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support for Famicom 3D System games (thanks Carl Kenner!)
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readme.txt
34
readme.txt
@ -7,7 +7,7 @@
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¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤
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FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
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system for x86 (Windows/Linux) PC's. With it you can play NES games on your
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system for x86 (Windows/Linux) PCs. With it you can play NES games on your
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Wii/GameCube.
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-=[ Features ]=-
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@ -24,14 +24,19 @@ Wii/GameCube.
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* Original/filtered/unfiltered video modes
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* Turbo Mode - up to 2x the normal speed
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* Cheat support (.CHT files and Game Genie)
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* Famicom 3D System support
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* IPS/UPS automatic patching support
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* NES Compatibility Based on FCEUX 2.1.3
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* NES Compatibility Based on FCEUX 2.1.4
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* Open Source!
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×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬
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|0O×øo· UPDATE HISTORY ·oø×O0|
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`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
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[3.2.4]
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* Support for Famicom 3D System games (thanks Carl Kenner!)
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[3.2.3 - October 7, 2010]
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* Sync with upstream SVN - fixes a few specific game issues
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@ -402,11 +407,12 @@ Wii
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On the Wii, you can load roms from SD card (Front SD or SD Gecko), USB, DVD,
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or SMB share. Note that if you are using the Homebrew Channel, to load from
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USB, DVD, or SMB you will first have to load FCEUGX from SD, and then set
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your load method preference. To load roms from a Windows network share (SMB)
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you will have to edit FCEUGX.xml on your SD card with your network settings,
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or edit fceuconfig.cpp from the source code and compile. If you edit and compile
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the source, you can use wiiload and the Homebrew Channel to load and play
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FCEUGX completely over the network, without needing an SD card.
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your load method preference.
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If you are planning to use your Network (LAN) to load and/or save games from
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you will need to enter in the SMB share settings you haveve setup on your
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computer via the Settings menu. You will need to enter in the SMB Share IP,
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Share Name, Share Username and Share Password.
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Gamecube
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------------
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@ -423,6 +429,20 @@ can be changed under Controller Configuration ('Special' button).
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Compatibility is limited, so check that the game in question works on
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FCE Ultra 0.98.12 for Windows before asking for help.
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-=[ 3D Game Support ]=-
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Supported Famicom 3D System games:
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* Highway Star
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* Famicom Grand Prix II
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* 3D Hot Rally
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* JJ (Tobidase Daisakusen Part 2)
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* Cosmic Epsilon
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* Attack Animal Gakuen
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Supported anaglyph games:
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* The 3-D Battles of World Runner (Tobidase Daisakusen)
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* Rad Racer
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-[ Emulator Options ]-
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Palette - The colors used while viewing the game:
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@ -44,6 +44,9 @@
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#include "fceultra/types.h"
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void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count);
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void FCEUD_UpdatePulfrich(uint8 *XBuf, int32 *Buffer, int Count);
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void FCEUD_UpdateLeft(uint8 *XBuf, int32 *Buffer, int Count);
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void FCEUD_UpdateRight(uint8 *XBuf, int32 *Buffer, int Count);
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extern "C" {
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extern void __exception_setreload(int t);
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@ -309,6 +312,141 @@ void USBGeckoOutput()
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devoptab_list[STD_ERR] = &gecko_out;
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}
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//CAK: We need to know the OUT1 pin of the expansion port for Famicom 3D System glasses
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extern uint8 shutter_3d;
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//CAK: We need to know the palette in RAM for red/cyan anaglyph 3D games (3D World Runner and Rad Racer)
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extern uint8 PALRAM[0x20];
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bool shutter_3d_mode, anaglyph_3d_mode, eye_3d;
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bool old_shutter_3d_mode = 0, old_anaglyph_3d_mode = 0;
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uint8 prev_shutter_3d = 0, prev_prev_shutter_3d = 0;
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uint8 pal_3d = 0, prev_pal_3d = 0, prev_prev_pal_3d = 0;
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bool CheckForAnaglyphPalette()
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{
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//CAK: It can also have none of these when all blacks
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bool hasRed = false, hasCyan = false, hasOther = false;
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pal_3d = 0;
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//CAK: first 12 background colours are used for anaglyph (last 4 are for status bar)
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for (int i = 0; i < 12; i++)
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{
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switch (PALRAM[i] & 63)
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{
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case 0x00:
