annotate src/console/gme_design.txt @ 540:62c4c304a997 trunk

[svn] - handle OV_HOLE gracefully
author nenolod
date Tue, 23 Jan 2007 06:25:58 -0800
parents 986f098da058
children
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1 Game_Music_Emu 0.5.2 Design
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2 ---------------------------
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3
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4 Architecture
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5 ------------
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6 Gme_File and Music_Emu provide a common interface to the emulators. The
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7 virtual functions are protected rather than public to allow pre- and
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8 post-processing of arguments and data in one place. This allows the
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9 emulator classes to assume that everything is set up properly when
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10 starting a track and playing samples.
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11
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12 Since silence checking and fading are relatively complex, basic file
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13 loading and track information are handled in the base class Gme_File. My
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14 orignal intent was to use Gme_File as the common base class for full
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15 emulators and track information-only readers, but implementing the C
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16 interface was much simpler if both derived from Music_Emu. User C++ code
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17 can still benefit from static checking by using Gme_File where only
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18 track information will be accessed.
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19
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20 Each emulator generally has three components: main emulator, CPU
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21 emulator, and sound chip emulator(s). Each component has minimial
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22 coupling, so use in a full emulator or standalone is fairly easy. This
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23 modularity really helps reduce complexity. Blip_Buffer helps a lot with
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24 simplifying the APU interfaces and implementation.
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25
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26 The "classic" emulators derive from Classic_Emu, which handles
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27 Blip_Buffer filling and multiple channels. It uses Multi_Buffer for
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28 output, allowing you to derive a custom buffer that could output each
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29 voice to a separate sound channel and do different processing on each.
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30 At some point I'm going to implement a better Effects_Buffer that allows
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31 individual control of every channel.
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32
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33 In implementing the C interface, I wanted a way to specify an emulator
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34 type that didn't require linking in all the emulators. This rules out
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35 any functions which automatically select it based on a file's extension
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36 or header contents. For each emulator type there is a global object with
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37 pointers to functions to create the emulator or a track information
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38 reader. The emulator type is thus a pointer to this, which conveniently
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39 allows for a NULL value. The user referencing this emulator type object
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40 is what ultimately links the emulator in (unless new Foo_Emu is used in
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41 C++, of course).
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42
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43
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44 Interface conventions
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45 ----------------------
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46 If a function retains a pointer to or replaces the value of an object
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47 passed, it takes a pointer so that it will be clear in the caller's
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48 source code that care is required.
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49
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50 Multi-word names have an underscore '_' separator between individual
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51 words.
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52
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53 Functions are named with lowercase words. Functions which perform an
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54 action with side-effects are named with a verb phrase (i.e. load, move,
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55 run). Functions which return the value of a piece of state are named
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56 using a noun phrase (i.e. loaded, moved, running).
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57
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58 Classes are named with capitalized words. Only the first letter of an
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59 acronym is capitalized. Class names are nouns, sometimes suggestive of
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60 what they do (i.e. File_Scanner).
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61
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62 Structure, enumeration, and typedefs to these and built-in types are
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63 named using lowercase words with a _t suffix.
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64
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65 Macros are named with all-uppercase words.
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66
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67 Internal names which can't be hidden due to technical reasons have an
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68 underscore '_' suffix.
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69
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70
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71 Managing Complexity
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72 -------------------
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73 Complexity has been a factor in most library decisions. Many features
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74 have been passed by due to the complexity they would add. Once
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75 complexity goes past a certain level, it mentally grasping the library
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76 in its entirety, at which point more defects will occur and be hard to
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77 find.
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78
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79 I chose 16-bit signed samples because it seems to be the most common
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80 format. Supporting multiple formats would add too much complexity to be
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81 worth it. Other formats can be obtained via conversion.
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82
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83 I've kept interfaces fairly lean, leaving many possible features
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84 untapped but easy to add if necessary. For example the classic emulators
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85 could have volume and frequency equalization adjusted separately for
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86 each channel, since they each have an associated Blip_Synth.
