snes9xgx/source/ngc/snes9xGX.cpp

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/****************************************************************************
* Snes9x 1.50
*
* Nintendo Gamecube Port
* softdev July 2006
* crunchy2 May 2007-July 2007
*
* snes9xGX.cpp
*
* This file controls overall program flow. Most things start and end here!
****************************************************************************/
/****************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 Brad Jorsch (anomie@users.sourceforge.net),
funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com),
Nach (n-a-c-h@users.sourceforge.net), and
zones (kasumitokoduck@yahoo.com)
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com)
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley,
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001-2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight,
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound DSP emulator code is derived from SNEeSe and OpenSPC:
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x filter
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
*****************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ogcsys.h>
#include <unistd.h>
#include <fat.h>
#include <wiiuse/wpad.h>
#include <sdcard/card_cmn.h>
#include <sdcard/wiisd_io.h>
#include <sdcard/card_io.h>
#include "snes9x.h"
#include "memmap.h"
#include "debug.h"
#include "cpuexec.h"
#include "ppu.h"
#include "apu.h"
#include "display.h"
#include "gfx.h"
#include "soundux.h"
#include "spc700.h"
#include "spc7110.h"
#include "controls.h"
#include "snes9xGX.h"
#include "dvd.h"
#include "video.h"
#include "ftfont.h"
#include "s9xconfig.h"
#include "audio.h"
#include "menu.h"
#include "sram.h"
#include "memfile.h"
#include "preferences.h"
#include "gctime.h"
#include "button_mapping.h"
2008-09-09 05:02:11 +02:00
unsigned long ARAM_ROMSIZE = 0;
int ConfigRequested = 0;
extern int FrameTimer;
extern long long prev;
extern unsigned int timediffallowed;
/****************************************************************************
* Controller Functions
*
* The following map the NGC Pads to the *NEW* controller system.
****************************************************************************/
#define ASSIGN_BUTTON_TRUE( keycode, snescmd ) \
S9xMapButton( keycode, cmd = S9xGetCommandT(snescmd), true)
#define ASSIGN_BUTTON_FALSE( keycode, snescmd ) \
S9xMapButton( keycode, cmd = S9xGetCommandT(snescmd), false)
#define MAXJP 12
int padcal = 50;
/*** Gamecube controller Padmap ***/
unsigned int gcpadmap[] = { PAD_BUTTON_A, PAD_BUTTON_B,
PAD_BUTTON_X, PAD_BUTTON_Y,
PAD_TRIGGER_L, PAD_TRIGGER_R,
PAD_TRIGGER_Z, PAD_BUTTON_START,
PAD_BUTTON_UP, PAD_BUTTON_DOWN,
PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT
};
/*** Wiimote Padmap ***/
unsigned int wmpadmap[] = { WPAD_BUTTON_B, WPAD_BUTTON_2,
WPAD_BUTTON_1, WPAD_BUTTON_A,
0x0000, 0x0000,
WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
WPAD_BUTTON_RIGHT, WPAD_BUTTON_LEFT,
WPAD_BUTTON_UP, WPAD_BUTTON_DOWN
};
/*** Classic Controller Padmap ***/
unsigned int ccpadmap[] = { WPAD_CLASSIC_BUTTON_A, WPAD_CLASSIC_BUTTON_B,
WPAD_CLASSIC_BUTTON_Y, WPAD_CLASSIC_BUTTON_X,
WPAD_CLASSIC_BUTTON_FULL_L, WPAD_CLASSIC_BUTTON_FULL_R,
WPAD_CLASSIC_BUTTON_MINUS, WPAD_CLASSIC_BUTTON_PLUS,
WPAD_CLASSIC_BUTTON_UP, WPAD_CLASSIC_BUTTON_DOWN,
WPAD_CLASSIC_BUTTON_LEFT, WPAD_CLASSIC_BUTTON_RIGHT
};
/*** Nunchuk + wiimote Padmap ***/
unsigned int ncpadmap[] = { WPAD_BUTTON_A, WPAD_BUTTON_B,
WPAD_NUNCHUK_BUTTON_C, WPAD_NUNCHUK_BUTTON_Z,
WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
WPAD_BUTTON_2, WPAD_BUTTON_1,
WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
WPAD_BUTTON_LEFT, WPAD_BUTTON_RIGHT
};
#if 0
/****************************************************************************
* decodepad
* Called per pad with offset
****************************************************************************/
void
decodepadold (int pad)
{
int i, offset;
signed char x, y;
unsigned short jp;
/*** Do analogue updates ***/
x = PAD_StickX (pad);
y = PAD_StickY (pad);
jp = PAD_ButtonsHeld (pad);
/*** Recalc left / right ***/
if (x < -padcal)
jp |= PAD_BUTTON_LEFT;
if (x > padcal)
jp |= PAD_BUTTON_RIGHT;
/*** Recalc up / down ***/
if (y > padcal)
jp |= PAD_BUTTON_UP;
if (y < -padcal)
jp |= PAD_BUTTON_DOWN;
/*** Fix offset to pad ***/
offset = ((pad + 1) << 4);
for (i = 0; i < MAXJP; i++)
{
if (jp & gcpadmap[i])
S9xReportButton (offset + i, true);
else
S9xReportButton (offset + i, false);
}
}
#endif
/****************************************************************************
* This is the joypad algorithm submitted by Krullo.