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case 0x0F: //CAK: blacks
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break;
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case 0x01:
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case 0x11:
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case 0x0A:
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case 0x1A:
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case 0x0C:
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case 0x1C:
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case 0x2C: //CAK: cyan
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hasCyan = true;
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break;
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case 0x05:
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case 0x15:
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case 0x06:
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case 0x16: //CAK: reds
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hasRed = true;
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break;
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default:
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hasOther = true;
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}
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}
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if (hasOther || (hasRed && hasCyan))
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return false;
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//CAK: last 8 sprite colours are used for anaglyph (first 8 are for screen-level sprites)
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for (int i = 24; i < 32; i++)
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{
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switch (PALRAM[i] & 63)
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{
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case 0x00:
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case 0x0F: //CAK: blacks
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break;
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case 0x01:
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case 0x11:
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case 0x0A:
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case 0x1A:
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case 0x0C:
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case 0x1C:
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case 0x2c: //CAK: cyan
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hasCyan = true;
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break;
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case 0x05:
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case 0x15:
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case 0x06:
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case 0x16: //CAK: reds
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hasRed = true;
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break;
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default:
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hasOther = true;
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}
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}
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if (hasOther || (hasRed && hasCyan) || (!hasRed && !hasCyan))
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return false;
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eye_3d = hasCyan;
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if (hasCyan)
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pal_3d = 2;
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else
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pal_3d = 1;
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return true;
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}
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//CAK: Handles automatically entering and exiting stereoscopic 3D mode, and detecting which eye to draw
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void Check3D()
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{
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//CAK: Stereoscopic 3D game mode detection
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shutter_3d_mode = (shutter_3d != prev_shutter_3d && shutter_3d == prev_prev_shutter_3d);
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prev_prev_shutter_3d = prev_shutter_3d;
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prev_shutter_3d = shutter_3d;
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if (shutter_3d_mode)
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{
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fskip = 0;
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eye_3d = !shutter_3d;
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}
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else if (old_shutter_3d_mode)
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{
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//CAK: exited stereoscopic 3d mode, reset frameskip to 0
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fskip = 0;
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fskipc = 0;
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frameskip = 0;
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}
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else
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{
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//CAK: Only check anaglyph when it's not a Famicom 3D System game
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//Games are detected as anaglyph, only when they alternate between a very limited red palette
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//and a very limited blue/green palette. It's very unlikely other games will do that, but
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//not impossible.
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anaglyph_3d_mode = CheckForAnaglyphPalette() && pal_3d != prev_pal_3d && pal_3d == prev_prev_pal_3d && prev_pal_3d != 0;
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prev_prev_pal_3d = prev_pal_3d;
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prev_pal_3d = pal_3d;
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if (anaglyph_3d_mode)
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{
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fskip = 0;
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}
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else if (old_anaglyph_3d_mode)
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{
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//CAK: exited stereoscopic 3d mode, reset frameskip to 0
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fskip = 0;
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fskipc = 0;
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frameskip = 0;
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}
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//CAK: TODO: make a backup of palette whenever not in anaglyph mode,
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//and use it to override anaglyph's horible palette for full colour 3D
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//note the difficulty will be that palette entries get rearranged to
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//animate the road and will still need to be rearranged in our backup palette
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}
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old_shutter_3d_mode = shutter_3d_mode;
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old_anaglyph_3d_mode = anaglyph_3d_mode;
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}
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/****************************************************************************
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* main
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* This is where it all happens!
