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// ____ _ _
// | _ \| \ | | Pradyun Narkadamilli
// | |_) | \| | https://pradyun.tech
// | __/| |\ | MIT License
// |_| |_| \_| Copyright 2022 Pradyun Narkadamilli
module ppu(input ppu_clk,
input cpu_clk,
input ram_clk,
input vga_clk,
input [15:0] bus_addr,
input [7:0] bus_din,
input bus_wr,
input odd_or_even,
input reset,
output dma_hijack,
output [15:0] dma_addr,
output logic [7:0] bus_out,
input mirror_cfg,
output nmi,
output VGA_HS, VGA_VS,
output [3:0] VGA_R, VGA_G, VGA_B,
output [7:0] feedback);
// internal bus VRAM addr - you need to assign this in two
// different writes to VRAM_ADDR i/o register
logic [15:0] vram_addr, scroll;
logic [7:0] oam_addr, mask, status, control;
logic addr_latch; // tracks 1st vs second write to vram addr
logic incr, oam_incr; // pipelined incrementation signal for vram/oam
logic [7:0] palette [31:0];
logic [4:0] palette_addr;
// TESTING
// mirrored indices for palette RAM
always_comb begin
if(vram_addr[4:0]==5'h10 || vram_addr[4:0]==5'h14 || vram_addr[4:0]==5'h18 || vram_addr[4:0]==5'h1C)
palette_addr = {1'b0,vram_addr[3:0]};
else
palette_addr = vram_addr[4:0];
end
// Vars for rendering
logic [12:0] render_pattern_addr;
logic [9:0] render_nmt_addr;
logic [7:0] render_oam_addr, render_oam_out;
logic [7:0] render_pattern_data, render_nmta_data, render_nmtb_data;
// write-enable/data signals for RAM i/o interface
logic nmta_en, nmtb_en, oam_en;
logic [7:0] nmta_out, nmtb_out, oam_out, pattern_out;
// DMA submodule
logic [7:0] dma_oam_addr;
logic dma_oam_en;
dma DIRMA (.clk(cpu_clk), .bus_addr, .bus_data(bus_din), .bus_wr,
.hijack(dma_hijack), .out_bus_addr(dma_addr), .oam_addr(dma_oam_addr),
.oam_en(dma_oam_en));
// ram declarations
chr_rom pattern_mem (.address_a(vram_addr[12:0]), .clock_a(ram_clk),
.wren_a(1'b0), .q_a(pattern_out),
.address_b(render_pattern_addr), .clock_b(vga_clk),
.wren_b(1'b0), .q_b(render_pattern_data));
nametable nmt_a (.address_a(vram_addr[9:0]), .clock_a(ram_clk),
.data_a(bus_din), .wren_a(nmta_en), .q_a(nmta_out),
.address_b(render_nmt_addr), .clock_b(vga_clk),
.wren_b(1'b0), .q_b(render_nmta_data));
nametable nmt_b (.address_a(vram_addr[9:0]), .clock_a(ram_clk),
.data_a(bus_din), .wren_a(nmtb_en), .q_a(nmtb_out),
.address_b(render_nmt_addr), .clock_b(vga_clk),
.wren_b(1'b0), .q_b(render_nmtb_data));
spr_ram OAM (.address_a((dma_hijack ? dma_oam_addr : oam_addr)), .clock_a(ram_clk), .data_a(bus_din),
.wren_a(((oam_en && ~dma_hijack) || (dma_oam_en && dma_hijack))), .q_a(oam_out),
.address_b(render_oam_addr), .clock_b(vga_clk), .wren_b(1'b0), .q_b(render_oam_out));
always_ff @ (posedge cpu_clk) begin
// Don't increment by default
incr <= 0;
oam_incr <= 0;
if (incr)
vram_addr <= vram_addr + (control[2] ? 8'd32 : 8'd1);
if ((drx>=514 && drx <= 641) && (dry<480 || dry==524))
oam_addr <= '0;
else if (oam_incr)
oam_addr <= oam_addr + 1'b1;
if (reset) begin
mask <= '0;
control <= '0;
status <= '0;
oam_addr <= '0;
scroll <= '0;
vram_addr <= '0;
addr_latch <= 0;
bus_out <= 0;
end else begin
// separate event control for VBL flag - we need explicit
// event control. This backshifts priority handling
// and avoids the (VBL flag only set when bus-not-in-use)
// issue. This could be why I'm dropping frames here and there.
