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#include <gb/gb.hpp>
#define SYSTEM_CPP
namespace GameBoy {
#include "serialization.cpp"
System system;
void System::run() {
scheduler.sync = Scheduler::SynchronizeMode::None;
scheduler.enter();
if(scheduler.exit_reason() == Scheduler::ExitReason::FrameEvent) {
interface->videoRefresh(video.palette, ppu.screen, 4 * 160, 160, 144);
}
}
void System::runtosave() {
scheduler.sync = Scheduler::SynchronizeMode::CPU;
runthreadtosave();
scheduler.sync = Scheduler::SynchronizeMode::All;
scheduler.active_thread = ppu.thread;
runthreadtosave();
scheduler.sync = Scheduler::SynchronizeMode::All;
scheduler.active_thread = apu.thread;
runthreadtosave();
scheduler.sync = Scheduler::SynchronizeMode::None;
}
void System::runthreadtosave() {
while(true) {
scheduler.enter();
if(scheduler.exit_reason() == Scheduler::ExitReason::SynchronizeEvent) break;
if(scheduler.exit_reason() == Scheduler::ExitReason::FrameEvent) {
interface->videoRefresh(video.palette, ppu.screen, 4 * 160, 160, 144);
}
}
}
void System::init() {
assert(interface != nullptr);
}
void System::load(Revision revision) {
this->revision = revision;
serialize_init();
if(revision == Revision::SuperGameBoy) return; //Super Famicom core loads boot ROM for SGB
string manifest = string::read({interface->path(ID::System), "manifest.bml"});
auto document = Markup::Document(manifest);
interface->loadRequest(
revision == Revision::GameBoy ? ID::GameBoyBootROM : ID::GameBoyColorBootROM,
document["system/cpu/rom/name"].data
);
if(!file::exists({interface->path(ID::System), document["system/cpu/rom/name"].data})) {
interface->notify("Error: required Game Boy firmware boot.rom not found.\n");
}
}
void System::power() {
bus.power();
cartridge.power();
cpu.power();
ppu.power();
apu.power();
scheduler.init();
clocks_executed = 0;
}
System::System() {
for(auto& byte : bootROM.dmg) byte = 0;
for(auto& byte : bootROM.sgb) byte = 0;
for(auto& byte : bootROM.cgb) byte = 0;
}
}
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