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@ -316,6 +454,7 @@ void USBGeckoOutput()
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int main(int argc, char *argv[])
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{
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#ifdef HW_RVL
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u32 ios = IOS_GetVersion();
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if(!SupportedIOS(ios))
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@ -325,7 +464,8 @@ int main(int argc, char *argv[])
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if(SupportedIOS(preferred))
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IOS_ReloadIOS(preferred);
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}
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#endif
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//USBGeckoOutput(); // uncomment to enable USB gecko output
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__exception_setreload(8);
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@ -454,8 +594,18 @@ int main(int argc, char *argv[])
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}
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}
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//CAK: Currently this is designed to be used before the frame is emulated
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Check3D();
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FCEUI_Emulate(&gfx, &sound, &ssize, fskip);
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FCEUD_Update(gfx, sound, ssize);
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if (!shutter_3d_mode && !anaglyph_3d_mode)
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FCEUD_Update(gfx, sound, ssize);
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else if (eye_3d)
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FCEUD_UpdateRight(gfx, sound, ssize);
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else
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FCEUD_UpdateLeft(gfx, sound, ssize);
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SyncSpeed();
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if(ResetRequested)
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@ -71,6 +71,7 @@ extern INPUTCFC *FCEU_InitFamilyTrainerB(void);
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extern INPUTCFC *FCEU_InitOekaKids(void);
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extern INPUTCFC *FCEU_InitTopRider(void);
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extern INPUTCFC *FCEU_InitBarcodeWorld(void);
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extern INPUTCFC *FCEU_InitFamicom3D(void);
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//---------------
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//global lag variables
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@ -406,7 +407,7 @@ static void SetInputStuffFC()
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switch(portFC.type)
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{
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case SIFC_NONE:
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portFC.driver=&DummyPortFC;
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portFC.driver=FCEU_InitFamicom3D(); //CAK: originally this used &DummyPortFC;
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break;
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case SIFC_ARKANOID:
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portFC.driver=FCEU_InitArkanoidFC();
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source/fceultra/input/famicom3d.cpp
Normal file
42
source/fceultra/input/famicom3d.cpp
Normal file
@ -0,0 +1,42 @@
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/****************************************************************************
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* This file handles the Stereoscopic 3D shutter-glasses of Famicom 3D System
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* They worked the way a modern 3D TV works, but at a much lower refresh rate
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* All we do here is set a global variable to the state of the OUT1 pin
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****************************************************************************/
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/* FCE Ultra - NES/Famicom Emulator
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*
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* Copyright notice for this file:
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* Copyright (C) 2010 Carl Kenner
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "share.h"
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uint8 shutter_3d;
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static void Write(uint8 V)
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{
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shutter_3d = (V >> 1) & 1;
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}
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static INPUTCFC Famicom3D={0,Write,0,0,0,0};
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INPUTCFC *FCEU_InitFamicom3D(void)
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{
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return(&Famicom3D);
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}
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@ -78,6 +78,48 @@ void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int32 Count)
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GetJoy(); // check controller input
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}
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//CAK: Stereoscopic 3D Update functions
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//CAK: This buffer saves the previous frame (usually the left eye)
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// so it can be mixed with the current frame (usually the right eye)
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uint8 XBufLeft[256*256];
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//CAK: This uses the previous frame for the right eye, and the current frame for the left eye
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// It then sets the previous frame to the current frame. This is only for the Orb-3D game, and hasn't
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// been tested yet. Probably more than one frame difference will be needed, which requires a circluar
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// buffer of several frames.
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void FCEUD_UpdatePulfrich(uint8 *XBuf, int32 *Buffer, int32 Count)
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{
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if(Buffer && Count > 0)
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PlaySound(Buffer, Count); // play sound
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if(XBuf) {
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RenderStereoFrames(XBuf, XBufLeft); // output video frame
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memcpy(XBufLeft, XBuf, sizeof(XBufLeft)); // output video frame
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}
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GetJoy(); // check controller input
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}
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//CAK: This doesn't actually draw anything, it just saves the frame in a buffer while we wait
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// for the corresponding right frame.
