Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile.

This commit is contained in:
Bart Trzynadlowski 2016-04-02 21:50:40 +00:00
parent c0f679479a
commit 6e5c301de8
7 changed files with 4254 additions and 3116 deletions

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@ -57,7 +57,8 @@ BOOST_INCLUDEPATH = /mingw64/boost_1_55_0
# #
ifeq ($(strip $(BITS)),64) ifeq ($(strip $(BITS)),64)
SDL_LIBPATH = /mingw64/lib64 SDL_LIBPATH = /mingw64/lib64
SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL #SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL
SDL_INCLUDEPATH = /mingw64/SDL-1.2.15/include
else else
SDL_LIBPATH = /mingw/lib SDL_LIBPATH = /mingw/lib
SDL_INCLUDEPATH = /mingw/include/SDL SDL_INCLUDEPATH = /mingw/include/SDL
@ -68,6 +69,7 @@ endif
# #
ifeq ($(strip $(BITS)),64) ifeq ($(strip $(BITS)),64)
WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib/x64 WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib/x64
#WINSDK_LIBPATH = /Program\ Files\ (x86)/Windows\ Kits/10/Lib/10.0.10586.0/um/x64
else else
WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib
endif endif
@ -98,7 +100,7 @@ LD = g++
COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -DSUPERMODEL_WIN32 -DGLEW_STATIC -O3 COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -DSUPERMODEL_WIN32 -DGLEW_STATIC -O3
CFLAGS = $(COMPILER_FLAGS) CFLAGS = $(COMPILER_FLAGS)
CPPFLAGS = $(COMPILER_FLAGS) -I$(BOOST_INCLUDEPATH) -std=c++11 CPPFLAGS = $(COMPILER_FLAGS) -I$(BOOST_INCLUDEPATH) -std=c++11
LFLAGS = -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lz -l:$(WINSDK_LIBPATH)/WbemUuid.lib -s LFLAGS = -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lwbemuuid -lz -s #-l:$(WINSDK_LIBPATH)/WbemUuid.lib -s
# #
# Build options... # Build options...
@ -131,7 +133,9 @@ OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/Games.o $(OBJ_DIR)/Config.o $(OBJ_DIR)/I
$(OBJ_DIR)/Outputs.o $(OBJ_DIR)/WinOutputs.o \ $(OBJ_DIR)/Outputs.o $(OBJ_DIR)/WinOutputs.o \
$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \ $(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \
$(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \ $(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \
$(OBJ_DIR)/amp_util.o $(OBJ_DIR)/amp_util.o \
$(OBJ_DIR)/Crypto.o \
$(OBJ_DIR)/Format.o
# If built-in debugger enabled, include all debugging classes # If built-in debugger enabled, include all debugging classes
@ -250,6 +254,9 @@ $(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp
$(OBJ_DIR)/%.o: Src/Pkgs/%.c $(OBJ_DIR)/%.o: Src/Pkgs/%.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o $(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Util/%.cpp Src/Util/%.h
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
# #
# AMP MPEG decoder library # AMP MPEG decoder library
# #

1031
Src/Model3/Crypto.cpp Normal file

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123
Src/Model3/Crypto.h Normal file
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@ -0,0 +1,123 @@
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2016 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Crypto.h
*
* Header file for security board encryption device. This code was taken from
* MAME (http://mamedev.org).
