Changes by Harry Tuttle: game list more accurately reflects MAME's, added a root level XML "games" node, print ROM version along with title

This commit is contained in:
Bart Trzynadlowski 2017-04-05 05:35:45 +00:00
parent f6707ecfba
commit c013eab711
4 changed files with 2677 additions and 2496 deletions

File diff suppressed because it is too large Load diff

View file

@ -234,85 +234,90 @@ static void PopulateGameInfo(Game *game, const Util::Config::Node &game_node)
}
bool GameLoader::LoadGamesFromXML(const Util::Config::Node &xml)
{
for (auto it = xml.begin(); it != xml.end(); ++it)
{
// Game node
auto &game_node = *it;
if (game_node.Key() != "game")
continue;
if (game_node["name"].Empty())
{
//TODO: associate line numbers in config
//ErrorLog("%s: Ignoring <game> tag with missing 'name' attribute.", m_xml_filename.c_str());
continue;
}
std::string game_name = game_node["name"].ValueAs<std::string>();
if (m_regions_by_game.find(game_name) != m_regions_by_game.end())
{
ErrorLog("%s: Ignoring redefinition of game '%s'.", m_xml_filename.c_str(), game_name.c_str());
continue;
}
RegionsByName_t &regions_by_name = m_regions_by_game[game_name];
PopulateGameInfo(&m_game_info_by_game[game_name], game_node);
for (auto &roms_node: game_node)
{
if (roms_node.Key() != "roms")
continue;
/*
* Regions define contiguous memory areas that individual ROM files are
* loaded into. It is possible to have multiple region tags identifying
* the same region. They will be aggregated. This is useful for parent
* and child ROM sets, which each may need to define the same region,
* with the child set loading in different files to overwrite the parent
* set.
*/
for (auto &region_node: roms_node)
{
if (region_node.Key() != "region")
continue;
// Look up region structure or create new one if needed
std::string region_name = region_node["name"].Value<std::string>();
auto it = regions_by_name.find(region_name);
Region::ptr_t region = (it != regions_by_name.end()) ? it->second : Region::Create(*this, region_node);
if (!region)
continue;
/*
* Files are defined by the offset they are loaded at. Normally, there
* should be one file per offset but parent/child ROM sets will violate
* this, and so it is allowed.
*/
std::vector<File::ptr_t> &files = region->files;
for (auto &file_node: region_node)
{
if (file_node.Key() != "file")
continue;
File::ptr_t file = File::Create(*this, file_node);
if (!file)
continue;
files.push_back(file);
}
// Check to ensure that some files were defined in the region
if (files.empty())
ErrorLog("%s: No files defined in region '%s' of '%s'.", m_xml_filename.c_str(), region->region_name.c_str(), game_name.c_str());
else
regions_by_name[region->region_name] = region;
}
}
// Check to ensure that some ROM regions were defined for the game
if (regions_by_name.empty())
ErrorLog("%s: No ROM regions defined for '%s'.", m_xml_filename.c_str(), game_name.c_str());
}
// Check to ensure some games were defined
if (m_regions_by_game.empty())
{
{
for (auto it = xml.begin(); it != xml.end(); ++it)
{
// Root games node
auto &root_node = *it;
if (root_node.Key() != "games")
continue;
for (auto &game_node: root_node)
{
// Game node
if (game_node.Key() != "game")
continue;
if (game_node["name"].Empty())
{
//TODO: associate line numbers in config
//ErrorLog("%s: Ignoring <game> tag with missing 'name' attribute.", m_xml_filename.c_str());
continue;
}
std::string game_name = game_node["name"].ValueAs<std::string>();
if (m_regions_by_game.find(game_name) != m_regions_by_game.end())
{
ErrorLog("%s: Ignoring redefinition of game '%s'.", m_xml_filename.c_str(), game_name.c_str());
continue;
}
RegionsByName_t &regions_by_name = m_regions_by_game[game_name];
PopulateGameInfo(&m_game_info_by_game[game_name], game_node);
for (auto &roms_node: game_node)
{
if (roms_node.Key() != "roms")
continue;
/*
* Regions define contiguous memory areas that individual ROM files are
* loaded into. It is possible to have multiple region tags identifying
* the same region. They will be aggregated. This is useful for parent
* and child ROM sets, which each may need to define the same region,
* with the child set loading in different files to overwrite the parent
* set.
*/
for (auto &region_node: roms_node)
{
if (region_node.Key() != "region")
continue;
// Look up region structure or create new one if needed
std::string region_name = region_node["name"].Value<std::string>();
auto it = regions_by_name.find(region_name);
Region::ptr_t region = (it != regions_by_name.end()) ? it->second : Region::Create(*this, region_node);
if (!region)
continue;
/*
* Files are defined by the offset they are loaded at. Normally, there
* should be one file per offset but parent/child ROM sets will violate
* this, and so it is allowed.
*/
std::vector<File::ptr_t> &files = region->files;
for (auto &file_node: region_node)
{
if (file_node.Key() != "file")
continue;
File::ptr_t file = File::Create(*this, file_node);
if (!file)
continue;
files.push_back(file);
}
// Check to ensure that some files were defined in the region
if (files.empty())
ErrorLog("%s: No files defined in region '%s' of '%s'.", m_xml_filename.c_str(), region->region_name.c_str(), game_name.c_str());
else
regions_by_name[region->region_name] = region;
}
}
// Check to ensure that some ROM regions were defined for the game
if (regions_by_name.empty())
ErrorLog("%s: No ROM regions defined for '%s'.", m_xml_filename.c_str(), game_name.c_str());
}
}
// Check to ensure some games were defined
if (m_regions_by_game.empty())
{
ErrorLog("%s: No games defined.", m_xml_filename.c_str());
return true;
}

