fceugx/source/fceultra/fceu.cpp
2010-10-06 03:57:22 +00:00

1202 lines
25 KiB
C++

/* FCE Ultra - NES/Famicom Emulator
*
* Copyright notice for this file:
* Copyright (C) 2003 Xodnizel
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <string>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <time.h>
#include "types.h"
#include "x6502.h"
#include "fceu.h"
#include "ppu.h"
#include "sound.h"
#include "netplay.h"
#include "file.h"
#include "utils/endian.h"
#include "utils/memory.h"
#include "utils/crc32.h"
#include "cart.h"
#include "nsf.h"
#include "fds.h"
#include "ines.h"
#include "unif.h"
#include "cheat.h"
#include "palette.h"
#include "state.h"
#include "movie.h"
#include "video.h"
#include "input.h"
#include "file.h"
#include "vsuni.h"
#include "ines.h"
#ifdef WIN32
#include "drivers/win/pref.h"
#endif
#include <fstream>
#include <sstream>
#ifdef _S9XLUA_H
#include "fceulua.h"
#endif
//TODO - we really need some kind of global platform-specific options api
#ifdef WIN32
#include "drivers/win/main.h"
#include "drivers/win/cheat.h"
#include "drivers/win/texthook.h"
#include "drivers/win/ram_search.h"
#include "drivers/win/ramwatch.h"
#include "drivers/win/memwatch.h"
#include "drivers/win/tracer.h"
#else
#ifdef GEKKO
#include "driver.h"
#else
#include "drivers/sdl/sdl.h"
#endif
#endif
using namespace std;
int AFon = 1, AFoff = 1, AutoFireOffset = 0; //For keeping track of autofire settings
bool justLagged = false;
bool frameAdvanceLagSkip = false; //If this is true, frame advance will skip over lag frame (i.e. it will emulate 2 frames instead of 1)
bool AutoSS = false; //Flagged true when the first auto-savestate is made while a game is loaded, flagged false on game close
bool movieSubtitles = true; //Toggle for displaying movie subtitles
bool DebuggerWasUpdated = false; //To prevent the debugger from updating things without being updated.
FCEUGI::FCEUGI()
: filename(0)
, archiveFilename(0)
{
printf("%08x",opsize);
}
FCEUGI::~FCEUGI()
{
if(filename) delete filename;
if(archiveFilename) delete archiveFilename;
}
bool CheckFileExists(const char* filename)
{
//This function simply checks to see if the given filename exists
if (!filename) return false;
fstream test;
test.open(filename,fstream::in);
if (test.fail())
{
test.close();
return false;
}
else
{
test.close();
return true;
}
}
void FCEU_TogglePPU(void)
{
newppu ^= 1;
if (newppu)
{
FCEU_DispMessage("New PPU loaded", 0);
FCEUI_printf("New PPU loaded");
}
else
{
FCEU_DispMessage("Old PPU loaded", 0);
FCEUI_printf("Old PPU loaded");
}
}
static void FCEU_CloseGame(void)
{
if(GameInfo)
{
#ifdef WIN32
//SP CODE
extern char LoadedRomFName[2048];
if (storePreferences(LoadedRomFName))
{
FCEUD_PrintError("Couldn't store debugging data");
}
#endif
if(FCEUnetplay)
{
FCEUD_NetworkClose();
}
if(GameInfo->name)
{
free(GameInfo->name);
GameInfo->name=0;
}
if(GameInfo->type!=GIT_NSF)
{
FCEU_FlushGameCheats(0,0);
}
GameInterface(GI_CLOSE);
FCEUI_StopMovie();
ResetExState(0,0);
//clear screen when game is closed
extern uint8 *XBuf;
if(XBuf)
memset(XBuf,0,256*256);
CloseGenie();
delete GameInfo;
GameInfo = 0;
currFrameCounter = 0;