****************************************************************************/
void
decodepad (int pad)
{
int i, offset;
signed char x, y;
//unsigned short jp, wp; //
u32 jp, wp;
float t;
float mag = 0;
u16 ang = 0;
u32 exp_type;
/*** Do analogue updates ***/
x = PAD_StickX (pad);
y = PAD_StickY (pad);
jp = PAD_ButtonsHeld (pad);
#ifdef HW_RVL
exp_type = wpad_get_analogues(pad, &mag, &ang); // get joystick info from wii expansions
wp = WPAD_ButtonsHeld (pad); // wiimote
#else
wp = 0;
#endif
/***
Gamecube Joystick input
***/
// Is XY inside the "zone"?
if (x * x + y * y > padcal * padcal)
{
/*** we don't want division by ZERO ***/
if (x > 0 && y == 0)
jp |= PAD_BUTTON_RIGHT;
if (x < 0 && y == 0)
jp |= PAD_BUTTON_LEFT;
if (x == 0 && y > 0)
jp |= PAD_BUTTON_UP;
if (x == 0 && y < 0)
jp |= PAD_BUTTON_DOWN;
if (x != 0 && y != 0)
{
/*** Recalc left / right ***/
t = (float) y / x;
if (t >= -2.41421356237 && t < 2.41421356237)
{
if (x >= 0)
jp |= PAD_BUTTON_RIGHT;
else
jp |= PAD_BUTTON_LEFT;
}
/*** Recalc up / down ***/
t = (float) x / y;
if (t >= -2.41421356237 && t < 2.41421356237)
{
if (y >= 0)
jp |= PAD_BUTTON_UP;
else
jp |= PAD_BUTTON_DOWN;
}
}
}
#ifdef HW_RVL
/***
Wii Joystick (classic, nunchuk) input
***/
if (exp_type == WPAD_EXP_NUNCHUK)
{
if ( mag>JOY_THRESHOLD && (ang>300 || ang<50) )
wp |= WPAD_BUTTON_UP;
if ( mag>JOY_THRESHOLD && (ang>130 && ang<230) )
wp |= WPAD_BUTTON_DOWN;
if ( mag>JOY_THRESHOLD && (ang>220 && ang<320) )
wp |= WPAD_BUTTON_LEFT;
if ( mag>JOY_THRESHOLD && (ang>40 && ang<140) )
wp |= WPAD_BUTTON_RIGHT;
} else if (exp_type == WPAD_EXP_CLASSIC)
{
if ( mag>JOY_THRESHOLD && (ang>300 || ang<50) )
wp |= WPAD_CLASSIC_BUTTON_UP;
if ( mag>JOY_THRESHOLD && (ang>130 && ang<230) )
wp |= WPAD_CLASSIC_BUTTON_DOWN;
if ( mag>JOY_THRESHOLD && (ang>220 && ang<320) )
wp |= WPAD_CLASSIC_BUTTON_LEFT;
if ( mag>JOY_THRESHOLD && (ang>40 && ang<140) )
wp |= WPAD_CLASSIC_BUTTON_RIGHT;
}
#endif
/*** Fix offset to pad ***/
offset = ((pad + 1) << 4);
for (i = 0; i < MAXJP; i++)
{
/*** Report pressed buttons ***/
if ( (jp & gcpadmap[i]) // gamecube controller
#ifdef HW_RVL
|| ( (exp_type == WPAD_EXP_NONE) && (wp & wmpadmap[i]) ) // wiimote
|| ( (exp_type == WPAD_EXP_CLASSIC) && (wp & ccpadmap[i]) ) // classic controller
|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote
#endif
)
S9xReportButton (offset + i, true);
else
S9xReportButton (offset + i, false);
}
}
/****************************************************************************
* NGCReportButtons
* Called on each rendered frame
****************************************************************************/
void
NGCReportButtons ()
{
s8 gc_px = PAD_SubStickX (0);
s8 gc_py = PAD_SubStickY (0);
u16 gc_pb = PAD_ButtonsHeld (0);
#ifdef HW_RVL
u32 wm_pb = WPAD_ButtonsHeld (0); // wiimote
#endif
/*** Check for video zoom ***/
if (GCSettings.NGCZoom)
{
if (gc_py < -18 || gc_py > 18)
zoom ((float) gc_py / -18);
}
Settings.TurboMode = (gc_px > 70);
/*** Check for menu:
CStick left
OR "L+R+X+Y" (eg. Hombrew/Adapted SNES controllers)
OR "Home" on the wiimote or classic controller ***/
if ((gc_px < -70) ||
((gc_pb & PAD_TRIGGER_L) &&
(gc_pb & PAD_TRIGGER_R ) &&
(gc_pb & PAD_BUTTON_X) &&
(gc_pb & PAD_BUTTON_Y ))
#ifdef HW_RVL
|| (wm_pb & WPAD_BUTTON_HOME)
|| (wm_pb & WPAD_CLASSIC_BUTTON_HOME)
#endif
)
{
ConfigRequested = 1;
VIDEO_WaitVSync ();
if ( GCSettings.AutoSave == 1 )
{
if ( WaitPromptChoice ((char*)"Save SRAM?", (char*)"Don't Save", (char*)"Save") )
quickSaveSRAM ( SILENT );
}
else if ( GCSettings.AutoSave == 2 )
{
if ( WaitPromptChoice ((char*)"Save Freeze State?", (char*)"Don't Save", (char*)"Save") )
quickSaveFreeze ( SILENT );
}
else if ( GCSettings.AutoSave == 3 )
{
if ( WaitPromptChoice ((char*)"Save SRAM and Freeze State?", (char*)"Don't Save", (char*)"Save") )
{
quickSaveSRAM ( SILENT );
quickSaveFreeze ( SILENT );
}
}
mainmenu ();
FrameTimer = 0;
ConfigRequested = 0;
}
else
{
int j = (Settings.MultiPlayer5Master == true ? 4 : 2);
for (int i = 0; i < j; i++)
decodepad (i);
}
}
/****************************************************************************
* wpad_get_analogues()
*
* gets the analogue stick magnitude and angle values (
* from classic or nunchuk expansions)
****************************************************************************/
u32 wpad_get_analogues(int pad, float* mag, u16* ang)
