mirror of
https://github.com/dborth/vbagx.git
synced 2024-11-01 08:25:12 +01:00
1052 lines
23 KiB
C++
1052 lines
23 KiB
C++
/****************************************************************************
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* Visual Boy Advance GX
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*
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* Tantric September 2008
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*
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* vbasupport.cpp
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*
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* VBA support code
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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 <wiiuse/wpad.h>
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#include <malloc.h>
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#include <ogc/lwp_watchdog.h>
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#include "vbagx.h"
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#include "fileop.h"
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#include "filebrowser.h"
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#include "audio.h"
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#include "vmmem.h"
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#include "input.h"
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#include "gameinput.h"
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#include "video.h"
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#include "menu.h"
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#include "gcunzip.h"
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#include "gamesettings.h"
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#include "preferences.h"
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#include "fastmath.h"
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#include "utils/pngu.h"
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#include "utils/unzip/unzip.h"
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#include "Util.h"
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#include "common/Port.h"
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#include "gba/Flash.h"
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#include "common/Patch.h"
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#include "gba/RTC.h"
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#include "gba/Sound.h"
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#include "gba/Cheats.h"
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#include "gba/GBA.h"
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#include "gba/agbprint.h"
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#include "gb/gb.h"
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#include "gb/gbGlobals.h"
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#include "gb/gbCheats.h"
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#include "gb/gbSound.h"
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static u32 start;
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int cartridgeType = 0;
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u32 RomIdCode;
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char RomTitle[17];
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int SunBars = 3;
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bool TiltSideways = false;
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/****************************************************************************
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* VBA Globals
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***************************************************************************/
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int systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
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int systemDebug = 0;
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int emulating = 0;
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int systemFrameSkip = 0;
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int systemVerbose = 0;
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int systemRedShift = 0;
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int systemBlueShift = 0;
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int systemGreenShift = 0;
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int systemColorDepth = 0;
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u16 systemGbPalette[24];
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u16 systemColorMap16[0x10000];
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u32 *systemColorMap32 = NULL;
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void gbSetPalette(u32 RRGGBB[]);
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bool StartColorizing();
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void StopColorizing();
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extern bool ColorizeGameboy;
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extern u16 systemMonoPalette[14];
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void gbSetBgPal(u8 WhichPal, u32 bright, u32 medium, u32 dark, u32 black=0x000000);
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void gbSetSpritePal(u8 WhichPal, u32 bright, u32 medium, u32 dark);
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struct EmulatedSystem emulator =
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{
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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false,
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0
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};
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/****************************************************************************
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* systemGetClock
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*
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* Returns number of milliseconds since program start
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****************************************************************************/
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u32 systemGetClock( void )
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{
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u32 now = gettime();
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return diff_usec(start, now) / 1000;
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}
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void systemFrame() {}
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void systemScreenCapture(int a) {}
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void systemShowSpeed(int speed) {}
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void systemGbBorderOn() {}
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bool systemPauseOnFrame()
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{
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return false;
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}
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static u32 lastTime = 0;
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#define RATE60HZ 166666.67f // 1/6 second or 166666.67 usec
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void system10Frames(int rate)
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{
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u32 time = gettime();
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u32 diff = diff_usec(lastTime, time);
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// expected diff - actual diff
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u32 timeOff = ftou(RATE60HZ - utof(diff));
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if(timeOff < 100000u)
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usleep(timeOff); // let's take a nap
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else
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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
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{
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// consider increasing skip
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if(speed < 60)
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systemFrameSkip += 4;
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else if(speed < 70)
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systemFrameSkip += 3;
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else if(speed < 80)
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systemFrameSkip += 2;
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else if(speed < 98)
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++systemFrameSkip;
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// consider decreasing skip
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else if(speed > 185)
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systemFrameSkip -= 3;
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else if(speed > 145)
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systemFrameSkip -= 2;
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else if(speed > 125)
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--systemFrameSkip;
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// correct invalid frame skip values
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if(systemFrameSkip > 20)
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systemFrameSkip = 20;
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else if(systemFrameSkip < 0)
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systemFrameSkip = 0;
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}
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lastTime = gettime();
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}
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/****************************************************************************
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* System
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****************************************************************************/
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void systemGbPrint(u8 *data,int pages,int feed,int palette, int contrast) {}
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void debuggerOutput(const char *s, u32 addr) {}
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void (*dbgOutput)(const char *s, u32 addr) = debuggerOutput;
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void systemMessage(int num, const char *msg, ...) {}
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bool MemCPUReadBatteryFile(char * membuffer, int size)
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{
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systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
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if(size == 512 || size == 0x2000)
