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authorgbc dev <gbc@localhost>2026-07-15 00:37:04 +0200
committergbc dev <gbc@localhost>2026-07-15 00:37:04 +0200
commit12e67588053160d2f9599a09ef932f9b37b1b873 (patch)
treef1db2e3e8fb585bc76610995d2437aeb6ee9e51a
parentcontrol: socket-based debug channel + gbctl CLI driver (diff)
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apu: register-level emulation of 0xFF10-0xFF3F (fixes music fades)
The APU was a black hole: reads returned 0xFF, writes were dropped. That hangs any game that fades music out by decrementing the NR50/rAUDVOL volume register until it reads 0 (Pokemon's StopMusic spin-wait) - the write never stuck, the read never hit 0, infinite loop. Store the 48 sound registers and return them with the standard hardware read-back OR-masks (NR50 mask 0x00 = exact readback). No synthesis, just correct register behavior.
-rw-r--r--src/gb.c16
-rw-r--r--src/gb.h5
-rw-r--r--tools/gbshot.py75
-rw-r--r--tools/warp.py29
4 files changed, 123 insertions, 2 deletions
diff --git a/src/gb.c b/src/gb.c
index 9ed2521..afdcb89 100644
--- a/src/gb.c
+++ b/src/gb.c
@@ -64,7 +64,19 @@ u8 gb_read(GB *gb, u16 addr) {
if (addr == 0xFF02) return gb->sc | 0x7E;
if (addr >= 0xFF04 && addr <= 0xFF07) return timer_read(gb, addr);
if (addr == 0xFF0F) return gb->iff | 0xE0;
- if (addr >= 0xFF10 && addr <= 0xFF3F) return 0xFF; // APU (stub)
+ if (addr >= 0xFF10 && addr <= 0xFF3F) {
+ // Register-level APU: return stored value OR'd with the bits that read
+ // back as 1 on real hardware (write-only / unused bits). NR50 (0xFF24)
+ // has mask 0x00, so it reads back exactly what was written, which is
+ // what the game's volume fade-out relies on.
+ static const u8 apu_or[0x30] = {
+ 0x80,0x3F,0x00,0xFF,0xBF, 0xFF, 0x3F,0x00,0xFF,0xBF,
+ 0x7F,0xFF,0x9F,0xFF,0xBF, 0xFF, 0xFF,0x00,0x00,0xBF,
+ 0x00,0x00,0x70, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 /* FF30-FF3F wave RAM: exact */
+ };
+ return gb->apu[addr - 0xFF10] | apu_or[addr - 0xFF10];
+ }
if (addr >= 0xFF40 && addr <= 0xFF4B) {
if (addr == 0xFF46) return gb->dma;
return ppu_read_reg(gb, addr);
@@ -114,7 +126,7 @@ void gb_write(GB *gb, u16 addr, u8 val) {
}
if (addr >= 0xFF04 && addr <= 0xFF07) { timer_write(gb, addr, val); return; }
if (addr == 0xFF0F) { gb->iff = val & 0x1F; return; }
- if (addr >= 0xFF10 && addr <= 0xFF3F) return; // APU stub
+ if (addr >= 0xFF10 && addr <= 0xFF3F) { gb->apu[addr - 0xFF10] = val; return; }
if (addr >= 0xFF40 && addr <= 0xFF4B) {
if (addr == 0xFF46) { oam_dma(gb, val); return; }
ppu_write_reg(gb, addr, val);
diff --git a/src/gb.h b/src/gb.h
index 806daba..7439615 100644
--- a/src/gb.h
+++ b/src/gb.h
@@ -94,6 +94,11 @@ struct GB {
// serial
u8 sb, sc;
+ // APU registers 0xFF10-0xFF3F. We don't synthesize sound, but games read
+ // these back (e.g. the music fade-out decrements NR50/rAUDVOL until it
+ // reads 0), so they must behave as real storage, not a 0xFF black hole.
+ u8 apu[0x30];
+
// DMA
u8 dma;
diff --git a/tools/gbshot.py b/tools/gbshot.py
new file mode 100644
index 0000000..95a45f1
--- /dev/null
+++ b/tools/gbshot.py
@@ -0,0 +1,75 @@
+#!/usr/bin/env python3
+"""gbshot.py <sock> <out.bmp> — reconstruct the current GB screen from VRAM
+(BG + window + sprites, both CGB banks) and save a 24-bit BMP. Grayscale from
+the 2bpp tile values (enough to read menus/sprites). Uses the gbc control socket."""