//Reset flags for Undo/Redo/Auto Savestating //adelikat: TODO: maybe this stuff would be cleaner as a struct or class
lastSavestateMade[0] = 0;
undoSS = false;
redoSS = false;
lastLoadstateMade[0] = 0;
undoLS = false;
redoLS = false;
AutoSS = false;
}
}
uint64 timestampbase;
FCEUGI *GameInfo = 0;
void (*GameInterface)(GI h);
void (*GameStateRestore)(int version);
readfunc ARead[0x10000];
writefunc BWrite[0x10000];
static readfunc *AReadG;
static writefunc *BWriteG;
static int RWWrap=0;
//mbg merge 7/18/06 docs
//bit0 indicates whether emulation is paused
//bit1 indicates whether emulation is in frame step mode
int EmulationPaused=0;
bool frameAdvanceRequested=false;
int frameAdvanceDelay;
//indicates that the emulation core just frame advanced (consumed the frame advance state and paused)
bool JustFrameAdvanced=false;
static int *AutosaveStatus; //is it safe to load Auto-savestate
static int AutosaveIndex = 0; //which Auto-savestate we're on
int AutosaveQty = 4; // Number of Autosaves to store
int AutosaveFrequency = 256; // Number of frames between autosaves
// Flag that indicates whether the Auto-save option is enabled or not
int EnableAutosave = 0;
///a wrapper for unzip.c
extern "C" FILE *FCEUI_UTF8fopen_C(const char *n, const char *m) { return ::FCEUD_UTF8fopen(n,m); }
static DECLFW(BNull)
{
}
static DECLFR(ANull)
{
return(X.DB);
}
int AllocGenieRW(void)
{
if(!(AReadG=(readfunc *)FCEU_malloc(0x8000*sizeof(readfunc))))
return 0;
if(!(BWriteG=(writefunc *)FCEU_malloc(0x8000*sizeof(writefunc))))
return 0;
RWWrap=1;
return 1;
}
void FlushGenieRW(void)
{
int32 x;
if(RWWrap)
{
for(x=0;x<0x8000;x++)
{
ARead[x+0x8000]=AReadG[x];
BWrite[x+0x8000]=BWriteG[x];
}
free(AReadG);
free(BWriteG);
AReadG=0;
BWriteG=0;
RWWrap=0;
}
}
readfunc GetReadHandler(int32 a)
{
if(a>=0x8000 && RWWrap)
return AReadG[a-0x8000];
else
return ARead[a];
}
void SetReadHandler(int32 start, int32 end, readfunc func)
{
int32 x;
if(!func)
func=ANull;
if(RWWrap)
for(x=end;x>=start;x--)
{
if(x>=0x8000)
AReadG[x-0x8000]=func;
else
ARead[x]=func;
}
else
for(x=end;x>=start;x--)
ARead[x]=func;
}
writefunc GetWriteHandler(int32 a)
{
if(RWWrap && a>=0x8000)
return BWriteG[a-0x8000];
else
return BWrite[a];
}
void SetWriteHandler(int32 start, int32 end, writefunc func)
{
int32 x;
if(!func)
func=BNull;
if(RWWrap)
for(x=end;x>=start;x--)
{
if(x>=0x8000)
BWriteG[x-0x8000]=func;
else
BWrite[x]=func;
}
else
for(x=end;x>=start;x--)
BWrite[x]=func;
}
uint8 *GameMemBlock;
uint8 *RAM;
//---------
//windows might need to allocate these differently, so we have some special code
static void AllocBuffers()
{
#ifdef _USE_SHARED_MEMORY_
void win_AllocBuffers(uint8 **GameMemBlock, uint8 **RAM);
win_AllocBuffers(&GameMemBlock, &RAM);
#else
GameMemBlock = (uint8*)FCEU_gmalloc(GAME_MEM_BLOCK_SIZE);
RAM = (uint8*)FCEU_gmalloc(0x800);
#endif
}
static void FreeBuffers()
{
#ifdef _USE_SHARED_MEMORY_
void win_FreeBuffers(uint8 *GameMemBlock, uint8 *RAM);
win_FreeBuffers(GameMemBlock, RAM);
#else
FCEU_free(GameMemBlock);
FCEU_free(RAM);
#endif
}
//------
uint8 PAL=0;
static DECLFW(BRAML)
{
RAM[A]=V;
#ifdef _S9XLUA_H
CallRegisteredLuaMemHook(A, 1, V, LUAMEMHOOK_WRITE);
