2011-09-12 05:43:37 +00:00
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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2011-09-14 19:08:43 +00:00
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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2011-09-12 05:43:37 +00:00
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Model3.h
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*
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Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are:
* InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
* InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
* InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
* InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
* fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
* removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
* added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
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* Header file defining the CModel3 and CModel3Config classes.
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2011-09-12 05:43:37 +00:00
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*/
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#ifndef INCLUDED_MODEL3_H
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#define INCLUDED_MODEL3_H
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2012-01-16 23:21:14 +00:00
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Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are:
* InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
* InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
* InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
* InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
* fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
* removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
* added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
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/*
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* FrameTimings
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*
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* Timings within a frame, for debugging purposes
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*/
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struct FrameTimings
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{
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UINT32 ppcTicks;
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UINT32 syncSize;
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UINT32 syncTicks;
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UINT32 renderTicks;
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UINT32 sndTicks;
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UINT32 drvTicks;
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UINT32 frameTicks;
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};
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2011-09-12 05:43:37 +00:00
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/*
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* CModel3Config:
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*
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* Settings used by CModel3.
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*/
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class CModel3Config
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{
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public:
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2012-01-16 23:21:14 +00:00
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bool multiThreaded; // Multi-threaded (enabled if true)
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bool gpuMultiThreaded; // Multi-threaded rendering (enabled if true)
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2011-09-12 05:43:37 +00:00
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// PowerPC clock frequency in MHz (minimum: 1 MHz)
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inline void SetPowerPCFrequency(unsigned f)
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{
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if ((f<1) || (f>1000))
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{
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2011-09-19 03:56:15 +00:00
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ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 50 MHz.");
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f = 50;
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2011-09-12 05:43:37 +00:00
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}
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ppcFrequency = f*1000000;
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}
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inline unsigned GetPowerPCFrequency(void)
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{
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return ppcFrequency/1000000;
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}
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// Defaults
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CModel3Config(void)
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{
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2011-09-14 06:16:22 +00:00
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multiThreaded = true; // enable by default
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2012-01-16 23:21:14 +00:00
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gpuMultiThreaded = true; // enable by default
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2011-09-19 03:56:15 +00:00
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ppcFrequency = 50*1000000; // 50 MHz
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2011-09-12 05:43:37 +00:00
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}
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private:
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unsigned ppcFrequency; // in Hz
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};
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/*
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* CModel3:
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*
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* A complete Model 3 system.
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*
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* Inherits CBus in order to pass the address space handlers to devices that
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* may need them (CPU, DMA, etc.)
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*
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* NOTE: Currently NOT re-entrant due to a non-OOP PowerPC core. Do NOT create
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* create more than one CModel3 object!
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*/
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class CModel3: public CBus, public CPCIDevice
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{
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public:
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/*
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* ReadPCIConfigSpace(device, reg, bits, offset):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).;
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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*
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* Returns:
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* Register data.
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*/
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UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
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/*
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* WritePCIConfigSpace(device, reg, bits, offset, data):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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* data Data.
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*/
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void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
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/*
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* Read8(addr):
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* Read16(addr):
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* Read32(addr):
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* Read64(addr):
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*
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* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
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* the PowerPC address space. This implements the PowerPC address bus. Note
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* that it is big endian, so when accessing from a little endian device,
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* the byte order must be manually reversed.
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*
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* Parameters:
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* addr Address to read.
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*
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* Returns:
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* Data at the address.
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*/
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UINT8 Read8(UINT32 addr);
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UINT16 Read16(UINT32 addr);
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UINT32 Read32(UINT32 addr);
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UINT64 Read64(UINT32 addr);
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/*
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* Write8(addr, data):
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* Write16(addr, data):
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* Write32(addr, data):
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* Write64(addr, data):
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*
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* Write a byte, half word, word, or double word to the PowerPC address
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* space. Note that everything is stored in big endian form, so when
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* accessing with a little endian device, the byte order must be manually
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* reversed.
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*
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* Parameters:
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* addr Address to write.
