Playing around with reading gameboy roms, and maybe emulation

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+3 -9
src/cartridge_header.rs
··· 5 5 6 6 pub struct CartridgeHeader { 7 7 //Should be 80 bytes (0x014F(335) - 0x0100(256)) + 1 to include the last address 8 - pub buffer: [u8; 80], 8 + pub _buffer: [u8; 80], 9 9 pub title: [char; 16], 10 10 pub manufacturer_code: [char; 4], 11 11 pub cgb_flag: CGBFlag, ··· 49 49 for (i, true_logo_byte) in NINTENDO_LOGO.iter().enumerate() { 50 50 let rom_byte = nintendo_logo_from_rom[i]; 51 51 if rom_byte != *true_logo_byte { 52 - return Err(Error::CartridgeReadError); 52 + return Err(Error::NotAValidRom); 53 53 } 54 54 } 55 55 ··· 97 97 ]); 98 98 99 99 Ok(Self { 100 - buffer: header_buffer 100 + _buffer: header_buffer 101 101 .try_into() 102 102 .map_err(|_| Error::CartridgeReadError)?, 103 103 title: title_chars, ··· 115 115 global_checksum, 116 116 }) 117 117 } 118 - 119 - fn print_test(&self) { 120 - for byte in self.buffer.iter() { 121 - print!("{} ", *byte as char); 122 - } 123 - } 124 118 }
+1 -1
src/enums.rs
··· 3 3 CartridgeHeaderStart = 0x0100, 4 4 CartridgeHeaderEnd = 0x014F, 5 5 // 0100-0103 — Entry point 6 - EntryPointEnd = 0x0103, 6 + _EntryPointEnd = 0x0103, 7 7 // 0104-0133 — Nintendo logo 8 8 NintendoLogoStart = 0x0104, 9 9 NintendoLogoEnd = 0x00133,
+3 -41
src/main.rs
··· 1 1 mod cartridge_header; 2 2 mod enums; 3 - mod tile_map; 3 + 4 4 use crate::cartridge_header::CartridgeHeader; 5 - use crate::enums::CartridgeHeaderAddress::OldLicenseeCode; 6 - use crate::enums::{ 7 - CGBFlag, CartridgeHeaderAddress, CartridgeType, DestinationCode, Error, RamSize, RomSize, 8 - }; 9 - use crate::tile_map::{GPU, VRAM_BEGIN, VRAM_END}; 10 - use minifb::{Key, Window, WindowOptions}; 5 + use crate::enums::DestinationCode; 11 6 use std::fs::File; 12 7 use std::io::Read; 13 8 14 - const WINDOW_DIMENSIONS: [usize; 2] = [(160 * 1), (144 * 1)]; 15 - 16 9 // https://github.com/ISSOtm/gb-bootroms/blob/2dce25910043ce2ad1d1d3691436f2c7aabbda00/src/dmg.asm#L259-L269 17 10 // Each tile is encoded using 2 (!) bytes 18 11 // The tiles are represented below ··· 40 33 rom_file.read_to_end(&mut rom_buffer)?; 41 34 let cart_header = match CartridgeHeader::parse(&*rom_buffer) { 42 35 Ok(header) => header, 43 - Err(err) => { 36 + Err(_err) => { 44 37 return Err(std::io::Error::new( 45 38 std::io::ErrorKind::Other, 46 39 "Rom failed to parse", ··· 74 67 println!("Header Checksum: {:#X}", cart_header.header_checksum); 75 68 println!("Global Checksum: {:#X}", cart_header.global_checksum); 76 69 77 - let mut gpu = GPU::new(); 78 - let tile_map_buffer = &rom_buffer[VRAM_BEGIN as usize..VRAM_END as usize]; 79 - for (i, byte) in tile_map_buffer.iter().enumerate() { 80 - gpu.write_vram(i, *byte); 81 - } 82 - gpu.render_tile_to_rgb(0); 83 - // let range_of_tiles = 0..255; 84 - // for tile_id in range_of_tiles { 85 - // let idk = gpu.print_tile_ascii(tile_id); 86 - // println!("{:?