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README
GPL-3.0

H_NES

介绍

一个NES模拟器,源码纯C语言编写,

特性

1.多制式支持(NTSC PAL Dendy)

2.拥有存档,加载存档功能

3.较为深入的模拟精度(PPU每渲染8个像素就执行CPU运算)

4.较高精度的音频输出,由于APU的一些特性,输出的音频样本要达到1.79MHz(NTSC制式下的CPU频率)才能完美模拟输出的音频波形。

但实际上很难找到那么高采样率的DAC,H_NES渲染音频的采样率被设计为CPU频率的1/4(即使是这样,也只对某些分频(APU配置)下的高频信号有影响),300多KHz。实际输出还需要对些样本等间隔抽样(H_NES有个配置项可以配置)

5.APU模拟的一些改动

5.1.APU的硬件缺陷修复,实机的APU三角波通道的相位是无法控制的,这会造成使用三角波通道是可能会出现爆音问题(噼里啪啦声),例如《淘金者》的标题界面就有明显的爆音现象,但这在H_NES上不会出现。 5.2.DMC模拟去掉了8Bit的读取缓冲区,使得样本数据读操作提前被进行。(这几乎不会带来其他影响)

局限

        1.暂时只实现了Mapper0 ~ 4 , Mapper7 , Mapper21 ~ 23 , Mapper25 , Mapper65 其中Mapper7,21,22,25未得到测试

Mapper0~4已经能运行大多数rom了

移植说明

代码准备

\H_NES文件夹为NES源代码,其下的H_NES.h包含接口声明和注释, 将其中代码添加到自己的工程中包含H_NES.h即可调用H_NES的所有API

配置文件

\H_NES\LL\H_NES_UserConfig.h中可以放置用户的H_NES配置选项,H_NES\H_NES\API\H_NES_Config.h中有默认配置以及配置的说明

调用顺序参考

1.nes=new_H_NES_Console(LL_Function,Malloc,Free) 创建特定与底层接口的NES句柄, 返回NES句柄,LL_Function其中包含一些函数指针,用于输出视频数据和音频数据以及读取手柄数据

2.H_NES_SetTelevisionStandards(nes,Standards) 设置电视标准(不是必须,默认为NTSC) StandardsvH_NES_TelevisionStandards_NTSC PAL Dendy

3.H_NES_LoadROM(nes,NESROM) 载入ROM (此步可以由H_NES_LoadROM_Scatter()与H_NES_GetROM_Info()配合来代替)

4.创建一个线程,在新创建的线程中调用H_NES_Start(nes),后续的操作仍在原来的线程中进行

5.H_NES_WaitUntilRun(nes) 这被设计为必须的,用于同步该线程与新创建的线程

6.此时可以调用一些API控制NES 例如加载存档,获取存档,复位主机等

7.H_NES_Stop(nes) 第4.完成后,无论是H_NES意外退出后还是用户需要主动退出,都需要调用这个

8.H_NES_UnloadROM(nes) 第4.未执行 或者 第7.执行完毕 后,可调用这个,以释放为运行rom分配的空间

9.delete_H_NES_Console(nes) 释放nes占用的资源

API调用尽可能只在同一个线程中进行,除了H_NES_Start(nes)需要单独创建一个线程来调用 Example\STM32H750VB_NES\Code\nes.c为底层接口实现(这个文件比较混乱),可以作为移植的例子 H_NES将底层都提取了出来,只要保证 new_H_NES_Console(LL_Function,Malloc,Free) 的参数是合理的,剩下的操作都是调用API了(除了启动NES需要新建一个线程以外)

输入输出

视频输出

H_NES输出256x240的画面

H_NES通过 LL_Function->Console.RendersLine(v,ColorIndexArray,line) 输出每一扫描行的颜色索引(输出的并不是实际的RGB值, 需要调色板转换为实际的颜色)每次输出256像素。

输入参数 line 在0~239之间,当 line 为239时代表该帧的最后一个扫描行输出完毕。

(每次只输出一个扫描行允许显示数据能更快的输出到屏幕,能够省掉高达一个帧的缓存空间)

音频输出

H_NES通过 LL_Function->Console.AudioOutput(v,Samples,Length) 来输出音频样本,音频样本的类型与输出长度等参数由配置选项决定

输出采样率由配置vH_NES_APU_OutputDivvH_NES_APU_OutputChannelRaw共同决定

CPU6502主频为 NTSC:236250000.0/11/12Hz PAL:26601712.5/16Hz Dendy:236250000/11/12Hz

输出采样率CPU6502主频/4/vH_NES_APU_OutputDiv ,如果 vH_NES_APU_OutputChannelRaw 生效,则 vH_NES_APU_OutputDiv 无效(强制为1)

