mirror of
https://github.com/dborth/snes9xgx.git
synced 2024-12-05 00:44:19 +01:00
fb27030208
- added: classic and nunchuk support - added: all controllers can now be configured - added: GC version (untested) - changed: mappings are no longer stored in SRAM, but in config file. This means no per-game configurations, but one global config per controller. - one makefile to make all versions. (thanks to snes9x143 SVN)
341 lines
9.9 KiB
C
341 lines
9.9 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) 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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#ifndef _NETPLAY_H_
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#define _NETPLAY_H_
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/*
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* Client to server joypad update
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*
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* magic 1
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* sequence_no 1
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* opcode 1
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* joypad data 4
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*
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* Server to client joypad update
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* magic 1
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* sequence_no 1
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* opcode 1 + num joypads (top 3 bits)
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* joypad data 4 * n
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*/
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//#define NP_DEBUG 1
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#define NP_VERSION 10
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#define NP_JOYPAD_HIST_SIZE 120
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#define NP_DEFAULT_PORT 6096
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#define NP_MAX_CLIENTS 5
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#define NP_SERV_MAGIC 'S'
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#define NP_CLNT_MAGIC 'C'
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#define NP_CLNT_HELLO 0
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#define NP_CLNT_JOYPAD 1
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#define NP_CLNT_RESET 2
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#define NP_CLNT_PAUSE 3
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#define NP_CLNT_LOAD_ROM 4
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#define NP_CLNT_ROM_IMAGE 5
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#define NP_CLNT_FREEZE_FILE 6
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#define NP_CLNT_SRAM_DATA 7
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#define NP_CLNT_READY 8
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#define NP_CLNT_LOADED_ROM 9
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#define NP_CLNT_RECEIVED_ROM_IMAGE 10
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#define NP_CLNT_WAITING_FOR_ROM_IMAGE 11
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#define NP_SERV_HELLO 0
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#define NP_SERV_JOYPAD 1
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#define NP_SERV_RESET 2
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#define NP_SERV_PAUSE 3
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#define NP_SERV_LOAD_ROM 4
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#define NP_SERV_ROM_IMAGE 5
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#define NP_SERV_FREEZE_FILE 6
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#define NP_SERV_SRAM_DATA 7
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#define NP_SERV_READY 8
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struct SNPClient
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{
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volatile uint8 SendSequenceNum;
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volatile uint8 ReceiveSequenceNum;
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volatile bool8 Connected;
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volatile bool8 SaidHello;
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volatile bool8 Paused;
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volatile bool8 Ready;
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int Socket;
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char *ROMName;
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char *HostName;
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char *Who;
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};
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enum {
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NP_SERVER_SEND_ROM_IMAGE,
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NP_SERVER_SYNC_ALL,
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NP_SERVER_SYNC_CLIENT,
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NP_SERVER_SEND_FREEZE_FILE_ALL,
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NP_SERVER_SEND_ROM_LOAD_REQUEST_ALL,
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NP_SERVER_RESET_ALL,
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NP_SERVER_SEND_SRAM_ALL,
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NP_SERVER_SEND_SRAM
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};
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#define NP_MAX_TASKS 20
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struct NPServerTask
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{
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uint32 Task;
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void *Data;
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};
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struct SNPServer
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{
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struct SNPClient Clients [NP_MAX_CLIENTS];
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int NumClients;
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volatile struct NPServerTask TaskQueue [NP_MAX_TASKS];
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volatile uint32 TaskHead;
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volatile uint32 TaskTail;
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int Socket;
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uint32 FrameTime;
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uint32 FrameCount;
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char ROMName [30];
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uint32 Joypads [5];
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bool8 ClientPaused;
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uint32 Paused;
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bool8 SendROMImageOnConnect;
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bool8 SyncByReset;
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};
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#define NP_MAX_ACTION_LEN 200
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struct SNetPlay
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{
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volatile uint8 MySequenceNum;
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volatile uint8 ServerSequenceNum;
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volatile bool8 Connected;
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volatile bool8 Abort;
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volatile uint8 Player;
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volatile bool8 ClientsReady [NP_MAX_CLIENTS];
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volatile bool8 ClientsPaused [NP_MAX_CLIENTS];
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volatile bool8 Paused;
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volatile bool8 PendingWait4Sync;
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volatile uint8 PercentageComplete;
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volatile bool8 Waiting4EmulationThread;
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volatile bool8 Answer;
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#ifdef __WIN32__
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HANDLE ReplyEvent;
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#endif
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volatile int Socket;
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char *ServerHostName;
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char *ROMName;
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int Port;
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volatile uint32 JoypadWriteInd;
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volatile uint32 JoypadReadInd;
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uint32 Joypads [NP_JOYPAD_HIST_SIZE][NP_MAX_CLIENTS];
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uint32 Frame [NP_JOYPAD_HIST_SIZE];
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uint32 FrameCount;
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uint32 MaxFrameSkip;
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uint32 MaxBehindFrameCount;
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char ActionMsg [NP_MAX_ACTION_LEN];
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char ErrorMsg [NP_MAX_ACTION_LEN];
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char WarningMsg [NP_MAX_ACTION_LEN];
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};
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extern "C" struct SNetPlay NetPlay;
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//
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// NETPLAY_CLIENT_HELLO message format:
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// header
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// frame_time (4)
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// ROMName (variable)
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#define WRITE_LONG(p, v) { \
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*((p) + 0) = (uint8) ((v) >> 24); \
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*((p) + 1) = (uint8) ((v) >> 16); \
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*((p) + 2) = (uint8) ((v) >> 8); \
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*((p) + 3) = (uint8) ((v) >> 0); \
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}
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#define READ_LONG(p) \
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((((uint8) *((p) + 0)) << 24) | \
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(((uint8) *((p) + 1)) << 16) | \
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(((uint8) *((p) + 2)) << 8) | \
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(((uint8) *((p) + 3)) << 0))
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bool8 S9xNPConnectToServer (const char *server_name, int port,
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const char *rom_name);
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bool8 S9xNPWaitForHeartBeat ();
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uint32 S9xNPGetJoypad (int which1);
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bool8 S9xNPSendJoypadUpdate (uint32 joypad);
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void S9xNPDisconnect ();
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bool8 S9xNPInitialise ();
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bool8 S9xNPSendData (int fd, const uint8 *data, int len);
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bool8 S9xNPGetData (int fd, uint8 *data, int len);
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void S9xNPSyncClients ();
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void S9xNPStepJoypadHistory ();
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void S9xNPResetJoypadReadPos ();
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bool8 S9xNPSendReady (uint8 op = NP_CLNT_READY);
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bool8 S9xNPSendPause (bool8 pause);
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void S9xNPReset ();
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void S9xNPSetAction (const char *action, bool8 force = FALSE);
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void S9xNPSetError (const char *error);
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void S9xNPSetWarning (const char *warning);
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void S9xNPDiscardHeartbeats ();
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void S9xNPServerQueueSendingFreezeFile (const char *filename);
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void S9xNPServerQueueSyncAll ();
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void S9xNPServerQueueSendingROMImage ();
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void S9xNPServerQueueSendingLoadROMRequest (const char *filename);
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void S9xNPServerAddTask (uint32 task, void *data);
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bool8 S9xNPStartServer (int port);
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void S9xNPStopServer ();
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#ifdef __WIN32__
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#define S9xGetMilliTime timeGetTime
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#else
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uint32 S9xGetMilliTime ();
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#endif
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#endif
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