vbagx/source/ngc/vbasupport.cpp

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/****************************************************************************
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* Visual Boy Advance GX
*
* Tantric September 2008
*
* vbasupport.cpp
*
* VBA support code
***************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <wiiuse/wpad.h>
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#include <malloc.h>
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#include <ogc/lwp_watchdog.h>
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#include "pngu.h"
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#include "unzip.h"
#include "Util.h"
#include "common/Port.h"
#include "gba/Flash.h"
#include "common/Patch.h"
#include "gba/RTC.h"
#include "gba/Sound.h"
#include "gba/Cheats.h"
#include "gba/GBA.h"
#include "gba/agbprint.h"
#include "gb/gb.h"
#include "gb/gbGlobals.h"
#include "gb/gbCheats.h"
#include "gb/gbSound.h"
#include "vba.h"
#include "fileop.h"
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#include "filebrowser.h"
#include "audio.h"
#include "vmmem.h"
#include "input.h"
#include "gameinput.h"
#include "video.h"
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#include "menu.h"
#include "gcunzip.h"
#include "gamesettings.h"
#include "preferences.h"
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#include "fastmath.h"
//#define CARLLOG
static u32 start;
int cartridgeType = 0;
u32 RomIdCode;
char RomTitle[17];
int SunBars = 3;
bool TiltSideways = false;
/****************************************************************************
* VBA Globals
***************************************************************************/
int systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
int systemDebug = 0;
int emulating = 0;
int systemFrameSkip = 0;
int systemVerbose = 0;
int systemRedShift = 0;
int systemBlueShift = 0;
int systemGreenShift = 0;
int systemColorDepth = 0;
u16 systemGbPalette[24];
u16 systemColorMap16[0x10000];
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u32 *systemColorMap32 = NULL;
void gbSetPalette(u32 RRGGBB[]);
bool StartColorizing();
void StopColorizing();
extern bool ColorizeGameboy;
extern u16 systemMonoPalette[14];
void gbSetBgPal(u8 WhichPal, u32 bright, u32 medium, u32 dark, u32 black=0x000000);
void gbSetSpritePal(u8 WhichPal, u32 bright, u32 medium, u32 dark);
struct EmulatedSystem emulator =
{
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
false,
0
};
/****************************************************************************
* systemGetClock
*
* Returns number of milliseconds since program start
****************************************************************************/
u32 systemGetClock( void )
{
u32 now = gettime();
return diff_usec(start, now) / 1000;
}
void systemFrame() {}
void systemScreenCapture(int a) {}
void systemShowSpeed(int speed) {}
void systemGbBorderOn() {}
bool systemPauseOnFrame()
{
return false;
}
static u32 lastTime = 0;
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#define RATE60HZ 166666.67f // 1/6 second or 166666.67 usec
void system10Frames(int rate)
{
u32 time = gettime();
u32 diff = diff_usec(lastTime, time);
// expected diff - actual diff
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u32 timeOff = ftou(RATE60HZ - utof(diff));
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if(timeOff < 100000u)
usleep(timeOff); // let's take a nap
else
timeOff = 0; // timeoff was not valid
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int speed = int((RATE60HZ/utof(diff))*100.0f);
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if (cartridgeType == 2) // GBA games require frameskipping
{
// consider increasing skip
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if(speed < 60)
systemFrameSkip += 4;
else if(speed < 70)
systemFrameSkip += 3;
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else if(speed < 80)
systemFrameSkip += 2;
else if(speed < 98)
++systemFrameSkip;
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// consider decreasing skip
else if(speed > 185)
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systemFrameSkip -= 3;
else if(speed > 145)
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systemFrameSkip -= 2;
else if(speed > 125)
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--systemFrameSkip;
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// correct invalid frame skip values
if(systemFrameSkip > 20)
systemFrameSkip = 20;
else if(systemFrameSkip < 0)
systemFrameSkip = 0;
}
lastTime = gettime();
}
/****************************************************************************
* System
****************************************************************************/
void systemGbPrint(u8 *data,int pages,int feed,int palette, int contrast) {}
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void debuggerOutput(const char *s, u32 addr) {}
void (*dbgOutput)(const char *s, u32 addr) = debuggerOutput;