输出样本类型可配置为16Bit(已经合成的)有符号单声道输出,也可以输出32Bit(各个通道数据分布在这32Bit中,详细格式见API\H_NES_Config.h)的各个通道的分量输出

输出样本长度由配置选项决定,为一个固定值

更多相关配置见配置文件

手柄输入

H_NES通过 LL_Function->Console.GetStandardControllerStatus(v) 获取手柄输入,返回的16Bit的值各位的定义通过宏 vH_NES_StandardControllerStatus_ xxx 定义

其他接口详见H_NES_LL_Function的定义

代码内存位置分配

像STM32H750VBT这种单片机, 代码位置对性能影响较大, 而其内部的ITCM仅有64KB 所以需要考虑代码位置分配问题

性能优先级从高到低

H_NES_CPU.c CPU使用指针函数数组来实现,代码的访问顺序很随机,该文件最优先分配到ITCM中

H_NES_APU.c H_NES_IO.c 其内部的代码被频繁地调用退出,作为仅次于CPU的优先级

H_NES_PPU.c H_NES_Console.c PPU是性能占用最高的,但其的调用退出的频率与帧率一致,频率较低,很适合有Cache的情况,如果ITCM仍有空间,也可置于其中。

Cartridge\Mapper中的文件 Mapper相关被频繁调用的部分

例子

        提供了一个在STM32H750VBT上运行的实例,得益于其优秀的性能,H_NES得以全速运行(60FPS,开启音频渲染,CPU占用率基本在80%以下,如果游戏ROM在SRAM中的话能更快)

1.通过串口输出运行信息和传入手柄按键信息

2.提供一个串口上位机,发送按键信息(目前仅支持1P,虽然H_NES支持2P,但实例中未使用),显示单片机发来的信息。

3.SPI串口屏显示,ST7789v的240x320的屏幕。极限满屏刷新达70+FPS(在80MHz下的SCK频率,只刷新了256x240的区域) ,完全可达NES渲染需要

4.SAI输出IIS音频信号,接入解码芯片即可出声

由于想快速测试,写得比较匆忙,SAI输出的是标准44100Hz的音频,但H_NES的音频抽样分频只能是整数(使用了10分频) 这会造成速度略微有些差别,但这可以微调PLL得到修正

最近的更新优化了PPU渲染, 进一步降低性能需求, CPU占用率降至60%~70%

硬件

1.串口

PA9,PA10------------------串口

2.音频输出

PE11,PE12,PE13,PE14-------SAI2(至于怎么连CubeMX点一下就知道了)

3.显示屏(ST7789v 240x320) 有些模组把CS阉割掉了(接地),但CS对同步主时钟有帮助,即使受到干扰,但干扰不会传递到下一帧(下一次CS选通)。对于高帧率应用,CS线很有必要

PB3-----------------------SPI1_SCK   (最好串个100R电阻)
PD7-----------------------SPI1_MOSI  (最好串个100R电阻)
PD6-----------------------RES
PD5-----------------------DC
PA15----------------------CS
PB4-----------------------背光

4.SPIFlash(存游戏必备) 建议W25q128jvsiq的(128或者以下的,速度能达到133MHz的) 如果是256的,读取时会多花若干个时钟来传递地址(我才不会说我的下载算法其实没有支持这个)

PB2-----------------------Flash1_SCK,Flash2_SCK
PE7-----------------------Flash2_IO0
PE8-----------------------Flash2_IO1
PE9-----------------------Flash2_IO2
PE10----------------------Flash2_IO3
PD11----------------------Flash1_IO0
PD12----------------------Flash1_IO1
PE2-----------------------Flash1_IO2
PD13----------------------Flash1_IO3
PB6-----------------------Flash1_CS,Flash2_CS

双Flash, 速度更快。这个实例将以120MHz的时钟访问Flash

食用方法

更详细的步骤在-> https://blog.csdn.net/qq_42907191/article/details/123357899

1.预先将Example\Bootloader下的文件下载到H750的内部Flash中

2.想玩的游戏通过Example\多文件合并.exe 合并成一个.bin文件(其实就是加了文件大小,便于搜索,实际上H_NES只识别数组)

3.Example\STlinkUtility下载算法\ 下的文件复制到 STlinkUtility或者STM32CubeProgrammer安装目录下的ExternalLoader文件夹中

4.打开STlinkUtility或者STM32CubeProgrammer,加载下载算法,把前面生成的.bin文件下载到0x90040000中

5.Example\MDK下载算法\ 下的文件放置到 MDK安装目录\ARM\Flash\ 中

6.打开 Example\STM32H750VB_NES 下载程序

7.打开 Example\串口手柄\ 下的上位机,左下角的输入框是按键输入,W-上 A-左 S-下 D-右 K-B L-A

发送: 空格FN-下一个游戏 空格FS-保存存档 空格FL-加载存档
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一个NES模拟器,源码纯C 展开 收起
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