fceugx/source/fceugx.cpp

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/****************************************************************************
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* FCE Ultra
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* Nintendo Wii/Gamecube Port
*
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* Tantric 2008-2009
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*
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* fceugx.cpp
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*
* This file controls overall program flow. Most things start and end here!
****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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#include <sys/time.h>
#include <gctypes.h>
#include <ogc/system.h>
#include <fat.h>
#include <wiiuse/wpad.h>
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#include <malloc.h>
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#include <sys/iosupport.h>
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#ifdef HW_RVL
#include <di/di.h>
#endif
#include "fceugx.h"
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#include "fceuload.h"
#include "fceustate.h"
#include "fceuram.h"
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#include "fceusupport.h"
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#include "menu.h"
#include "preferences.h"
#include "fileop.h"
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#include "filebrowser.h"
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#include "networkop.h"
#include "gcaudio.h"
#include "gcvideo.h"
#include "pad.h"
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#include "filelist.h"
#include "gui/gui.h"
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#include "utils/FreeTypeGX.h"
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#include "fceultra/types.h"
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count);
void FCEUD_UpdatePulfrich(uint8 *XBuf, int32 *Buffer, int Count);
void FCEUD_UpdateLeft(uint8 *XBuf, int32 *Buffer, int Count);
void FCEUD_UpdateRight(uint8 *XBuf, int32 *Buffer, int Count);
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extern "C" {
extern void __exception_setreload(int t);
}
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static int fskipc = 0;
static int fskip = 0;
static uint8 *gfx=0;
static int32 *sound=0;
static int32 ssize=0;
int ScreenshotRequested = 0;
int ConfigRequested = 0;
int ShutdownRequested = 0;
int ResetRequested = 0;
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int ExitRequested = 0;
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char appPath[1024] = { 0 };
char loadedFile[1024] = { 0 };
int frameskip = 0;
int turbomode = 0;
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unsigned char * nesrom = NULL;
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/****************************************************************************
* Shutdown / Reboot / Exit
***************************************************************************/
static void ExitCleanup()
{
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ShutdownAudio();
StopGX();
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HaltDeviceThread();
UnmountAllFAT();
#ifdef HW_RVL
DI_Close();
#endif
}
#ifdef HW_DOL
#define PSOSDLOADID 0x7c6000a6
int *psoid = (int *) 0x80001800;
void (*PSOReload) () = (void (*)()) 0x80001800;
#endif
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void ExitApp()
{
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#ifdef HW_RVL
ShutoffRumble();
#endif
SavePrefs(SILENT);
if (romLoaded && !ConfigRequested && GCSettings.AutoSave == 1)
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SaveRAMAuto(SILENT);
ExitCleanup();
if(ShutdownRequested)
SYS_ResetSystem(SYS_POWEROFF, 0, 0);
#ifdef HW_RVL
if(GCSettings.ExitAction == 0) // Auto
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{
char * sig = (char *)0x80001804;
if(
sig[0] == 'S' &&
