SwiftNES/Sources/main.swift
2024-05-17 22:51:00 -04:00

144 lines
5.3 KiB
Swift

// The Swift Programming Language
// https://docs.swift.org/swift-book
import SDL
import Foundation
guard SDL_Init(SDL_INIT_VIDEO) == 0 else {
fatalError("SDL could not initialize! SDL_Error: \(String(cString: SDL_GetError()))")
}
let window = SDL_CreateWindow(
"Snake Game",
Int32(SDL_WINDOWPOS_CENTERED_MASK), Int32(SDL_WINDOWPOS_CENTERED_MASK),
Int32(32.0 * 10.0), Int32(32.0 * 10.0),
SDL_WINDOW_SHOWN.rawValue)
let canvas = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC.rawValue)
SDL_RenderSetScale(canvas, 10.0, 10.0)
var texture = SDL_CreateTexture(canvas, SDL_PIXELFORMAT_RGB24.rawValue, Int32(SDL_TEXTUREACCESS_TARGET.rawValue), 32, 32)
var event = SDL_Event()
var quit = false
func handleUserInput(_ cpu: CPU, event: inout SDL_Event) {
while SDL_PollEvent(&event) > 0 {
if event.type == SDL_QUIT.rawValue {
SDL_DestroyWindow(window)
SDL_Quit()
exit(0)
}
if event.type == SDL_KEYDOWN.rawValue {
switch SDL_KeyCode(UInt32(event.key.keysym.sym)) {
case SDLK_ESCAPE:
SDL_DestroyWindow(window)
SDL_Quit()
exit(0)
case SDLK_w:
cpu.memWrite(0xff, data: 0x77)
case SDLK_a:
cpu.memWrite(0xff, data: 0x61)
case SDLK_s:
cpu.memWrite(0xff, data: 0x73)
case SDLK_d:
cpu.memWrite(0xff, data: 0x64)
default:
continue
}
}
}
}
func color(_ byte: UInt8) -> SDL_Color {
switch byte{
case 0:
return SDL_Color(r: 0, g: 0, b: 0, a: 255)
case 1:
return SDL_Color(r: 255, g: 255, b: 255, a: 255)
case 2, 9:
return SDL_Color(r: 128, g: 128, b: 128, a: 255)
case 3, 10:
return SDL_Color(r: 255, g: 0, b: 0, a: 255)
case 4, 11:
return SDL_Color(r: 0, g: 255, b: 0, a: 255)
case 5, 12:
return SDL_Color(r: 0, g: 0, b: 255, a: 255)
case 6, 13:
return SDL_Color(r: 255, g: 0, b: 255, a: 255)
case 7, 14:
return SDL_Color(r: 255, g: 255, b: 0, a: 255)
default:
return SDL_Color(r: 0, g: 255, b: 255, a: 255)
}
}
func readScreenState(_ cpu: CPU, frame: inout [UInt8]) -> Bool {
var frame_idx = 0
var update = false
for i in 0x0200..<0x600 {
let color_idx = cpu.memRead(UInt16(i))
let color = color(color_idx)
let (b1, b2, b3) = (color.r, color.b, color.g)
if frame[frame_idx] != b1 || frame[frame_idx + 1] != b2 || frame[frame_idx + 2] != b3 {
frame[frame_idx] = b1;
frame[frame_idx + 1] = b2;
frame[frame_idx + 2] = b3;
update = true;
}
frame_idx += 3
}
return update
}
let gameCode: [UInt8] = [