void systemMessage(int num, const char *msg, ...) {}
bool MemCPUReadBatteryFile(char * membuffer, int size)
{
systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
if(size == 512 || size == 0x2000)
{
memcpy(eepromData, membuffer, size);
}
else
{
if(size == 0x20000)
{
memcpy(flashSaveMemory, membuffer, 0x20000);
flashSetSize(0x20000);
}
else
{
memcpy(flashSaveMemory, membuffer, 0x10000);
flashSetSize(0x10000);
}
}
return true;
}
extern int gbaSaveType;
int MemCPUWriteBatteryFile(char * membuffer)
{
int result = 0;
if(gbaSaveType == 0)
{
if(eepromInUse)
gbaSaveType = 3;
else
switch(saveType)
{
case 1:
gbaSaveType = 1;
break;
case 2:
gbaSaveType = 2;
break;
}
}
if((gbaSaveType) && (gbaSaveType!=5))
{
// only save if Flash/Sram in use or EEprom in use
if(gbaSaveType != 3)
{
if(gbaSaveType == 2)
{
memcpy(membuffer, flashSaveMemory, flashSize);
result = flashSize;
}
else
{
memcpy(membuffer, flashSaveMemory, 0x10000);
result = 0x10000;
}
}
else
{
memcpy(membuffer, eepromData, eepromSize);
result = eepromSize;
}
}
return result;
}
/****************************************************************************
* LoadBatteryOrState
* Load Battery/State file into memory
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* action = FILE_SRAM - Load battery
* action = FILE_SNAPSHOT - Load state
****************************************************************************/
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bool LoadBatteryOrState(char * filepath, int action, bool silent)
{
bool result = false;
int offset = 0;
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int device;
if(!FindDevice(filepath, &device))
return 0;
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AllocSaveBuffer();
// load the file into savebuffer
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offset = LoadFile(filepath, silent);
// load savebuffer into VBA memory
if (offset > 0)
{
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if(action == FILE_SRAM)
{
if(cartridgeType == 1)
result = MemgbReadBatteryFile((char *)savebuffer, offset);
else
result = MemCPUReadBatteryFile((char *)savebuffer, offset);
}
else
{
result = emulator.emuReadMemState((char *)savebuffer, offset);
}
}
FreeSaveBuffer();
if(!silent && !result)
{
if(offset == 0)
{
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if(action == FILE_SRAM)
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ErrorPrompt ("Save file not found");
else
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ErrorPrompt ("State file not found");
}
else
{
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if(action == FILE_SRAM)
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ErrorPrompt ("Invalid save file");
else
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ErrorPrompt ("Invalid state file");
}
}
return result;
}
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bool LoadBatteryOrStateAuto(int action, bool silent)
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{
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char filepath[MAXPATHLEN];
char filepath2[MAXPATHLEN];
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if(!MakeFilePath(filepath, action, ROMFilename, 0))
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return false;
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if (action==FILE_SRAM)
{
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if (LoadBatteryOrState(filepath, action, SILENT))
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return true;
// look for file with no number or Auto appended
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if(!MakeFilePath(filepath2, action, ROMFilename, -1))
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return false;
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if(LoadBatteryOrState(filepath2, action, silent))
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{
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// rename this file - append Auto
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rename(filepath2, filepath); // rename file (to avoid duplicates)
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return true;
}
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return false;
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}
else
{
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return LoadBatteryOrState(filepath, action, silent);
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}
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}
/****************************************************************************
* SaveBatteryOrState
* Save Battery/State file into memory
* action = 0 - Save battery
* action = 1 - Save state
****************************************************************************/
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bool SaveBatteryOrState(char * filepath, int action, bool silent)
{
bool result = false;
int offset = 0;
int datasize = 0; // we need the actual size of the data written