if (bus_addr >= 16'h2000 && bus_addr <= 16'h3FFF && bus_addr[2:0]==3'd2 && bus_wr)
status[7] <= 0;
else if(dry==480)
status[7] <= 1'b1;
else if (dry == 10'd524)
status[7] <= 1'b0;
status[6] <= sprite_hit;
// case statement for isolated behaviors
if (bus_addr >= 16'h2000 && bus_addr <= 16'h3FFF) begin
case (bus_addr[2:0])
3'd0: if (~bus_wr)
control <= bus_din;
3'd1: if (~bus_wr)
mask <= bus_din;
3'd2: if(bus_wr) begin
bus_out <= status;
addr_latch <= 0;
end
3'd4: begin
if (bus_wr)
bus_out <= oam_out;
else
oam_incr <= 1'b1;
end
3'd5: if (~bus_wr)
begin
addr_latch <= ~addr_latch;
if(~addr_latch)
scroll[15:8] <= bus_din;
else
scroll[7:0] <= bus_din;
end
3'd6: if (~bus_wr)
begin
addr_latch <= ~addr_latch;
if(~addr_latch)
vram_addr[15:8] <= bus_din;
else
vram_addr[7:0] <= bus_din;
end
3'd7: begin
incr <= 1;
if (vram_addr <= 16'h1FFF) begin
if(bus_wr)
bus_out <= pattern_out;
end else if (vram_addr >= 16'h2000 && vram_addr <= 16'h3EFF) begin
if (vram_addr[11:10] == 2'd0 ||
(vram_addr[11:10]==2'd1 && ~mirror_cfg) ||
(vram_addr[11:10]==2'd2 && mirror_cfg)) begin
bus_out <= nmta_out;
end else begin
bus_out <= nmtb_out;
end
end else if (vram_addr>=16'h3F00 && vram_addr <= 16'h3FFF) begin
if (bus_wr)
bus_out <= palette[palette_addr];
else
palette[palette_addr] <= bus_din;
end else
bus_out <= '0;
end // case: 3'd7
endcase
end // if (bus_addr >= 16'h2000 && bus_addr <= 16'h3FFF)
end // else: !if(reset)
end
// Combination RAM Write signals (doing in FF causes pipeline effect)
always_comb begin
nmta_en = 0;
nmtb_en = 0;
oam_en = 0;
if (bus_addr >= 16'h2000 && bus_addr <= 16'h3FFF) begin
unique case (bus_addr[2:0])
3'd4: oam_en = ~bus_wr;
3'd7: begin
if (vram_addr >=16'h2000 && vram_addr <= 16'h3EFF) begin
if (vram_addr[11:10] == 2'd0 ||
(vram_addr[11:10]==2'd1 && ~mirror_cfg) ||
(vram_addr[11:10]==2'd2 && mirror_cfg))
nmta_en = ~bus_wr;
else
nmtb_en = ~bus_wr;
end
end
default: begin
nmta_en = 0;
nmtb_en = 0;
oam_en = 0;
end
endcase
end
end
////////////////////////////////////////////////////////////
// RENDERING LOGIC //
////////////////////////////////////////////////////////////
logic hs, vs, blank;
logic [9:0] drx, dry;
vga_controller ITERATOR (.Clk(vga_clk), .Reset(reset),
.blank, .hs, .vs, .DrawX(drx), .DrawY(dry));
// NMI generation - pulls low based on VBL status flag and Control configuration
assign nmi = ~(status[7] & control[7]);
assign VGA_HS = hs;
assign VGA_VS = vs;
// color palette (colors)
localparam logic [11:0] vga [0:63] = '{12'h777, 12'h00F, 12'h00B, 12'h42B,
12'h908, 12'hA02, 12'hA10, 12'h810,
12'h530, 12'h070, 12'h060, 12'h050,
12'h045, 12'h000, 12'h000, 12'h000,
12'hBBB, 12'h07F, 12'h05F, 12'h64F,
12'hD0C, 12'hE05, 12'hF30, 12'hE51,
12'hA70, 12'h0B0, 12'h0A0, 12'h0A4,
12'h088, 12'h000, 12'h000, 12'h000,
12'hFFF, 12'h3BF, 12'h68F, 12'h97F,
12'hF7F, 12'hF59, 12'hF75, 12'hFA4,
12'hFB0, 12'hBF1, 12'h5D5, 12'h5F9,
12'h0ED, 12'h777, 12'h000, 12'h000,
12'hFFF, 12'hAEF, 12'hBBF, 12'hDBF,
12'hFBF, 12'hFAC, 12'hFDB, 12'hFEA,
