mirror of
https://github.com/dborth/snes9xgx.git
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613 lines
17 KiB
C++
613 lines
17 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 "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 "video.h"
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#include "ftfont.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 "memfile.h"
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#include "preferences.h"
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#include "gctime.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 tb_t prev;
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extern unsigned int timediffallowed;
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/****************************************************************************
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* Controller Functions
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*
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* The following map the NGC Pads to the *NEW* controller system.
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****************************************************************************/
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#define ASSIGN_BUTTON_TRUE( keycode, snescmd ) \
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S9xMapButton( keycode, cmd = S9xGetCommandT(snescmd), true)
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#define ASSIGN_BUTTON_FALSE( keycode, snescmd ) \
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S9xMapButton( keycode, cmd = S9xGetCommandT(snescmd), false)
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#define MAXJP 12
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int padcal = 50;
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unsigned short gcpadmap[] = { PAD_BUTTON_A, PAD_BUTTON_B,
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PAD_BUTTON_X, PAD_BUTTON_Y,
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PAD_TRIGGER_L, PAD_TRIGGER_R,
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PAD_TRIGGER_Z, PAD_BUTTON_START,
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PAD_BUTTON_UP, PAD_BUTTON_DOWN,
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PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT
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};
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#if 0
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/****************************************************************************
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* decodepad
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* Called per pad with offset
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****************************************************************************/
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void
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decodepadold (int pad)
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{
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int i, offset;
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signed char x, y;
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unsigned short jp;
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/*** Do analogue updates ***/
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x = PAD_StickX (pad);
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y = PAD_StickY (pad);
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jp = PAD_ButtonsHeld (pad);
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/*** Recalc left / right ***/
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if (x < -padcal)
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jp |= PAD_BUTTON_LEFT;
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if (x > padcal)
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jp |= PAD_BUTTON_RIGHT;
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/*** Recalc up / down ***/
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if (y > padcal)
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jp |= PAD_BUTTON_UP;
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if (y < -padcal)
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jp |= PAD_BUTTON_DOWN;
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/*** Fix offset to pad ***/
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offset = ((pad + 1) << 4);
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for (i = 0; i < MAXJP; i++)
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{
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if (jp & gcpadmap[i])
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S9xReportButton (offset + i, true);
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else
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S9xReportButton (offset + i, false);
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}
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}
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#endif
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/****************************************************************************
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* This is the joypad algorithm submitted by Krullo.
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****************************************************************************/
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void
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decodepad (int pad)
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{
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int i, offset;
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signed char x, y;
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unsigned short jp;
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float t;
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/*** Do analogue updates ***/
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x = PAD_StickX (pad);
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y = PAD_StickY (pad);
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jp = PAD_ButtonsHeld (pad);
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/*** Is XY inside the "zone"? ***/
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if (x * x + y * y > padcal * padcal)
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{
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/*** we don't want division by ZERO ***/
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if (x > 0 && y == 0)
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jp |= PAD_BUTTON_RIGHT;
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if (x < 0 && y == 0)
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jp |= PAD_BUTTON_LEFT;
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if (x == 0 && y > 0)
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jp |= PAD_BUTTON_UP;
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if (x == 0 && y < 0)
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jp |= PAD_BUTTON_DOWN;
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if (x != 0 && y != 0)
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{
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/*** Recalc left / right ***/
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t = (float) y / x;
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if (t >= -2.41421356237 && t < 2.41421356237)
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{
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if (x >= 0)
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jp |= PAD_BUTTON_RIGHT;
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else
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jp |= PAD_BUTTON_LEFT;
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}
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/*** Recalc up / down ***/
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t = (float) x / y;
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if (t >= -2.41421356237 && t < 2.41421356237)
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{
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if (y >= 0)
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jp |= PAD_BUTTON_UP;
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else
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jp |= PAD_BUTTON_DOWN;
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}
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}
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}
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/*** Fix offset to pad ***/
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offset = ((pad + 1) << 4);
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for (i = 0; i < MAXJP; i++)
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{
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if (jp & gcpadmap[i])
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S9xReportButton (offset + i, true);
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else
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S9xReportButton (offset + i, false);
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}
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}
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/****************************************************************************
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* NGCReportButtons
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* Called on each rendered frame
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****************************************************************************/
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void
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NGCReportButtons ()
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{
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s8 px = PAD_SubStickX (0);
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s8 py = PAD_SubStickY (0);
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u16 pb = PAD_ButtonsHeld (0);
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/*** Check for video zoom ***/