int imgSize = 0; // image screenshot bytes written
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int device;
if(!FindDevice(filepath, &device))
return 0;
// save screenshot - I would prefer to do this from gameScreenTex
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if(action == FILE_SNAPSHOT && gameScreenTex2 != NULL)
{
AllocSaveBuffer ();
IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer);
if (pngContext != NULL)
{
imgSize = PNGU_EncodeFromGXTexture(pngContext, screenwidth, screenheight, gameScreenTex2, 0);
PNGU_ReleaseImageContext(pngContext);
}
if(imgSize > 0)
{
char screenpath[1024];
strncpy(screenpath, filepath, 1024);
screenpath[strlen(screenpath)-4] = 0;
sprintf(screenpath, "%s.png", screenpath);
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SaveFile(screenpath, imgSize, silent);
}
FreeSaveBuffer ();
}
AllocSaveBuffer();
// put VBA memory into savebuffer, sets datasize to size of memory written
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if(action == FILE_SRAM)
{
if(cartridgeType == 1)
datasize = MemgbWriteBatteryFile((char *)savebuffer);
else
datasize = MemCPUWriteBatteryFile((char *)savebuffer);
}
else
{
if(emulator.emuWriteMemState((char *)savebuffer, SAVEBUFFERSIZE))
datasize = *((int *)(savebuffer+4)) + 8;
}
// write savebuffer into file
if(datasize > 0)
{
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offset = SaveFile(filepath, datasize, silent);
if(offset > 0)
{
if(!silent)
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InfoPrompt ("Save successful");
result = true;
}
}
else
{
if(!silent)
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InfoPrompt("No data to save!");
}
FreeSaveBuffer();
return result;
}
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bool SaveBatteryOrStateAuto(int action, bool silent)
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{
char filepath[1024];
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if(!MakeFilePath(filepath, action, ROMFilename, 0))
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return false;
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return SaveBatteryOrState(filepath, action, silent);
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}
/****************************************************************************
* Sound
****************************************************************************/
SoundDriver * systemSoundInit()
{
soundShutdown();
return new SoundWii();
}
bool systemCanChangeSoundQuality()
{
return true;
}
void systemOnWriteDataToSoundBuffer(const u16 * finalWave, int length)
{
}
void systemOnSoundShutdown()
{
}
/****************************************************************************
* systemReadJoypads
****************************************************************************/
bool systemReadJoypads()
{
return true;
}
u32 systemReadJoypad(int which)
{
if(which == -1) which = 0; // default joypad
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return GetJoy(which);
}
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/****************************************************************************
* Motion/Tilt sensor
* Used for games like:
* - Yoshi's Universal Gravitation
* - Kirby's Tilt-N-Tumble
* - Wario Ware Twisted!
*
****************************************************************************/
static int sensorX = 2047;
static int sensorY = 2047;
static int sensorWario = 0x6C0;
static u8 sensorDarkness = 0xE8; // total darkness (including daylight on rainy days)
bool CalibrateWario = false;
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int systemGetSensorX()
{
return sensorX;
}
int systemGetSensorY()
{
return sensorY;
}
int systemGetSensorZ()
{
if (CalibrateWario) return 0x6C0;
else return sensorWario;
}
u8 systemGetSensorDarkness()
{
return sensorDarkness;
}
void systemUpdateSolarSensor()
{
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u8 sun = 0x0; //sun = 0xE8 - 0xE8 (case 0 and default)
switch (SunBars)
{
case 1:
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sun = 0xE8 - 0xE0;
break;
case 2:
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sun = 0xE8 - 0xDA;
break;
case 3:
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sun = 0xE8 - 0xD0;
break;
case 4:
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sun = 0xE8 - 0xC8;
break;
case 5:
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sun = 0xE8 - 0xC0;
break;
case 6:
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sun = 0xE8 - 0xB0;
break;
case 7:
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sun = 0xE8 - 0xA0;
break;
case 8:
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sun = 0xE8 - 0x88;
break;
case 9:
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sun = 0xE8 - 0x70;
break;
case 10:
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sun = 0xE8 - 0x50;
break;
default:
break;
}
struct tm *newtime;
time_t long_time;
// regardless of the weather, there should be no sun at night time!