12'hFD7, 12'hDF7, 12'hBFB, 12'hBFD,
12'h0FF, 12'hFDF, 12'h000, 12'h000};
// intermediary to convert nametable/attribute address to nmta vs nmtb
logic [9:0] nt_addr, attr_addr;
logic [1:0] actual_nt;
logic nt_en, altpat1_en, altpat2_en, alt_attr_en;
logic [7:0] nt_data;
// next tile coords
logic [4:0] ndrx;
logic [7:0] ndry;
logic [9:0] transl_coord, transl_vert;
logic ovr_x, ovr_y;
//
// Filling sprite_data
//
logic [4:0] backshift; // makes it easier to make our "32 cycle" logic
logic [2:0] sprite_fetch_y;
logic [8:0] interm;
// Memory fetching during rendering
always_comb begin
interm = '0;
// address computation for current tile
if (drx>>4 >= 31) begin
ovr_x = 1'b0;
ndrx = scroll[15:11];
if (dry >= 479) begin
ovr_y = 1'b0;
ndry = active_scrolly;
end
else begin
interm = (dry + 10'd1)>>1 + active_scrolly;
ovr_y = (interm > 239);
ndry = interm - (ovr_y ? 240 : 0);
end
end else begin
{ovr_x, ndrx} = transl_coord[9:4] + 5'd1;
interm = dry[8:1] + active_scrolly;
ovr_y = (interm > 239);
ndry = interm - (ovr_y ? 240 : 0);
end // else: !if(drx >= 496)
// record in either nametable as offset from 0
nt_addr = {ndry[7:3], ndrx};
actual_nt = {control[1]^ovr_y, control[0]^ovr_x};
attr_addr = 10'h3C0 + {ndry[7:5], ndrx[4:2]};
nt_en = 0;
altpat1_en = 0;
altpat2_en = 0;
alt_attr_en = 0;
render_nmt_addr = '0;
render_pattern_addr = '0;
nt_data = '0;
transl_coord = drx[8:0] + scroll[15:8]*2;
transl_vert = dry[8:1] + active_scrolly;
if (transl_vert > 239)
transl_vert = dry[8:1] + active_scrolly - 240;
// defaults for sprite fetch vars
sprite_fetch_y = '0;
backshift = drx - 522;
// BG tile fetching - only happens during vision/trail of visible lines, and trail of pre-render line
// TODO: Adapt to work w/ scrolling. Basically change the case statement & latching to work w scolling
// need to change indexing statements slightly as well
if (((drx>>1 < 256 || drx >= 768) && (dry>>1) < 240) || (drx >= 768 && dry==524)) begin
unique case (transl_coord[3:0])
4'd0, 4'd1: begin
nt_en = 1'b1;
render_nmt_addr = nt_addr;
// nt_data = sprite_data[ndrx];
if(actual_nt==2'd0 || (actual_nt==2'd1 && ~mirror_cfg)
|| (actual_nt==2'd2 && mirror_cfg))
nt_data = render_nmta_data;
else
nt_data = render_nmtb_data;
end
4'd2, 4'd3: begin
alt_attr_en = 1'b1;
render_nmt_addr = attr_addr;
if(actual_nt==2'd0 || (actual_nt==2'd1 && ~mirror_cfg)
|| (actual_nt==2'd2 && mirror_cfg))
nt_data = render_nmta_data;
else
nt_data = render_nmtb_data;
end
4'd4, 4'd5: begin
altpat1_en = 1'b1;
render_pattern_addr = {control[4], nt, 1'b0, ndry[2:0]};
end
4'd6, 4'd7: begin
altpat2_en = 1'b1;
render_pattern_addr = {control[4], nt, 1'b1, ndry[2:0]};
end
// can't be too safe after the memory fiasco
default: begin
nt_en = 0;
altpat1_en = 0;
altpat2_en = 0;
alt_attr_en = 0;
render_nmt_addr = '0;
render_pattern_addr = '0;
nt_data = '0;
end
endcase
end // if(drx>>1 <= 255)
else if (dry<480 && drx>=522 && drx<=553) begin
sprite_fetch_y = fetched_data[{backshift[4:2], 2'd2}][7] ?