*/
// license:BSD-3-Clause
// copyright-holders:David Haywood
#pragma once
#ifndef __SEGA315_5881_CRYPT__
#define __SEGA315_5881_CRYPT__
#include <cstdint>
#include <memory>
#include <functional>
class CBlockFile;
class CCrypto
{
public:
// construction/destruction
CCrypto();
void SaveState(CBlockFile *SaveState);
void LoadState(CBlockFile *SaveState);
void Init(uint32_t encryptionKey, std::function<uint16_t(uint32_t)> ReadRAMCallback);
void Reset();
uint16_t Decrypt(uint8_t **base);
void SetAddressLow(uint16_t data);
void SetAddressHigh(uint16_t data);
void SetSubKey(uint16_t data);
std::function<uint16_t(uint32_t)> m_read;
/*
static void set_read_cb(device_t &device,sega_m2_read_delegate readcb)
{
sega_315_5881_crypt_device &dev = downcast<sega_315_5881_crypt_device &>(device);
dev.m_read = readcb;
}
*/
private:
uint32_t key;
std::unique_ptr<uint8_t[]> buffer;
std::unique_ptr<uint8_t[]> line_buffer;
std::unique_ptr<uint8_t[]> line_buffer_prev;
uint32_t prot_cur_address;
uint16_t subkey, dec_hist;
uint32_t dec_header;
bool enc_ready;
int buffer_pos, line_buffer_pos, line_buffer_size, buffer_bit, buffer_bit2;
uint8_t buffer2[2];
uint16_t buffer2a;
int block_size;
int block_pos;
int block_numlines;
int done_compression;
struct sbox {
uint8_t table[64];
int inputs[6]; // positions of the inputs bits, -1 means no input except from key
int outputs[2]; // positions of the output bits
};
static const sbox fn1_sboxes[4][4];
static const sbox fn2_sboxes[4][4];
static const int FN1GK = 38;
static const int FN2GK = 32;
static const int fn1_game_key_scheduling[FN1GK][2];
static const int fn2_game_key_scheduling[FN2GK][2];
static const int fn1_sequence_key_scheduling[20][2];
static const int fn2_sequence_key_scheduling[16];
static const int fn2_middle_result_scheduling[16];
static const uint8_t trees[9][2][32];
int feistel_function(int input, const struct sbox *sboxes, uint32_t subkeys);
uint16_t block_decrypt(uint32_t game_key, uint16_t sequence_key, uint16_t counter, uint16_t data);
uint16_t get_decrypted_16();
int get_compressed_bit();
void enc_start();
void enc_fill();
void line_fill();
};
#endif

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@ -28,6 +28,7 @@
#ifndef INCLUDED_MODEL3_H #ifndef INCLUDED_MODEL3_H
#define INCLUDED_MODEL3_H #define INCLUDED_MODEL3_H
#include "Model3/Crypto.h"
/* /*
* FrameTimings * FrameTimings
@ -36,13 +37,13 @@
*/ */
struct FrameTimings struct FrameTimings
{ {
UINT32 ppcTicks; UINT32 ppcTicks;
UINT32 syncSize; UINT32 syncSize;
UINT32 syncTicks; UINT32 syncTicks;
UINT32 renderTicks; UINT32 renderTicks;
UINT32 sndTicks; UINT32 sndTicks;
UINT32 drvTicks; UINT32 drvTicks;
UINT32 frameTicks; UINT32 frameTicks;
}; };
/* /*
@ -53,34 +54,34 @@ struct FrameTimings
class CModel3Config class CModel3Config
{ {
public: public:
bool multiThreaded; // Multi-threaded (enabled if true) bool multiThreaded; // Multi-threaded (enabled if true)
bool gpuMultiThreaded; // Multi-threaded rendering (enabled if true) bool gpuMultiThreaded; // Multi-threaded rendering (enabled if true)
// PowerPC clock frequency in MHz (minimum: 1 MHz) // PowerPC clock frequency in MHz (minimum: 1 MHz)
inline void SetPowerPCFrequency(unsigned f) inline void SetPowerPCFrequency(unsigned f)
{ {
if ((f<1) || (f>1000)) if ((f<1) || (f>1000))
{ {
ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 50 MHz."); ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 50 MHz.");
f = 50; f = 50;
} }
ppcFrequency = f*1000000; ppcFrequency = f*1000000;
} }
inline unsigned GetPowerPCFrequency(void) inline unsigned GetPowerPCFrequency(void)
{ {
return ppcFrequency/1000000; return ppcFrequency/1000000;
} }
// Defaults // Defaults
CModel3Config(void) CModel3Config(void)
{ {
multiThreaded = true; // enable by default multiThreaded = true; // enable by default
gpuMultiThreaded = true; // enable by default gpuMultiThreaded = true; // enable by default
ppcFrequency = 50*1000000; // 50 MHz ppcFrequency = 50*1000000; // 50 MHz
} }
private: private:
unsigned ppcFrequency; // in Hz unsigned ppcFrequency; // in Hz
}; };
/* /*
@ -97,392 +98,393 @@ private:
class CModel3: public CBus, public CPCIDevice class CModel3: public CBus, public CPCIDevice
{ {
public: public:
/* /*
* ReadPCIConfigSpace(device, reg, bits, offset): * ReadPCIConfigSpace(device, reg, bits, offset):
* *
* Handles unknown PCI devices. See CPCIDevice definition for more details. * Handles unknown PCI devices. See CPCIDevice definition for more details.