#endif
}
static DECLFW(BRAMH)
{
RAM[A&0x7FF]=V;
#ifdef _S9XLUA_H
CallRegisteredLuaMemHook(A&0x7FF, 1, V, LUAMEMHOOK_WRITE);
#endif
}
static DECLFR(ARAML)
{
return RAM[A];
}
static DECLFR(ARAMH)
{
return RAM[A&0x7FF];
}
void ResetGameLoaded(void)
{
if(GameInfo) FCEU_CloseGame();
EmulationPaused = 0; //mbg 5/8/08 - loading games while paused was bad news. maybe this fixes it
GameStateRestore=0;
PPU_hook=0;
GameHBIRQHook=0;
FFCEUX_PPURead = 0;
FFCEUX_PPUWrite = 0;
if(GameExpSound.Kill)
GameExpSound.Kill();
memset(&GameExpSound,0,sizeof(GameExpSound));
MapIRQHook=0;
MMC5Hack=0;
PAL&=1;
pale=0;
}
int UNIFLoad(const char *name, FCEUFILE *fp);
int iNESLoad(const char *name, FCEUFILE *fp, int OverwriteVidMode);
int FDSLoad(const char *name, FCEUFILE *fp);
int NSFLoad(const char *name, FCEUFILE *fp);
//char lastLoadedGameName [2048] = {0,}; // hack for movie WRAM clearing on record from poweron
FCEUGI *FCEUI_LoadGameVirtual(const char *name, int OverwriteVidMode)
{
//mbg merge 7/17/07 - why is this here
//#ifdef WIN32
// StopSound();
//#endif
//----------
//attempt to open the files
FCEUFILE *fp;
FCEU_printf("Loading %s...\n\n",name);
const char* romextensions[] = {"nes","fds",0};
fp=FCEU_fopen(name,0,"rb",0,-1,romextensions);
if(!fp)
{
return 0;
}
GetFileBase(fp->filename.c_str());
if(!fp) {
FCEU_PrintError("Error opening \"%s\"!",name);
return 0;
}
//---------
//file opened ok. start loading.
ResetGameLoaded();
if (!AutosaveStatus)
AutosaveStatus = (int*)FCEU_dmalloc(sizeof(int)*AutosaveQty);
for (AutosaveIndex=0; AutosaveIndex<AutosaveQty; ++AutosaveIndex)
AutosaveStatus[AutosaveIndex] = 0;
FCEU_CloseGame();
GameInfo = new FCEUGI();
memset(GameInfo, 0, sizeof(FCEUGI));
GameInfo->filename = strdup(fp->filename.c_str());
if(fp->archiveFilename != "") GameInfo->archiveFilename = strdup(fp->archiveFilename.c_str());
GameInfo->archiveCount = fp->archiveCount;
GameInfo->soundchan = 0;
GameInfo->soundrate = 0;
GameInfo->name=0;
GameInfo->type=GIT_CART;
GameInfo->vidsys=GIV_USER;
GameInfo->input[0]=GameInfo->input[1]=SI_UNSET;
GameInfo->inputfc=SIFC_UNSET;
GameInfo->cspecial=SIS_NONE;
//try to load each different format
bool FCEUXLoad(const char *name, FCEUFILE *fp);
/*if(FCEUXLoad(name,fp))
goto endlseq;*/
if(iNESLoad(name,fp,OverwriteVidMode))
goto endlseq;
if(NSFLoad(name,fp))
goto endlseq;
if(UNIFLoad(name,fp))
goto endlseq;
if(FDSLoad(name,fp))
goto endlseq;
FCEU_PrintError("An error occurred while loading the file.");
FCEU_fclose(fp);
delete GameInfo;
GameInfo = 0;
return 0;
endlseq:
FCEU_fclose(fp);
#ifdef WIN32
// ################################## Start of SP CODE ###########################
extern char LoadedRomFName[2048];
extern int loadDebugDataFailed;
if ((loadDebugDataFailed = loadPreferences(LoadedRomFName)))
{
FCEUD_PrintError("Couldn't load debugging data");
}
// ################################## End of SP CODE ###########################
#endif
FCEU_ResetVidSys();
if(GameInfo->type!=GIT_NSF)
if(FSettings.GameGenie)
OpenGenie();
PowerNES();
if(GameInfo->type!=GIT_NSF)
FCEU_LoadGamePalette();
FCEU_ResetPalette();
FCEU_ResetMessages(); // Save state, status messages, etc.