sig[1] == 'T' &&
sig[2] == 'U' &&
sig[3] == 'B' &&
sig[4] == 'H' &&
sig[5] == 'A' &&
sig[6] == 'X' &&
sig[7] == 'X')
GCSettings.ExitAction = 3; // Exit to HBC
else
GCSettings.ExitAction = 1; // HBC not found
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}
#endif
if(GCSettings.ExitAction == 1) // Exit to Menu
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{
#ifdef HW_RVL
SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
#else
#define SOFTRESET_ADR ((volatile u32*)0xCC003024)
*SOFTRESET_ADR = 0x00000000;
#endif
}
else if(GCSettings.ExitAction == 2) // Shutdown Wii
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{
SYS_ResetSystem(SYS_POWEROFF, 0, 0);
}
else // Exit to Loader
{
#ifdef HW_RVL
exit(0);
#else
if (psoid[0] == PSOSDLOADID)
PSOReload();
#endif
}
}
#ifdef HW_RVL
void ShutdownCB()
{
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ShutdownRequested = 1;
}
void ResetCB()
{
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ResetRequested = 1;
}
#endif
#ifdef HW_DOL
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/****************************************************************************
* ipl_set_config
* lowlevel Qoob Modchip disable
***************************************************************************/
static void ipl_set_config(unsigned char c)
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{
volatile unsigned long* exi = (volatile unsigned long*)0xCC006800;
unsigned long val,addr;
addr=0xc0000000;
val = c << 24;
exi[0] = ((((exi[0]) & 0x405) | 256) | 48); //select IPL
//write addr of IPL
exi[0 * 5 + 4] = addr;
exi[0 * 5 + 3] = ((4 - 1) << 4) | (1 << 2) | 1;
while (exi[0 * 5 + 3] & 1);
//write the ipl we want to send
exi[0 * 5 + 4] = val;
exi[0 * 5 + 3] = ((4 - 1) << 4) | (1 << 2) | 1;
while (exi[0 * 5 + 3] & 1);
exi[0] &= 0x405; //deselect IPL
}
#endif
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/****************************************************************************
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* IOS Check
***************************************************************************/
#ifdef HW_RVL
bool SupportedIOS(u32 ios)
{
if(ios == 58 || ios == 61)
return true;
return false;
}
bool SaneIOS(u32 ios)
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{
bool res = false;
u32 num_titles=0;
u32 tmd_size;
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if(ios > 200)
return false;
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if (ES_GetNumTitles(&num_titles) < 0)
return false;
if(num_titles < 1)
return false;
u64 *titles = (u64 *)memalign(32, num_titles * sizeof(u64) + 32);
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if(!titles)
return false;
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if (ES_GetTitles(titles, num_titles) < 0)
{
free(titles);
return false;
}
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u32 *tmdbuffer = (u32 *)memalign(32, MAX_SIGNED_TMD_SIZE);
if(!tmdbuffer)
{
free(titles);
return false;
}
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for(u32 n=0; n < num_titles; n++)
{
if((titles[n] & 0xFFFFFFFF) != ios)
continue;
if (ES_GetStoredTMDSize(titles[n], &tmd_size) < 0)
break;
if (tmd_size > 4096)
break;
if (ES_GetStoredTMD(titles[n], (signed_blob *)tmdbuffer, tmd_size) < 0)
break;
if (tmdbuffer[1] || tmdbuffer[2])
{
res = true;
break;
}
}
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free(tmdbuffer);
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free(titles);
return res;
}
#endif
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/****************************************************************************
* USB Gecko Debugging
***************************************************************************/
static bool gecko = false;
static mutex_t gecko_mutex = 0;
static ssize_t __out_write(struct _reent *r, int fd, const char *ptr, size_t len)
{
u32 level;
if (!ptr || len <= 0 || !gecko)
return -1;
LWP_MutexLock(gecko_mutex);
level = IRQ_Disable();