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void FCEUD_UpdateLeft(uint8 *XBuf, int32 *Buffer, int32 Count)
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{
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if (Buffer && Count > 0)
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PlaySound(Buffer, Count); // play sound
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if (XBuf)
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memcpy(XBufLeft, XBuf, sizeof(XBufLeft)); // output video frame
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GetJoy(); // check controller input
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}
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//CAK: This draws the saved left frame and the passed in right frame together in 3D.
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// How it so isn't relevant to this function, since the stereoscopic methods are handled in gcvideo.cpp
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void FCEUD_UpdateRight(uint8 *XBuf, int32 *Buffer, int32 Count)
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{
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if (Buffer && Count > 0)
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PlaySound(Buffer, Count); // play sound
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if (XBuf)
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RenderStereoFrames(XBufLeft, XBuf); // output video frames
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GetJoy(); // check controller input
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}
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// Netplay
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int FCEUD_SendData(void *data, uint32 len)
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{
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@ -72,10 +72,15 @@ struct pcpal {
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static unsigned int gcpalette[256]; // Much simpler GC palette
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static unsigned short rgb565[256]; // Texture map palette
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bool AnaglyphPaletteValid = false; //CAK: Has the anaglyph palette below been generated yet?
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static unsigned short anaglyph565[64][64]; //CAK: Texture map left right combination anaglyph palette
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static void GenerateAnaglyphPalette(); //CAK: function prototype for generating the anaglyph palette
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static long long prev;
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static long long now;
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extern bool shutter_3d_mode, anaglyph_3d_mode; //CAK: only used for the SyncSpeed function because 3D is 30Hz
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/* New texture based scaler */
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typedef struct tagcamera
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{
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@ -208,8 +213,12 @@ void setFrameTimer()
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void SyncSpeed()
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{
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if((vmode_60hz && normaldiff == 16667) || (!vmode_60hz && normaldiff == 20000))
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return; // same timing as game - no adjustment necessary
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// same timing as game - no adjustment necessary
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if((vmode_60hz && normaldiff == 16667) || (!vmode_60hz && normaldiff == 20000))
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if (!shutter_3d_mode && !anaglyph_3d_mode) return; //CAK: But don't exit if in a 30/25Hz 3D mode.
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//CAK: Note that the 3D modes (except Pulfrich) still call this function at 60/50Hz, but half the
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// time there is no video rendering to go with it, so we need some delays.
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now = gettime();
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u32 diff = diff_usec(prev, now);
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@ -220,7 +229,7 @@ void SyncSpeed()
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}
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else if (diff > normaldiff)
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{
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frameskip++;
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frameskip++; //CAK: In 3D this will be ignored, then reset to 0 when leaving 3D
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}
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else // ahead, so hold up
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{
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@ -767,6 +776,132 @@ void RenderFrame(unsigned char *XBuf)
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LWP_ResumeThread (vbthread);
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}
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/****************************************************************************