if(GameInfo->type!=GIT_NSF)
FCEU_LoadGameCheats(0);
#if defined (WIN32) || defined (WIN64)
DoDebuggerDataReload(); // Reloads data without reopening window
#endif
return GameInfo;
}
FCEUGI *FCEUI_LoadGame(const char *name, int OverwriteVidMode)
{
return FCEUI_LoadGameVirtual(name,OverwriteVidMode);
}
//Return: Flag that indicates whether the function was succesful or not.
bool FCEUI_Initialize()
{
srand(time(0));
if(!FCEU_InitVirtualVideo())
{
return false;
}
AllocBuffers();
// Initialize some parts of the settings structure
//mbg 5/7/08 - I changed the ntsc settings to match pal.
//this is more for precision emulation, instead of entertainment, which is what fceux is all about nowadays
memset(&FSettings,0,sizeof(FSettings));
//FSettings.UsrFirstSLine[0]=8;
FSettings.UsrFirstSLine[0]=0;
FSettings.UsrFirstSLine[1]=0;
//FSettings.UsrLastSLine[0]=231;
FSettings.UsrLastSLine[0]=239;
FSettings.UsrLastSLine[1]=239;
FSettings.SoundVolume=150; //0-150 scale
FSettings.TriangleVolume=256; //0-256 scale (256 is max volume)
FSettings.Square1Volume=256; //0-256 scale (256 is max volume)
FSettings.Square2Volume=256; //0-256 scale (256 is max volume)
FSettings.NoiseVolume=256; //0-256 scale (256 is max volume)
FSettings.PCMVolume=256; //0-256 scale (256 is max volume)
FCEUPPU_Init();
X6502_Init();
return true;
}
void FCEUI_Kill(void)
{
#ifdef _S9XLUA_H
FCEU_LuaStop();
#endif
FCEU_KillVirtualVideo();
FCEU_KillGenie();
FreeBuffers();
}
int rapidAlternator = 0;
int AutoFirePattern[8] = {1,0,0,0,0,0,0,0};
int AutoFirePatternLength = 2;
void SetAutoFirePattern(int onframes, int offframes)
{
int i;
for(i = 0; i < onframes && i < 8; i++)
{
AutoFirePattern[i] = 1;
}
for(;i < 8; i++)
{
AutoFirePattern[i] = 0;
}
if(onframes + offframes < 2)
{
AutoFirePatternLength = 2;
}
else if(onframes + offframes > 8)
{
AutoFirePatternLength = 8;
}
else
{
AutoFirePatternLength = onframes + offframes;
}
AFon = onframes; AFoff = offframes;
}
void SetAutoFireOffset(int offset)
{
if(offset < 0 || offset > 8) return;
AutoFireOffset = offset;
}
void AutoFire(void)
{
static int counter = 0;
if (justLagged == false)
counter = (counter + 1) % (8*7*5*3);
//If recording a movie, use the frame # for the autofire so the offset
//doesn't get screwed up when loading.
if(FCEUMOV_Mode(MOVIEMODE_RECORD | MOVIEMODE_PLAY))
{
rapidAlternator= AutoFirePattern[(AutoFireOffset + FCEUMOV_GetFrame())%AutoFirePatternLength]; //adelikat: TODO: Think through this, MOVIEMODE_FINISHED should not use movie data for auto-fire?
