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SIRC - Super Imaginary Retro Console

The best retro console that never existed

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Summary

This is a project to develop a retro video game console from scratch that never existed.

It has been a dream of mine for a long time to build a console from the ground up, from designing the CPU instruction set and PPU architecture up to even the assembler/linker toolchain used to build the games.

Using the power of FPGA the hardware components required should be able to be synthesised so that the final product is a physical game console.

However, there is a long way to go until that point.

Note: It is my first serious project in rust so it will be a bit rough, I'm also trying to get a vertical slice going before I optimise everything. Please don't judge me.

I built a basic CPU using an FPGA board in university about ten years ago so it could be possible...

Components

sirc-vm

The simulator/virtual machine written in Rust that allows for designs to be tested and programs to be simulated before comitting to hardware designs.

Also contains the toolchain (assembler/linker) that prepares programs for the CPU.

The simulator is written to favour correctness over speed, and probably will never simulate in real time. There are plans at some stage to make a "low accuracy" mode or a separate emulator that favours performance.

vscode-sirc

The vscode extension that provides syntax highlighting for SIRC flavoured assembly, as well as the interface to the debug server to allow for program debugging.

sirc-tiledit

A cross platform GUI (QT/C++) to make it a bit easier to process images into tile data, tilemaps and sprite definitions. Will quantize images into the limited palette available on the SIRC and export assembly snippets that can be used in programs.

examples

Lots of real world programs that test the sirc-vm but could also be run on the real hardware in the future.

Target

The console will be a "fourth generation" console and will be roughly targeting the power/graphics quality of a SNES.

It should have about 128 KB of general-purpose RAM and 64 KB VRAM but this could be slightly flexible to allow differences in system design.

The target FPGA board at the moment is the ULX3s. This could change at some point so the design will try to be dev board independent but it at least provides a target to hit.

Usage

A good example of all the components working together is the Makefile in the byte-sieve example project.

It involves the assembler, linker and the virtual machine.

You can also use the --help command line switches for each component.

$ cargo run --bin assembler -- --help

Usage: assembler --input-file <FILE> --output-file <FILE>

Options:
  -i, --input-file <FILE>
  -o, --output-file <FILE>
  -h, --help                Print help
  -V, --version             Print version
$ cargo run --bin linker -- --help

Usage: linker --output-file <FILE> --segment-offset <SEGMENT_OFFSET> [INPUT FILES]...

Arguments:
  [INPUT FILES]...

Options:
  -o, --output-file <FILE>
  -s, --segment-offset <SEGMENT_OFFSET>
  -h, --help                             Print help
  -V, --version                          Print version
$ cargo run --bin sbrc_vm -- --help

Usage: sbrc_vm [OPTIONS] --program-file <FILE>

Options:
  -p, --program-file <FILE>
  -s, --segment <SEGMENT>
  -r, --register-dump-file <FILE>
  -v, --verbose...                 Increase logging verbosity
  -q, --quiet...                   Decrease logging verbosity
  -e, --enable-video
  -d, --debug
  -h, --help                       Print help
  -V, --version                    Print version

CPU

See the wiki for information on the CPU and PPU design!

https://github.com/NoxHarmonium/sirc/wiki

Project Status

The many stages to building this thing:

  1. Design/Simulate the CPU
  • Define an instruction set (SIRCIS)
  • Build a virtual machine
  • Write a basic assembler/linker
  • Run some basic programs
  • Add a debugger to allow stepping through programs
  • Write and run an extensive 'real world' test program to shake out any implementation bugs
  • Write a test unit suite to test each instruction to allow to do some serious refactoring for performance (and also a benchmark)
  • Optimise the simulator code to make it usable (or add a "low accuracy" mode)
  • Document the CPU architecture and instruction set in a proper reference manual
  • (Optional) Write an LLVM backend to write programs in C (or even rust???)
  • (Optional) Write a language server and asm regex for IDE support (and debugging??)
  1. Design/Simulate Input
  • Design controller input and map to keyboard buttons
  • (Optional) Add I/O window with status LEDs to aid with debugging
  1. Design/Simulate the PPU
  • Design the PPU architecture (based mainly on the SNES)
  • Design the bus that connects the CPU/PPU and the clock ratios
  • Write a simulator for the PPU that renders to a window
  • Write a basic game that tests the PPU (e.g. tetris?)
  1. Design/Simulate the APU
  • Design the APU architecture (sample based)
  • Write the simulator for the APU
  • Update the basic game to use the APU
  1. Build the FPGA system
  • Implement Verilog based on ULX3S FPGA board
  • Run the basic game on real hardware!