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{
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memcpy(eepromData, membuffer, size);
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}
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else
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{
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if(size == 0x20000)
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{
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memcpy(flashSaveMemory, membuffer, 0x20000);
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flashSetSize(0x20000);
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}
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else
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{
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memcpy(flashSaveMemory, membuffer, 0x10000);
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flashSetSize(0x10000);
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}
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}
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return true;
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}
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extern int gbaSaveType;
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int MemCPUWriteBatteryFile(char * membuffer)
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{
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int result = 0;
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if(gbaSaveType == 0)
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{
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if(eepromInUse)
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gbaSaveType = 3;
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else
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switch(saveType)
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{
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case 1:
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gbaSaveType = 1;
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break;
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case 2:
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gbaSaveType = 2;
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break;
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}
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}
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if((gbaSaveType) && (gbaSaveType!=5))
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{
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// only save if Flash/Sram in use or EEprom in use
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if(gbaSaveType != 3)
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{
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if(gbaSaveType == 2)
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{
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memcpy(membuffer, flashSaveMemory, flashSize);
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result = flashSize;
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}
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else
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{
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memcpy(membuffer, flashSaveMemory, 0x10000);
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result = 0x10000;
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}
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}
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else
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{
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memcpy(membuffer, eepromData, eepromSize);
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result = eepromSize;
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}
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}
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return result;
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}
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/****************************************************************************
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* LoadBatteryOrState
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* Load Battery/State file into memory
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* action = FILE_SRAM - Load battery
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* action = FILE_SNAPSHOT - Load state
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****************************************************************************/
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bool LoadBatteryOrState(char * filepath, int action, bool silent)
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{
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bool result = false;
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int offset = 0;
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int device;
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if(!FindDevice(filepath, &device))
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return 0;
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AllocSaveBuffer();
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// load the file into savebuffer
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offset = LoadFile(filepath, silent);
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// load savebuffer into VBA memory
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if (offset > 0)
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{
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if(action == FILE_SRAM)
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{
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if(cartridgeType == 1)
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result = MemgbReadBatteryFile((char *)savebuffer, offset);
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else
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result = MemCPUReadBatteryFile((char *)savebuffer, offset);
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}
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else
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{
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result = emulator.emuReadMemState((char *)savebuffer, offset);
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}
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}
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FreeSaveBuffer();
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if(!silent && !result)
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{
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if(offset == 0)
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{
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if(action == FILE_SRAM)
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ErrorPrompt ("Save file not found");
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else
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ErrorPrompt ("State file not found");
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}
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else
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{
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if(action == FILE_SRAM)
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ErrorPrompt ("Invalid save file");
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else
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ErrorPrompt ("Invalid state file");
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}
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}
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return result;
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}
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bool LoadBatteryOrStateAuto(int action, bool silent)
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{
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char filepath[MAXPATHLEN];
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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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{
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if (LoadBatteryOrState(filepath, action, SILENT))
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return true;
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// 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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}
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return false;
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}
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else
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{
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return LoadBatteryOrState(filepath, action, silent);
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}
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}
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/****************************************************************************
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* SaveBatteryOrState
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* Save Battery/State file into memory
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* action = 0 - Save battery
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* action = 1 - Save state
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****************************************************************************/
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bool SaveBatteryOrState(char * filepath, int action, bool silent)
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{
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bool result = false;
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int offset = 0;
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int datasize = 0; // we need the actual size of the data written
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int imgSize = 0; // image screenshot bytes written
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int device;
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if(!FindDevice(filepath, &device))
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return 0;
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// save screenshot - I would prefer to do this from gameScreenTex
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if(action == FILE_SNAPSHOT && gameScreenTex2 != NULL)
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{
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AllocSaveBuffer ();
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IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer);
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if (pngContext != NULL)
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{
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imgSize = PNGU_EncodeFromGXTexture(pngContext, screenwidth, screenheight, gameScreenTex2, 0);