}
else
{
rapidAlternator= AutoFirePattern[(AutoFireOffset + counter)%AutoFirePatternLength];
}
}
void UpdateAutosave(void);
///Emulates a single frame.
///Skip may be passed in, if FRAMESKIP is #defined, to cause this to emulate more than one frame
void FCEUI_Emulate(uint8 **pXBuf, int32 **SoundBuf, int32 *SoundBufSize, int skip)
{
//skip initiates frame skip if 1, or frame skip and sound skip if 2
int r,ssize;
JustFrameAdvanced = false;
if (frameAdvanceRequested)
{
if (frameAdvanceDelay==0 || frameAdvanceDelay>=10)
EmulationPaused = 3;
if (frameAdvanceDelay==0 || frameAdvanceDelay < 10)
frameAdvanceDelay++;
}
if(EmulationPaused&2)
EmulationPaused &= ~1; // clear paused flag temporarily (frame advance)
else if((EmulationPaused&1))
{
memcpy(XBuf, XBackBuf, 256*256);
FCEU_PutImage();
*pXBuf=XBuf;
*SoundBuf=WaveFinal;
*SoundBufSize=0;
return;
}
AutoFire();
UpdateAutosave();
#ifdef _S9XLUA_H
FCEU_LuaFrameBoundary();
#endif
FCEU_UpdateInput();
lagFlag = 1;
#ifdef _S9XLUA_H
CallRegisteredLuaFunctions(LUACALL_BEFOREEMULATION);
#endif
if(geniestage!=1) FCEU_ApplyPeriodicCheats();
r = FCEUPPU_Loop(skip);
if (skip != 2) ssize=FlushEmulateSound(); //If skip = 2 we are skipping sound processing
#ifdef _S9XLUA_H
CallRegisteredLuaFunctions(LUACALL_AFTEREMULATION);
#endif
#ifdef WIN32
//These Windows only dialogs need to be updated only once per frame so they are included here
UpdateCheatList(); // CaH4e3: can't see why, this is only cause problems with selection - adelikat: selection is only a problem when not paused, it shoudl be paused to select, we want to see the values update
UpdateTextHooker();
Update_RAM_Search(); // Update_RAM_Watch() is also called.
RamChange();
UpdateLogWindow();
//FCEUI_AviVideoUpdate(XBuf);
extern int KillFCEUXonFrame;
if (KillFCEUXonFrame && (FCEUMOV_GetFrame() >= KillFCEUXonFrame))
DoFCEUExit();
#endif
timestampbase += timestamp;
timestamp = 0;
*pXBuf=skip?0:XBuf;
if (skip == 2) //If skip = 2, then bypass sound
{
*SoundBuf=0;
*SoundBufSize=0;
}
else
{
*SoundBuf=WaveFinal;
*SoundBufSize=ssize;
}
if (EmulationPaused&2 && ( !frameAdvanceLagSkip || !lagFlag) )
//Lots of conditions here. EmulationPaused&2 must be true. In addition frameAdvanceLagSkip or lagFlag must be false
{
EmulationPaused = 1; // restore paused flag
JustFrameAdvanced = true;
#ifdef WIN32
if(soundoptions&SO_MUTEFA) //mute the frame advance if the user requested it
*SoundBufSize=0; //keep sound muted
#endif
}
currMovieData.TryDumpIncremental();
if (lagFlag)
{
lagCounter++;
justLagged = true;
}
else justLagged = false;
if (movieSubtitles)
ProcessSubtitles();
}
void FCEUI_CloseGame(void)
{
if(!FCEU_IsValidUI(FCEUI_CLOSEGAME))
return;
FCEU_CloseGame();
}
void ResetNES(void)
{
FCEUMOV_AddCommand(FCEUNPCMD_RESET);
if(!GameInfo) return;
GameInterface(GI_RESETM2);
FCEUSND_Reset();
FCEUPPU_Reset();
X6502_Reset();
// clear back baffer
extern uint8 *XBackBuf;
memset(XBackBuf,0,256*256);
}
void FCEU_MemoryRand(uint8 *ptr, uint32 size)
{
int x=0;
while(size)
{
*ptr=(x&4)?0xFF:0x00;
x++;
size--;
ptr++;
}
}
void hand(X6502 *X, int type, unsigned int A)
{
}
int suppressAddPowerCommand=0; // hack... yeah, I know...