time(&long_time); // Get time as long integer.
newtime = localtime(&long_time); // Convert to local time.
if (newtime->tm_hour > 21 || newtime->tm_hour < 5)
{
sun = 0; // total darkness, 9pm - 5am
}
else if (newtime->tm_hour > 20 || newtime->tm_hour < 6)
{
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sun /= 9; // almost total darkness 8pm-9pm, 5am-6am
}
else if (newtime->tm_hour > 18 || newtime->tm_hour < 7)
{
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sun >>= 1;
}
#ifdef HW_RVL
// pointing the Gun Del Sol at the ground blocks the sun light,
// because sometimes you need the shade.
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WPADData *Data = WPAD_Data(0);// first wiimote
WPADData data = *Data;
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float f = 1.0f;
if (data.orient.pitch > 0)
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{
f = 1.0f - (data.orient.pitch/85.0f);
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if (f < 0)
f = 0;
}
sun = int(float(int(sun)) * f);
#endif
sensorDarkness = 0xE8 - sun;
}
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void systemUpdateMotionSensor()
{
#ifdef HW_RVL
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WPADData *Data = WPAD_Data(0); // first wiimote
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WPADData data = *Data;
static float OldTiltAngle, OldAvg;
static bool WasFlat = false;
float DeltaAngle = 0;
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if (TiltSideways)
{
sensorY = 2047+(data.gforce.x*50);
sensorX = 2047+(data.gforce.y*50);
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TiltAngle = ((-data.orient.pitch) + OldTiltAngle)*0.5f;
OldTiltAngle = -data.orient.pitch;
}
else
{
sensorX = 2047-(data.gforce.x*50);
sensorY = 2047+(data.gforce.y*50);
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TiltAngle = ((data.orient.roll) + OldTiltAngle)*0.5f;
OldTiltAngle = data.orient.roll;
}
DeltaAngle = TiltAngle - OldAvg;
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if (DeltaAngle > 180.0f)
DeltaAngle -= 360.0f;
else if (DeltaAngle < -180.0f)
DeltaAngle += 360.0f;
OldAvg = TiltAngle;
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if(absf(TiltAngle) < 3.0f)
{
WasFlat = true;
TiltAngle = 0;
}
else
{
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if (WasFlat) TiltAngle *= 0.5f;
WasFlat = false;
}
sensorWario = 0x6C0+DeltaAngle*11;
#endif
systemUpdateSolarSensor();
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}
/****************************************************************************
* systemDrawScreen
****************************************************************************/
static int srcWidth = 0;
static int srcHeight = 0;
static int srcPitch = 0;
void systemDrawScreen()
{
GX_Render( srcWidth, srcHeight, pix, srcPitch );
}
static bool ValidGameId(u32 id)
{
if (id == 0)
return false;
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for (unsigned i = 1u; i <= 4u; ++i)
{
u8 b = id & 0xFF;
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id >>= 8;
if (!(b >= 'A' && b <= 'Z') && !(b >= '0' && b <= '9'))
return false;
}
return true;
}
bool IsGameboyGame()
{
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if(cartridgeType == 1 || gbCgbMode || gbSgbMode)
return true;
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return false;
}
bool IsGBAGame()