* *
* Parameters: * Parameters:
* device Device number. * device Device number.
* reg Register number. * reg Register number.
* bits Bit width of access (8, 16, or 32 only).; * bits Bit width of access (8, 16, or 32 only).;
* offset Byte offset within register, aligned to the specified bit * offset Byte offset within register, aligned to the specified bit
* width, and offset from the 32-bit aligned base of the * width, and offset from the 32-bit aligned base of the
* register number. * register number.
* *
* Returns: * Returns:
* Register data. * Register data.
*/ */
UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width); UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
/* /*
* WritePCIConfigSpace(device, reg, bits, offset, data): * WritePCIConfigSpace(device, reg, bits, offset, data):
* *
* Handles unknown PCI devices. See CPCIDevice definition for more details. * Handles unknown PCI devices. See CPCIDevice definition for more details.
* *
* Parameters: * Parameters:
* device Device number. * device Device number.
* reg Register number. * reg Register number.
* bits Bit width of access (8, 16, or 32 only). * bits Bit width of access (8, 16, or 32 only).
* offset Byte offset within register, aligned to the specified bit * offset Byte offset within register, aligned to the specified bit
* width, and offset from the 32-bit aligned base of the * width, and offset from the 32-bit aligned base of the
* register number. * register number.
* data Data. * data Data.
*/ */
void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data); void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
/* /*
* Read8(addr): * Read8(addr):
* Read16(addr): * Read16(addr):
* Read32(addr): * Read32(addr):
* Read64(addr): * Read64(addr):
* *
* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from * Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
* the PowerPC address space. This implements the PowerPC address bus. Note * the PowerPC address space. This implements the PowerPC address bus. Note
* that it is big endian, so when accessing from a little endian device, * that it is big endian, so when accessing from a little endian device,
* the byte order must be manually reversed. * the byte order must be manually reversed.
* *
* Parameters: * Parameters:
* addr Address to read. * addr Address to read.
* *
* Returns: * Returns:
* Data at the address. * Data at the address.
*/ */
UINT8 Read8(UINT32 addr); UINT8 Read8(UINT32 addr);
UINT16 Read16(UINT32 addr); UINT16 Read16(UINT32 addr);
UINT32 Read32(UINT32 addr); UINT32 Read32(UINT32 addr);
UINT64 Read64(UINT32 addr); UINT64 Read64(UINT32 addr);
/* /*
* Write8(addr, data): * Write8(addr, data):
* Write16(addr, data): * Write16(addr, data):
* Write32(addr, data): * Write32(addr, data):
* Write64(addr, data): * Write64(addr, data):
* *
* Write a byte, half word, word, or double word to the PowerPC address * Write a byte, half word, word, or double word to the PowerPC address
* space. Note that everything is stored in big endian form, so when * space. Note that everything is stored in big endian form, so when
* accessing with a little endian device, the byte order must be manually * accessing with a little endian device, the byte order must be manually
* reversed. * reversed.
* *
* Parameters: * Parameters:
* addr Address to write. * addr Address to write.
* data Data to write. * data Data to write.
*/ */
void Write8(UINT32 addr, UINT8 data); void Write8(UINT32 addr, UINT8 data);
void Write16(UINT32 addr, UINT16 data); void Write16(UINT32 addr, UINT16 data);
void Write32(UINT32 addr, UINT32 data); void Write32(UINT32 addr, UINT32 data);
void Write64(UINT32 addr, UINT64 data); void Write64(UINT32 addr, UINT64 data);
/* /*
* SaveState(SaveState): * SaveState(SaveState):
* *
* Saves an image of the current state. Must never be called while emulator * Saves an image of the current state. Must never be called while emulator
* is running (inside RunFrame()). * is running (inside RunFrame()).