0x20, 0x06, 0x06, 0x20, 0x38, 0x06, 0x20, 0x0d, 0x06, 0x20, 0x2a, 0x06, 0x60, 0xa9, 0x02, 0x85,
0x02, 0xa9, 0x04, 0x85, 0x03, 0xa9, 0x11, 0x85, 0x10, 0xa9, 0x10, 0x85, 0x12, 0xa9, 0x0f, 0x85,
0x14, 0xa9, 0x04, 0x85, 0x11, 0x85, 0x13, 0x85, 0x15, 0x60, 0xa5, 0xfe, 0x85, 0x00, 0xa5, 0xfe,
0x29, 0x03, 0x18, 0x69, 0x02, 0x85, 0x01, 0x60, 0x20, 0x4d, 0x06, 0x20, 0x8d, 0x06, 0x20, 0xc3,
0x06, 0x20, 0x19, 0x07, 0x20, 0x20, 0x07, 0x20, 0x2d, 0x07, 0x4c, 0x38, 0x06, 0xa5, 0xff, 0xc9,
0x77, 0xf0, 0x0d, 0xc9, 0x64, 0xf0, 0x14, 0xc9, 0x73, 0xf0, 0x1b, 0xc9, 0x61, 0xf0, 0x22, 0x60,
0xa9, 0x04, 0x24, 0x02, 0xd0, 0x26, 0xa9, 0x01, 0x85, 0x02, 0x60, 0xa9, 0x08, 0x24, 0x02, 0xd0,
0x1b, 0xa9, 0x02, 0x85, 0x02, 0x60, 0xa9, 0x01, 0x24, 0x02, 0xd0, 0x10, 0xa9, 0x04, 0x85, 0x02,
0x60, 0xa9, 0x02, 0x24, 0x02, 0xd0, 0x05, 0xa9, 0x08, 0x85, 0x02, 0x60, 0x60, 0x20, 0x94, 0x06,
0x20, 0xa8, 0x06, 0x60, 0xa5, 0x00, 0xc5, 0x10, 0xd0, 0x0d, 0xa5, 0x01, 0xc5, 0x11, 0xd0, 0x07,
0xe6, 0x03, 0xe6, 0x03, 0x20, 0x2a, 0x06, 0x60, 0xa2, 0x02, 0xb5, 0x10, 0xc5, 0x10, 0xd0, 0x06,
0xb5, 0x11, 0xc5, 0x11, 0xf0, 0x09, 0xe8, 0xe8, 0xe4, 0x03, 0xf0, 0x06, 0x4c, 0xaa, 0x06, 0x4c,
0x35, 0x07, 0x60, 0xa6, 0x03, 0xca, 0x8a, 0xb5, 0x10, 0x95, 0x12, 0xca, 0x10, 0xf9, 0xa5, 0x02,
0x4a, 0xb0, 0x09, 0x4a, 0xb0, 0x19, 0x4a, 0xb0, 0x1f, 0x4a, 0xb0, 0x2f, 0xa5, 0x10, 0x38, 0xe9,
0x20, 0x85, 0x10, 0x90, 0x01, 0x60, 0xc6, 0x11, 0xa9, 0x01, 0xc5, 0x11, 0xf0, 0x28, 0x60, 0xe6,
0x10, 0xa9, 0x1f, 0x24, 0x10, 0xf0, 0x1f, 0x60, 0xa5, 0x10, 0x18, 0x69, 0x20, 0x85, 0x10, 0xb0,
0x01, 0x60, 0xe6, 0x11, 0xa9, 0x06, 0xc5, 0x11, 0xf0, 0x0c, 0x60, 0xc6, 0x10, 0xa5, 0x10, 0x29,
0x1f, 0xc9, 0x1f, 0xf0, 0x01, 0x60, 0x4c, 0x35, 0x07, 0xa0, 0x00, 0xa5, 0xfe, 0x91, 0x00, 0x60,
0xa6, 0x03, 0xa9, 0x00, 0x81, 0x10, 0xa2, 0x00, 0xa9, 0x01, 0x81, 0x10, 0x60, 0xa2, 0x00, 0xea,
0xea, 0xca, 0xd0, 0xfb, 0x60
]
var cpu = CPU()
cpu.load(gameCode)
cpu.reset()
var screenState = [UInt8](repeating: 0, count: 32 * 3 * 32)
var rng = SystemRandomNumberGenerator()
cpu.run(onCycle: {
handleUserInput(cpu, event: &event)
cpu.memWrite(0xfe, data: UInt8.random(in: 1...16, using: &rng))
if readScreenState(cpu, frame: &screenState) {
SDL_UpdateTexture(texture, nil, screenState, 32 * 3)
SDL_RenderCopy(canvas, texture, nil, nil)
SDL_RenderPresent(canvas)
}
}, onComplete: {
SDL_DestroyWindow(window)
SDL_Quit()
exit(0)
})
// Infinite loop otherwise the program will exit prematurely
RunLoop.main.run()