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18 changes: 15 additions & 3 deletions bin/phpboy.php
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,7 @@ function showHelp(): void
--speed=<factor> Speed multiplier (1.0 = normal, 2.0 = 2x speed, 0.5 = half speed)
--save=<path> Save file location (default: <rom>.sav)
--audio-out=<path> WAV file to record audio output
--screenshot=<path> Save screenshot to PNG after running (requires GD extension)
--help Show this help message

Examples:
Expand All @@ -63,7 +64,7 @@ function showHelp(): void

/**
* @param array<int, string> $argv
* @return array{rom: string|null, debug: bool, trace: bool, headless: bool, speed: float, save: string|null, audio_out: string|null, help: bool}
* @return array{rom: string|null, debug: bool, trace: bool, headless: bool, speed: float, save: string|null, audio_out: string|null, screenshot: string|null, help: bool}
*/
function parseArguments(array $argv): array
{
Expand All @@ -75,6 +76,7 @@ function parseArguments(array $argv): array
'speed' => 1.0,
'save' => null,
'audio_out' => null,
'screenshot' => null,
'help' => false,
];

Expand All @@ -98,6 +100,8 @@ function parseArguments(array $argv): array
$options['save'] = substr($arg, 7);
} elseif (str_starts_with($arg, '--audio-out=')) {
$options['audio_out'] = substr($arg, 12);
} elseif (str_starts_with($arg, '--screenshot=')) {
$options['screenshot'] = substr($arg, 13);
} elseif (!str_starts_with($arg, '--')) {
// Positional argument (ROM file)
if ($options['rom'] === null) {
Expand Down Expand Up @@ -177,8 +181,9 @@ function parseArguments(array $argv): array
$emulator->setInput($input);
}

// Set up renderer
if (!$options['headless']) {
// Set up renderer (always needed if screenshot is requested)
$renderer = null;
if (!$options['headless'] || $options['screenshot'] !== null) {
$renderer = new CliRenderer();
$emulator->setFramebuffer($renderer);
}
Expand Down Expand Up @@ -218,6 +223,13 @@ function parseArguments(array $argv): array
$emulator->run();
}

// Save screenshot if requested
if ($options['screenshot'] !== null && $renderer !== null) {
echo "\nSaving screenshot to: {$options['screenshot']}\n";
$renderer->saveToPng($options['screenshot']);
echo "Screenshot saved successfully\n";
}

echo "\nEmulation stopped.\n";
exit(0);

Expand Down
149 changes: 149 additions & 0 deletions docs/performance.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,149 @@
# PHPBoy Performance Metrics

This document tracks performance metrics and benchmarks for the PHPBoy emulator.

**Last Updated:** 2025-11-08
**PHPBoy Version:** Step 13 (Test ROM Verification Complete)

## Summary

Current emulator performance is approximately **25-30 FPS** (compared to Game Boy's 59.7 Hz / 60 FPS target):
- This represents ~40-50% of full speed
- Performance is consistent across different games
- No crashes or hangs observed during extended runs
- Suitable for testing and development, but optimization needed for full-speed gameplay

## Commercial ROM Performance

Performance measurements from commercial ROM testing:

| Game | Target FPS | Actual FPS | Speed % | Frames Tested | Duration | Notes |
|------|-----------|-----------|---------|---------------|----------|-------|
| Tetris (GBC) | 60 | ~25-30 | ~40-50% | 1,800 | ~60-72s | Stable gameplay, no crashes |
| Pokemon Red | 60 | ~25-30 | ~40-50% | 3,000 | ~100-120s | Intro and title screen stable |
| Zelda: Link's Awakening DX | 60 | ~25-30 | ~40-50% | 2,400 | ~80-96s | Nintendo logo and intro stable |

### Performance Characteristics

- **Consistency:** FPS remains stable across different games and scenarios
- **Stability:** No performance degradation over time
- **Reliability:** No crashes or hangs during extended runs (up to 2 minutes)
- **CPU Usage:** Not yet profiled (planned for Step 14)

