fceugx/source/ngc/fceugc.c

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2008-09-02 03:57:21 +02:00
/****************************************************************************
* FCE Ultra 0.98.12
* Nintendo Wii/Gamecube Port
*
* Tantric September 2008
*
* fceugc.c
*
* This file controls overall program flow. Most things start and end here!
****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#include <gctypes.h>
#include <ogc/system.h>
#include <fat.h>
#include <wiiuse/wpad.h>
#include "types.h"
#include "gcvideo.h"
#include "pad.h"
#include "fceuload.h"
#include "common.h"
#include "menudraw.h"
#include "menu.h"
#include "fceuconfig.h"
#include "preferences.h"
#include "gcaudio.h"
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#ifdef WII_DVD
#include <di/di.h>
#endif
extern bool romLoaded;
bool isWii;
uint8 *xbsave=NULL;
extern int cleanSFMDATA();
extern void ResetNES(void);
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count);
int main(int argc, char *argv[])
{
#ifdef WII_DVD
DI_Init(); // first
#endif
int selectedMenu = -1;
#ifdef HW_RVL
WPAD_Init();
// read wiimote accelerometer and IR data
WPAD_SetDataFormat(WPAD_CHAN_ALL,WPAD_FMT_BTNS_ACC_IR);
WPAD_SetVRes(WPAD_CHAN_ALL,640,480);
#endif
initDisplay();
/*** Initialise freetype ***/
if (FT_Init ())
{
printf ("Cannot initialise font subsystem!\n");
while (1);
}
InitialiseSound();
fatInitDefault();
#ifndef HW_RVL
DVD_Init();
#endif
/*** Minimal Emulation Loop ***/
if ( !FCEUI_Initialize() ) {
printf("Unable to initialize system\n");
return 1;
}
FCEUI_SetVidSystem(0); // 0 - NTSC, 1 - PAL
FCEUI_SetGameGenie(0); // 0 - OFF, 1 - ON
FCEUI_SetSoundVolume(100); // 0-100
FCEUI_SetSoundQuality(1); // 0 - low, 1 - high
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cleanSFMDATA();
GCMemROM();
romLoaded = false; // we start off with only the color test rom
// Set Defaults
DefaultSettings();
// Load preferences
if(!LoadPrefs())
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{
WaitPrompt((char*) "Preferences reset - check settings!");
selectedMenu = 3; // change to preferences menu
}
// Go to main menu
MainMenu (selectedMenu);
while (1)
{
uint8 *gfx;
int32 *sound;
int32 ssize;
FCEUI_Emulate(&gfx, &sound, &ssize, 0);
xbsave = gfx;
FCEUD_Update(gfx, sound, ssize);
}
return 0;
}
/****************************************************************************
* FCEU Support Functions to be written
****************************************************************************/
/*** File Control ***/
FILE *FCEUD_UTF8fopen(const char *n, const char *m)
{
return(fopen(n,m));
}
/*** General Logging ***/
void FCEUD_PrintError(char *s)
{
}
void FCEUD_Message(char *text)
{
}
/*** VIDEO ***/
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count)
{
PlaySound(Buffer, Count);
RenderFrame( (char *)XBuf, GCSettings.screenscaler );
GetJoy();
}
/*** Netplay ***/
int FCEUD_SendData(void *data, uint32 len)
{
return 1;
}
int FCEUD_RecvData(void *data, uint32 len)
{
return 0;
}
void FCEUD_NetworkClose(void)
{
}
void FCEUD_NetplayText(uint8 *text)
{
}
/*
void FCEUI_SaveExtraDataUnderBase(int a);
If "a" is nonzero, save extra non-volatile game data(battery-backed
RAM) under FCE Ultra's base directory. Otherwise, the behavior is
to save it under the same directory the game is located in(this is
the default behavior).
*/