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* data Data to write.
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*/
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void Write8(UINT32 addr, UINT8 data);
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void Write16(UINT32 addr, UINT16 data);
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void Write32(UINT32 addr, UINT32 data);
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void Write64(UINT32 addr, UINT64 data);
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/*
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* SaveState(SaveState):
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*
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* Saves an image of the current state. Must never be called while emulator
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* is running (inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to save state information to.
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*/
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void SaveState(CBlockFile *SaveState);
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/*
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* LoadState(SaveState):
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*
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* Loads and resumes execution from a state image. Modifies data that may
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* be used by multiple threads -- use with caution and ensure threads are
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2011-09-15 21:10:38 +00:00
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* not accessing data that will be touched, this can be done by calling
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* PauseThreads beforehand. Must never be called while emulator is running
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* (inside RunFrame()).
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2011-09-12 05:43:37 +00:00
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*
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* Parameters:
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* SaveState Block file to load state information from.
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*/
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void LoadState(CBlockFile *SaveState);
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/*
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* SaveNVRAM(NVRAM):
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*
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* Saves an image of the current NVRAM state.
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*
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* Parameters:
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* NVRAM Block file to save NVRAM to.
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*/
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void SaveNVRAM(CBlockFile *NVRAM);
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/*
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* LoadNVRAM(NVRAM):
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*
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* Loads an NVRAM image.
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*
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* Parameters:
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* NVRAM Block file to load NVRAM state from.
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*/
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void LoadNVRAM(CBlockFile *NVRAM);
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/*
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* ClearNVRAM(void):
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*
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* Clears all NVRAM (backup RAM and EEPROM).
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*/
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void ClearNVRAM(void);
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/*
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* RunFrame(void):
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*
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* Runs one frame (assuming 60 Hz video refresh rate).
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*/
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void RunFrame(void);
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/*
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* Reset(void):
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*
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* Resets the system. Does not modify non-volatile memory.
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*/
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void Reset(void);
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/*
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* GetGameInfo(void):
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*
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* Returns:
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* A pointer to the presently loaded game's information structure (or
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* NULL if no ROM set has yet been loaded).
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*/
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const struct GameInfo * GetGameInfo(void);
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/*
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* LoadROMSet(GameList, zipFile):
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*
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* Loads a complete ROM set from the specified ZIP archive.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Parameters:
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* GameList List of all supported games and their ROMs.
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* zipFile ZIP file to load from.
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*
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* Returns:
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* OKAY if successful, FAIL otherwise. Prints errors.
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*/
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bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
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/*
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* AttachRenderers(Render2DPtr, Render3DPtr):
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*
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* Attaches the renderers to the appropriate device objects.
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*
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* Parameters:
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* Render2DPtr Pointer to a tile renderer object.
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* Render3DPtr Same as above but for a 3D renderer.
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*/
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2016-03-21 23:25:29 +00:00
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void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
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2011-09-12 05:43:37 +00:00
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/*
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* AttachInputs(InputsPtr):
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*
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* Attaches OSD-managed inputs.
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*
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* Parameters:
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* InputsPtr Pointer to the object containing input states.
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*/
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void AttachInputs(CInputs *InputsPtr);
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2012-07-15 21:04:46 +00:00
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void AttachOutputs(COutputs *OutputsPtr);
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2011-09-12 05:43:37 +00:00
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/*
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* Init(void):
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*
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* One-time initialization of the context. Must be called prior to all
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* other members. Allocates memory and initializes device states.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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bool Init(void);
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2011-09-15 21:10:38 +00:00
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/*
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* GetSoundBoard(void):
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*
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* Returns a reference to the sound board.
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*
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* Returns:
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* Pointer to CSoundBoard object.
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*/
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CSoundBoard *GetSoundBoard(void);
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/*
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* GetDriveBoard(void):
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*
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* Returns a reference to the drive board.
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* Returns:
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* Pointer to CDriveBoard object.