usb_sendbuffer(1, ptr, len);
IRQ_Restore(level);
LWP_MutexUnlock(gecko_mutex);
return len;
}
const devoptab_t gecko_out = {
"stdout", // device name
0, // size of file structure
NULL, // device open
NULL, // device close
__out_write,// device write
NULL, // device read
NULL, // device seek
NULL, // device fstat
NULL, // device stat
NULL, // device link
NULL, // device unlink
NULL, // device chdir
NULL, // device rename
NULL, // device mkdir
0, // dirStateSize
NULL, // device diropen_r
NULL, // device dirreset_r
NULL, // device dirnext_r
NULL, // device dirclose_r
NULL // device statvfs_r
};
void USBGeckoOutput()
{
LWP_MutexInit(&gecko_mutex, false);
gecko = usb_isgeckoalive(1);
devoptab_list[STD_OUT] = &gecko_out;
devoptab_list[STD_ERR] = &gecko_out;
}
//CAK: We need to know the OUT1 pin of the expansion port for Famicom 3D System glasses
extern uint8 shutter_3d;
//CAK: We need to know the palette in RAM for red/cyan anaglyph 3D games (3D World Runner and Rad Racer)
extern uint8 PALRAM[0x20];
bool shutter_3d_mode, anaglyph_3d_mode, eye_3d;
bool old_shutter_3d_mode = 0, old_anaglyph_3d_mode = 0;
uint8 prev_shutter_3d = 0, prev_prev_shutter_3d = 0;
uint8 pal_3d = 0, prev_pal_3d = 0, prev_prev_pal_3d = 0;
bool CheckForAnaglyphPalette()
{
//CAK: It can also have none of these when all blacks
bool hasRed = false, hasCyan = false, hasOther = false;
pal_3d = 0;
//CAK: first 12 background colours are used for anaglyph (last 4 are for status bar)
for (int i = 0; i < 12; i++)
{
switch (PALRAM[i] & 63)
{
case 0x00:
case 0x0F: //CAK: blacks
break;
case 0x01:
case 0x11:
case 0x0A:
case 0x1A:
case 0x0C:
case 0x1C:
case 0x2C: //CAK: cyan
hasCyan = true;
break;
case 0x05:
case 0x15:
case 0x06:
case 0x16: //CAK: reds
hasRed = true;
break;
default:
hasOther = true;
}
}
if (hasOther || (hasRed && hasCyan))
return false;
//CAK: last 8 sprite colours are used for anaglyph (first 8 are for screen-level sprites)
for (int i = 24; i < 32; i++)
{
switch (PALRAM[i] & 63)
{
case 0x00:
case 0x0F: //CAK: blacks
break;
case 0x01:
case 0x11:
case 0x0A:
case 0x1A:
case 0x0C:
case 0x1C:
case 0x2c: //CAK: cyan
hasCyan = true;
break;
case 0x05:
case 0x15:
case 0x06:
case 0x16: //CAK: reds
hasRed = true;
break;
default:
hasOther = true;
}
}
if (hasOther || (hasRed && hasCyan) || (!hasRed && !hasCyan))
return false;
eye_3d = hasCyan;
if (hasCyan)
pal_3d = 2;
else
pal_3d = 1;
return true;
}
//CAK: Handles automatically entering and exiting stereoscopic 3D mode, and detecting which eye to draw
void Check3D()
{
//CAK: Stereoscopic 3D game mode detection
shutter_3d_mode = (shutter_3d != prev_shutter_3d && shutter_3d == prev_prev_shutter_3d);
prev_prev_shutter_3d = prev_shutter_3d;
prev_shutter_3d = shutter_3d;
if (shutter_3d_mode)
{
fskip = 0;
eye_3d = !shutter_3d;
}
else if (old_shutter_3d_mode)
{
//CAK: exited stereoscopic 3d mode, reset frameskip to 0
fskip = 0;
fskipc = 0;
frameskip = 0;
}
else
{
//CAK: Only check anaglyph when it's not a Famicom 3D System game
//Games are detected as anaglyph, only when they alternate between a very limited red palette
//and a very limited blue/green palette. It's very unlikely other games will do that, but
//not impossible.
anaglyph_3d_mode = CheckForAnaglyphPalette() && pal_3d != prev_pal_3d && pal_3d == prev_prev_pal_3d && prev_pal_3d != 0;
prev_prev_pal_3d = prev_pal_3d;
prev_pal_3d = pal_3d;
if (anaglyph_3d_mode)
{
fskip = 0;
}
else if (old_anaglyph_3d_mode)
{
//CAK: exited stereoscopic 3d mode, reset frameskip to 0
fskip = 0;
fskipc = 0;
frameskip = 0;
}
//CAK: TODO: make a backup of palette whenever not in anaglyph mode,
//and use it to override anaglyph's horible palette for full colour 3D
//note the difficulty will be that palette entries get rearranged to
//animate the road and will still need to be rearranged in our backup palette
}
old_shutter_3d_mode = shutter_3d_mode;
old_anaglyph_3d_mode = anaglyph_3d_mode;
}
/****************************************************************************
* main
* This is where it all happens!
