mirror of
https://github.com/dborth/snes9xgx.git
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444 lines
12 KiB
C++
444 lines
12 KiB
C++
/****************************************************************************
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* Snes9x 1.50
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*
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* Nintendo Gamecube Port
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* softdev July 2006
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* crunchy2 May 2007-July 2007
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*
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* snes9xGX.cpp
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*
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* This file controls overall program flow. Most things start and end here!
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****************************************************************************/
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/****************************************************************************
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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) and
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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 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com),
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Nach (n-a-c-h@users.sourceforge.net), and
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zones (kasumitokoduck@yahoo.com)
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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 filter
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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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 <gccore.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include <sdcard/card_cmn.h>
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#include <sdcard/wiisd_io.h>
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#include <sdcard/card_io.h>
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#include <fat.h>
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#ifdef WII_DVD
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#ifdef __cplusplus
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extern "C" {
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#include <di/di.h>
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}
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#endif
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#endif
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#include "snes9x.h"
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#include "memmap.h"
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#include "debug.h"
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#include "cpuexec.h"
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#include "ppu.h"
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#include "apu.h"
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#include "display.h"
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#include "gfx.h"
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#include "soundux.h"
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#include "spc700.h"
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#include "spc7110.h"
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#include "controls.h"
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#include "snes9xGX.h"
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#include "dvd.h"
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#include "smbop.h"
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#include "video.h"
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#include "menudraw.h"
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#include "s9xconfig.h"
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#include "audio.h"
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#include "menu.h"
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#include "sram.h"
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#include "freeze.h"
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#include "preferences.h"
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#include "gctime.h"
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#include "button_mapping.h"
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#include "fileop.h"
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#include "input.h"
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#include "gui.h"
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unsigned long ARAM_ROMSIZE = 0;
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int ConfigRequested = 0;
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extern int FrameTimer;
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extern long long prev;
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extern unsigned int timediffallowed;
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extern void fat_enable_readahead_all();
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/****************************************************************************
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* setFrameTimerMethod()
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* change frametimer method depending on whether ROM is NTSC or PAL
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****************************************************************************/
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extern u8 vmode_60hz;
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int timerstyle;
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void setFrameTimerMethod()
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{
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/*
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Set frametimer method
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(timerstyle: 0=NTSC vblank, 1=PAL int timer)
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*/
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if ( Settings.PAL ) {
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if(vmode_60hz == 1)
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timerstyle = 1;
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else
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timerstyle = 0;
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//timediffallowed = Settings.FrameTimePAL;
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} else {
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if(vmode_60hz == 1)
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timerstyle = 0;
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else
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timerstyle = 1;
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//timediffallowed = Settings.FrameTimeNTSC;
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}
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return;
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}
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/****************************************************************************
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* Emulation loop
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*
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* The 'clock' timer is long gone.
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* System now only uses vbl as hardware clock, so force PAL50 if you need 50hz
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****************************************************************************/
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/* Eke-Eke: initialize frame Sync */
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extern void S9xInitSync();
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bool CheckVideo = 0; // for forcing video reset in video.cpp
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extern uint32 prevRenderedFrameCount;
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void
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emulate ()
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{
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S9xSetSoundMute (TRUE);
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AudioStart ();
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S9xInitSync();
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setFrameTimerMethod(); // set frametimer method every time a ROM is loaded
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while (1)
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{
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S9xMainLoop ();
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NGCReportButtons ();
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if (ConfigRequested)
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{
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// change to menu video mode
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ResetVideo_Menu ();
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if ( GCSettings.AutoSave == 1 )
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{
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SaveSRAM ( GCSettings.SaveMethod, SILENT );
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}
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else if ( GCSettings.AutoSave == 2 )
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{
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if ( WaitPromptChoice ((char*)"Save Freeze State?", (char*)"Don't Save", (char*)"Save") )
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NGCFreezeGame ( GCSettings.SaveMethod, SILENT );
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}
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else if ( GCSettings.AutoSave == 3 )