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* RenderFrame
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*
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* Render a single frame
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****************************************************************************/
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void RenderStereoFrames(unsigned char *XBufLeft, unsigned char *XBufRight)
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{
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// Ensure previous vb has complete
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while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
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usleep (50);
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// swap framebuffers
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whichfb ^= 1;
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// video has changed
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if(UpdateVideo)
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{
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UpdateVideo = 0;
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ResetVideo_Emu(); // reset video to emulator rendering settings
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}
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//CAK: May need to regenerate the anaglyph 3D palette that is used below
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if (!AnaglyphPaletteValid)
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GenerateAnaglyphPalette();
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int width, height;
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u8 borderheight = 0;
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u8 borderwidth = 0;
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|
||||
// 0 = off, 1 = vertical, 2 = horizontal, 3 = both
|
||||
if(GCSettings.hideoverscan == 1 || GCSettings.hideoverscan == 3)
|
||||
borderheight = 8;
|
||||
if(GCSettings.hideoverscan >= 2)
|
||||
borderwidth = 8;
|
||||
|
||||
u16 *texture = (unsigned short *)texturemem + (borderheight << 8) + (borderwidth << 2);
|
||||
u8 *Lsrc1 = XBufLeft + (borderheight << 8) + borderwidth;
|
||||
u8 *Lsrc2 = XBufLeft + (borderheight << 8) + borderwidth + 256;
|
||||
u8 *Lsrc3 = XBufLeft + (borderheight << 8) + borderwidth + 512;
|
||||
u8 *Lsrc4 = XBufLeft + (borderheight << 8) + borderwidth + 768;
|
||||
u8 *Rsrc1 = XBufRight + (borderheight << 8) + borderwidth;
|
||||
u8 *Rsrc2 = XBufRight + (borderheight << 8) + borderwidth + 256;
|
||||
u8 *Rsrc3 = XBufRight + (borderheight << 8) + borderwidth + 512;
|
||||
u8 *Rsrc4 = XBufRight + (borderheight << 8) + borderwidth + 768;
|
||||
|
||||
// fill the texture with red/cyan anaglyph
|
||||
for (height = 0; height < 240 - (borderheight << 1); height += 4)
|
||||
{
|
||||
for (width = 0; width < 256 - (borderwidth << 1); width += 4)
|
||||
{
|
||||
// Row one
|
||||
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc1++) & 63][(*Rsrc1++) & 63];
|
||||
// Row two
|
||||
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc2++) & 63][(*Rsrc2++) & 63];
|
||||
// Row three
|
||||
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc3++) & 63][(*Rsrc3++) & 63];
|
||||
// Row four
|
||||
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
|
||||
*texture++ = anaglyph565[(*Lsrc4++) & 63][(*Rsrc4++) & 63];
|
||||
}
|
||||
Lsrc1 += 768 + (borderwidth << 1); // line 4*N
|
||||
Lsrc2 += 768 + (borderwidth << 1); // line 4*(N+1)
|
||||
Lsrc3 += 768 + (borderwidth << 1); // line 4*(N+2)
|
||||
Lsrc4 += 768 + (borderwidth << 1); // line 4*(N+3)
|
||||
Rsrc1 += 768 + (borderwidth << 1); // line 4*N
|
||||
Rsrc2 += 768 + (borderwidth << 1); // line 4*(N+1)
|
||||
Rsrc3 += 768 + (borderwidth << 1); // line 4*(N+2)
|
||||
Rsrc4 += 768 + (borderwidth << 1); // line 4*(N+3)
|
||||
|
||||
texture += (borderwidth << 3);
|
||||
}
|
||||
|
||||
// load texture into GX
|
||||
DCFlushRange(texturemem, TEX_WIDTH * TEX_HEIGHT * 4);
|
||||
|
||||
// clear texture objects
|
||||
GX_InvalidateTexAll();
|
||||
|
||||
// render textured quad
|
||||
draw_square(view);
|
||||
GX_DrawDone();
|
||||
|
||||
if(ScreenshotRequested)
|
||||
{
|
||||
if(GCSettings.render == 0) // we can't take a screenshot in Original mode
|
||||
{
|
||||
oldRenderMode = 0;
|
||||
GCSettings.render = 2; // switch to unfiltered mode
|
||||
UpdateVideo = 1; // request the switch
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenshotRequested = 0;
|
||||
TakeScreenshot();
|
||||
if(oldRenderMode != -1)
|
||||
{
|
||||
GCSettings.render = oldRenderMode;
|
||||
oldRenderMode = -1;
|
||||
}
|
||||
ConfigRequested = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// EFB is ready to be copied into XFB
|
||||
VIDEO_SetNextFramebuffer(xfb[whichfb]);
|
||||
VIDEO_Flush();
|
||||
|
||||
copynow = GX_TRUE;
|
||||
|
||||
// Return to caller, don't waste time waiting for vb
|
||||
LWP_ResumeThread (vbthread);
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
* TakeScreenshot
|
||||
*
|
||||
@ -953,14 +1088,107 @@ void Menu_DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color, u8 f
|
||||
GX_End();
|
||||
}
|
||||
|
||||
static void OptimisedAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
|
||||
{
|
||||
// The left eye needs to see a bit of every colour mixed into the red channel
|
||||
// otherwise it will have trouble matching it to the right eye.