* *
* Parameters: * Parameters:
* SaveState Block file to save state information to. * SaveState Block file to save state information to.
*/ */
void SaveState(CBlockFile *SaveState); void SaveState(CBlockFile *SaveState);
/* /*
* LoadState(SaveState): * LoadState(SaveState):
* *
* Loads and resumes execution from a state image. Modifies data that may * Loads and resumes execution from a state image. Modifies data that may
* be used by multiple threads -- use with caution and ensure threads are * be used by multiple threads -- use with caution and ensure threads are
* not accessing data that will be touched, this can be done by calling * not accessing data that will be touched, this can be done by calling
* PauseThreads beforehand. Must never be called while emulator is running * PauseThreads beforehand. Must never be called while emulator is running
* (inside RunFrame()). * (inside RunFrame()).
* *
* Parameters: * Parameters:
* SaveState Block file to load state information from. * SaveState Block file to load state information from.
*/ */
void LoadState(CBlockFile *SaveState); void LoadState(CBlockFile *SaveState);
/* /*
* SaveNVRAM(NVRAM): * SaveNVRAM(NVRAM):
* *
* Saves an image of the current NVRAM state. * Saves an image of the current NVRAM state.
* *
* Parameters: * Parameters:
* NVRAM Block file to save NVRAM to. * NVRAM Block file to save NVRAM to.
*/ */
void SaveNVRAM(CBlockFile *NVRAM); void SaveNVRAM(CBlockFile *NVRAM);
/* /*
* LoadNVRAM(NVRAM): * LoadNVRAM(NVRAM):
* *
* Loads an NVRAM image. * Loads an NVRAM image.
* *
* Parameters: * Parameters:
* NVRAM Block file to load NVRAM state from. * NVRAM Block file to load NVRAM state from.
*/ */
void LoadNVRAM(CBlockFile *NVRAM); void LoadNVRAM(CBlockFile *NVRAM);
/* /*
* ClearNVRAM(void): * ClearNVRAM(void):
* *
* Clears all NVRAM (backup RAM and EEPROM). * Clears all NVRAM (backup RAM and EEPROM).
*/ */
void ClearNVRAM(void); void ClearNVRAM(void);
/* /*
* RunFrame(void): * RunFrame(void):
* *
* Runs one frame (assuming 60 Hz video refresh rate). * Runs one frame (assuming 60 Hz video refresh rate).
*/ */
void RunFrame(void); void RunFrame(void);
/* /*
* Reset(void): * Reset(void):
* *
* Resets the system. Does not modify non-volatile memory. * Resets the system. Does not modify non-volatile memory.
*/ */
void Reset(void); void Reset(void);
/* /*
* GetGameInfo(void): * GetGameInfo(void):
* *
* Returns: * Returns:
* A pointer to the presently loaded game's information structure (or * A pointer to the presently loaded game's information structure (or
* NULL if no ROM set has yet been loaded). * NULL if no ROM set has yet been loaded).
*/ */
const struct GameInfo * GetGameInfo(void); const struct GameInfo * GetGameInfo(void);
/* /*
* LoadROMSet(GameList, zipFile): * LoadROMSet(GameList, zipFile):
* *
* Loads a complete ROM set from the specified ZIP archive. * Loads a complete ROM set from the specified ZIP archive.
* *
* NOTE: Command line settings will not have been applied here yet. * NOTE: Command line settings will not have been applied here yet.
* *
* Parameters: * Parameters:
* GameList List of all supported games and their ROMs. * GameList List of all supported games and their ROMs.
* zipFile ZIP file to load from. * zipFile ZIP file to load from.
* *
* Returns: * Returns:
* OKAY if successful, FAIL otherwise. Prints errors. * OKAY if successful, FAIL otherwise. Prints errors.