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PNGU_ReleaseImageContext(pngContext);
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}
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if(imgSize > 0)
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{
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char screenpath[1024];
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strncpy(screenpath, filepath, 1024);
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screenpath[strlen(screenpath)-4] = 0;
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sprintf(screenpath, "%s.png", screenpath);
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SaveFile(screenpath, imgSize, silent);
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}
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FreeSaveBuffer ();
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}
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AllocSaveBuffer();
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// put VBA memory into savebuffer, sets datasize to size of memory written
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if(action == FILE_SRAM)
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{
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if(cartridgeType == 1)
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datasize = MemgbWriteBatteryFile((char *)savebuffer);
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else
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datasize = MemCPUWriteBatteryFile((char *)savebuffer);
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}
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else
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{
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if(emulator.emuWriteMemState((char *)savebuffer, SAVEBUFFERSIZE))
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datasize = *((int *)(savebuffer+4)) + 8;
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}
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// write savebuffer into file
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if(datasize > 0)
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{
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offset = SaveFile(filepath, datasize, silent);
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if(offset > 0)
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{
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if(!silent)
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InfoPrompt ("Save successful");
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result = true;
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}
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}
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else
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{
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if(!silent)
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InfoPrompt("No data to save!");
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}
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FreeSaveBuffer();
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return result;
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}
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bool SaveBatteryOrStateAuto(int action, bool silent)
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{
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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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}
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/****************************************************************************
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* Sound
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****************************************************************************/
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SoundDriver * systemSoundInit()
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{
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soundShutdown();
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return new SoundWii();
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}
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bool systemCanChangeSoundQuality()
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{
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return true;
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}
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void systemOnWriteDataToSoundBuffer(const u16 * finalWave, int length)
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{
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}
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void systemOnSoundShutdown()
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{
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}
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/****************************************************************************
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* systemReadJoypads
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****************************************************************************/
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bool systemReadJoypads()
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{
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return true;
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}
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u32 systemReadJoypad(int which)
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{
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if(which == -1) which = 0; // default joypad
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return GetJoy(which);
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}
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/****************************************************************************
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* Motion/Tilt sensor
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* Used for games like:
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* - Yoshi's Universal Gravitation
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* - Kirby's Tilt-N-Tumble
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* - Wario Ware Twisted!
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*
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****************************************************************************/
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static int sensorX = 2047;
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static int sensorY = 2047;
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static int sensorWario = 0x6C0;
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static u8 sensorDarkness = 0xE8; // total darkness (including daylight on rainy days)
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bool CalibrateWario = false;
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int systemGetSensorX()
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{
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return sensorX;
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}
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int systemGetSensorY()
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{
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return sensorY;
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}
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int systemGetSensorZ()
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{
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if (CalibrateWario) return 0x6C0;
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else return sensorWario;
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}
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u8 systemGetSensorDarkness()
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{
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return sensorDarkness;
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}
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void systemUpdateSolarSensor()
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{
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u8 sun = 0x0; //sun = 0xE8 - 0xE8 (case 0 and default)
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switch (SunBars)
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{
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case 1:
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sun = 0xE8 - 0xE0;
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break;
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case 2:
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sun = 0xE8 - 0xDA;
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break;
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case 3:
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sun = 0xE8 - 0xD0;
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break;
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case 4:
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sun = 0xE8 - 0xC8;
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break;
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case 5:
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sun = 0xE8 - 0xC0;
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break;
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case 6:
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sun = 0xE8 - 0xB0;
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break;
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case 7:
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sun = 0xE8 - 0xA0;
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break;
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case 8:
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sun = 0xE8 - 0x88;
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break;
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case 9:
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sun = 0xE8 - 0x70;
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break;
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case 10:
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sun = 0xE8 - 0x50;
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break;
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default:
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break;
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}
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struct tm *newtime;
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time_t long_time;
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// regardless of the weather, there should be no sun at night time!
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time(&long_time); // Get time as long integer.
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newtime = localtime(&long_time); // Convert to local time.