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{
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if ( WaitPromptChoice ((char*)"Save SRAM and Freeze State?", (char*)"Don't Save", (char*)"Save") )
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{
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SaveSRAM(GCSettings.SaveMethod, SILENT );
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NGCFreezeGame ( GCSettings.SaveMethod, SILENT );
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}
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}
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// GUI Stuff
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/*
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gui_alloc();
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gui_makebg ();
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gui_clearscreen();
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gui_draw ();
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gui_showscreen ();
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//gui_savescreen ();
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*/
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mainmenu (3); // go to game menu
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FrameTimer = 0;
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setFrameTimerMethod (); // set frametimer method every time a ROM is loaded
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Settings.SuperScopeMaster = (GCSettings.Superscope > 0 ? true : false);
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Settings.MouseMaster = (GCSettings.Mouse > 0 ? true : false);
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Settings.JustifierMaster = (GCSettings.Justifier > 0 ? true : false);
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SetControllers ();
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//S9xReportControllers ();
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ConfigRequested = 0;
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CheckVideo = 1; // force video update
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prevRenderedFrameCount = IPPU.RenderedFramesCount;
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}//if ConfigRequested
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}//while
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}
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/****************************************************************************
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* MAIN
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*
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* Steps to Snes9x Emulation :
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* 1. Initialise GC Video
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* 2. Initialise libfreetype (Nice to read something)
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* 3. Set S9xSettings to standard defaults (s9xconfig.h)
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* 4. Allocate Snes9x Memory
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* 5. Allocate APU Memory
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* 6. Set Pixel format to RGB565 for GL Rendering
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* 7. Initialise Snes9x/GC Sound System
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* 8. Initialise Snes9x Graphics subsystem
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* 9. Let's Party!
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*
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* NB: The SNES ROM is now delivered from ARAM. (AR_SNESROM)
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* Any method of loading a ROM, RAM, DVD, SMB, SDCard,
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* MUST place the unpacked ROM at this location.
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* This provides a single consistent interface in memmap.cpp.
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* Refer to that file if you need to change it.
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****************************************************************************/
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int
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main ()
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{
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#ifdef WII_DVD
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DI_Init(); // first
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#endif
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unsigned int save_flags;
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int selectedMenu = -1;
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#ifdef HW_RVL
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WPAD_Init();
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// read wiimote accelerometer and IR data
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WPAD_SetDataFormat(WPAD_CHAN_ALL,WPAD_FMT_BTNS_ACC_IR);
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WPAD_SetVRes(WPAD_CHAN_ALL,640,480);
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#endif
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// Initialise video
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InitGCVideo ();
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// Initialise freetype font system
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if (FT_Init ())
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{
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printf ("Cannot initialise font subsystem!\n");
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while (1);
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}
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unpackbackdrop ();
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// Set defaults
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DefaultSettings ();
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S9xUnmapAllControls ();
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SetDefaultButtonMap ();
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// Allocate SNES Memory
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if (!Memory.Init ())
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while (1);
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// Allocate APU
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if (!S9xInitAPU ())
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while (1);
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// Set Pixel Renderer to match 565
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S9xSetRenderPixelFormat (RGB565);
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// Initialise Snes Sound System
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S9xInitSound (5, TRUE, 1024);
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// Initialise Graphics
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setGFX ();
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if (!S9xGraphicsInit ())
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while (1);
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// Initialize libFAT for SD and USB
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fatInitDefault();
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// Initialize DVD subsystem (GameCube only)
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#ifndef HW_RVL
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DVD_Init ();
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#endif
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// Check if DVD drive belongs to a Wii
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SetDVDDriveType();
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// Load preferences
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if(!LoadPrefs())
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{
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WaitPrompt((char*) "Preferences reset - check settings!");
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selectedMenu = 2; // change to preferences menu
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}
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// No appended ROM, so get the user to load one
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if (ARAM_ROMSIZE == 0)
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{
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while (ARAM_ROMSIZE == 0)
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{
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mainmenu (selectedMenu);
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}
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}
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else
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{
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/*** Load ROM ***/
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save_flags = CPU.Flags;
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if (!Memory.LoadROM ("VIRTUAL.ROM"))
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while (1);
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CPU.Flags = save_flags;
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/*** Load SRAM ***/
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//Memory.LoadSRAM ("DVD");
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}
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/*** Emulate ***/
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emulate ();
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/*** NO! - We're never leaving here ! ***/
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while (1);
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return 0;
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}
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