*/ */
bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile); bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
/* /*
* AttachRenderers(Render2DPtr, Render3DPtr): * AttachRenderers(Render2DPtr, Render3DPtr):
* *
* Attaches the renderers to the appropriate device objects. * Attaches the renderers to the appropriate device objects.
* *
* Parameters: * Parameters:
* Render2DPtr Pointer to a tile renderer object. * Render2DPtr Pointer to a tile renderer object.
* Render3DPtr Same as above but for a 3D renderer. * Render3DPtr Same as above but for a 3D renderer.
*/ */
void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr); void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
/* /*
* AttachInputs(InputsPtr): * AttachInputs(InputsPtr):
* *
* Attaches OSD-managed inputs. * Attaches OSD-managed inputs.
* *
* Parameters: * Parameters:
* InputsPtr Pointer to the object containing input states. * InputsPtr Pointer to the object containing input states.
*/ */
void AttachInputs(CInputs *InputsPtr); void AttachInputs(CInputs *InputsPtr);
void AttachOutputs(COutputs *OutputsPtr); void AttachOutputs(COutputs *OutputsPtr);
/* /*
* Init(void): * Init(void):
* *
* One-time initialization of the context. Must be called prior to all * One-time initialization of the context. Must be called prior to all
* other members. Allocates memory and initializes device states. * other members. Allocates memory and initializes device states.
* *
* NOTE: Command line settings will not have been applied here yet. * NOTE: Command line settings will not have been applied here yet.
* *
* Returns: * Returns:
* OKAY is successful, otherwise FAILED if a non-recoverable error * OKAY is successful, otherwise FAILED if a non-recoverable error
* occurred. Prints own error messages. * occurred. Prints own error messages.
*/ */
bool Init(void); bool Init(void);
/* /*
* GetSoundBoard(void): * GetSoundBoard(void):
* *
* Returns a reference to the sound board. * Returns a reference to the sound board.
* *
* Returns: * Returns:
* Pointer to CSoundBoard object. * Pointer to CSoundBoard object.
*/ */
CSoundBoard *GetSoundBoard(void); CSoundBoard *GetSoundBoard(void);
/* /*
* GetDriveBoard(void): * GetDriveBoard(void):
* *
* Returns a reference to the drive board. * Returns a reference to the drive board.
* Returns: * Returns:
* Pointer to CDriveBoard object. * Pointer to CDriveBoard object.
*/ */
CDriveBoard *GetDriveBoard(void); CDriveBoard *GetDriveBoard(void);
/* /*
* PauseThreads(void): * PauseThreads(void):
* *
* Flags that any running threads should pause and waits for them to do so. * Flags that any running threads should pause and waits for them to do so.
* Should be used before invoking any method that accesses the internal state, eg LoadState or SaveState. * Should be used before invoking any method that accesses the internal state, eg LoadState or SaveState.
*/ */
bool PauseThreads(void); bool PauseThreads(void);
/* /*
* ResumeThreads(void): * ResumeThreads(void):
* *
* Flags that any paused threads should resume running. * Flags that any paused threads should resume running.
*/ */
bool ResumeThreads(void); bool ResumeThreads(void);
/* /*
* DumpTimings(void): * DumpTimings(void):
* *
* Prints all timings for the most recent frame to the console, for debugging purposes. * Prints all timings for the most recent frame to the console, for debugging purposes.
*/ */
void DumpTimings(void); void DumpTimings(void);
/* /*
* GetTimings(void): * GetTimings(void):
* *
* Returns timings for the most recent frame, for debugging purposes. * Returns timings for the most recent frame, for debugging purposes.
*/ */
FrameTimings GetTimings(void); FrameTimings GetTimings(void);
/* /*
* CModel3(void): * CModel3(void):
* ~CModel3(void): * ~CModel3(void):
* *
* Constructor and destructor for Model 3 class. Constructor performs a * Constructor and destructor for Model 3 class. Constructor performs a
* bare-bones initialization of object; does not perform any memory * bare-bones initialization of object; does not perform any memory
* allocation or any actions that can fail. The destructor will deallocate * allocation or any actions that can fail. The destructor will deallocate
* memory and free resources used by the object (and its child objects). * memory and free resources used by the object (and its child objects).