|
||||
// the left eye also needs to be brighter.
|
||||
int ar = (lr * 600 + lg * 300 + lb * 200) / 1000;
|
||||
if (ar > 255)
|
||||
ar = 255;
|
||||
*r = ar;
|
||||
int ag = (rg * 700 + rr * 200) / 1000;
|
||||
if (ag > 255)
|
||||
ag = 255;
|
||||
*g = ag;
|
||||
*b = rb;
|
||||
}
|
||||
#if 0
|
||||
//CAK: This 3D palette is for high contrast white on black games like Falsion
|
||||
static void RedBlueMonoAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
|
||||
{
|
||||
// The left eye needs to see a bit of every colour mixed into the red channel
|
||||
// otherwise it will have trouble matching it to the right eye.
|
||||
// the left eye also needs to be brighter.
|
||||
int ar = (lr * 300 + lg * 500 + lb * 200) / 1000;
|
||||
if (ar > 255)
|
||||
ar = 255;
|
||||
*r = ar;
|
||||
*g = 0;
|
||||
int ab = (rr * 300 + rg * 500 + rb * 200) / 1000;
|
||||
if (ab > 255)
|
||||
ab = 255;
|
||||
*b = ab;
|
||||
}
|
||||
|
||||
//CAK: This 3D palette is for high contrast white on black games like Falsion
|
||||
static void RedGreenMonoAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
|
||||
{
|
||||
// The left eye needs to see a bit of every colour mixed into the red channel
|
||||
// otherwise it will have trouble matching it to the right eye.
|
||||
// the left eye also needs to be brighter.
|
||||
int ar = (lr * 300 + lg * 500 + lb * 200) / 1000;
|
||||
if (ar > 255)
|
||||
ar = 255;
|
||||
*r = ar;
|
||||
int ab = (rr * 300 + rg * 500 + rb * 200) / 1000;
|
||||
if (ab > 255)
|
||||
ab = 255;
|
||||
*g = ab;
|
||||
*b = 0;
|
||||
}
|
||||
|
||||
//CAK: This 3D palette is for high contrast white on black games like Falsion
|
||||
static void RedCyanMonoAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
|
||||
{
|
||||
// The left eye needs to see a bit of every colour mixed into the red channel
|
||||
// otherwise it will have trouble matching it to the right eye.
|
||||
// the left eye also needs to be brighter.
|
||||
int ar = (lr * 300 + lg * 500 + lb * 200) / 1000;
|
||||
if (ar > 255)
|
||||
ar = 255;
|
||||
*r = ar;
|
||||
int ab = (rr * 300 + rg * 500 + rb * 200) / 2000;
|
||||
if (ab > 255)
|
||||
ab = 255;
|
||||
*g = ab;
|
||||
*b = ab;
|
||||
}
|
||||
|
||||
//CAK: This 3D palette is good for games which were already in anaglyph
|
||||
static void FullColourAnaglyph(u8 *r, u8 *g, u8 *b, u8 lr, u8 lg, u8 lb, u8 rr, u8 rg, u8 rb)
|
||||
{
|
||||
// The left eye needs to see a bit of every colour mixed into the red channel
|
||||
// otherwise it will have trouble matching it to the right eye.
|
||||
// the left eye also needs to be brighter.
|
||||
*r = lr;
|
||||
*g = rg;
|
||||
*b = rb;
|
||||
}
|
||||
#endif
|
||||
//CAK: Create an RGB 565 colour (used in textures) for this stereoscopic 3D combination of 2 NES colours.