void PowerNES(void)
{
//void MapperInit();
//MapperInit();
if(!suppressAddPowerCommand)
FCEUMOV_AddCommand(FCEUNPCMD_POWER);
if(!GameInfo) return;
FCEU_CheatResetRAM();
FCEU_CheatAddRAM(2,0,RAM);
GeniePower();
FCEU_MemoryRand(RAM,0x800);
//memset(RAM,0xFF,0x800);
SetReadHandler(0x0000,0xFFFF,ANull);
SetWriteHandler(0x0000,0xFFFF,BNull);
SetReadHandler(0,0x7FF,ARAML);
SetWriteHandler(0,0x7FF,BRAML);
SetReadHandler(0x800,0x1FFF,ARAMH); // Part of a little
SetWriteHandler(0x800,0x1FFF,BRAMH); //hack for a small speed boost.
InitializeInput();
FCEUSND_Power();
FCEUPPU_Power();
//Have the external game hardware "powered" after the internal NES stuff. Needed for the NSF code and VS System code.
GameInterface(GI_POWER);
if(GameInfo->type==GIT_VSUNI)
FCEU_VSUniPower();
//if we are in a movie, then reset the saveram
extern int disableBatteryLoading;
if(disableBatteryLoading)
GameInterface(GI_RESETSAVE);
timestampbase=0;
LagCounterReset();
X6502_Power();
FCEU_PowerCheats();
// clear back baffer
extern uint8 *XBackBuf;
memset(XBackBuf,0,256*256);
}
void FCEU_ResetVidSys(void)
{
int w;
if(GameInfo->vidsys==GIV_NTSC)
w=0;
else if(GameInfo->vidsys==GIV_PAL)
w=1;
else
w=FSettings.PAL;
PAL=w?1:0;
FCEUPPU_SetVideoSystem(w);
SetSoundVariables();
}
FCEUS FSettings;
void FCEU_printf(char *format, ...)
{
char temp[2048];
va_list ap;
va_start(ap,format);
vsnprintf(temp,sizeof(temp),format,ap);
FCEUD_Message(temp);
va_end(ap);
}
void FCEU_PrintError(char *format, ...)
{
char temp[2048];
va_list ap;
va_start(ap,format);
vsnprintf(temp,sizeof(temp),format,ap);
FCEUD_PrintError(temp);
va_end(ap);
}
void FCEUI_SetRenderedLines(int ntscf, int ntscl, int palf, int pall)
{
FSettings.UsrFirstSLine[0]=ntscf;
FSettings.UsrLastSLine[0]=ntscl;
FSettings.UsrFirstSLine[1]=palf;
FSettings.UsrLastSLine[1]=pall;
if(PAL)
{
FSettings.FirstSLine=FSettings.UsrFirstSLine[1];
FSettings.LastSLine=FSettings.UsrLastSLine[1];
}
else
{
FSettings.FirstSLine=FSettings.UsrFirstSLine[0];
FSettings.LastSLine=FSettings.UsrLastSLine[0];
}
}
void FCEUI_SetVidSystem(int a)
{
FSettings.PAL=a?1:0;
if(GameInfo)
{
FCEU_ResetVidSys();
FCEU_ResetPalette();
FCEUD_VideoChanged();
}
}
int FCEUI_GetCurrentVidSystem(int *slstart, int *slend)
{
if(slstart)
*slstart=FSettings.FirstSLine;
if(slend)
*slend=FSettings.LastSLine;
return(PAL);
}
//Enable or disable Game Genie option.
