// Nintendo Game Boy CPU emulator // Game_Music_Emu $vers #ifndef GB_CPU_H #define GB_CPU_H #include "blargg_common.h" class Gb_Cpu { public: typedef int addr_t; typedef BOOST::uint8_t byte; enum { mem_size = 0x10000 }; // Clears registers and map all pages to unmapped void reset( void* unmapped = NULL ); // Maps code memory (memory accessed via the program counter). Start and size // must be multiple of page_size. enum { page_bits = 13 }; enum { page_size = 1 << page_bits }; void map_code( addr_t start, int size, void* code ); // Accesses emulated memory as CPU does byte* get_code( addr_t ); // Game Boy Z-80 registers. NOT kept updated during emulation. struct core_regs_t { BOOST::uint16_t bc, de, hl, fa; }; struct registers_t : core_regs_t { int pc; // more than 16 bits to allow overflow detection BOOST::uint16_t sp; }; registers_t r; // Base address for RST vectors, to simplify GBS player (normally 0) addr_t rst_base; // Current time. int time() const { return cpu_state->time; } // Changes time. Must not be called during emulation. // Should be negative, because emulation stops once it becomes >= 0. void set_time( int t ) { cpu_state->time = t; } // Emulator reads this many bytes past end of a page enum { cpu_padding = 8 }; // Implementation public: Gb_Cpu() : rst_base( 0 ) { cpu_state = &cpu_state_; } enum { page_count = mem_size >> page_bits }; struct cpu_state_t { byte* code_map [page_count + 1]; int time; }; cpu_state_t* cpu_state; // points to state_ or a local copy within run() cpu_state_t cpu_state_; private: void set_code_page( int, void* ); }; #define GB_CPU_PAGE( addr ) ((unsigned) (addr) >> Gb_Cpu::page_bits) #if BLARGG_NONPORTABLE #define GB_CPU_OFFSET( addr ) (addr) #else #define GB_CPU_OFFSET( addr ) ((addr) & (Gb_Cpu::page_size - 1)) #endif inline BOOST::uint8_t* Gb_Cpu::get_code( addr_t addr ) { return cpu_state_.code_map [GB_CPU_PAGE( addr )] + GB_CPU_OFFSET( addr ); } #endif