{
if(cartridgeType == 2)
return true;
return false;
}
static void gbApplyPerImagePreferences()
{
// Only works for some GB Colour roms
u8 Colour = gbRom[0x143];
if (Colour == 0x80 || Colour == 0xC0)
{
RomIdCode = gbRom[0x13f] | (gbRom[0x140] << 8) | (gbRom[0x141] << 16)
| (gbRom[0x142] << 24);
if (!ValidGameId(RomIdCode))
RomIdCode = 0;
}
else
RomIdCode = 0;
// Otherwise we need to make up our own code
RomTitle[15] = '\0';
RomTitle[16] = '\0';
if (gbRom[0x143] < 0x7F && gbRom[0x143] > 0x20)
strncpy(RomTitle, (const char *) &gbRom[0x134], 16);
else
strncpy(RomTitle, (const char *) &gbRom[0x134], 15);
#ifdef CARLLOG
if (RomIdCode !=0) {
log("******** %2x \"%c%c%c%c\" \"%s\"", Colour, gbRom[0x13f], gbRom[0x140], gbRom[0x141], gbRom[0x142], title);
} else {
log("******** %2x \"%s\"", Colour, title);
}
#endif
if (RomIdCode == 0)
{
if (strcmp(RomTitle, "ZELDA") == 0)
RomIdCode = LINKSAWAKENING;
else if (strcmp(RomTitle, "MORTAL KOMBAT") == 0)
RomIdCode = MK1;
else if (strcmp(RomTitle, "MORTALKOMBATI&II") == 0)
RomIdCode = MK12;
else if (strcmp(RomTitle, "MORTAL KOMBAT II") == 0)
RomIdCode = MK2;
else if (strcmp(RomTitle, "MORTAL KOMBAT 3") == 0)
RomIdCode = MK3;
else if (strcmp(RomTitle, "MORTAL KOMBAT 4") == 0)
RomIdCode = MK4;
else if (strcmp(RomTitle, "SUPER MARIOLAND") == 0)
RomIdCode = MARIOLAND1;
else if (strcmp(RomTitle, "MARIOLAND2") == 0)
RomIdCode = MARIOLAND2;
else if (strcmp(RomTitle, "METROID2") == 0)
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RomIdCode = METROID2;
else if (strcmp(RomTitle, "MARBLE MADNESS") == 0)
RomIdCode = MARBLEMADNESS;
else if (strcmp(RomTitle, "TMNT FOOT CLAN") == 0)
RomIdCode = TMNT1;
else if (strcmp(RomTitle, "TMNT BACK FROM") == 0 || strcmp(RomTitle, "TMNT 2") == 0)
RomIdCode = TMNT2;
else if (strcmp(RomTitle, "TMNT3") == 0)
RomIdCode = TMNT3;
else if (strcmp(RomTitle, "CASTLEVANIA ADVE") == 0)
RomIdCode = CVADVENTURE;
else if (strcmp(RomTitle, "CASTLEVANIA2 BEL") == 0)
RomIdCode = CVBELMONT;
else if (strcmp(RomTitle, "CASTLEVANIA") == 0 || strcmp(RomTitle, "CV3 GER") == 0)
RomIdCode = CVLEGENDS;
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else if (strcmp(RomTitle, "STAR WARS") == 0)
RomIdCode = SWEP4;
else if (strcmp(RomTitle, "EMPIRE STRIKES") == 0)
RomIdCode = SWEP5;
else if (strcmp(RomTitle, "SRJ DMG") == 0)
RomIdCode = SWEP6;
}
// look for matching palettes if a monochrome gameboy game
// (or if a Super Gameboy game, but the palette will be ignored later in that case)
if ((Colour != 0x80) && (Colour != 0xC0))
{
if (GCSettings.colorize && strcmp(RomTitle, "MEGAMAN") != 0)
SetPalette(RomTitle);
else
StopColorizing();
}
}
/****************************************************************************
* ApplyPerImagePreferences
* Apply game specific settings, originally from vba-over.ini
***************************************************************************/
static void ApplyPerImagePreferences()
{
// look for matching game setting
int snum = -1;
RomIdCode = rom[0xac] | (rom[0xad] << 8) | (rom[0xae] << 16) | (rom[0xaf] << 24);
RomTitle[0] = '\0';
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for(int i=0; i < gameSettingsCount; ++i)
{
if(gameSettings[i].gameID[0] == rom[0xac] &&
gameSettings[i].gameID[1] == rom[0xad] &&
gameSettings[i].gameID[2] == rom[0xae] &&
gameSettings[i].gameID[3] == rom[0xaf])
{
snum = i;
break;
}
}
// match found!
