/**************************************************************************** * FCE Ultra * Nintendo Wii/Gamecube Port * * Tantric 2008-2009 * * fceugx.cpp * * This file controls overall program flow. Most things start and end here! ****************************************************************************/ #include #include #include #include #include #include #include #include #include #include #ifdef HW_RVL #include #endif #include "fceugx.h" #include "fceuload.h" #include "fceustate.h" #include "fceuram.h" #include "fceusupport.h" #include "menu.h" #include "preferences.h" #include "fileop.h" #include "filebrowser.h" #include "networkop.h" #include "gcaudio.h" #include "gcvideo.h" #include "pad.h" #include "filelist.h" #include "gui/gui.h" #include "utils/FreeTypeGX.h" #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); extern "C" { extern void __exception_setreload(int t); } 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; int ExitRequested = 0; char appPath[1024] = { 0 }; char loadedFile[1024] = { 0 }; int frameskip = 0; int turbomode = 0; unsigned char * nesrom = NULL; /**************************************************************************** * Shutdown / Reboot / Exit ***************************************************************************/ static void ExitCleanup() { ShutdownAudio(); StopGX(); HaltDeviceThread(); UnmountAllFAT(); #ifdef HW_RVL DI_Close(); #endif } #ifdef HW_DOL #define PSOSDLOADID 0x7c6000a6 int *psoid = (int *) 0x80001800; void (*PSOReload) () = (void (*)()) 0x80001800; #endif void ExitApp() { #ifdef HW_RVL ShutoffRumble(); #endif SavePrefs(SILENT); if (romLoaded && !ConfigRequested && GCSettings.AutoSave == 1) SaveRAMAuto(SILENT); ExitCleanup(); if(ShutdownRequested) SYS_ResetSystem(SYS_POWEROFF, 0, 0); #ifdef HW_RVL if(GCSettings.ExitAction == 0) // Auto { 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 } #endif if(GCSettings.ExitAction == 1) // Exit to Menu { #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 { 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() { ShutdownRequested = 1; } void ResetCB() { ResetRequested = 1; } #endif #ifdef HW_DOL /**************************************************************************** * ipl_set_config * lowlevel Qoob Modchip disable ***************************************************************************/ static void ipl_set_config(unsigned char c) { 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 /**************************************************************************** * IOS Check ***************************************************************************/ #ifdef HW_RVL bool SupportedIOS(u32 ios) { if(ios == 58 || ios == 61) return true; return false; } bool SaneIOS(u32 ios) { bool res = false; u32 num_titles=0; u32 tmd_size; if(ios > 200) return false; if (ES_GetNumTitles(&num_titles) < 0) return false; if(num_titles < 1) return false; u64 *titles = (u64 *)memalign(32, num_titles * sizeof(u64) + 32); if(!titles) return false; if (ES_GetTitles(titles, num_titles) < 0) { free(titles); return false; } u32 *tmdbuffer = (u32 *)memalign(32, MAX_SIGNED_TMD_SIZE); if(!tmdbuffer) { free(titles); return false; } 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; } } free(tmdbuffer); free(titles); return res; } #endif /**************************************************************************** * 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! ***************************************************************************/ 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 __exception_setreload(8); #ifdef HW_DOL ipl_set_config(6); // disable Qoob modchip #endif #ifdef HW_RVL StartNetworkThread(); DI_Init(); #endif InitDeviceThread(); InitGCVideo (); // Initialize video SetupPads(); ResetVideo_Menu (); // change to menu video mode 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 // store path app was loaded from #ifdef HW_RVL if(argc > 0 && argv[0] != NULL) CreateAppPath(argv[0]); #endif DefaultSettings(); // Set defaults InitialiseAudio(); InitFreeType((u8*)font_ttf, font_ttf_size); // Initialize font system gameScreenPng = (u8 *)malloc(512*1024); browserList = (BROWSERENTRY *)malloc(sizeof(BROWSERENTRY)*MAX_BROWSER_SIZE); InitGUIThreads(); // allocate memory to store rom nesrom = (unsigned char *)memalign(32,1024*1024*4); // 4 MB should be plenty /*** Minimal Emulation Loop ***/ if (!FCEUI_Initialize()) ExitApp(); FCEUI_SetGameGenie(1); // 0 - OFF, 1 - ON memset(FDSBIOS, 0, sizeof(FDSBIOS)); // clear FDS BIOS memory FCEUI_SetSoundQuality(1); // 0 - low, 1 - high, 2 - high (alt.) int currentTiming = 0; while (1) // main loop { // go back to checking if devices were inserted/removed // since we're entering the menu ResumeDeviceThread(); 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; ConfigRequested = 0; ScreenshotRequested = 0; SwitchAudioMode(0); // stop checking if devices were removed/inserted // since we're starting emulation again HaltDeviceThread(); ResetVideo_Emu(); SetControllers(); setFrameTimer(); // set frametimer method before emulation SetPalette(); FCEUI_DisableSpriteLimitation(GCSettings.spritelimit ^ 1); fskip=0; 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) { ConfigRequested = 0; ResetVideo_Menu(); break; } #ifdef HW_RVL if(ShutdownRequested) ExitApp(); #endif } // emulation loop } // main loop }