|
||||
static void GenerateAnaglyphPalette()
|
||||
{
|
||||
for (int left = 0; left < 64; left++)
|
||||
{
|
||||
for (int right = 0; right < 64; right++)
|
||||
{
|
||||
u8 ar, ag, ab;
|
||||
OptimisedAnaglyph(&ar, &ag, &ab, pcpalette[left].r, pcpalette[left].g, pcpalette[left].b, pcpalette[right].r, pcpalette[right].g, pcpalette[right].b);
|
||||
anaglyph565[left][right] = ((ar & 0xf8) << 8) | ((ag & 0xfc) << 3) | ((ab & 0xf8) >> 3);
|
||||
}
|
||||
}
|
||||
AnaglyphPaletteValid = true;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
* rgbcolor
|
||||
*
|
||||
* Support routine for gcpalette
|
||||
****************************************************************************/
|
||||
|
||||
static unsigned int rgbcolor(unsigned char r1, unsigned char g1, unsigned char b1,
|
||||
unsigned char r2, unsigned char g2, unsigned char b2) {
|
||||
static unsigned int rgbcolor(u8 r1, u8 g1, u8 b1, u8 r2, u8 g2, u8 b2)
|
||||
{
|
||||
int y1,cb1,cr1,y2,cb2,cr2,cb,cr;
|
||||
|
||||
y1=(299*r1+587*g1+114*b1)/1000;
|
||||
@ -983,8 +1211,8 @@ static unsigned int rgbcolor(unsigned char r1, unsigned char g1, unsigned char b
|
||||
* A shadow copy of the palette is maintained, in case the NES Emu kernel
|
||||
* requests a copy.
|
||||
****************************************************************************/
|
||||
void FCEUD_SetPalette(unsigned char index, unsigned char r, unsigned char g,
|
||||
unsigned char b) {
|
||||
void FCEUD_SetPalette(u8 index, u8 r, u8 g, u8 b)
|
||||
{
|
||||
/*** Make PC compatible copy ***/
|
||||
pcpalette[index].r = r;
|
||||
pcpalette[index].g = g;
|
||||
@ -997,13 +1225,16 @@ void FCEUD_SetPalette(unsigned char index, unsigned char r, unsigned char g,
|
||||
rgb565[index] = ((r & 0xf8) << 8) |
|
||||
((g & 0xfc) << 3) |
|
||||
((b & 0xf8) >> 3);
|
||||
|
||||
/*** Will need to generate stereoscopic palette later. ***/
|
||||
AnaglyphPaletteValid = false;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
* GetPalette
|
||||
****************************************************************************/
|
||||
void FCEUD_GetPalette(unsigned char i, unsigned char *r, unsigned char *g,
|
||||
unsigned char *b) {
|
||||
void FCEUD_GetPalette(u8 i, u8 *r, u8 *g, u8 *b)
|
||||
{
|
||||
*r = pcpalette[i].r;
|
||||
*g = pcpalette[i].g;
|
||||
*b = pcpalette[i].b;
|
||||
@ -1019,7 +1250,7 @@ void SetPalette()
|
||||
else
|
||||
{
|
||||
// Now setup this palette
|
||||
unsigned char i,r,g,b;
|
||||
u8 i,r,g,b;
|
||||
|
||||
for ( i = 0; i < 64; i++ )
|
||||
{
|
||||
|
@ -24,6 +24,7 @@ void InitGCVideo ();
|
||||
void StopGX();
|
||||
void ResetVideo_Emu ();
|
||||
void RenderFrame(unsigned char *XBuf);
|
||||
void RenderStereoFrames(unsigned char *XBufLeft, unsigned char *XBufRight); //CAK: Stereoscopic 3D
|
||||
void setFrameTimer();
|
||||
void SyncSpeed();
|
||||
void SetPalette();
|
||||
|
Loading…
Reference in New Issue
Block a user