if(snum >= 0)
{
if(gameSettings[snum].rtcEnabled >= 0)
rtcEnable(gameSettings[snum].rtcEnabled);
if(gameSettings[snum].flashSize > 0)
flashSetSize(gameSettings[snum].flashSize);
if(gameSettings[snum].saveType >= 0)
cpuSaveType = gameSettings[snum].saveType;
if(gameSettings[snum].mirroringEnabled >= 0)
mirroringEnable = gameSettings[snum].mirroringEnabled;
}
// In most cases this is already handled in GameSettings, but just to make sure:
switch (rom[0xac])
{
case 'F': // Classic NES
cpuSaveType = 1; // EEPROM
mirroringEnable = 1;
break;
case 'K': // Accelerometers
cpuSaveType = 4; // EEPROM + sensor
break;
case 'R': // WarioWare Twisted style sensors
case 'V': // Drill Dozer
rtcEnableWarioRumble(true);
break;
case 'U': // Boktai solar sensor and clock
rtcEnable(true);
break;
}
}
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void LoadPatch()
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{
int patchsize = 0;
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int patchtype = 0;
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AllocSaveBuffer ();
char patchpath[3][512];
memset(patchpath, 0, sizeof(patchpath));
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sprintf(patchpath[0], "%s%s.ips",browser.dir,ROMFilename);
sprintf(patchpath[1], "%s%s.ups",browser.dir,ROMFilename);
sprintf(patchpath[2], "%s%s.ppf",browser.dir,ROMFilename);
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for(; patchtype<3; patchtype++)
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{
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patchsize = LoadFile(patchpath[patchtype], SILENT);
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if(patchsize)
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break;
}
if(patchsize > 0)
{
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ShowAction("Loading patch...");
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// create memory file
MFILE * mf = memfopen((char *)savebuffer, patchsize);
if(cartridgeType == 1)
{
if(patchtype == 0)
patchApplyIPS(mf, &gbRom, &gbRomSize);
else if(patchtype == 1)
patchApplyUPS(mf, &gbRom, &gbRomSize);
else
patchApplyPPF(mf, &gbRom, &gbRomSize);
}
else
{
if(patchtype == 0)
patchApplyIPS(mf, &rom, &GBAROMSize);
else if(patchtype == 1)
patchApplyUPS(mf, &rom, &GBAROMSize);
else
patchApplyPPF(mf, &rom, &GBAROMSize);
}
memfclose(mf); // close memory file
}
FreeSaveBuffer ();
}
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extern bool gbUpdateSizes();
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bool LoadGBROM()
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{
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gbRom = (u8 *)memalign(32, 1024*1024*4); // allocate 4 MB to GB ROM
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bios = (u8 *)calloc(1,0x100);
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systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
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if(!inSz)
{
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char filepath[1024];
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if(!MakeFilePath(filepath, FILE_ROM))
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return false;
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gbRomSize = LoadFile ((char *)gbRom, filepath, browserList[browser.selIndex].length, NOTSILENT);
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}
else
{
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gbRomSize = LoadSzFile(szpath, (unsigned char *)gbRom);
}
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if(gbRomSize <= 0)
return false;
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return gbUpdateSizes();
}
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bool LoadVBAROM()
{
cartridgeType = 0;
bool loaded = false;
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// image type (checks file extension)
if(utilIsGBAImage(browserList[browser.selIndex].filename))
cartridgeType = 2;
else if(utilIsGBImage(browserList[browser.selIndex].filename))
cartridgeType = 1;
else if(utilIsZipFile(browserList[browser.selIndex].filename))
{
// we need to check the file extension of the first file in the archive
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char * zippedFilename = GetFirstZipFilename ();
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if(zippedFilename != NULL)
{
if(utilIsGBAImage(zippedFilename))
cartridgeType = 2;
else if(utilIsGBImage(zippedFilename))
cartridgeType = 1;
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else {
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ErrorPrompt("Rom must be 1st file in zip, or unzipped!");
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return false;
}
}
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else // loading the file failed
{
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ErrorPrompt("Empty or invalid zip file!");
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return false;
}
}
// leave before we do anything
if(cartridgeType != 1 && cartridgeType != 2)
{
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// Not zip gba agb gbc cgb sgb gb mb bin elf or dmg!