{
*mag = *ang = 0;
u32 exp_type = 0;
#ifdef HW_RVL
struct expansion_t exp;
memset( &exp, 0, sizeof(exp) ); // FIX: necessary? we only look at the struct if an expansion is connected...
if ( WPAD_Probe( pad, &exp_type) == 0) // check wiimote and expansion status (first if wiimote is connected & no errors)
{
WPAD_Expansion(pad, &exp); // expansion connected. get info
if (exp_type == WPAD_EXP_CLASSIC)
{
*ang = exp.classic.ljs.ang; // left cc joystick
*mag = exp.classic.ljs.mag;
}
else if (exp_type == WPAD_EXP_NUNCHUK)
{
*ang = exp.nunchuk.js.ang; // nunchuk joystick
*mag = exp.nunchuk.js.mag;
}
}
#endif
return exp_type; // return expansion type
}
/****************************************************************************
* Set the default mapping for NGC
****************************************************************************/
void
SetDefaultButtonMap ()
{
int maxcode = 0x10;
s9xcommand_t cmd;
/*** Joypad 1 ***/
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 A");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 B");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 X");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Y");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 L");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 R");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Select");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Start");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Up");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Down");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Left");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Right");
maxcode = 0x20;
/*** Joypad 2 ***/
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 A");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 B");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 X");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Y");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 L");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 R");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Select");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Start");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Up");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Down");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Left");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Right");
maxcode = 0x30;
/*** Joypad 3 ***/
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 A");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 B");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 X");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Y");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 L");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 R");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Select");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Start");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Up");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Down");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Left");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Right");
maxcode = 0x40;
/*** Joypad 4 ***/
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 A");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 B");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 X");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Y");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 L");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 R");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Select");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Start");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Up");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Down");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Left");
ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Right");
if (Settings.MultiPlayer5Master == false)
{
/*** Plugin 2 Joypads by default ***/
S9xSetController (0, CTL_JOYPAD, 0, 0, 0, 0);
S9xSetController (1, CTL_JOYPAD, 1, 0, 0, 0);
}
else
{
S9xSetController (0, CTL_JOYPAD, 0, 0, 0, 0);
S9xSetController (1, CTL_MP5, 1, 2, 3, -1);
}
}
/****************************************************************************
* Emulation loop
*
* The 'clock' timer is long gone.
