/**************************************************************************** * Visual Boy Advance GX * * Tantric September 2008 * * vbasupport.cpp * * VBA support code ***************************************************************************/ #include #include #include #include #include #include #include #include "pngu/pngu.h" #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" #include "filebrowser.h" #include "dvd.h" #include "memcardop.h" #include "audio.h" #include "vmmem.h" #include "input.h" #include "gameinput.h" #include "video.h" #include "menu.h" #include "gcunzip.h" #include "gamesettings.h" static u32 start; int cartridgeType = 0; u32 RomIdCode; 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]; 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; #define RATE60HZ 166666.67 // 1/6 second or 166666.67 usec void system10Frames(int rate) { u32 time = gettime(); u32 diff = diff_usec(lastTime, time); // expected diff - actual diff u32 timeOff = RATE60HZ - diff; if(timeOff > 0 && timeOff < 100000) // we're running ahead! usleep(timeOff); // let's take a nap else timeOff = 0; // timeoff was not valid int speed = (RATE60HZ/diff)*100; if (cartridgeType == 2) // GBA games require frameskipping { // consider increasing skip if(speed < 98) systemFrameSkip += 1; else if(speed < 80) systemFrameSkip += 2; else if(speed < 70) systemFrameSkip += 3; else if(speed < 60) systemFrameSkip += 4; // consider decreasing skip else if(speed > 185) systemFrameSkip -= 3; else if(speed > 145) systemFrameSkip -= 2; else if(speed > 125) systemFrameSkip -= 1; // 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) {} 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 * action = FILE_SRAM - Load battery * action = FILE_SNAPSHOT - Load state ****************************************************************************/ bool LoadBatteryOrState(char * filepath, int method, int action, bool silent) { bool result = false; int offset = 0; if(method == METHOD_AUTO) method = autoSaveMethod(silent); // we use 'Save' because we need R/W if(method == METHOD_AUTO) return false; AllocSaveBuffer(); // load the file into savebuffer offset = LoadFile(filepath, method, silent); // load savebuffer into VBA memory if (offset > 0) { 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) { if(action == FILE_SRAM) ErrorPrompt ("Save file not found"); else ErrorPrompt ("State file not found"); } else { if(action == FILE_SRAM) ErrorPrompt ("Invalid save file"); else ErrorPrompt ("Invalid state file"); } } return result; } bool LoadBatteryOrStateAuto(int method, int action, bool silent) { if(method == METHOD_AUTO) method = autoSaveMethod(silent); if(method == METHOD_AUTO) return false; char filepath[MAXPATHLEN]; char fullpath[MAXPATHLEN]; char filepath2[MAXPATHLEN]; char fullpath2[MAXPATHLEN]; if(!MakeFilePath(filepath, action, method, ROMFilename, 0)) return false; if (action==FILE_SRAM) { if (LoadBatteryOrState(filepath, method, action, SILENT)) return true; // look for file with no number or Auto appended if(!MakeFilePath(filepath2, action, method, ROMFilename, -1)) return false; if(LoadBatteryOrState(filepath2, method, action, silent)) { // rename this file - append Auto sprintf(fullpath, "%s%s", rootdir, filepath); // add device to path sprintf(fullpath2, "%s%s", rootdir, filepath2); // add device to path rename(fullpath2, fullpath); // rename file (to avoid duplicates) return true; } return false; } else { return LoadBatteryOrState(filepath, method, action, silent); } } /**************************************************************************** * SaveBatteryOrState * Save Battery/State file into memory * action = 0 - Save battery * action = 1 - Save state ****************************************************************************/ bool SaveBatteryOrState(char * filepath, int method, 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 if(method == METHOD_AUTO) method = autoSaveMethod(silent); if(method == METHOD_AUTO) return false; // save screenshot - I would prefer to do this from gameScreenTex if(action == FILE_SNAPSHOT && gameScreenTex2 != NULL && method != METHOD_MC_SLOTA && method != METHOD_MC_SLOTB) { 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); SaveFile(screenpath, imgSize, method, silent); } FreeSaveBuffer (); } AllocSaveBuffer(); // set comments for Memory Card saves if(method == METHOD_MC_SLOTA || method == METHOD_MC_SLOTB) { char savecomments[2][32]; char savetype[10]; memset(savecomments, 0, 64); if(action == FILE_SRAM) sprintf(savetype, "SRAM"); else sprintf(savetype, "Snapshot"); sprintf (savecomments[0], "%s %s", APPNAME, savetype); snprintf (savecomments[1], 32, ROMFilename); SetMCSaveComments(savecomments); } // put VBA memory into savebuffer, sets datasize to size of memory written if(action == FILE_SRAM) { if(cartridgeType == 1) datasize = MemgbWriteBatteryFile((char *)savebuffer); else datasize = MemCPUWriteBatteryFile((char *)savebuffer); } else { bool written = emulator.emuWriteMemState((char *)savebuffer, SAVEBUFFERSIZE); // we need to set datasize to the exact memory size written // but emuWriteMemState doesn't return that for us // so instead we'll find the end of the save the old fashioned way if(written) { datasize = (1024*192); // we'll start at 192K - no save should be larger char check = savebuffer[datasize]; while(check == 0) { datasize -= 16384; check = savebuffer[datasize]; } datasize += 16384; check = savebuffer[datasize]; while(check == 0) { datasize -= 1024; check = savebuffer[datasize]; } datasize += 1024; check = savebuffer[datasize]; while(check == 0) { datasize -= 64; check = savebuffer[datasize]; } datasize += 64; check = savebuffer[datasize]; while(check == 0) { datasize -= 1; check = savebuffer[datasize]; } datasize += 2; // include last byte AND a null byte } } // write savebuffer into file if(datasize > 0) { offset = SaveFile(filepath, datasize, method, silent); if(offset > 0) { if(!silent) InfoPrompt ("Save successful"); result = true; } } else { if(!silent) InfoPrompt("No data to save!"); } FreeSaveBuffer(); return result; } bool SaveBatteryOrStateAuto(int method, int action, bool silent) { if(method == METHOD_AUTO) method = autoSaveMethod(silent); if(method == METHOD_AUTO) return false; char filepath[1024]; if(!MakeFilePath(filepath, action, method, ROMFilename, 0)) return false; return SaveBatteryOrState(filepath, method, action, silent); } /**************************************************************************** * 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 return GetJoy(which); } /**************************************************************************** * 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) int systemGetSensorX() { return sensorX; } int systemGetSensorY() { return sensorY; } int systemGetSensorZ() { return sensorWario; } u8 systemGetSensorDarkness() { return sensorDarkness; } void systemUpdateSolarSensor() { u8 d, sun; switch (SunBars) { case 0: d = 0xE8; break; case 1: d = 0xE0; break; case 2: d = 0xDA; break; case 3: d = 0xD0; break; case 4: d = 0xC8; break; case 5: d = 0xC0; break; case 6: d = 0xB0; break; case 7: d = 0xA0; break; case 