*/ */
CModel3(void); CModel3(void);
~CModel3(void); ~CModel3(void);
/* /*
* Private Property. * Private Property.
* Tresspassers will be shot! ;) * Tresspassers will be shot! ;)
*/ */
private: private:
// Private member functions // Private member functions
UINT8 ReadInputs(unsigned reg); UINT8 ReadInputs(unsigned reg);
void WriteInputs(unsigned reg, UINT8 data); void WriteInputs(unsigned reg, UINT8 data);
UINT32 ReadSecurity(unsigned reg); uint16_t ReadSecurityRAM(uint32_t addr);
void WriteSecurity(unsigned reg, UINT32 data); UINT32 ReadSecurity(unsigned reg);
void SetCROMBank(unsigned idx); void WriteSecurity(unsigned reg, UINT32 data);
UINT8 ReadSystemRegister(unsigned reg); void SetCROMBank(unsigned idx);
void WriteSystemRegister(unsigned reg, UINT8 data); UINT8 ReadSystemRegister(unsigned reg);
void Patch(void); void WriteSystemRegister(unsigned reg, UINT8 data);
void Patch(void);
void RunMainBoardFrame(void); // Runs PPC main board for a frame void RunMainBoardFrame(void); // Runs PPC main board for a frame
void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running
void RenderFrame(void); // Renders current frame void RenderFrame(void); // Renders current frame
bool RunSoundBoardFrame(void); // Runs sound board for a frame bool RunSoundBoardFrame(void); // Runs sound board for a frame
void RunDriveBoardFrame(void); // Runs drive board for a frame void RunDriveBoardFrame(void); // Runs drive board for a frame
bool StartThreads(void); // Starts all threads bool StartThreads(void); // Starts all threads
bool StopThreads(void); // Stops all threads bool StopThreads(void); // Stops all threads
void DeleteThreadObjects(void); // Deletes all threads and synchronization objects void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
static int StartMainBoardThread(void *data); // Callback to start PPC main board thread static int StartMainBoardThread(void *data); // Callback to start PPC main board thread
static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd) static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd)
static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd) static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd)
static int StartDriveBoardThread(void *data); // Callback to start drive board thread static int StartDriveBoardThread(void *data); // Callback to start drive board thread
static void AudioCallback(void *data); // Audio buffer callback static void AudioCallback(void *data); // Audio buffer callback
bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread) bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread)
int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread) int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread)
int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed) int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed)
int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread) int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread)
int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread) int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread)
// Game and hardware information // Game and hardware information
const struct GameInfo *Game; const struct GameInfo *Game;
// Game inputs // Game inputs and outputs
CInputs *Inputs; CInputs *Inputs;
COutputs *Outputs;
// Game outputs // Input registers (game controls)
COutputs *Outputs; UINT8 inputBank;
UINT8 serialFIFO1, serialFIFO2;
UINT8 gunReg;
int adcChannel;
// Input registers (game controls) // MIDI port
UINT8 inputBank; UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
UINT8 serialFIFO1, serialFIFO2;
UINT8 gunReg;
int adcChannel;
// MIDI port // Emulated core Model 3 memory regions
UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior 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)
// Emulated core Model 3 memory regions // Banked CROM
UINT8 *memoryPool; // single allocated region for all ROM and system RAM UINT8 *cromBank; // currently mapped in CROM bank
UINT8 *ram; // 8 MB PowerPC RAM unsigned cromBankReg; // the CROM bank register
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 // Security device
UINT8 *cromBank; // currently mapped in CROM bank bool m_securityFirstRead = true;
unsigned cromBankReg; // the CROM bank register unsigned securityPtr; // pointer to current offset in security data