View file

@ -2548,13 +2548,13 @@ void CModel3::Reset(void)
Initialization, Shutdown, and ROM Management
******************************************************************************/
// Apply patches to games
static void Patch(uint8_t *crom, const Game &game)
{
if (game.name == "scudp")
{
// Base offset of program in CROM: 0x710000
}
// Apply patches to games
static void Patch(uint8_t *crom, const Game &game)
{
if (game.name == "scudplus" || game.name == "scudplusa") // No patching?
{
// Base offset of program in CROM: 0x710000
}
else if (game.name == "lemans24")
{
// Base offset of program in CROM: 6473C0
@ -2565,13 +2565,13 @@ static void Patch(uint8_t *crom, const Game &game)
*(UINT32 *) &crom[0x73EDC4] = 0x60000000;
}
else if (game.name == "lostwsga")
{
*(UINT32 *) &crom[0x7374f4] = 0x38840004; // an actual bug in the game code
}
else if (game.name == "vs215" || game.name == "vs215o" || game.name == "vs29815")
{
// VS215 is a modification of VS2 that runs on Step 1.5 hardware. I
// suspect the code here is trying to detect the system type but am too
{
*(UINT32 *) &crom[0x7374f4] = 0x38840004; // an actual bug in the game code
}
else if (game.name == "vs215" || game.name == "vs215o" || game.name == "vs29815" || game.name == "vs29915")
{
// VS215 is a modification of VS2 that runs on Step 1.5 hardware. I
// suspect the code here is trying to detect the system type but am too
// lazy to figure it out right now.
*(UINT32 *) &crom[0x7001A8] = 0x48000000+(0xFFF01630-0xFFF001A8); // force a jump to FFF01630
}
@ -2587,19 +2587,19 @@ static void Patch(uint8_t *crom, const Game &game)
else if (game.name == "srally2")
{
*(UINT32 *) &crom[0x7C0C4] = 0x60000000;
*(UINT32 *) &crom[0x7C0C8] = 0x60000000;
*(UINT32 *) &crom[0x7C0CC] = 0x60000000;
}
else if (game.name == "harley")
{
*(UINT32 *) &crom[0x50E8D4] = 0x60000000;
*(UINT32 *) &crom[0x50E8F4] = 0x60000000;
*(UINT32 *) &crom[0x50FB84] = 0x60000000;
}
else if (game.name == "harleyb")
{
*(UINT32 *) &crom[0x50ECB4] = 0x60000000;
*(UINT32 *) &crom[0x50ECD4] = 0x60000000;
*(UINT32 *) &crom[0x7C0C8] = 0x60000000;
*(UINT32 *) &crom[0x7C0CC] = 0x60000000;
}
else if (game.name == "harleya")
{
*(UINT32 *) &crom[0x50E8D4] = 0x60000000;
*(UINT32 *) &crom[0x50E8F4] = 0x60000000;
*(UINT32 *) &crom[0x50FB84] = 0x60000000;
}
else if (game.name == "harley")
{
*(UINT32 *) &crom[0x50ECB4] = 0x60000000;
*(UINT32 *) &crom[0x50ECD4] = 0x60000000;
*(UINT32 *) &crom[0x50FF64] = 0x60000000;
}
else if (game.name == "swtrilgy")