***************************************************************************/
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int main(int argc, char *argv[])
{
#ifdef HW_RVL
u32 ios = IOS_GetVersion();
if(!SupportedIOS(ios))
{
s32 preferred = IOS_GetPreferredVersion();
if(SupportedIOS(preferred))
IOS_ReloadIOS(preferred);
}
#endif
//USBGeckoOutput(); // uncomment to enable USB gecko output
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__exception_setreload(8);
#ifdef HW_DOL
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ipl_set_config(6); // disable Qoob modchip
#endif
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#ifdef HW_RVL
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StartNetworkThread();
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DI_Init();
#endif
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InitDeviceThread();
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InitGCVideo (); // Initialize video
SetupPads();
ResetVideo_Menu (); // change to menu video mode
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MountAllFAT(); // Initialize libFAT for SD and USB
#ifdef HW_RVL
// Wii Power/Reset buttons
WPAD_SetPowerButtonCallback((WPADShutdownCallback)ShutdownCB);
SYS_SetPowerCallback(ShutdownCB);
SYS_SetResetCallback(ResetCB);
#endif
// Initialize DVD subsystem (GameCube only)
#ifdef HW_DOL
DVD_Init ();
#endif
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// store path app was loaded from
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#ifdef HW_RVL
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if(argc > 0 && argv[0] != NULL)
CreateAppPath(argv[0]);
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#endif
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DefaultSettings(); // Set defaults
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InitialiseAudio();
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InitFreeType((u8*)font_ttf, font_ttf_size); // Initialize font system
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gameScreenPng = (u8 *)malloc(512*1024);
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browserList = (BROWSERENTRY *)malloc(sizeof(BROWSERENTRY)*MAX_BROWSER_SIZE);
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InitGUIThreads();
// allocate memory to store rom
nesrom = (unsigned char *)memalign(32,1024*1024*4); // 4 MB should be plenty
/*** Minimal Emulation Loop ***/
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if (!FCEUI_Initialize())
ExitApp();
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FCEUI_SetGameGenie(1); // 0 - OFF, 1 - ON
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memset(FDSBIOS, 0, sizeof(FDSBIOS)); // clear FDS BIOS memory
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FCEUI_SetSoundQuality(1); // 0 - low, 1 - high, 2 - high (alt.)
int currentTiming = 0;
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while (1) // main loop
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{
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// go back to checking if devices were inserted/removed
// since we're entering the menu
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ResumeDeviceThread();
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SwitchAudioMode(1);
if(!romLoaded)
MainMenu(MENU_GAMESELECTION);
else
MainMenu(MENU_GAME);
if(currentTiming != GCSettings.timing)
{
GameInfo->vidsys=(EGIV)GCSettings.timing;
FCEU_ResetVidSys(); // causes a small 'pop' in the audio
}
currentTiming = GCSettings.timing;
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ConfigRequested = 0;
ScreenshotRequested = 0;
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SwitchAudioMode(0);
// stop checking if devices were removed/inserted
// since we're starting emulation again
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HaltDeviceThread();
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ResetVideo_Emu();
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SetControllers();
setFrameTimer(); // set frametimer method before emulation
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SetPalette();
FCEUI_DisableSpriteLimitation(GCSettings.spritelimit ^ 1);
fskip=0;
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fskipc=0;
frameskip=0;
while(1) // emulation loop
{
fskip = 0;
if(turbomode)
{
fskip = 1;
if(fskipc >= 18)
{
fskipc = 0;
fskip = 0;
}
else
{
fskipc++;
}
}
else if(frameskip > 0)
{
fskip = 1;
if(fskipc >= frameskip)
{
fskipc = 0;
fskip = 0;
}
else
{
fskipc++;
}
}
//CAK: Currently this is designed to be used before the frame is emulated
Check3D();
FCEUI_Emulate(&gfx, &sound, &ssize, fskip);
if (!shutter_3d_mode && !anaglyph_3d_mode)
FCEUD_Update(gfx, sound, ssize);
else if (eye_3d)
FCEUD_UpdateRight(gfx, sound, ssize);
else
FCEUD_UpdateLeft(gfx, sound, ssize);
SyncSpeed();
if(ResetRequested)
{
PowerNES(); // reset game
ResetRequested = 0;
}
if(ConfigRequested)
{
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ConfigRequested = 0;
ResetVideo_Menu();
break;
}
#ifdef HW_RVL
if(ShutdownRequested)
ExitApp();
#endif
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} // emulation loop
} // main loop
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}