void FCEUI_SetGameGenie(bool a)
{
FSettings.GameGenie = a;
}
//this variable isn't used at all, snap is always name-based
//void FCEUI_SetSnapName(bool a)
//{
// FSettings.SnapName = a;
//}
int32 FCEUI_GetDesiredFPS(void)
{
if(PAL)
return(838977920); // ~50.007
else
return(1008307711); // ~60.1
}
int FCEUI_EmulationPaused(void)
{
return (EmulationPaused&1);
}
int FCEUI_EmulationFrameStepped()
{
return (EmulationPaused&2);
}
void FCEUI_ClearEmulationFrameStepped()
{
EmulationPaused &=~2;
}
//mbg merge 7/18/06 added
//ideally maybe we shouldnt be using this, but i need it for quick merging
void FCEUI_SetEmulationPaused(int val)
{
EmulationPaused = val;
}
void FCEUI_ToggleEmulationPause(void)
{
EmulationPaused = (EmulationPaused&1)^1;
DebuggerWasUpdated = false;
}
void FCEUI_FrameAdvanceEnd(void)
{
frameAdvanceRequested = false;
}
void FCEUI_FrameAdvance(void)
{
frameAdvanceRequested = true;
frameAdvanceDelay = 0;
}
static int AutosaveCounter = 0;
void UpdateAutosave(void)
{
if(!EnableAutosave || turbo)
return;
char * f;
if(++AutosaveCounter >= AutosaveFrequency)
{
AutosaveCounter = 0;
AutosaveIndex = (AutosaveIndex + 1) % AutosaveQty;
f = strdup(FCEU_MakeFName(FCEUMKF_AUTOSTATE,AutosaveIndex,0).c_str());
FCEUSS_Save(f);
AutoSS = true; //Flag that an auto-savestate was made
free(f);
AutosaveStatus[AutosaveIndex] = 1;
}
}
void FCEUI_Autosave(void)
{
if(!EnableAutosave || !AutoSS || FCEUMOV_Mode(MOVIEMODE_TASEDIT))
return;
if(AutosaveStatus[AutosaveIndex] == 1)
{
char * f;
f = strdup(FCEU_MakeFName(FCEUMKF_AUTOSTATE,AutosaveIndex,0).c_str());
FCEUSS_Load(f);
free(f);
//Set pointer to previous available slot
if(AutosaveStatus[(AutosaveIndex + AutosaveQty-1)%AutosaveQty] == 1)
{
AutosaveIndex = (AutosaveIndex + AutosaveQty-1)%AutosaveQty;
}
//Reset time to next Auto-save
AutosaveCounter = 0;
}
}
int FCEU_TextScanlineOffset(int y)
{
return FSettings.FirstSLine*256;
}
int FCEU_TextScanlineOffsetFromBottom(int y)
{
return (FSettings.LastSLine-y)*256;
}
bool FCEU_IsValidUI(EFCEUI ui)
{
switch(ui)
{
case FCEUI_OPENGAME:
case FCEUI_CLOSEGAME:
if(FCEUMOV_Mode(MOVIEMODE_TASEDIT)) return false;
break;
case FCEUI_RECORDMOVIE:
case FCEUI_PLAYMOVIE:
case FCEUI_QUICKSAVE:
case FCEUI_QUICKLOAD:
case FCEUI_SAVESTATE:
case FCEUI_LOADSTATE:
case FCEUI_NEXTSAVESTATE:
case FCEUI_PREVIOUSSAVESTATE:
case FCEUI_VIEWSLOTS:
if(!GameInfo) return false;
if(FCEUMOV_Mode(MOVIEMODE_TASEDIT)) return false;
break;
case FCEUI_STOPMOVIE:
case FCEUI_PLAYFROMBEGINNING:
return (FCEUMOV_Mode(MOVIEMODE_PLAY|MOVIEMODE_RECORD|MOVIEMODE_FINISHED));
case FCEUI_STOPAVI:
return FCEUI_AviIsRecording();
case FCEUI_TASEDIT:
if(!GameInfo) return false;