}", idk); 87 - // } 88 - let mut window = Window::new( 89 - "DMG-01", 90 - WINDOW_DIMENSIONS[0], 91 - WINDOW_DIMENSIONS[1], 92 - WindowOptions { 93 - scale: minifb::Scale::X2, 94 - ..WindowOptions::default() 95 - }, 96 - ) 97 - .unwrap(); 98 - let mut tile_ids: Vec<u8> = (0..100).collect(); 99 - let tile_map_buffer = gpu.render_background_to_rgb(true, true, 25, 25); // let idk = gpu.render_tile_to_rgb(1).unwrap(); 100 - let buffer_u32: Vec<u32> = tile_map_buffer 101 - .iter() 102 - .map(|(r, g, b)| ((*r as u32) << 16) | ((*g as u32) << 8) | (*b as u32)) 103 - .collect(); 104 - while window.is_open() && !window.is_key_down(Key::Escape) { 105 - window.update_with_buffer(&buffer_u32).unwrap(); 106 - } 107 - 108 70 Ok(()) 109 71 }
-274
src/tile_map.rs
··· 1 - pub const VRAM_BEGIN: usize = 0x8000; 2 - pub const VRAM_END: usize = 0x9FFF; 3 - pub const VRAM_SIZE: usize = VRAM_END - VRAM_BEGIN + 1; 4 - 5 - // Tilemap locations in VRAM 6 - pub const TILEMAP_0_START: usize = 0x1800; // $9800 - $8000 = 0x1800 7 - pub const TILEMAP_1_START: usize = 0x1C00; // $9C00 - $8000 = 0x1C00 8 - pub const TILEMAP_SIZE: usize = 32 * 32; // 1024 bytes 9 - 10 - #[derive(Copy, Clone, Debug, PartialEq)] 11 - pub enum TilePixelValue { 12 - Zero, 13 - One, 14 - Two, 15 - Three, 16 - } 17 - 18 - impl TilePixelValue { 19 - /// Convert pixel value to grayscale color (0-255) 20 - pub fn to_grayscale(&self) -> u8 { 21 - match self { 22 - TilePixelValue::Zero => 255, // White 23 - TilePixelValue::One => 170, // Light gray (66% brightness) 24 - TilePixelValue::Two => 85, // Dark gray (33% brightness) 25 - TilePixelValue::Three => 0, // Black 26 - } 27 - } 28 - 29 - /// Convert pixel value to RGB color tuple 30 - pub fn to_rgb(&self) -> (u8, u8, u8) { 31 - let gray = self.to_grayscale(); 32 - (gray, gray, gray) 33 - } 34 - 35 - /// Convert pixel value to classic Game Boy green colors 36 - pub fn to_gameboy_green(&self) -> (u8, u8, u8) { 37 - match self { 38 - TilePixelValue::Zero => (224, 248, 208), // Lightest green 39 - TilePixelValue::One => (136, 192, 112), // Light green 40 - TilePixelValue::Two => (52, 104, 86), // Dark green 41 - TilePixelValue::Three => (8, 24, 32), // Darkest green/black 42 - } 43 - } 44 - } 45 - 46 - type Tile = [[TilePixelValue; 8]; 8]; 47 - 48 - fn empty_tile() -> Tile { 49 - [[TilePixelValue::Zero; 8]; 8] 50 - } 51 - 52 - pub struct GPU { 53 - vram: [u8; VRAM_SIZE], 54 - tile_set: [Tile; 384], // 384 tiles total (256 from first set + 128 from second set) 55 - } 56 - 57 - impl GPU { 58 - pub fn new() -> Self { 59 - Self { 60 - vram: [0; VRAM_SIZE], 61 - tile_set: [empty_tile(); 384], 62 - } 63 - } 64 - 65 - pub fn read_vram(&self, address: usize) -> u8 { 66 - self.vram[address] 67 - } 68 - 69 - pub fn write_vram(&mut self, index: usize, value: u8) { 70 - self.vram[index] = value; 71 - 72 - // If our index is greater than 0x1800, we're not writing to the tile set storage 73 - // so we can just return. 74 - if index >= 0x1800 { 75 - return; 76 - } 77 - 78 - // Tiles rows are encoded in two bytes with the first byte always 79 - // on an even address. Bitwise ANDing the address with 0xffe 80 - // gives us the address of the first byte. 81 - let normalized_index = index & 0xFFFE; 82 - 83 - // First we need to get the two bytes that encode the tile row. 84 - let byte1 = self.vram[normalized_index]; 85 - let byte2 = self.vram[normalized_index + 1]; 86 - 87 - // A tile is 8 rows tall. Since each row is encoded with two bytes a tile 88 - // is therefore 16 bytes in total. 