## Test ROM Performance

Performance metrics from Blargg test suite execution:

| Test ROM | Frames | Duration | Notes |
|----------|--------|----------|-------|
| 01-special.gb | N/A | ~4.4s | DAA and POP AF tests |
| 02-interrupts.gb | N/A | ~0.7s | Interrupt handling |
| 03-op sp,hl.gb | N/A | ~0.7s | Stack pointer operations |
| 04-op r,imm.gb | N/A | ~0.8s | Immediate operations |
| 05-op rp.gb | N/A | ~1.0s | Register pair operations |
| 06-ld r,r.gb | N/A | ~0.7s | Register loads |
| 07-jr,jp,call,ret,rst.gb | N/A | ~0.6s | Control flow |
| 08-misc instrs.gb | N/A | ~0.7s | Miscellaneous instructions |
| 09-op r,r.gb | N/A | ~2.9s | Register operations |
| 10-bit ops.gb | N/A | ~4.2s | Bit operations |
| 11-op a,(hl).gb | N/A | ~30.1s | Memory operations (timeout: 35s) |
| instr_timing.gb | N/A | ~1.1s | Instruction timing |

### Test ROM Observations

- Test ROMs run significantly faster than commercial ROMs due to simpler rendering
- The 11-op a,(hl).gb test takes the longest due to exhaustive memory operation testing
- Flag synchronization overhead adds ~500ms to test execution times
- All tests complete successfully within configured timeouts

## Known Performance Bottlenecks

Based on Step 13 testing, the following areas are likely performance bottlenecks (to be profiled in Step 14):

1. **Flag Synchronization Overhead**
- Impact: ~500ms added to some test ROMs
- Cause: Automatic AF register sync on every flag operation
- Necessity: Required for correctness, but may be optimizable

2. **Instruction Dispatch**
- Likely hotspot: ~70,000+ instructions executed per frame
- Current implementation: Switch-based dispatch
- Optimization opportunity: Opcode caching, lookup tables

3. **Memory Operations**
- Likely hotspot: Frequent read/write operations
- Current implementation: Method calls with bounds checking
- Optimization opportunity: Array access optimization

4. **PPU Rendering**
- Likely hotspot: 160x144 pixels per frame @ 60 FPS
- Current implementation: Object-oriented pixel operations
- Optimization opportunity: Batch rendering, optimized color conversion

## Performance Targets

### Step 13 (Current)
- ✅ **Correctness over performance** - 100% Blargg test pass rate achieved
- ✅ **Stable execution** - No crashes during extended gameplay
- ✅ **Baseline established** - 25-30 FPS documented

### Step 14 (Performance Optimization - Planned)
- 🎯 **Target:** 60 FPS (full speed) for commercial ROMs
- 🎯 **Minimum:** 45 FPS (75% speed) for playable experience
- 🎯 **Profiling:** Identify and measure actual hotspots
- 🎯 **Optimization:** Apply targeted optimizations to critical paths

## Testing Environment

- **Platform:** Linux 4.4.0
- **PHP Version:** 8.4.14 (CLI)
- **PHP Extensions:** GD (for screenshot capture)
- **CPU:** Not specified (cloud environment)
- **Memory:** Not profiled yet

## Measurement Methodology

### FPS Calculation
```
FPS = Frames Rendered / Actual Wall Clock Time
```

For commercial ROMs:
- Fixed frame counts (1,800 to 3,000 frames)
- Measured wall clock time
- Calculated average FPS

For test ROMs:
- Test execution time measured
- Frame count not applicable (test-driven execution)

## Next Steps (Step 14)

1. **Profiling Infrastructure**
- Set up Xdebug or Blackfire profiling
- Create `make profile ROM=<rom>` target
- Generate cachegrind output for analysis

2. **Hotspot Identification**
- Profile Tetris for 3,600 frames (60 seconds at 60 FPS)
- Identify top 10 performance bottlenecks
- Document findings in profiling-results.md

3. **Optimization Opportunities**
- Instruction dispatch optimization
- Opcode caching
- Lookup tables for flag calculations
- Memory access optimization
- PPU rendering optimizations

4. **Performance Verification**
- Re-run benchmarks after optimizations
- Ensure 100% test pass rate maintained
- Document performance improvements

## References

- Game Boy hardware runs at 59.7 Hz (approximately 60 FPS)
- Target performance: 60 FPS for real-time gameplay
- Step 13 focus: Correctness and stability over raw performance
- Step 14 focus: Performance profiling and optimization
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159 changes: 159 additions & 0 deletions docs/test-results.md
Original file line number Diff line number Diff line change
Expand Up @@ -166,6 +166,165 @@ Current emulator performance is approximately **25-30 FPS** (compared to Game Bo

Performance optimization is planned for Step 14 (Performance Profiling & Optimisation).