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87
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88 Source files of 400 lines or less seem to be the best size to limit
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89 complexity. In a few cases there is no reasonable way to split longer
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90 files, or there is benefit from having the source together in one file.
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91
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92
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93 Preventing Bugs
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94 ---------------
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95 I've done many things to reduce the opportunity for defects. A general
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96 principle is to write code so that defects will be as visible as
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97 possible. I've used several techniques to achieve this.
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98
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99 I put assertions at key points where defects seem likely or where
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100 corruption due to a defect is likely to be visible. I've also put
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101 assertions where violations of the interface are likely. In emulators
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102 where I am unsure of exact hardware operation in a particular case, I
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103 output a debug-only message noting that this has occurred; many times I
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104 haven't implemented a hardware feature because nothing uses it. I've
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105 made code brittle where there is no clear reason flexibility; code
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106 written to handle every possibility sacrifices quality and reliability
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107 to handle vaguely defined situations.
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108
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109
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110 Flexibility through indirection
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111 -------------------------------
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112 I've tried to allow the most flexibility of modules by using indirection
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113 to allow extension by the user. This keeps each module simpler and more
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114 focused on its unique task.
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115
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116 The classic emulators use Multi_Buffer, which potentially allows a
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117 separate Blip_Buffer for each channel. This keeps emulators free of
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118 typical code to allow output in mono, stereo, panning, etc.
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119
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120 All emulators use a reader object to access file data, allowing it to be
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121 stored in a regular file, compressed archive, memory, or generated
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122 on-the-fly. Again, the library can be kept free of the particulars of
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123 file access and changes required to support new formats.
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124
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125
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126 Emulators in general
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127 --------------------
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128 When I wrote the first NES sound emulator, I stored most of the state in
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129 an emulator-specific format, with significant redundancy. In the
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130 register write function I decoded everything into named variables. I
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131 became tired of the verbosity and wanted to more closely model the
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132 hardware, so I moved to a style of storing the last written value to
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133 each register, along with as little other state as possible, mostly the
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134 internal hardware registers. While this involves slightly more
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135 recalculation, in most cases the emulation code is of comparable size.
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136 It also makes state save/restore (for use in a full emulator) much
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137 simpler. Finally, it makes debugging easier since the hardware registers
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138 used in emulation are obvious.
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139
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140
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141 CPU Cores
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142 ---------
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143 I've spent lots of time coming up with techniques to optimize the CPU
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144 cores. Some of the most important: execute multiple instructions during
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145 an emulation call, keep state in local variables to allow register
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146 assignment, optimize state representation for most common instructions,
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147 defer status flag calculation until actually needed, read program code
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148 directly without a call to the memory read function, always pre-fetch
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149 the operand byte before decoding instruction, and emulate instructions
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150 using common blocks of code.
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151
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152 I've successfully used Nes_Cpu in a fairly complete NES emulator, and
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153 I'd like to make all the CPU emulators suitable for use in emulators. It
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154 seems a waste for them to be used only for the small amount of emulation
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155 necessary for game music files.
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156
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157 I debugged the CPU cores by writing a test shell that ran them in
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158 parallel with other CPU cores and compared all memory accesses and
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159 processor states at each step. This provided good value at little cost.
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160
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161 The CPU mapping page size is adjustable to allow the best tradeoff
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162 between memory/cache usage and handler granularity. The interface allows
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163 code to be somewhat independent of the page size.
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164
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165 I optimize program memory accesses to to direct reads rather than calls
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166 to the memory read function. My assumption is that it would be difficult
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167 to get useful code out of hardware I/O addresses, so no software will
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168 intentionally execute out of I/O space. Since the page size can be
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169 changed easily, most program memory mapping schemes can be accommodated.
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170 This greatly reduces memory access function calls.
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171