8'd7 - ((dry>>1) - fetched_data[{backshift[4:2], 2'd0}]) :
(dry>>1) - fetched_data[{backshift[4:2], 2'd0}];
case(backshift[1:0])
2'd0, 2'd1: render_pattern_addr = {control[3],
fetched_data[{backshift[4:2], 2'd1}],
1'b0, sprite_fetch_y};
2'd2, 2'd3: render_pattern_addr = {control[3],
fetched_data[{backshift[4:2], 2'd1}],
1'b1, sprite_fetch_y};
endcase // case (backshift[1:0])
end
end
// Background Rendering
logic [0:7] pat1, pat2;
logic [7:0] attr;
// Registers
logic [0:7] altpat1, altpat2;
logic [7:0] nt, alt_attr;
// Latching Registers
always_ff @ (posedge vga_clk) begin
if(reset) begin
nt <= '0;
alt_attr <= '0;
altpat1 <= '0;
altpat2 <= '0;
pat1 <= '0;
pat2 <= '0;
attr <= '0;
end else begin
// BG tile fetching - only happens during vision/trail of visible lines, and trail of pre-render line
if ((((drx>>1 < 256 || drx>=768) && (dry>>1) < 240) || (drx >= 768 && dry==524))
&& transl_coord[3:0]=='1) begin
pat1 <= altpat1;
pat2 <= altpat2;
attr <= alt_attr;
end
if (altpat1_en)
altpat1 <= render_pattern_data;
if (altpat2_en)
altpat2 <= render_pattern_data;
if (alt_attr_en)
alt_attr <= nt_data;
if (nt_en)
nt <= nt_data;
end // else: !if(reset)
end
//
// SPRITE FETCHING
//
// LINEAR SCAN
// main storage
byte sprite_data [31:0];
logic [3:0] sprite_ct; // 0-8
logic s0;
// scan storage
byte fetched_data [31:0];
logic [1:0] batch_ct;
logic [3:0] fetched_ct; // 0-8
logic alt_s0;
// render_oam_addr/out higher up in file.
// use oam_addr as a form of state - set it when transitioning TO read
enum logic [2:0]
{IDL, MAINRD, EVAL, LATCH, INCR_RD}
state, next;
logic [7:0] rel_addr;
assign rel_addr = dry>>1;
always_comb begin
case (state)
IDL: next = (drx==0) ? MAINRD : IDL;
MAINRD: next = (render_oam_addr < 253 && dry!=479) ? EVAL : IDL;
EVAL: begin
if (render_oam_out <= rel_addr && render_oam_out+3'd7>=rel_addr)
next = LATCH;
else
next = (render_oam_addr < 249) ? MAINRD : IDL;
end
LATCH: begin
if (batch_ct<3)
next = INCR_RD;
else
next = (fetched_ct==4'd8 || render_oam_addr>252) ? IDL : MAINRD;
end
INCR_RD: next = LATCH;
default: next = IDL;
endcase // case (state)
end
// used in iterators
integer i;
logic [2:0] fetchidx;
always_ff @ (posedge vga_clk) begin
if (reset) begin
batch_ct <= '0;
fetched_ct <= '0;
sprite_ct <= '0;
s0 <= 1'b0;
alt_s0 <= 1'b0;
render_oam_addr <= '0;
for(i=0; i<32; i++)
sprite_data[i] <= '0;
for(i=0; i<32; i++)
fetched_data[i] <= '0;
end
else if (dry<480 && drx<512) begin
state <= next;
case (state)
IDL: begin
if (next==MAINRD) begin
for(i=0; i<32; i++)
fetched_data[i] <= '0;
fetched_ct <= '0;
batch_ct <= '0;
render_oam_addr <= oam_addr;
alt_s0 <= 1'b0;
end
end
EVAL: begin
if (next==LATCH) begin
batch_ct <= '0;
fetched_ct <= fetched_ct + 1'd1;
end
else if (next==MAINRD)
render_oam_addr <= render_oam_addr + 4;
end
LATCH: begin
render_oam_addr <= render_oam_addr + 1'd1;
fetched_data[(fetched_ct-1'd1)*4 + batch_ct] <= render_oam_out;
batch_ct <= batch_ct + 1'd1;
if(render_oam_addr=='0)
alt_s0 <= 1'b1;
end
endcase
end
else if (dry<480 && dry[0] && drx>=522 && drx<=553) begin
if(drx==522) begin
for(i=0; i<8; i++) begin
sprite_data[i*4] <= fetched_data[i*4 + 2];
sprite_data[i*4 + 1] <= fetched_data[i*4 + 3];