break;
case FCEUI_RESET:
if(!GameInfo) return false;
if(FCEUMOV_Mode(MOVIEMODE_FINISHED|MOVIEMODE_TASEDIT|MOVIEMODE_PLAY)) return false;
break;
case FCEUI_POWER:
if(!GameInfo) return false;
if(FCEUMOV_Mode(MOVIEMODE_RECORD)) return true;
if(!FCEUMOV_Mode(MOVIEMODE_INACTIVE)) return false;
break;
}
return true;
}
//---------------------
//experimental new mapper and ppu system follows
class FCEUXCart {
public:
int mirroring;
int chrPages, prgPages;
uint32 chrSize, prgSize;
char* CHR, *PRG;
FCEUXCart()
: CHR(0)
, PRG(0)
{}
~FCEUXCart() {
if(CHR) delete[] CHR;
if(PRG) delete[] PRG;
}
virtual void Power() {
}
protected:
//void SetReadHandler(int32 start, int32 end, readfunc func) {
};
FCEUXCart* cart = 0;
//uint8 Read_ByteFromRom(uint32 A) {
// if(A>=cart->prgSize) return 0xFF;
// return cart->PRG[A];
//}
//
//uint8 Read_Unmapped(uint32 A) {
// return 0xFF;
//}
class NROM : FCEUXCart {
public:
virtual void Power() {
SetReadHandler(0x8000,0xFFFF,CartBR);
setprg16(0x8000,0);
setprg16(0xC000,~0);
setchr8(0);
vnapage[0] = NTARAM;
vnapage[2] = NTARAM;
vnapage[1] = NTARAM+0x400;
vnapage[3] = NTARAM+0x400;
PPUNTARAM=0xF;
}
};
void FCEUXGameInterface(GI command) {
switch(command) {
case GI_POWER:
cart->Power();
}
}
bool FCEUXLoad(const char *name, FCEUFILE *fp)
{
//read ines header
iNES_HEADER head;
if(FCEU_fread(&head,1,16,fp)!=16)
return false;
//validate header
if(memcmp(&head,"NES\x1a",4))
return 0;
int mapper = (head.ROM_type>>4);
mapper |= (head.ROM_type2&0xF0);
//choose what kind of cart to use.
cart = (FCEUXCart*)new NROM();
//fceu ines loading code uses 256 here when the romsize is 0.
cart->prgPages = head.ROM_size;
if(cart->prgPages == 0) {
printf("FCEUX: received zero prgpages\n");
cart->prgPages = 256;
}
cart->chrPages = head.VROM_size;
cart->mirroring = (head.ROM_type&1);
if(head.ROM_type&8) cart->mirroring=2;
//skip trainer
bool hasTrainer = (head.ROM_type&4)!=0;
if(hasTrainer) {
FCEU_fseek(fp,512,SEEK_CUR);
}
//load data
cart->prgSize = cart->prgPages*16*1024;
cart->chrSize = cart->chrPages*8*1024;
cart->PRG = new char[cart->prgSize];
cart->CHR = new char[cart->chrSize];
FCEU_fread(cart->PRG,1,cart->prgSize,fp);
FCEU_fread(cart->CHR,1,cart->chrSize,fp);
//setup the emulator
GameInterface=FCEUXGameInterface;
ResetCartMapping();
SetupCartPRGMapping(0,(uint8*)cart->PRG,cart->prgSize,0);
SetupCartCHRMapping(0,(uint8*)cart->CHR,cart->chrSize,0);
return true;
}
uint8 FCEU_ReadRomByte(uint32 i) {
extern iNES_HEADER head;
if(i < 16) return *((unsigned char *)&head+i);
if(i < 16+PRGsize[0])return PRGptr[0][i-16];
if(i < 16+PRGsize[0]+CHRsize[0])return CHRptr[0][i-16-PRGsize[0]];
return 0;
}