#!/usr/bin/env python3 # -*- coding: utf8 -*- import pygame, numpy, sys, datetime from orao.cpu import CPU from orao.keyboard import listener as orao_kbd_listener from orao.video import mem_listener as video_mem_listener, terminal from orao.timer import mem_listener as timer_mem_listener from orao.chargen import chargen_init, chargen_draw_str # views from orao.views.cpu_state import CPUState from orao.views.micro_mem_view import MicroMemView MEM_LOAD_PRG = None if len(sys.argv) == 2: MEM_LOAD_PRG = sys.argv[1] # pygame init ratio, running = 0, True # mixer setup pygame.mixer.pre_init(44100, 8, 1, buffer=2048) pygame.init() pygame.time.set_timer(pygame.USEREVENT + 1, 40) # create CPU cpu = CPU(bytearray([0xFF]*0xC000) + bytearray(open('ORAO13.ROM', 'rb').read())) cpu.channel = pygame.mixer.Channel(0) cpu.store_mem_listeners.append(video_mem_listener) cpu.store_mem_listeners.append(timer_mem_listener) chargen_init(cpu.memory[0xE000:]) # views view_cpu_state = CPUState() # ram zero page & stack view_zp = MicroMemView(start_addr=0x0000, size=0x0200, caption='ZP & stack', disp_width=64) view_zp.listen(cpu) # user ram view view_ram = MicroMemView(start_addr=0x0200, size=0x5E00, caption='RAM', disp_width=128) view_ram.listen(cpu) # rom access view view_rom = MicroMemView(start_addr=0xC000, size=0x4000, caption='ROM', disp_width=256) view_rom.listen(cpu) view_screen = MicroMemView(start_addr=0x6000, size=0x2000, disp_width=32) view_screen.listen(cpu) # status lines status_line = pygame.Surface((64 * 8, 4*8), depth=24) status_line.fill((0, 0, 0)) chargen_draw_str(status_line, 0, 0, 'Orao Emulator v0.1') # setup screen screen = pygame.display.set_mode(( terminal.get_width() * 2 + 2 + int(max(view_rom.width, view_cpu_state.width * 2)), terminal.get_height() * 2 + 3*8 + 2 + 30 )) pygame.display.set_caption('Orao Emulator v0.1') lc = (0xff, 0xcc, 0x00) chargen_draw_str(status_line, 0, 16, 'F12:', color=lc) chargen_draw_str(status_line, 24+8, 16, ' SCREENSHOT') if MEM_LOAD_PRG is not None: chargen_draw_str(status_line, 0, 24, 'F8:', color=lc) chargen_draw_str(status_line, 24, 24, ' %s' % MEM_LOAD_PRG) def render_frame(frame_time_ms): view_cpu_state.render(cpu, frame_time_ms) view_zp.render(cpu, frame_time_ms) view_ram.render(cpu, frame_time_ms) view_rom.render(cpu, frame_time_ms) view_screen.render(cpu, frame_time_ms) # blit screen.fill((0, 0, 0)) screen.blit(pygame.transform.scale(terminal, (512, 512)), [0, 0]) chargen_draw_str(status_line, 0, 8, 'Speed: {0:.2f} MHz'.format(ratio)) screen.blit(status_line, [0, 512+1]) x = 512 + 1 y = 0 cx, y = view_cpu_state.blit(screen, [x, y], scale=2) y += 5 x2, y2 = view_zp.blit(screen, [x, y], scale=4) y2 += 5 _, y2 = view_ram.blit(screen, [x, y2], scale=2) y2 += 5 _, _ = view_rom.blit(screen, [x, y2], scale=1) screen.blit(pygame.transform.scale(view_screen.read_map.surf, (512,512)), [0,0]) screen.blit(pygame.transform.scale(view_screen.write_map.surf, (512,512)), [0,0]) # finish rendering pygame.display.flip() clock = pygame.time.Clock() while running: before, previous_loop_cycles = datetime.datetime.now(), cpu.cycles for i in range(5000): cpu.step() time_elapsed = (datetime.datetime.now()-before).microseconds + 1 clock.tick() for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.MOUSEBUTTONDOWN: x, y = event.pos if 650 < x < 700 and 720 < y < 790: # Reset button cpu.__init__(cpu.memory[:]) # Warm reset orao_kbd_listener(event, cpu) if event.type in [pygame.KEYDOWN, pygame.KEYUP]: pkeys = pygame.key.get_pressed() if pkeys[pygame.K_ESCAPE]: running = False if pkeys[pygame.K_F8]: if MEM_LOAD_PRG is None: break print("LOADING: %s" % MEM_LOAD_PRG) ba = bytearray(open(MEM_LOAD_PRG, "rb").read()) # read load address addr = ba[1] * 256 + ba[0] ba = ba[2:] print('Loadaddr: %04x' % addr) # load file to memory for i in range(0, len(ba)): cpu.memory[addr + i] = ba[i] # run cpu.pc = addr # HACK: reset stack pointer cpu.sp = 241 if pkeys[pygame.K_F12]: now = datetime.datetime.now() # current date and time pygame.image.save(screen, "assets/screenshot-%s.png" % now.strftime("%Y%m%d-%H%M%S")) if event.type == pygame.USEREVENT + 1: render_frame(clock.get_time()) cpu.tape_out = None if cpu.cycles - cpu.last_sound_cycles > 20000 else cpu.tape_out if len(cpu.sndbuf) > 4096 or cpu.sndbuf and cpu.cycles - cpu.last_sound_cycles > 20000: while cpu.channel.get_queue(): if time_elapsed > 10000: break cpu.channel.queue(pygame.sndarray.make_sound(numpy.uint8(cpu.sndbuf))) cpu.sndbuf = [] overshoot = cpu.cycles - previous_loop_cycles - time_elapsed pygame.time.wait((overshoot > 0) * overshoot // 1000) # Pričekaj da budemo cycle exact ratio = 1.0 * (cpu.cycles - previous_loop_cycles) / time_elapsed pygame.quit()