89 - let tile_index = index / 16; 90 - // Every two bytes is a new row 91 - let row_index = (index % 16) / 2; 92 - 93 - // Now we're going to loop 8 times to get the 8 pixels that make up a given row. 94 - for pixel_index in 0..8 { 95 - let mask = 1 << (7 - pixel_index); 96 - let lsb = byte1 & mask; 97 - let msb = byte2 & mask; 98 - 99 - let value = match (lsb != 0, msb != 0) { 100 - (true, true) => TilePixelValue::Three, 101 - (false, true) => TilePixelValue::Two, 102 - (true, false) => TilePixelValue::One, 103 - (false, false) => TilePixelValue::Zero, 104 - }; 105 - 106 - self.tile_set[tile_index][row_index][pixel_index] = value; 107 - } 108 - } 109 - 110 - /// Get a tile by its index, handling Game Boy's two addressing modes 111 - pub fn get_tile(&self, tile_index: u8, use_signed_addressing: bool) -> Option<&Tile> { 112 - let actual_index = if use_signed_addressing { 113 - // Signed addressing mode: $8800-$97FF 114 - // Index 0-127 maps to tiles 256-383, index 128-255 maps to tiles 0-127 115 - if tile_index < 128 { 116 - 256 + tile_index as usize 117 - } else { 118 - (tile_index as i8 as i16 + 256) as usize 119 - } 120 - } else { 121 - // Unsigned addressing mode: $8000-$8FFF 122 - tile_index as usize 123 - }; 124 - 125 - if actual_index < self.tile_set.len() { 126 - Some(&self.tile_set[actual_index]) 127 - } else { 128 - None 129 - } 130 - } 131 - 132 - /// Read tilemap data from VRAM 133 - pub fn get_tilemap_data(&self, tilemap_select: bool) -> [u8; TILEMAP_SIZE] { 134 - let start_addr = if tilemap_select { 135 - TILEMAP_1_START 136 - } else { 137 - TILEMAP_0_START 138 - }; 139 - 140 - let mut tilemap = [0u8; TILEMAP_SIZE]; 141 - for i in 0..TILEMAP_SIZE { 142 - tilemap[i] = self.vram[start_addr + i]; 143 - } 144 - tilemap 145 - } 146 - 147 - /// Render the entire tilemap to RGB (256x256 pixels) 148 - pub fn render_full_tilemap_to_rgb( 149 - &self, 150 - tilemap_select: bool, 151 - use_signed_addressing: bool, 152 - ) -> Vec<(u8, u8, u8)> { 153 - let tilemap_data = self.get_tilemap_data(tilemap_select); 154 - let total_pixels = 256 * 256; // 32x32 tiles, each 8x8 pixels 155 - let mut color_buffer = vec![(0, 0, 0); total_pixels]; 156 - 157 - for tilemap_y in 0..32 { 158 - for tilemap_x in 0..32 { 159 - let tilemap_index = tilemap_y * 32 + tilemap_x; 160 - let tile_id = tilemap_data[tilemap_index]; 161 - 162 - if let Some(tile) = self.get_tile(tile_id, use_signed_addressing) { 163 - // Render this tile into the color buffer 164 - for tile_row in 0..8 { 165 - for tile_col in 0..8 { 166 - let pixel_x = tilemap_x * 8 + tile_col; 167 - let pixel_y = tilemap_y * 8 + tile_row; 168 - let buffer_index = pixel_y * 256 + pixel_x; 169 - 170 - if buffer_index < color_buffer.len() { 171 - color_buffer[buffer_index] = 172 - tile[tile_row][tile_col].to_gameboy_green(); 173 - } 174 - } 175 - } 176 - } 177 - } 178 - } 179 - 180 - color_buffer 181 - } 182 - 183 - /// Render a visible portion of the tilemap (160x144 pixels) with scrolling 184 - pub fn render_background_to_rgb( 185 - &self, 186 - tilemap_select: bool, 187 - use_signed_addressing: bool, 188 - scroll_x: u8, 189 - scroll_y: u8, 190 - ) -> Vec<(u8, u8, u8)> { 191 - let tilemap_data = self.get_tilemap_data(tilemap_select); 192 - let mut color_buffer = vec![(0, 0, 0); 160 * 144]; 193 - 194 - for screen_y in 0..144 { 195 - for screen_x in 0..160 { 196 - // Calculate the position in the 256x256 tilemap with wrapping 197 - let bg_x = ((screen_x as u16 + scroll_x as u16) % 256) as u8; 198 - let bg_y = ((screen_y as u16 + scroll_y as u16) % 256) as u8; 199 - 200 - // Which tile are we in? 201 - let tile_x = (bg_x / 8) as usize; 202 - let tile_y = (bg_y / 8) as usize; 203 - let tilemap_index = tile_y * 32 + tile_x; 204 - 205 - // Which pixel within that tile? 206 - let pixel_x = (bg_x % 8) as usize; 207 - let pixel_y = (bg_y % 8) as usize; 208 - 209 - let tile_id = tilemap_data[tilemap_index]; 210 - 211 - if let Some(tile) = self.get_tile(tile_id, use_signed_addressing) { 212 - let buffer_index = screen_y * 160 + screen_x; 213 - color_buffer[buffer_index] = tile[pixel_y][pixel_x].to_gameboy_green(); 214 - } 215 - } 216 - } 217 - 218 - color_buffer 219 - } 220 - 221 - /// Render a tile to a color buffer (64 pixels as RGB values) 222 - pub fn render_tile_to_rgb(&self, tile_index: usize) -> Option<[(u8, u8, u8); 64]> { 223 - if tile_index >= self.tile_set.len() { 224 - return None; 225 - } 226 - 227 - let tile = &self.tile_set[tile_index]; 228 - let mut color_buffer = [(0, 0, 0); 64]; 229 - 230 - for (row_idx, row) in tile.iter().enumerate() { 231 - for (col_idx, &pixel) in row.iter().enumerate() { 232 - let buffer_index = row_idx * 8 + col_idx; 233 - color_buffer[buffer_index] = pixel.to_gameboy_green(); 234 - } 235 - } 236 - 237 - Some(color_buffer) 238 - } 239 - 240 - /// Debug function to print tilemap as hex values 241 - pub fn print_tilemap_hex(&self, tilemap_select: bool) { 242 - let tilemap_data = self.get_tilemap_data(tilemap_select); 243 - println!("Tilemap {} contents:", if tilemap_select { 1 } else { 0 }); 244 - 245 - for row in 0..32 { 246 - for col in 0..32 { 247 - let index = row * 32 + col; 248 - print!("{:02X} ", tilemap_data[index]); 249 - } 250 - println!(); 251 - } 252 - } 253 - 254 - /// Debug function to print a tile as ASCII art 255 - pub fn print_tile_ascii(&self, tile_index: usize) { 256 - if let Some(tile) = self.tile_set.get(tile_index) { 257 - println!("Tile {}:", tile_index); 258 - for row in tile { 259 - for &pixel in row { 260 - let char = match pixel { 261 - TilePixelValue::Zero => '░', // Light 262 - TilePixelValue::One => '▒', // Light gray 263 - TilePixelValue::Two => '▓', // Dark gray 264 - TilePixelValue::Three => '█', // Dark 265 - }; 266 - print!("{}", char); 267 - } 268 - println!(); 269 - } 270 - } else { 271 - println!("Tile {} not found", tile_index); 272 - } 273 - } 274 - }
+8 -1
README.md
··· 1 - # GameBoyPlayground 1 + # DMG Playground 2 + 3 + Just some experiments with Gameboy emulation. Right now it just reads 4 + the [Cartridge Header](https://gbdev.io/pandocs/The_Cartridge_Header.html) of a GB rom and parses it 5 + out 6 + 7 + 1. Obtain a `LegallyObtainedRom.gb` and name it as such in the root of the project 8 + 2. `cargo run` You should see it list out things like the name of the game, etc