mirror of
https://github.com/dborth/snes9xgx.git
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321 lines
9.4 KiB
C++
321 lines
9.4 KiB
C++
/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2007 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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#include <math.h>
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#include <stdlib.h>
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#include "c4.h"
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#include "memmap.h"
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extern "C" {
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short C4WFXVal;
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short C4WFYVal;
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short C4WFZVal;
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short C4WFX2Val;
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short C4WFY2Val;
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short C4WFDist;
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short C4WFScale;
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static double tanval;
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static double c4x, c4y, c4z;
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static double c4x2, c4y2, c4z2;
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void C4TransfWireFrame ()
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{
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c4x = (double) C4WFXVal;
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c4y = (double) C4WFYVal;
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c4z = (double) C4WFZVal - 0x95;
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// Rotate X
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tanval = -(double) C4WFX2Val * 3.14159265 * 2 / 128;
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c4y2 = c4y * cos (tanval) - c4z * sin (tanval);
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c4z2 = c4y * sin (tanval) + c4z * cos (tanval);
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// Rotate Y
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tanval = -(double)C4WFY2Val*3.14159265*2/128;
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c4x2 = c4x * cos (tanval) + c4z2 * sin (tanval);
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c4z = c4x * - sin (tanval) + c4z2 * cos (tanval);
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// Rotate Z
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tanval = -(double) C4WFDist * 3.14159265*2 / 128;
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c4x = c4x2 * cos (tanval) - c4y2 * sin (tanval);
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c4y = c4x2 * sin (tanval) + c4y2 * cos (tanval);
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// Scale
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C4WFXVal = (short) (c4x*(double)C4WFScale/(0x90*(c4z+0x95))*0x95);
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C4WFYVal = (short) (c4y*(double)C4WFScale/(0x90*(c4z+0x95))*0x95);
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}
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void C4TransfWireFrame2 ()
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{
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c4x = (double)C4WFXVal;
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c4y = (double)C4WFYVal;
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c4z = (double)C4WFZVal;
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// Rotate X
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tanval = -(double) C4WFX2Val * 3.14159265 * 2 / 128;
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c4y2 = c4y * cos (tanval) - c4z * sin (tanval);
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c4z2 = c4y * sin (tanval) + c4z * cos (tanval);
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// Rotate Y
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tanval = -(double) C4WFY2Val * 3.14159265 * 2 / 128;
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c4x2 = c4x * cos (tanval) + c4z2 * sin (tanval);
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c4z = c4x * -sin (tanval) + c4z2 * cos (tanval);
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// Rotate Z
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tanval = -(double)C4WFDist * 3.14159265 * 2 / 128;
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c4x = c4x2 * cos (tanval) - c4y2 * sin (tanval);
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c4y = c4x2 * sin (tanval) + c4y2 * cos (tanval);
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// Scale
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C4WFXVal =(short)(c4x * (double)C4WFScale / 0x100);
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C4WFYVal =(short)(c4y * (double)C4WFScale / 0x100);
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}
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void C4CalcWireFrame ()
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{
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C4WFXVal = C4WFX2Val - C4WFXVal;
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C4WFYVal = C4WFY2Val - C4WFYVal;
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if (abs (C4WFXVal) > abs (C4WFYVal))
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{
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C4WFDist = abs (C4WFXVal) + 1;
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C4WFYVal = (short) (256 * (double) C4WFYVal / abs (C4WFXVal));
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if (C4WFXVal < 0)
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C4WFXVal = -256;
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else
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C4WFXVal = 256;
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}
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else
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{
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if (C4WFYVal != 0)
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{
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C4WFDist = abs(C4WFYVal)+1;
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C4WFXVal = (short) (256 * (double)C4WFXVal / abs (C4WFYVal));
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if (C4WFYVal < 0)
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C4WFYVal = -256;
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else
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C4WFYVal = 256;
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}
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else
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C4WFDist = 0;
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}
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}
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short C41FXVal;
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short C41FYVal;
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short C41FAngleRes;
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short C41FDist;
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short C41FDistVal;
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void C4Op1F ()
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{
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if (C41FXVal == 0)
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{
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if (C41FYVal > 0)
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C41FAngleRes = 0x80;
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else
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C41FAngleRes = 0x180;
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}
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else
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{
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tanval = (double) C41FYVal / C41FXVal;
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C41FAngleRes = (short) (atan (tanval) / (3.141592675 * 2) * 512);
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C41FAngleRes = C41FAngleRes;
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if (C41FXVal< 0)
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C41FAngleRes += 0x100;
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C41FAngleRes &= 0x1FF;
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}
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}
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void C4Op15()
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{
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tanval = sqrt ((double) C41FYVal * C41FYVal + (double) C41FXVal * C41FXVal);
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C41FDist = (short) tanval;
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}
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void C4Op0D()
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{
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tanval = sqrt ((double) C41FYVal * C41FYVal + (double) C41FXVal * C41FXVal);
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tanval = C41FDistVal / tanval;
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C41FYVal = (short) (C41FYVal * tanval * 0.99);
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C41FXVal = (short) (C41FXVal * tanval * 0.98);
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}
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#ifdef ZSNES_C4
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EXTERN_C void C4LoaDMem(char *C4RAM)
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{
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memmove(C4RAM+(READ_WORD(C4RAM+0x1f45)&0x1fff),
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C4GetMemPointer(READ_3WORD(C4RAM+0x1f40)),
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READ_WORD(C4RAM+0x1f43));
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}
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#endif
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uint8 *S9xGetBasePointerC4 (uint16 Address)
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{
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if((Address&~MEMMAP_MASK)>=(0x7f40&~MEMMAP_MASK) &&
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(Address&~MEMMAP_MASK)<=(0x7f5e&~MEMMAP_MASK)){
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return NULL;
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}
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return Memory.C4RAM-0x6000;
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}
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}//end extern C
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