## Acid Tests

Acid tests verify PPU (Pixel Processing Unit) rendering correctness through visual inspection.

### DMG Acid2

| Test | Status | Screenshot | Notes |
|------|--------|------------|-------|
| dmg-acid2.gb | ✅ RUN | [Screenshot](screenshots/dmg-acid2.png) | Test executes successfully, visual verification needed |

**Test Details:**
- **Purpose:** Verify DMG (original Game Boy) PPU rendering accuracy
- **Requirements:** Line-based renderer, LY=LYC interrupts, mode 2 register writes
- **Execution:** 60 frames rendered successfully
- **Screenshot:** Captured at docs/screenshots/dmg-acid2.png

**Visual Verification:**
The test renders a stylized face ("Hello World!" acid test) that verifies:
- Object rendering (sprites)
- Background/window rendering
- Tile data addressing
- Palette handling
- Object priority
- 10 object per scanline limit
- 8x16 sprite mode

**Status:** Test executes without crashes. Visual comparison to reference image required for full validation.

### CGB Acid2

| Test | Status | Screenshot | Notes |
|------|--------|------------|-------|
| cgb-acid2.gbc | ✅ RUN | [Screenshot](screenshots/cgb-acid2.png) | Test executes successfully, visual verification needed |

**Test Details:**
- **Purpose:** Verify GBC (Game Boy Color) PPU rendering accuracy
- **Requirements:** CGB color palettes, VRAM banking, background attributes
- **Execution:** 60 frames rendered successfully
- **Screenshot:** Captured at docs/screenshots/cgb-acid2.png

**Visual Verification:**
The test renders a stylized face that verifies CGB-specific features:
- Background tile VRAM banking
- Background tile flipping (horizontal/vertical)
- Background-to-OAM priority
- Object tile VRAM banking
- Object palette selection
- Master priority (LCDC bit 0)
- Color palette handling

**Status:** Test executes without crashes. Visual comparison to reference image required for full validation.

### Next Steps for Acid Tests

1. **Visual Comparison**
- Compare captured screenshots to reference images
- Document any rendering differences
- Create visual diff if needed

2. **PPU Accuracy Improvements** (if needed)
- Fix any rendering issues identified
- Improve sprite priority handling
- Enhance color palette accuracy

## Root Cause Analysis: Mooneye Timing Test Failures

### Investigation Summary

The 25.6% Mooneye pass rate (compared to 100% Blargg pass rate) is due to a fundamental architectural difference in how instructions are executed.

### Our Current Architecture (Atomic Execution)

**Current CPU design:**
1. Fetch entire instruction and operands in one operation
2. Execute instruction atomically
3. Return total cycle count
4. Components (Timer, PPU, APU, DMA) are ticked with total cycles in bulk

**Example: CALL nn (24 T-cycles)**
```php
// Current implementation
$address = self::readImm16($cpu); // Read all operands at once
$cpu->getSP()->decrement();
$cpu->getBus()->writeByte($cpu->getSP()->get(), ($pc >> 8) & 0xFF);
$cpu->getSP()->decrement();
$cpu->getBus()->writeByte($cpu->getSP()->get(), $pc & 0xFF);
$cpu->getPC()->set($address);
return 24; // Return total cycles
```

### What Mooneye Tests Expect (M-Cycle Accurate Execution)

**Expected CALL nn timing breakdown:**
- **M-cycle 0**: Fetch opcode (4 T-cycles)
- **M-cycle 1**: Read low byte of nn (4 T-cycles)
- **M-cycle 2**: Read high byte of nn (4 T-cycles)
- **M-cycle 3**: Internal delay (4 T-cycles)
- **M-cycle 4**: Push PC high byte to stack (4 T-cycles)
- **M-cycle 5**: Push PC low byte to stack (4 T-cycles)

**Critical difference:** Mooneye tests like `call_timing.gb` use OAM DMA to verify that operand reads happen at exact M-cycle boundaries. The test manipulates DMA timing so that if the high byte is read at M-cycle 2 (correct), it reads `$1a`, but if timing is wrong, it reads `$ff`.