@ -2610,13 +2610,13 @@ static void Patch(uint8_t *crom, const Game &game)
*(UINT32 *) &crom[0x02A0C] = 0x60000000;
}
else if (game.name == "swtrilgya")
{
*(UINT32 *) &crom[0xF6DD0] = 0x60000000; // from MAME
}
else if (game.name == "eca" || game.name == "ecax")
{
*(UINT32 *) &crom[0x535580] = 0x60000000;
//*(UINT32 *) &crom[0x5023B4] = 0x60000000;
{
*(UINT32 *) &crom[0xF6DD0] = 0x60000000; // from MAME
}
else if (game.name == "eca" || game.name == "ecau")
{
*(UINT32 *) &crom[0x535580] = 0x60000000;
//*(UINT32 *) &crom[0x5023B4] = 0x60000000;
//*(UINT32 *) &crom[0x5023D4] = 0x60000000;
}
}
@ -2816,13 +2816,16 @@ bool CModel3::LoadGame(const Game &game, const ROMSet &rom_set)
if (DSB)
extra_hw.insert(Util::Format() << "Digital Sound Board (Type " << game.mpeg_board << ")");
if (rom_set.get_rom("driveboard_program").size)
extra_hw.insert("Drive Board");
if (game.encryption_key)
extra_hw.insert("Security Board");
std::cout << " Title: " << game.title << std::endl;
std::cout << " ROM Set: " << game.name << std::endl;
std::cout << " Developer: " << game.manufacturer << std::endl;
std::cout << " Year: " << game.year << std::endl;
extra_hw.insert("Drive Board");
if (game.encryption_key)
extra_hw.insert("Security Board");
if (!game.version.empty())
std::cout << " Title: " << game.title << " (" << game.version << ")" << std::endl;
else
std::cout << " Title: " << game.title << std::endl;
std::cout << " ROM Set: " << game.name << std::endl;
std::cout << " Developer: " << game.manufacturer << std::endl;
std::cout << " Year: " << game.year << std::endl;
std::cout << " Stepping: " << game.stepping << std::endl;
if (!extra_hw.empty())
std::cout << " Extra Hardware: " << Util::Format(", ").Join(extra_hw) << std::endl;

View file

@ -1217,13 +1217,16 @@ static void PrintGameList(const std::string &xml_file, const std::map<std::strin
for (auto &v: games)
{
const Game &game = v.second;
printf(" %s", game.name.c_str());
for (int i = game.name.length(); i < 9; i++) // pad for alignment (no game ID should be more than 9 letters)
printf(" ");
printf(" %s\n", game.title.c_str());
}
}
printf(" %s", game.name.c_str());
for (int i = game.name.length(); i < 9; i++) // pad for alignment (no game ID should be more than 9 letters)
printf(" ");
if (!game.version.empty())
printf(" %s (%s)\n", game.title.c_str(), game.version.c_str());
else
printf(" %s\n", game.title.c_str());
}
}
static void LogConfig(const Util::Config::Node &config)
{
InfoLog("Runtime configuration:");