValue(x => x.RegPS).Subscribe(x => { using var delayNotifs = DelayChangeNotifications(); //don't reupdate PS while updating the flags FlagN = (x & (byte)NesCpuFlags.Negative) != 0; FlagV = (x & (byte)NesCpuFlags.Overflow) != 0; FlagD = (x & (byte)NesCpuFlags.Decimal) != 0; FlagI = (x & (byte)NesCpuFlags.IrqDisable) != 0; FlagZ = (x & (byte)NesCpuFlags.Zero) != 0; FlagC = (x & (byte)NesCpuFlags.Carry) != 0; }); } protected override void InternalUpdateUiState() { NesCpuState cpu = DebugApi.GetCpuState(CpuType.Nes); NesPpuState ppu = DebugApi.GetPpuState(CpuType.Nes); UpdateCycleCount(cpu.CycleCount); RegA = cpu.A; RegX = cpu.X; RegY = cpu.Y; RegSP = cpu.SP; RegPC = cpu.PC; RegPS = cpu.PS; FlagNmi = cpu.NMIFlag; FlagIrqExternal = (cpu.IRQFlag & (byte)NesIrqSources.External) != 0; FlagIrqFrameCount = (cpu.IRQFlag & (byte)NesIrqSources.FrameCounter) != 0; FlagIrqDmc = (cpu.IRQFlag & (byte)NesIrqSources.DMC) != 0; FlagIrqFdsDisk = (cpu.IRQFlag & (byte)NesIrqSources.FdsDisk) != 0; StringBuilder sb = new StringBuilder(); for(UInt32 i = (UInt32)0x100 + cpu.SP + 1; i < 0x200; i++) { sb.Append($"${DebugApi.GetMemoryValue(MemoryType.NesMemory, i):X2} "); } StackPreview = sb.ToString(); Cycle = ppu.Cycle; Scanline = ppu.Scanline; FrameCount = ppu.FrameCount; VramAddr = ppu.VideoRamAddr; TmpVramAddr = ppu.TmpVideoRamAddr; ScrollX = ppu.ScrollX; BusAddr = ppu.BusAddress; Sprite0Hit = ppu.StatusFlags.Sprite0Hit; SpriteOverflow = ppu.StatusFlags.SpriteOverflow; VerticalBlank = ppu.StatusFlags.VerticalBlank; WriteToggle = ppu.WriteToggle; LargeSprites = ppu.Control.LargeSprites; NmiOnVBlank = ppu.Control.NmiOnVerticalBlank; VerticalWrite = ppu.Control.VerticalWrite; BgAt1000 = ppu.Control.BackgroundPatternAddr == 0x1000; SpritesAt1000 = ppu.Control.SpritePatternAddr == 0x1000; BgEnabled = ppu.Mask.BackgroundEnabled; SpritesEnabled = ppu.Mask.SpritesEnabled; BgMaskLeft = ppu.Mask.BackgroundMask; SpriteMaskLeft = ppu.Mask.SpriteMask; Grayscale = ppu.Mask.Grayscale; IntensifyRed = ppu.Mask.IntensifyRed; IntensifyGreen = ppu.Mask.IntensifyGreen; IntensifyBlue = ppu.Mask.IntensifyBlue; } protected override void InternalUpdateConsoleState() { NesCpuState cpu = DebugApi.GetCpuState(CpuType.Nes); NesPpuState ppu = DebugApi.GetPpuState(CpuType.Nes); cpu.A = RegA; cpu.X = RegX; cpu.Y = RegY; cpu.SP = RegSP; cpu.PC = RegPC; cpu.PS = RegPS; cpu.NMIFlag = FlagNmi; cpu.IRQFlag = (byte)( (FlagIrqExternal ? NesIrqSources.External : 0) | (FlagIrqFrameCount ? NesIrqSources.FrameCounter : 0) | (FlagIrqDmc ? NesIrqSources.DMC : 0) | (FlagIrqFdsDisk ? NesIrqSources.FdsDisk : 0) ); ppu.Cycle = Cycle; ppu.Scanline = Scanline; ppu.VideoRamAddr = VramAddr; ppu.TmpVideoRamAddr = TmpVramAddr; ppu.ScrollX = ScrollX; ppu.BusAddress = BusAddr; ppu.StatusFlags.Sprite0Hit = Sprite0Hit; ppu.StatusFlags.SpriteOverflow = SpriteOverflow; ppu.StatusFlags.VerticalBlank = VerticalBlank; ppu.WriteToggle = WriteToggle; ppu.Control.LargeSprites = LargeSprites; ppu.Control.NmiOnVerticalBlank = NmiOnVBlank; ppu.Control.VerticalWrite = VerticalWrite; ppu.Control.BackgroundPatternAddr = (UInt16)(BgAt1000 ? 0x1000 : 0); ppu.Control.SpritePatternAddr = (UInt16)(SpritesAt1000 ? 0x1000 : 0); ppu.Mask.BackgroundEnabled = BgEnabled; ppu.Mask.SpritesEnabled = SpritesEnabled; ppu.Mask.BackgroundMask = BgMaskLeft; ppu.Mask.SpriteMask = SpriteMaskLeft; ppu.Mask.Grayscale = Grayscale; ppu.Mask.IntensifyRed = IntensifyRed; ppu.Mask.IntensifyGreen = IntensifyGreen; ppu.Mask.IntensifyBlue = IntensifyBlue; DebugApi.SetCpuState(cpu, CpuType.Nes); DebugApi.SetPpuState(ppu, CpuType.Nes); } } }