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if (newtime->tm_hour > 21 || newtime->tm_hour < 5)
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{
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sun = 0; // total darkness, 9pm - 5am
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}
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else if (newtime->tm_hour > 20 || newtime->tm_hour < 6)
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{
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sun /= 9; // almost total darkness 8pm-9pm, 5am-6am
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}
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else if (newtime->tm_hour > 18 || newtime->tm_hour < 7)
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{
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sun >>= 1;
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}
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#ifdef HW_RVL
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// pointing the Gun Del Sol at the ground blocks the sun light,
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// because sometimes you need the shade.
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WPADData *Data = WPAD_Data(0);// first wiimote
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WPADData data = *Data;
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float f = 1.0f;
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if (data.orient.pitch > 0)
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{
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f = 1.0f - (data.orient.pitch/85.0f);
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if (f < 0)
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f = 0;
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}
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sun = int(float(int(sun)) * f);
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#endif
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sensorDarkness = 0xE8 - sun;
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}
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void systemUpdateMotionSensor()
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{
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#ifdef HW_RVL
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WPADData *Data = WPAD_Data(0); // first wiimote
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WPADData data = *Data;
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static float OldTiltAngle, OldAvg;
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static bool WasFlat = false;
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float DeltaAngle = 0;
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if (TiltSideways)
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{
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sensorY = 2047+(data.gforce.x*50);
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sensorX = 2047+(data.gforce.y*50);
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TiltAngle = ((-data.orient.pitch) + OldTiltAngle)*0.5f;
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OldTiltAngle = -data.orient.pitch;
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}
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else
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{
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sensorX = 2047-(data.gforce.x*50);
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sensorY = 2047+(data.gforce.y*50);
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TiltAngle = ((data.orient.roll) + OldTiltAngle)*0.5f;
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OldTiltAngle = data.orient.roll;
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}
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DeltaAngle = TiltAngle - OldAvg;
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if (DeltaAngle > 180.0f)
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DeltaAngle -= 360.0f;
|
|
else if (DeltaAngle < -180.0f)
|
|
DeltaAngle += 360.0f;
|
|
OldAvg = TiltAngle;
|
|
|
|
if(absf(TiltAngle) < 3.0f)
|
|
{
|
|
WasFlat = true;
|
|
TiltAngle = 0;
|
|
}
|
|
else
|
|
{
|
|
if (WasFlat) TiltAngle *= 0.5f;
|
|
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 );
|
|
}
|
|
|
|
static bool ValidGameId(u32 id)
|
|
{
|
|
if (id == 0)
|
|
return false;
|
|
for (unsigned i = 1u; i <= 4u; ++i)
|
|
{
|
|
u8 b = id & 0xFF;
|
|
id >>= 8;
|
|
if (!(b >= 'A' && b <= 'Z') && !(b >= '0' && b <= '9'))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool IsGameboyGame()
|
|
{
|
|
if(cartridgeType == 1 || gbCgbMode || gbSgbMode)
|
|
return true;
|
|
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);
|
|
|
|
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)
|
|
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;
|
|
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';
|
|
|
|
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 patchsize = 0;
|
|
int patchtype = 0;
|
|
|
|
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<3; patchtype++)
|
|
{
|
|
patchsize = LoadFile(patchpath[patchtype], 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()
|
|
{
|
|
gbRom = (u8 *)malloc(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))
|
|
return false;
|
|
|
|
gbRomSize = LoadFile ((char *)gbRom, filepath, browserList[browser.selIndex].length, NOTSILENT);
|
|
}
|
|
else
|
|
{
|
|
gbRomSize = LoadSzFile(szpath, (unsigned char *)gbRom);
|
|
}
|
|
|
|
if(gbRomSize <= 0)
|
|
return false;
|
|
|
|
return gbUpdateSizes();
|
|
}
|
|
|
|
bool LoadVBAROM()
|
|
{
|
|
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 ();
|
|
|
|
if(zippedFilename != NULL)
|
|
{
|
|
if(utilIsGBAImage(zippedFilename))
|
|
cartridgeType = 2;
|
|
else if(utilIsGBImage(zippedFilename))
|
|
cartridgeType = 1;
|
|
else
|
|
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("Unrecognized file extension!");
|
|
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();
|
|
srcPitch = 484;
|
|
soundSetSampleRate(22050); //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();
|
|
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();
|
|
|
|
// 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();
|
|
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);
|
|
}
|
|
}
|