Skip to main content

ZapperState

Struct ZapperState 

Source
pub struct ZapperState { /* private fields */ }
Expand description

The NES Zapper light-gun overlay state.

Models the NES variant: bit 3 = light sensed (0 detected / 1 not), bit 4 = trigger (1 pulled). Light detection samples the PPU framebuffer luminance at the aim point once per frame (a frame-granular model — see light_seen).

Implementations§

Source§

impl ZapperState

Source

pub const fn new() -> Self

New zapper aimed off-screen, trigger released, no light.

Source

pub const fn set(&mut self, x: u16, y: u16, trigger: bool)

Update the live aim point + trigger state.

Source

pub fn sample_light(&mut self, framebuffer: &[u8])

Sample the framebuffer luminance over the photodiode aperture around the aim point, setting light_seen when enough of the aperture is bright. framebuffer is the PPU’s RGBA8 256x240 buffer. Called once per frame by the bus after the frame completes.

v2.2.0 “Capstone” light-timing hardening: rather than sampling a single pixel, the sensor integrates a (2r+1) x (2r+1) aperture (ZAPPER_APERTURE_RADIUS) and asserts light only when at least ZAPPER_APERTURE_MIN_BRIGHT pixels cross ZAPPER_LUMA_THRESHOLD. This models the lens/photodiode field-of-view against the PPU’s per-dot output: the bright target the game flashes lights the whole aperture (robust detection), while a black “blanked” background frame — or a lone stray bright pixel — yields no light (no false positive). The computation is a pure, deterministic function of the framebuffer + aim point, so it needs no additional save-state and preserves the determinism contract.

The temporal light-sense window (the ~19-26-scanline photodiode hold) is finer than the per-frame sample resolution used here; the supported light-gun titles re-poll every frame, so frame-granular sampling of the presented framebuffer is sufficient. A full per-dot temporal integration against the beam position is a documented future refinement — see docs/frontend.md.

Source

pub fn light_at_scanline(&self, framebuffer: &[u8], scanline: u16) -> bool

A3 (v2.2.3): does the photodiode see light right now, given where the CRT beam currently is?

The frame-granular Self::sample_light answers “was the aim point bright in the completed frame”, which is constant for the whole frame — so a game polling immediately after its flash and one polling 100 scanlines later get the same answer. Real hardware does not work that way: the photodiode charges as the beam passes the aim point and drains over ~19-26 scanlines afterwards.

This models that directly, as a pure function of (framebuffer, aim, current scanline):

  • before the beam reaches the aim row (scanline < y) — dark, because this frame has not painted it yet;
  • from the aim row until the hold expires — bright iff the aperture is bright over the rows the beam has already finished, per aperture_is_bright_painted (a plain code span, not an intra-doc link: that item is private and rustdoc::private_intra_doc_links is denied);
  • after the hold — dark again, the capacitor having drained.

Holding no extra state is deliberate: light is derived on demand at read time rather than latched by a per-scanline callback, so it adds no field to serialize, cannot desync a save state or a netplay rollback, and keeps the determinism contract (same framebuffer + aim + scanline always yields the same answer).

§A wrong claim this used to make (v2.3.6)

This doc previously ended: “One consequence is physically right rather than a compromise: the aperture rows below the beam still hold the previous frame’s pixels, which is exactly what the sensor sees, since the beam has not repainted them yet.”

That is backwards. A photodiode responds to light the phosphor has emitted; a row the beam has not reached this frame is emitting nothing, and its stale framebuffer contents are an artefact of how the emulator stores pixels, not something a sensor could see. Reading those rows made the model report light on an all-black screen — measured at scanline 96, where the beam was 5 dots into row 96 and the sampler returned the previous frame’s sky at luma 152 on a frame whose mean luma was 0.

Because Duck Hunt requires the gun to see nothing for one frame before it will accept a shot, that false positive discarded every shot: the gun fired and no duck could ever be hit. The rows are now clipped, and the paragraph is kept rather than deleted because the plausible-sounding wrong reasoning is what made the defect look intentional.

Source

pub fn read_at_scanline(&self, framebuffer: &[u8], scanline: u16) -> u8

The device byte as Self::read would return it, but using the beam-relative light state from Self::light_at_scanline.

Source

pub const fn read_before_visible(&self) -> u8

The device byte for a read taken before the visible frame begins — the answer when the PPU’s scanline is negative, which no light is detectable for (the beam has painted nothing this frame yet).

This is a total-conversion fallback, not a fix for a live defect. In this engine Ppu::scanline() is non-negative on every region — the pre-render line is 261 (NTSC) / 311 (PAL), not -1 — so the visible/vblank path through Self::read_at_scanline already yields no-light for pre-render (prerender - y >= ZAPPER_LIGHT_HOLD_SCANLINES for every on-screen aim), and this branch is not reached. It exists so that the caller’s u16::try_from(scanline) has a correct Err answer — “no light yet” — rather than the row-0 fold a bare unwrap_or(0) would produce, should a future scanline convention (a -1 pre-render, as some emulators use) ever hand this a negative value.

Source

pub const fn read(&self) -> u8

The device byte for a $4016/$4017 access. Bit 3 = light (0 detected / 1 not), bit 4 = trigger (1 pulled). Independent of the strobe (the Zapper has no shift register). The caller ORs in the open-bus upper bits.

Source

pub const fn from_parts(x: u16, y: u16, trigger: bool, light_seen: bool) -> Self

Reconstruct from save-state parts.

Source

pub const fn x_raw(&self) -> u16

Raw aim X (save-state).

Source

pub const fn y_raw(&self) -> u16

Raw aim Y (save-state).

Source

pub const fn trigger_raw(&self) -> bool

Raw trigger state (save-state).

Source

pub const fn light_seen_raw(&self) -> bool

Raw light-seen state (save-state).

Trait Implementations§

Source§

impl Clone for ZapperState

Source§

fn clone(&self) -> ZapperState

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for ZapperState

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl Default for ZapperState

Source§

fn default() -> ZapperState

Returns the “default value” for a type. Read more
Source§

impl Copy for ZapperState

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.