8: d = 0x88; break; case 9: d = 0x70; break; case 10: d = 0x50; break; default: d = 0xE8; break; } sun = 0xE8 - d; 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) { sun = sun / 9; // almost total darkness 8pm-9pm, 5am-6am } else if (newtime->tm_hour > 18 || newtime->tm_hour < 7) { sun = sun / 2; // half darkness 6pm-8pm, 6am-7am } #ifdef HW_RVL // pointing the Gun Del Sol at the ground blocks the sun light, // because sometimes you need the shade. int chan = 0; // first wiimote WPADData *Data = WPAD_Data(chan); WPADData data = *Data; float f; if (data.orient.pitch > 0) f = 1.0f - (data.orient.pitch/85.0f); else f = 1.0f; if (f < 0) f=0; sun *= f; #endif sensorDarkness = 0xE8 - sun; } void systemUpdateMotionSensor() { #ifdef HW_RVL int chan = 0; // first wiimote WPADData *Data = WPAD_Data(chan); WPADData data = *Data; static float OldTiltAngle, OldAvg; static bool WasFlat = false; float DeltaAngle = 0; if (TiltSideways) { sensorY = 2047+(data.gforce.x*50); sensorX = 2047+(data.gforce.y*50); TiltAngle = ((-data.orient.pitch) + OldTiltAngle)/2.0f; OldTiltAngle = -data.orient.pitch; } else { sensorX = 2047-(data.gforce.x*50); sensorY = 2047+(data.gforce.y*50); TiltAngle = ((data.orient.roll) + OldTiltAngle)/2.0f; OldTiltAngle = data.orient.roll; } DeltaAngle = TiltAngle - OldAvg; if (DeltaAngle> 180) DeltaAngle -= 360; else if (DeltaAngle < -180) DeltaAngle += 360; OldAvg = TiltAngle; if (TiltAngle < 3.0f && TiltAngle> -3.0f) { WasFlat = true; TiltAngle = 0; } else { if (WasFlat) TiltAngle = TiltAngle / 2.0f; WasFlat = false; } sensorWario = 0x6C0+DeltaAngle*11; #endif systemUpdateSolarSensor(); } /**************************************************************************** * systemDrawScreen ****************************************************************************/ static int srcWidth = 0; static int srcHeight = 0; static int srcPitch = 0; void systemDrawScreen() { GX_Render( srcWidth, srcHeight, pix, srcPitch ); } bool ValidGameId(u32 id) { if (id == 0) return false; for (int i = 1; i <= 4; i++) { u8 b = id & 0xFF; id = id >> 8; if (!(b >= 'A' && b <= 'Z') && !(b >= '0' && b <= '9')) return false; } return true; } static void gbApplyPerImagePreferences() { char title[17]; // 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 title[15] = '\0'; title[16] = '\0'; if (gbRom[0x143] < 0x7F && gbRom[0x143] > 0x20) strncpy(title, (const char *) &gbRom[0x134], 16); else strncpy(title, (const char *) &gbRom[0x134], 15); if (RomIdCode == 0) { if (strcmp(title, "ZELDA") == 0) RomIdCode = LINKSAWAKENING; else if (strcmp(title, "MORTAL KOMBAT") == 0) RomIdCode = MK1; else if (strcmp(title, "MORTALKOMBATI&II") == 0) RomIdCode = MK12; else if (strcmp(title, "MORTAL KOMBAT II") == 0) RomIdCode = MK2; else if (strcmp(title, "MORTAL KOMBAT 3") == 0) RomIdCode = MK3; else if (strcmp(title, "MORTAL KOMBAT 4") == 0) RomIdCode = MK4; else if (strcmp(title, "SUPER MARIOLAND") == 0) RomIdCode = MARIOLAND1; else if (strcmp(title, "MARIOLAND2") == 0) RomIdCode = MARIOLAND2; else if (strcmp(title, "METROID2") == 0) RomIdCode = METROID2; else if (strcmp(title, "MARBLE MADNESS") == 0) RomIdCode = MARBLEMADNESS; else if (strcmp(title, "TMNT FOOT CLAN") == 0) RomIdCode = TMNT1; else if (strcmp(title, "TMNT BACK FROM") == 0 || strcmp(title, "TMNT 2") == 0) RomIdCode = TMNT2; else if (strcmp(title, "TMNT3") == 0) RomIdCode = TMNT3; } // 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) int snum = -1; if ((Colour != 0x80) && (Colour != 0xC0)) { for(int i=1; i < gamePalettesCount; i++) { if(strcmp(title, gamePalettes[i].gameName)==0) { snum = i; break; } } // match found! if(snum >= 0) { gbSetPalette(gamePalettes[snum].palette); } else { gbSetPalette(gamePalettes[0].palette); } } } /**************************************************************************** * 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); 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; } } void LoadPatch(int method) { int patchsize = 0; int patchtype; AllocSaveBuffer (); char patchpath[3][512]; memset(patchpath, 0, sizeof(patchpath)); 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); for(patchtype=0; patchtype<3; patchtype++) { patchsize = LoadFile(patchpath[patchtype], method, SILENT); if(patchsize) break; } if(patchsize > 0) { ShowAction("Loading patch..."); // 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 (); } extern bool gbUpdateSizes(); bool LoadGBROM(int method) { gbRom = (u8 *)memalign(32, 1024*1024*4); // allocate 4 MB to GB ROM bios = (u8 *)calloc(1,0x100); systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED; if(!inSz) { char filepath[1024]; if(!MakeFilePath(filepath, FILE_ROM, method)) return false; gbRomSize = LoadFile ((char *)gbRom, filepath, browserList[browser.selIndex].length, method, NOTSILENT); } else { switch (method) { case METHOD_SD: case METHOD_USB: case METHOD_SMB: gbRomSize = LoadSzFile(szpath, (unsigned char *)gbRom); break; case METHOD_DVD: gbRomSize = SzExtractFile(browserList[browser.selIndex].offset, (unsigned char *)gbRom); break; } } if(gbRomSize <= 0) return false; return gbUpdateSizes(); } bool LoadVBAROM(int method) { cartridgeType = 0; bool loaded = false; // 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 char * zippedFilename = GetFirstZipFilename (method); if(zippedFilename != NULL) { if(utilIsGBAImage(zippedFilename)) cartridgeType = 2; else if(utilIsGBImage(zippedFilename)) cartridgeType = 1; else { ErrorPrompt("Rom must be 1st file in zip, or unzipped!"); return false; } } else // loading the file failed { ErrorPrompt("Empty or invalid zip file!"); return false; } } // leave before we do anything if(cartridgeType != 1 && cartridgeType != 2) { // Not zip gba agb gbc cgb sgb gb mb bin elf or dmg! ErrorPrompt("Invalid filename extension! Not a rom?"); return false; } srcWidth = 0; srcHeight = 0; srcPitch = 0; VMClose(); // cleanup GBA memory gbCleanUp(); // cleanup GB memory switch(cartridgeType) { case 2: emulator = GBASystem; srcWidth = 240; srcHeight = 160; loaded = VMCPULoadROM(method); srcPitch = 484; soundSetSampleRate(44100 / 2); cpuSaveType = 0; break; case 1: emulator = GBSystem; gbBorderOn = 0; // GB borders always off if(gbBorderOn) { srcWidth = 256; srcHeight = 224; gbBorderLineSkip = 256; gbBorderColumnSkip = 48; gbBorderRowSkip = 40; } else { srcWidth = 160; srcHeight = 144; gbBorderLineSkip = 160; gbBorderColumnSkip = 0; gbBorderRowSkip = 0; } loaded = LoadGBROM(method); srcPitch = 324; soundSetSampleRate(44100); break; } if(!loaded) { ErrorPrompt("Error loading game!"); return false; } else { // Setup GX GX_Render_Init(srcWidth, srcHeight); if (cartridgeType == 1) { gbGetHardwareType(); // used for the handling of the gb Boot Rom //if (gbHardware & 5) //gbCPUInit(gbBiosFileName, useBios); LoadPatch(method); // Apply preferences specific to this game gbApplyPerImagePreferences(); gbSoundReset(); gbSoundSetDeclicking(true); 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); soundReset(); CPUInit(NULL, false); LoadPatch(method); CPUReset(); } SetAudioRate(cartridgeType); soundInit(); emulating = 1; // 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); } }