end
s0 <= alt_s0;
sprite_ct <= fetched_ct;
end
case (backshift[1:0])
2'd1: sprite_data[{backshift[4:2], 2'd2}] <= (backshift[4:2] < sprite_ct) ? render_pattern_data : '0;
2'd3: sprite_data[{backshift[4:2], 2'd3}] <= (backshift[4:2] < sprite_ct) ? render_pattern_data : '0;
endcase // case (backshift[1:0])
end
end
// color output
wire [11:0] bgcolor;
logic [7:0] my_color;
logic [1:0] bg_px;
logic bg_en;
// sprite rendering logic
logic [1:0] sprite_pattern;
logic [7:0] palette_color;
logic [2:0] diff;
logic valid_sprite, spr_priority;
integer iter;
// "hit condition" of sprite hit flag
logic hit0, sprite_hit, wasit0;
logic [7:0] active_scrolly; // update once per frame
// unsynchronized outputs
logic [3:0] vga_r, vga_g, vga_b;
always_comb begin
// defaults
my_color = '0;
palette_color = '0;
bg_px = {pat2[transl_coord[3:1]], pat1[transl_coord[3:1]]};
bg_en = mask[3] && ((drx>>1)>8 || mask[1]) && (|bg_px);
// generating pattern and validity for each sprite
sprite_pattern = '0;
valid_sprite = '0;
diff = '0;
wasit0 = 1'b0;
spr_priority = 1'b1;
iter = '0;
// fetches priority sprite's pixel i guess
if ((mask[4]) && (mask[2] || (drx>>1)>8)) begin
for(iter=0; iter<8; iter++) begin
if((iter<sprite_ct) &&
(drx>>1) >= sprite_data[(iter*4)+1] &&
(drx>>1) <= sprite_data[(iter*4)+1] + 7) begin
diff = (drx>>1) - sprite_data[(iter*4)+1];
if(sprite_data[iter*4][6])
sprite_pattern = {sprite_data[(iter*4)+3][diff],
sprite_data[(iter*4)+2][diff]};
else
sprite_pattern = {sprite_data[(iter*4)+3][3'd7-diff],
sprite_data[(iter*4)+2][3'd7-diff]};
valid_sprite = |(sprite_pattern);
wasit0 = (iter==0) && valid_sprite;
if(valid_sprite) begin
if (mask[0])
palette_color = {sprite_pattern, 6'd0};
else
palette_color = palette[{1'b1, sprite_data[iter*4][1:0], sprite_pattern}];
spr_priority = sprite_data[iter*4][5];
break;
end
end
end
end // if ((mask[4]) && (mask[2] || (drx>>1)>8))
// "hardcode" hit condition
hit0 = wasit0 && bg_en && valid_sprite;
if (mask[0]) begin
bgcolor = vga[{bg_px, 6'd0}];
end
else begin
my_color = palette[{1'b0, attr[{transl_vert[4], transl_coord[5], 1'b0} +: 2], bg_px}];
bgcolor = vga[my_color];
end
vga_r = '0;
vga_g = '0;
vga_b = '0;
if(~blank || ((drx>>1) > 255) || ((dry>>1) > 239)) begin
vga_r = '0;
vga_g = '0;
vga_b = '0;
end
else begin
if(~valid_sprite && ~bg_en) begin
vga_r = vga[palette[0]][11:8];
vga_g = vga[palette[0]][7:4];
vga_b = vga[palette[0]][3:0];
end else if (bg_en && ~valid_sprite) begin
vga_r = bgcolor[11:8];
vga_g = bgcolor[7:4];
vga_b = bgcolor[3:0];
end else if (~bg_en && valid_sprite) begin
vga_r = vga[palette_color][11:8];
vga_g = vga[palette_color][7:4];
vga_b = vga[palette_color][3:0];
end else if (bg_en && valid_sprite) begin
if(spr_priority) begin
vga_r = bgcolor[11:8];
vga_g = bgcolor[7:4];
vga_b = bgcolor[3:0];
end else begin
vga_r = vga[palette_color][11:8];
vga_g = vga[palette_color][7:4];
vga_b = vga[palette_color][3:0];
end
end
end
end
always_ff @ (vga_clk) begin
VGA_R <= vga_r;
VGA_B <= vga_b;
VGA_G <= vga_g;
if (reset || dry==524) begin
sprite_hit <= 1'b0;
active_scrolly <= scroll[7:0];
end
else
sprite_hit <= sprite_hit || (s0 && hit0);
end
endmodule