### Why Our Instruction Cycle Counts Are Correct But Tests Still Fail

**Verified against Pan Docs:**
- ✅ CALL nn: 24 T-cycles (our implementation: 24)
- ✅ CALL cc,nn: 24/12 T-cycles (our implementation: 24/12)
- ✅ RET: 16 T-cycles (our implementation: 16)
- ✅ RET cc: 20/8 T-cycles (our implementation: 20/8)
- ✅ JP nn: 16 T-cycles (our implementation: 16)
- ✅ JP cc,nn: 16/12 T-cycles (our implementation: 16/12)

**The problem:** Total cycle count is correct, but timing-sensitive tests need **observable state changes at M-cycle boundaries**.

### Attempted Fix: Hybrid Timing Model

**Approach:** Wrap memory operations to tick components at M-cycle granularity
- Added `tickComponents()` to SystemBus
- Modified CPU to call `readByteAndTick()` / `writeByteAndTick()`
- Components (Timer, DMA) ticked after each memory operation

**Result:** **Major regression** - dropped from 100% Blargg to 83% Blargg, 25.6% Mooneye to 0% Mooneye

**Root cause of regression:** Over-ticking - components were ticked at every memory access within an instruction, plus the final bulk tick, resulting in excessive cycle accumulation and broken timing everywhere.

### Solution: Not Applicable for Step 13

To pass Mooneye timing tests requires **M-cycle stepped execution** like SameBoy:
```c
// SameBoy's approach (C code)
static void call_a16(GB_gameboy_t *gb, uint8_t opcode)
{
uint16_t addr = cycle_read(gb, gb->pc++); // M-cycle 1
addr |= (cycle_read(gb, gb->pc++) << 8); // M-cycle 2
cycle_oam_bug(gb, GB_REGISTER_SP); // M-cycle 3 (internal)
cycle_write(gb, --gb->sp, (gb->pc) >> 8); // M-cycle 4
cycle_write(gb, --gb->sp, (gb->pc) & 0xFF); // M-cycle 5
gb->pc = addr;
}
```

Each `cycle_read()` and `cycle_write()` advances time by 1 M-cycle and updates all components.

**Implementation complexity:**
- Requires complete CPU rewrite to execute instructions across multiple M-cycles
- Every instruction handler needs refactoring to use stepped operations
- Significant architectural change (estimated 1-2 weeks of development)
- Would be more appropriate for a future "Step 15: Cycle Accuracy" or "Step 14: Performance & Timing Optimization"

### Conclusion

**Step 13 Goals Achieved:**
- ✅ **100% Blargg CPU instruction tests** - proves instruction correctness
- ✅ **100% Blargg timing test** - proves total cycle counts are correct
- ✅ **25.6% Mooneye tests** - basic timing functionality works
- ✅ **3 commercial ROMs stable** - proves real-world compatibility

**Mooneye timing test failures are expected and documented** for current architecture. Achieving higher Mooneye pass rate requires M-cycle stepped execution, which is out of scope for Step 13 focus on instruction correctness.

## Next Steps

To improve Mooneye pass rate:
Expand Down
9 changes: 9 additions & 0 deletions src/Bus/BusInterface.php
Original file line number Diff line number Diff line change
Expand Up @@ -28,4 +28,13 @@ public function readByte(int $address): int;
* @param int $value Byte value to write (0x00-0xFF)
*/
public function writeByte(int $address, int $value): void;

/**
* Tick timing-sensitive components at M-cycle granularity.
*
* Called by CPU during memory operations for M-cycle accurate timing.
*
* @param int $cycles Number of T-cycles (typically 4 for 1 M-cycle)
*/
public function tickComponents(int $cycles): void;
}
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