+import socket, sys, struct
+
+def main():
+ sock, out = sys.argv[1], sys.argv[2]
+ c = socket.socket(socket.AF_UNIX, socket.SOCK_STREAM); c.settimeout(6); c.connect(sock); c.recv(200)
+ def cmd(l):
+ c.sendall((l+"\n").encode()); b=b""
+ while b"\n" not in b: b+=c.recv(65536)
+ return b.split(b"\n",1)[0].decode()
+ def rd(a,n):
+ out=[]
+ while n>0:
+ k=min(4096,n); h=cmd(f"read 0x{a:04X} {k}").split()[-1]
+ out+=[int(h[i*2:i*2+2],16) for i in range(k)]; a+=k; n-=k
+ return out
+ reg=lambda a: rd(a,1)[0]
+ LCDC=reg(0xFF40);SCY=reg(0xFF42);SCX=reg(0xFF43);WY=reg(0xFF4A);WX=reg(0xFF4B)
+ cmd("write 0xFF4F 00"); v0=rd(0x8000,0x2000)
+ cmd("write 0xFF4F 01"); v1=rd(0x8000,0x2000)
+ cmd("write 0xFF4F 00"); oam=rd(0xFE00,0xA0)
+ vb=lambda bank,addr:(v0 if bank==0 else v1)[addr-0x8000]
+ bgmap=0x9C00 if (LCDC>>3)&1 else 0x9800
+ wmap =0x9C00 if (LCDC>>6)&1 else 0x9800
+ uns=(LCDC>>4)&1
+ ta=lambda idx:0x8000+idx*16 if uns else 0x9000+((idx^0x80)-0x80)*16
+ shade=[255,170,85,0]
+ fb=[[255]*160 for _ in range(144)]
+ def fetch(mapbase,mx,my):
+ ent=mapbase+(my//8)*32+(mx//8)
+ idx=vb(0,ent);attr=vb(1,ent)
+ bank=(attr>>3)&1;xf=(attr>>5)&1;yf=(attr>>6)&1
+ a=ta(idx); ry=(7-(my%8)) if yf else (my%8); rx=(7-(mx%8)) if xf else (mx%8)
+ b1=vb(bank,a+ry*2);b2=vb(bank,a+ry*2+1)
+ return shade[((b1>>(7-rx))&1)|(((b2>>(7-rx))&1)<<1)]
+ winon=(LCDC>>5)&1
+ for sy in range(144):
+ for sx in range(160):
+ if winon and sy>=WY and sx>=WX-7:
+ fb[sy][sx]=fetch(wmap,sx-(WX-7),sy-WY)
+ elif LCDC&1:
+ fb[sy][sx]=fetch(bgmap,(sx+SCX)&0xFF,(sy+SCY)&0xFF)
+ h=16 if (LCDC>>2)&1 else 8
+ if (LCDC>>1)&1:
+ for i in range(40):
+ y=oam[i*4]-16;x=oam[i*4+1]-8;t=oam[i*4+2];a=oam[i*4+3]
+ bank=(a>>3)&1;xf=(a>>5)&1;yf=(a>>6)&1
+ if h==16:t&=0xFE
+ for part in range(h//8):
+ tp=t+(part if not yf else (h//8-1-part))
+ base=0x8000+tp*16
+ for ty in range(8):
+ ry=7-ty if yf else ty
+ b1=vb(bank,base+ry*2);b2=vb(bank,base+ry*2+1)
+ yy=y+part*8+ty
+ if 0<=yy<144:
+ for tx in range(8):
+ rx=7-tx if xf else tx
+ val=((b1>>(7-rx))&1)|(((b2>>(7-rx))&1)<<1)
+ if val==0: continue
+ xx=x+tx
+ if 0<=xx<160: fb[yy][xx]=shade[val]
+ W,H=160,144;rowpad=(-W*3)%4;data=bytearray()
+ for ry in range(H-1,-1,-1):
+ for x in range(W):
+ g=fb[ry][x];data+=bytes((g,g,g))
+ data+=b"\x00"*rowpad
+ hdr=b"BM"+struct.pack("<IHHI",54+len(data),0,0,54)+struct.pack("<IiiHHIIiiII",40,W,H,1,24,0,len(data),2835,2835,0,0)
+ open(out,"wb").write(hdr+data)
+ print(f"saved {out} (map=0x{reg(0xD35D):02X} pos {reg(0xD360)},{reg(0xD361)})")
+
+if __name__=="__main__": main()
diff --git a/tools/warp.py b/tools/warp.py
new file mode 100644
index 0000000..71e4a1c
--- /dev/null
+++ b/tools/warp.py
@@ -0,0 +1,29 @@
+#!/usr/bin/env python3
+"""warp.py <sock> <mapid_hex> — Phase-A RAM-poke fly-warp to any map id.
+Sets wDestinationMap + BIT_FLY_WARP, then releases the music-fade spin-wait by
+zeroing wAudioFadeOutControl until the map actually changes."""
+import socket, sys, time
+
+WDEST=0xD719; WFLAGS=0xD731; WAUDIO=0xCFC6; WCURMAP=0xD35D
+
+def main():
+ sock=sys.argv[1]; dest=int(sys.argv[2],16)
+ c=socket.socket(socket.AF_UNIX,socket.SOCK_STREAM);c.settimeout(4);c.connect(sock);c.recv(200)
+ def cmd(l):
+ c.sendall((l+"\n").encode()); b=b""
+ while b"\n" not in b: b+=c.recv(65536)
+ return b.split(b"\n",1)[0].decode()
+ rd=lambda a:int(cmd(f"read 0x{a:04X} 1").split()[-1],16)
+ before=rd(WCURMAP)
+ cmd(f"write 0x{WDEST:04X} {dest:02X}")
+ cmd(f"write 0x{WFLAGS:04X} {rd(WFLAGS)|0x08:02X}")
+ ok=False
+ for _ in range(25):
+ cmd(f"write 0x{WAUDIO:04X} 00") # release spin-wait if the game entered it
+ time.sleep(0.25)
+ if rd(WCURMAP)!=before: ok=True; break
+ time.sleep(1.2)
+ m=rd(WCURMAP); y=rd(0xD360); x=rd(0xD361)
+ print(f"warp -> map 0x{m:02X} pos ({y},{x}) {'OK' if ok and m==dest else 'CHECK'}")
+
+if __name__=="__main__": main()