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*/
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CDriveBoard *GetDriveBoard(void);
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/*
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* PauseThreads(void):
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*
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* Flags that any running threads should pause and waits for them to do so.
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* Should be used before invoking any method that accesses the internal state, eg LoadState or SaveState.
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*/
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bool PauseThreads(void);
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/*
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* ResumeThreads(void):
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*
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* Flags that any paused threads should resume running.
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*/
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2012-01-16 23:21:14 +00:00
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bool ResumeThreads(void);
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/*
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* DumpTimings(void):
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*
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* Prints all timings for the most recent frame to the console, for debugging purposes.
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*/
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void DumpTimings(void);
|
2011-09-15 21:10:38 +00:00
|
|
|
|
Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are:
* InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
* InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
* InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
* InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
* fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
* removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
* added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
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/*
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* GetTimings(void):
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*
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* Returns timings for the most recent frame, for debugging purposes.
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|
*/
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FrameTimings GetTimings(void);
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|
2011-09-12 05:43:37 +00:00
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/*
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* CModel3(void):
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* ~CModel3(void):
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*
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* Constructor and destructor for Model 3 class. Constructor performs a
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* bare-bones initialization of object; does not perform any memory
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* allocation or any actions that can fail. The destructor will deallocate
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* memory and free resources used by the object (and its child objects).
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*/
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CModel3(void);
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~CModel3(void);
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/*
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* Private Property.
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* Tresspassers will be shot! ;)
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*/
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private:
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// Private member functions
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UINT8 ReadInputs(unsigned reg);
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void WriteInputs(unsigned reg, UINT8 data);
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UINT32 ReadSecurity(unsigned reg);
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void WriteSecurity(unsigned reg, UINT32 data);
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void SetCROMBank(unsigned idx);
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UINT8 ReadSystemRegister(unsigned reg);
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void WriteSystemRegister(unsigned reg, UINT8 data);
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void Patch(void);
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|
2012-01-16 23:21:14 +00:00
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void RunMainBoardFrame(void); // Runs PPC main board for a frame
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void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running
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void RenderFrame(void); // Renders current frame
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bool RunSoundBoardFrame(void); // Runs sound board for a frame
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void RunDriveBoardFrame(void); // Runs drive board for a frame
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|
2011-09-12 05:43:37 +00:00
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bool StartThreads(void); // Starts all threads
|
2012-07-23 20:35:10 +00:00
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|
bool StopThreads(void); // Stops all threads
|
2011-09-12 05:43:37 +00:00
|
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|
