snes9xgx/source/ngc/snes9xGX.cpp
2008-09-10 05:57:37 +00:00

444 lines
12 KiB
C++

/****************************************************************************
* 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 <wiiuse/wpad.h>
#include <sdcard/card_cmn.h>
#include <sdcard/wiisd_io.h>
#include <sdcard/card_io.h>
#include <fat.h>
#ifdef WII_DVD
#ifdef __cplusplus
extern "C" {
#include <di/di.h>
}
#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;
}