// Security device // PowerPC
unsigned securityPtr; // pointer to current offset in security data PPC_FETCH_REGION PPCFetchRegions[3];
// PowerPC // Multiple threading
PPC_FETCH_REGION PPCFetchRegions[3]; bool gpusReady; // True if GPUs are ready to render
bool startedThreads; // True if threads have been created and started
bool pauseThreads; // True if threads should pause
bool stopThreads; // True if threads should stop
bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread
CThread *ppcBrdThread; // PPC main board thread
CThread *sndBrdThread; // Sound board thread
CThread *drvBrdThread; // Drive board thread
bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
// Multiple threading // Thread synchronization objects
bool gpusReady; // True if GPUs are ready to render CSemaphore *ppcBrdThreadSync;
bool startedThreads; // True if threads have been created and started CSemaphore *sndBrdThreadSync;
bool pauseThreads; // True if threads should pause CMutex *sndBrdNotifyLock;
bool stopThreads; // True if threads should stop CCondVar *sndBrdNotifySync;
bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread CSemaphore *drvBrdThreadSync;
CThread *ppcBrdThread; // PPC main board thread CMutex *notifyLock;
CThread *sndBrdThread; // Sound board thread CCondVar *notifySync;
CThread *drvBrdThread; // Drive board thread
bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
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 // Frame timings
CSemaphore *ppcBrdThreadSync; FrameTimings timings;
CSemaphore *sndBrdThreadSync;
CMutex *sndBrdNotifyLock;
CCondVar *sndBrdNotifySync;
CSemaphore *drvBrdThreadSync;
CMutex *notifyLock;
CCondVar *notifySync;
// Frame timings // Other devices
FrameTimings timings; CIRQ IRQ; // Model 3 IRQ controller
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
// Other devices CPCIBus PCIBus; // Model 3's PCI bus
CIRQ IRQ; // Model 3 IRQ controller C53C810 SCSI; // NCR 53C810 SCSI controller
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller CRTC72421 RTC; // Epson RTC-72421 real-time clock
CPCIBus PCIBus; // Model 3's PCI bus C93C46 EEPROM; // 93C46 EEPROM
C53C810 SCSI; // NCR 53C810 SCSI controller CTileGen TileGen; // Sega 2D tile generator
CRTC72421 RTC; // Epson RTC-72421 real-time clock CReal3D GPU; // Real3D graphics hardware
C93C46 EEPROM; // 93C46 EEPROM CSoundBoard SoundBoard; // Sound board
CTileGen TileGen; // Sega 2D tile generator CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
CReal3D GPU; // Real3D graphics hardware CDriveBoard DriveBoard; // Drive board
CSoundBoard SoundBoard; // Sound board CCrypto m_cryptoDevice; // Encryption device
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
CDriveBoard DriveBoard; // Drive board
}; };
#endif // INCLUDED_MODEL3_H #endif // INCLUDED_MODEL3_H

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#include "Util/Format.h"
namespace Util
{
static const char hex_digits[] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f' };
const std::string Hex(uint32_t n, size_t num_digits)
{
Util::Format f;
f << "0x";
for (size_t b = num_digits * 4; b; )
{
b -= 4;
f << hex_digits[(n >> b) & 0xf];
}
return f;
}
const std::string Hex(uint32_t n)
{
return Hex(n, 8);
}
const std::string Hex(uint16_t n)
{
return Hex(n, 4);
}
const std::string Hex(uint8_t n)
{
return Hex(n, 2);
}
} // Util

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#ifndef INCLUDED_FORMAT_H
#define INCLUDED_FORMAT_H
#include <string>
#include <sstream>
#include <iomanip>
namespace Util
{
class Format
{
public:
template <typename T>
Format &operator<<(const T &data)
{
m_stream << data;
return *this;
}
operator std::string() const
{
return str();
}
std::string str() const
{
return m_stream.str();
}
template <typename T>
Format &Join(const T &collection)
{
std::string separator = m_stream.str();
clear();
for (auto it = collection.begin(); it != collection.end(); )
{
m_stream << *it;
++it;
if (it != collection.end())
m_stream << separator;
}
return *this;
}
Format(const std::string &str)
: m_stream(str)
{
}
Format()
{
}
private:
std::stringstream m_stream;
void clear()
{
m_stream.str(std::string());
}
};
const std::string Hex(uint32_t n, size_t num_digits);
const std::string Hex(uint32_t n);
const std::string Hex(uint16_t n);
const std::string Hex(uint8_t n);
} // Util
#endif // INCLUDED_FORMAT_H