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ErrorPrompt("Invalid filename extension! Not a rom?");
return false;
}
srcWidth = 0;
srcHeight = 0;
srcPitch = 0;
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VMClose(); // cleanup GBA memory
gbCleanUp(); // cleanup GB memory
switch(cartridgeType)
{
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case 2:
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emulator = GBASystem;
srcWidth = 240;
srcHeight = 160;
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loaded = VMCPULoadROM();
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srcPitch = 484;
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soundSetSampleRate(22050); //44100 / 2
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cpuSaveType = 0;
break;
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case 1:
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emulator = GBSystem;
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gbBorderOn = 0; // GB borders always off
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if(gbBorderOn)
{
srcWidth = 256;
srcHeight = 224;
gbBorderLineSkip = 256;
gbBorderColumnSkip = 48;
gbBorderRowSkip = 40;
}
else
{
srcWidth = 160;
srcHeight = 144;
gbBorderLineSkip = 160;
gbBorderColumnSkip = 0;
gbBorderRowSkip = 0;
}
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loaded = LoadGBROM();
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srcPitch = 324;
soundSetSampleRate(44100);
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break;
}
if(!loaded)
{
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ErrorPrompt("Error loading game!");
return false;
}
else
{
// Setup GX
GX_Render_Init(srcWidth, srcHeight);
if (cartridgeType == 1)
{
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gbGetHardwareType();
// used for the handling of the gb Boot Rom
//if (gbHardware & 5)
//gbCPUInit(gbBiosFileName, useBios);
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LoadPatch();
// Apply preferences specific to this game
gbApplyPerImagePreferences();
gbSoundReset();
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gbSoundSetDeclicking(true);
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gbReset();
}
else
{
// Set defaults
cpuSaveType = 0; // automatic
flashSetSize(0x10000); // 64K saves
rtcEnable(false);
agbPrintEnable(false);
mirroringEnable = false;
// Apply preferences specific to this game
ApplyPerImagePreferences();
doMirroring(mirroringEnable);
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soundReset();
CPUInit(NULL, false);
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LoadPatch();
CPUReset();
}
SetAudioRate(cartridgeType);
soundInit();
emulating = 1;
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// reset frameskip variables
lastTime = systemFrameSkip = 0;
// Start system clock
start = gettime();
return true;
}
}
/****************************************************************************
* Palette
****************************************************************************/
void InitialisePalette()
{
int i;
// Build GBPalette
for( i = 0; i < 24; )
{
systemGbPalette[i++] = (0x1f) | (0x1f << 5) | (0x1f << 10);
systemGbPalette[i++] = (0x15) | (0x15 << 5) | (0x15 << 10);
systemGbPalette[i++] = (0x0c) | (0x0c << 5) | (0x0c << 10);
systemGbPalette[i++] = 0;
}
// Set palette etc - Fixed to RGB565
systemColorDepth = 16;
systemRedShift = 11;
systemGreenShift = 6;
systemBlueShift = 0;
for(i = 0; i < 0x10000; i++)
{
systemColorMap16[i] =
((i & 0x1f) << systemRedShift) |
(((i & 0x3e0) >> 5) << systemGreenShift) |
(((i & 0x7c00) >> 10) << systemBlueShift);
}
}