void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
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|
2012-01-16 23:21:14 +00:00
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static int StartMainBoardThread(void *data); // Callback to start PPC main board thread
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|
static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd)
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|
static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd)
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static int StartDriveBoardThread(void *data); // Callback to start drive board thread
|
2011-09-12 05:43:37 +00:00
|
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static void AudioCallback(void *data); // Audio buffer callback
|
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|
2012-07-23 20:35:10 +00:00
|
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|
bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread)
|
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|
|
int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread)
|
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|
|
int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed)
|
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|
|
int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread)
|
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|
|
int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread)
|
2011-09-12 05:43:37 +00:00
|
|
|
|
|
|
|
// Game and hardware information
|
|
|
|
const struct GameInfo *Game;
|
|
|
|
|
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|
|
// Game inputs
|
|
|
|
CInputs *Inputs;
|
2012-07-15 21:04:46 +00:00
|
|
|
|
|
|
|
// Game outputs
|
|
|
|
COutputs *Outputs;
|
2011-09-12 05:43:37 +00:00
|
|
|
|
|
|
|
// Input registers (game controls)
|
|
|
|
UINT8 inputBank;
|
|
|
|
UINT8 serialFIFO1, serialFIFO2;
|
|
|
|
UINT8 gunReg;
|
|
|
|
int adcChannel;
|
|
|
|
|
|
|
|
// MIDI port
|
|
|
|
UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
|
|
|
|
|
|
|
|
// Emulated core Model 3 memory regions
|
|
|
|
UINT8 *memoryPool; // single allocated region for all ROM and system RAM
|
|
|
|
UINT8 *ram; // 8 MB PowerPC RAM
|
|
|
|
UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
|
|
|
|
UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
|
|
|
|
UINT8 *soundROM; // 512 KB sound ROM (68K program)
|
|
|
|
UINT8 *sampleROM; // 8 MB samples (68K)
|
|
|
|
UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
|
|
|
|
UINT8 *mpegROM; // 8 MB DSB MPEG ROM
|
|
|
|
UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
|
|
|
|
UINT8 *securityRAM; // 128 KB Security Board RAM
|
|
|
|
UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
|
|
|
|
|
|
|
|
// Banked CROM
|
|
|
|
UINT8 *cromBank; // currently mapped in CROM bank
|
|
|
|
unsigned cromBankReg; // the CROM bank register
|
|
|
|
|
|
|
|
// Security device
|
|
|
|
unsigned securityPtr; // pointer to current offset in security data
|
|
|
|
|
|
|
|
// PowerPC
|
|
|
|
PPC_FETCH_REGION PPCFetchRegions[3];
|
|
|
|
|
|
|
|
// Multiple threading
|
2012-01-16 23:21:14 +00:00
|
|
|
bool gpusReady; // True if GPUs are ready to render
|
2011-09-12 05:43:37 +00:00
|
|
|
bool startedThreads; // True if threads have been created and started
|
2012-07-23 20:35:10 +00:00
|
|
|
bool pauseThreads; // True if threads should pause
|
|
|
|
bool stopThreads; // True if threads should stop
|
2012-01-16 23:21:14 +00:00
|
|
|
bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread
|
|
|
|
CThread *ppcBrdThread; // PPC main board thread
|
2011-09-12 05:43:37 +00:00
|
|
|
CThread *sndBrdThread; // Sound board thread
|
|
|
|
CThread *drvBrdThread; // Drive board thread
|
2012-01-16 23:21:14 +00:00
|
|
|
bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
|
|
|
|
bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
|
2011-09-12 05:43:37 +00:00
|
|
|
bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
|
|
|
|
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
|
2012-07-23 20:35:10 +00:00
|
|
|
bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
|
2011-09-12 05:43:37 +00:00
|
|
|
bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
|
|
|
|
bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
|
|
|
|
|
|
|
|
// Thread synchronization objects
|
2012-01-16 23:21:14 +00:00
|
|
|
CSemaphore *ppcBrdThreadSync;
|
2011-09-12 05:43:37 +00:00
|
|
|
CSemaphore *sndBrdThreadSync;
|
|
|
|
CMutex *sndBrdNotifyLock;
|
|
|
|
CCondVar *sndBrdNotifySync;
|
|
|
|
CSemaphore *drvBrdThreadSync;
|
|
|
|
CMutex *notifyLock;
|
|
|
|
CCondVar *notifySync;
|
|
|
|
|
Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are:
* InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
* InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
* InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
* InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
* fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
* removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
* added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
|
|
|
// Frame timings
|
|
|
|
FrameTimings timings;
|
|
|
|
|
2011-09-12 05:43:37 +00:00
|
|
|
// Other devices
|
|
|
|
CIRQ IRQ; // Model 3 IRQ controller
|
|
|
|
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
|
|
|
|
CPCIBus PCIBus; // Model 3's PCI bus
|
|
|
|
C53C810 SCSI; // NCR 53C810 SCSI controller
|
|
|
|
CRTC72421 RTC; // Epson RTC-72421 real-time clock
|
|
|
|
C93C46 EEPROM; // 93C46 EEPROM
|
|
|
|
CTileGen TileGen; // Sega 2D tile generator
|
|
|
|
CReal3D GPU; // Real3D graphics hardware
|
|
|
|
CSoundBoard SoundBoard; // Sound board
|
|
|
|
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
|
|
|
|
CDriveBoard DriveBoard; // Drive board
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
#endif // INCLUDED_MODEL3_H
|