* System now only uses vbl as hardware clock, so force PAL50 if you need 50hz
****************************************************************************/
/* Eke-Eke: initialize frame Sync */
extern void S9xInitSync();
extern u8 vmode_60hz;
int timerstyle;
void
emulate ()
{
S9xSetSoundMute (TRUE);
AudioStart ();
S9xInitSync();
/*
Set frametimer method
(timerstyle: 0=NTSC vblank, 1=PAL int timer)
*/
if ( Settings.PAL ) {
if(vmode_60hz == 1)
timerstyle = 1;
else
timerstyle = 0;
//timediffallowed = Settings.FrameTimePAL;
} else {
if(vmode_60hz == 1)
timerstyle = 0;
else
timerstyle = 1;
//timediffallowed = Settings.FrameTimeNTSC;
}
while (1)
{
S9xMainLoop ();
NGCReportButtons ();
}
}
/****************************************************************************
* MAIN
*
* Steps to Snes9x Emulation :
* 1. Initialise GC Video
* 2. Initialise libfreetype (Nice to read something)
* 3. Set S9xSettings to standard defaults (s9xconfig.h)
* 4. Allocate Snes9x Memory
* 5. Allocate APU Memory
* 6. Set Pixel format to RGB565 for GL Rendering
* 7. Initialise Snes9x/GC Sound System
* 8. Initialise Snes9x Graphics subsystem
* 9. Let's Party!
*
* NB: The SNES ROM is now delivered from ARAM. (AR_SNESROM)
* Any method of loading a ROM, RAM, DVD, SMB, SDCard,
* MUST place the unpacked ROM at this location.
* This provides a single consistent interface in memmap.cpp.
* Refer to that file if you need to change it.
****************************************************************************/
int
main ()
{
unsigned int save_flags;
/*** Initialise GC ***/
InitGCVideo (); /*** Get the ball rolling ***/
/*** Initialize libFAT and SD cards ***/
fatInitDefault();
//sdio_Startup(); // wii front sd
//sdgecko_initIODefault(); // sd gecko
/*** Initialize DVD subsystem ***/
DVD_Init ();
#ifdef FORCE_WII
isWii = TRUE;
#else
int drvid = dvd_driveid ();
if ( drvid == 4 || drvid == 6 || drvid == 8 )
isWii = FALSE;
else
isWii = TRUE;
#endif
2008-08-20 09:58:55 +02:00
#ifdef HW_RVL
WPAD_Init();
#endif
/*** Initialise freetype ***/
if (FT_Init ())
{
printf ("Cannot initialise font subsystem!\n");
while (1);
}
setfontsize (16);/***sets the font size.***/
/*** Set defaults ***/
DefaultSettings ();
S9xUnmapAllControls ();
SetDefaultButtonMap ();
printf ("Initialise Memory\n");
/*** Allocate SNES Memory ***/
if (!Memory.Init ())
while (1);
printf ("Initialise APU\n");
/*** Allocate APU ***/
if (!S9xInitAPU ())
while (1);
/*** Set Pixel Renderer to match 565 ***/
S9xSetRenderPixelFormat (RGB565);
/*** Initialise Snes Sound System ***/
S9xInitSound (5, TRUE, 1024);
printf ("Initialise GFX\n");
/*** Initialise Graphics ***/
setGFX ();
if (!S9xGraphicsInit ())
while (1);
legal ();
WaitButtonA ();
// Load preferences
quickLoadPrefs(SILENT);
// Correct any relevant saved settings that are invalid
Settings.FrameTimeNTSC = 16667;
Settings.FrameTimePAL = 20000;
if ( Settings.TurboSkipFrames <= Settings.SkipFrames )
Settings.TurboSkipFrames = 20;
/*** No appended ROM, so get the user to load one ***/
if (ARAM_ROMSIZE == 0)
{
while (ARAM_ROMSIZE == 0)
{
mainmenu ();
}
}
else
{
/*** Load ROM ***/
save_flags = CPU.Flags;
if (!Memory.LoadROM ("VIRTUAL.ROM"))
while (1);
CPU.Flags = save_flags;
/*** Load SRAM ***/
Memory.LoadSRAM ("DVD");
}
/*** Emulate ***/
emulate ();
/*** NO! - We're never leaving here ! ***/
while (1);
return 0;
}