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if (GCSettings.NGCZoom)
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{
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if (py < -18 || py > 18)
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zoom ((float) py / -18);
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}
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Settings.TurboMode = (px > 70);
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/*** Check for menu:
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CStick left
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OR "L+R+X+Y" (eg. Hombrew/Adapted SNES controllers) ***/
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if ((px < -70) ||
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((pb & PAD_TRIGGER_L) &&
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(pb & PAD_TRIGGER_R ) &&
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(pb & PAD_BUTTON_X) &&
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(pb & PAD_BUTTON_Y ))
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)
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{
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ConfigRequested = 1;
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VIDEO_WaitVSync ();
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if ( GCSettings.AutoSave == 1 )
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{
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if ( WaitPromptChoice ("Save SRAM?", "Don't Save", "Save") )
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quickSaveSRAM ( SILENT );
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}
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else if ( GCSettings.AutoSave == 2 )
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{
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if ( WaitPromptChoice ("Save Freeze State?", "Don't Save", "Save") )
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quickSaveFreeze ( SILENT );
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}
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else if ( GCSettings.AutoSave == 3 )
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{
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if ( WaitPromptChoice ("Save SRAM and Freeze State?", "Don't Save", "Save") )
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{
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quickSaveSRAM ( SILENT );
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quickSaveFreeze ( SILENT );
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}
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}
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mainmenu ();
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FrameTimer = 0;
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ConfigRequested = 0;
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}
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else
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{
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int j = (Settings.MultiPlayer5Master == true ? 4 : 2);
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for (int i = 0; i < j; i++)
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decodepad (i);
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}
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}
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/****************************************************************************
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* Set the default mapping for NGC
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****************************************************************************/
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void
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SetDefaultButtonMap ()
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{
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int maxcode = 0x10;
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s9xcommand_t cmd;
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/*** Joypad 1 ***/
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 A");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 B");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 X");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Y");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 L");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 R");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Select");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Start");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Up");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Down");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Left");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad1 Right");
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maxcode = 0x20;
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/*** Joypad 2 ***/
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 A");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 B");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 X");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Y");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 L");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 R");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Select");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Start");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Up");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Down");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Left");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad2 Right");
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maxcode = 0x30;
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/*** Joypad 3 ***/
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 A");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 B");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 X");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Y");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 L");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 R");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Select");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Start");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Up");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Down");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Left");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad3 Right");
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maxcode = 0x40;
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/*** Joypad 4 ***/
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 A");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 B");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 X");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Y");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 L");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 R");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Select");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Start");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Up");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Down");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Left");
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ASSIGN_BUTTON_FALSE (maxcode++, "Joypad4 Right");
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if (Settings.MultiPlayer5Master == false)
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{
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/*** Plugin 2 Joypads by default ***/
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S9xSetController (0, CTL_JOYPAD, 0, 0, 0, 0);
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S9xSetController (1, CTL_JOYPAD, 1, 0, 0, 0);
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}
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else
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{
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S9xSetController (0, CTL_JOYPAD, 0, 0, 0, 0);
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S9xSetController (1, CTL_MP5, 1, 2, 3, -1);
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}
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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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void
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emulate ()
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{
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S9xSetSoundMute (TRUE);
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// FrameTimer = 0;
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AudioStart ();
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S9xInitSync();
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while (1)
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{
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S9xMainLoop ();
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NGCReportButtons ();
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}
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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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unsigned int save_flags;
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/*** Initialise GC ***/
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InitGCVideo (); /*** Get the ball rolling ***/
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#ifdef FORCE_WII
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isWii = TRUE;
|
|
#else
|
|
int drvid = dvd_driveid ();
|
|
if ( drvid == 4 || drvid == 6 || drvid == 8 )
|
|
isWii = FALSE;
|
|
else
|
|
isWii = TRUE;
|
|
#endif
|
|
|
|
/*** Initialise freetype ***/
|
|
if (FT_Init ())
|
|
{
|
|
printf ("Cannot initialise font subsystem!\n");
|
|
while (1);
|
|
}
|
|
|
|
/*** 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");
|
|
|
|
if ( GCSettings.AutoLoad == 1 )
|
|
quickLoadSRAM ( SILENT );
|
|
else if ( GCSettings.AutoLoad == 2 )
|
|
quickLoadFreeze ( SILENT );
|
|
}
|
|
/*** Emulate ***/
|
|
emulate ();
|
|
|
|
/*** NO! - We're never leaving here ! ***/
|
|
while (1);
|
|
return 0;
|
|
|
|
}
|