/**************************************************************************** * 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 #include #include #include #include #include #include #include #include #include #include #ifdef WII_DVD #ifdef __cplusplus extern "C" { #include } #endif #endif #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 "smbop.h" #include "video.h" #include "menudraw.h" #include "s9xconfig.h" #include "audio.h" #include "menu.h" #include "sram.h" #include "freeze.h" #include "preferences.h" #include "gctime.h" #include "button_mapping.h" #include "fileop.h" #include "input.h" #include "gui.h" unsigned long ARAM_ROMSIZE = 0; int ConfigRequested = 0; extern int FrameTimer; extern long long prev; extern unsigned int timediffallowed; extern void fat_enable_readahead_all(); /**************************************************************************** * setFrameTimerMethod() * change frametimer method depending on whether ROM is NTSC or PAL ****************************************************************************/ extern u8 vmode_60hz; int timerstyle; void setFrameTimerMethod() { /* 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; } return; } /**************************************************************************** * 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(); bool CheckVideo = 0; // for forcing video reset in video.cpp extern uint32 prevRenderedFrameCount; void emulate () { S9xSetSoundMute (TRUE); AudioStart (); S9xInitSync(); setFrameTimerMethod(); // set frametimer method every time a ROM is loaded while (1) { S9xMainLoop (); NGCReportButtons (); if (ConfigRequested) { // change to menu video mode ResetVideo_Menu (); if ( GCSettings.AutoSave == 1 ) { SaveSRAM ( GCSettings.SaveMethod, SILENT ); } else if ( GCSettings.AutoSave == 2 ) { if ( WaitPromptChoice ((char*)"Save Freeze State?", (char*)"Don't Save", (char*)"Save") ) NGCFreezeGame ( GCSettings.SaveMethod, SILENT ); } else if ( GCSettings.AutoSave == 3 ) { if ( WaitPromptChoice ((char*)"Save SRAM and Freeze State?", (char*)"Don't Save", (char*)"Save") ) { SaveSRAM(GCSettings.SaveMethod, SILENT ); NGCFreezeGame ( GCSettings.SaveMethod, SILENT ); } } // GUI Stuff /* gui_alloc(); gui_makebg (); gui_clearscreen(); gui_draw (); gui_showscreen (); //gui_savescreen (); */ mainmenu (3); // go to game menu FrameTimer = 0; setFrameTimerMethod (); // set frametimer method every time a ROM is loaded Settings.SuperScopeMaster = (GCSettings.Superscope > 0 ? true : false); Settings.MouseMaster = (GCSettings.Mouse > 0 ? true : false); Settings.JustifierMaster = (GCSettings.Justifier > 0 ? true : false); SetControllers (); //S9xReportControllers (); ConfigRequested = 0; CheckVideo = 1; // force video update prevRenderedFrameCount = IPPU.RenderedFramesCount; }//if ConfigRequested }//while } /**************************************************************************** * 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 () { #ifdef WII_DVD DI_Init(); // first #endif unsigned int save_flags; int selectedMenu = -1; #ifdef HW_RVL WPAD_Init(); // read wiimote accelerometer and IR data WPAD_SetDataFormat(WPAD_CHAN_ALL,WPAD_FMT_BTNS_ACC_IR); WPAD_SetVRes(WPAD_CHAN_ALL,640,480); #endif // Initialise video InitGCVideo (); // Initialise freetype font system if (FT_Init ()) { printf ("Cannot initialise font subsystem!\n"); while (1); } unpackbackdrop (); // Set defaults DefaultSettings (); S9xUnmapAllControls (); SetDefaultButtonMap (); // Allocate SNES Memory if (!Memory.Init ()) while (1); // Allocate APU if (!S9xInitAPU ()) while (1); // Set Pixel Renderer to match 565 S9xSetRenderPixelFormat (RGB565); // Initialise Snes Sound System S9xInitSound (5, TRUE, 1024); // Initialise Graphics setGFX (); if (!S9xGraphicsInit ()) while (1); // Initialize libFAT for SD and USB fatInitDefault(); // Initialize DVD subsystem (GameCube only) #ifndef HW_RVL DVD_Init (); #endif // Check if DVD drive belongs to a Wii SetDVDDriveType(); // Load preferences if(!LoadPrefs()) { WaitPrompt((char*) "Preferences reset - check settings!"); selectedMenu = 2; // change to preferences menu } // No appended ROM, so get the user to load one if (ARAM_ROMSIZE == 0) { while (ARAM_ROMSIZE == 0) { mainmenu (selectedMenu); } } 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; }