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https://github.com/RetroDECK/Supermodel.git
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Fixed graphics state analyzer
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parent
c4bf565a1a
commit
f6707ecfba
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@ -1,4 +1,3 @@
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//TODO: collapse constructor, Init() and LoadROMSet().
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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@ -29,7 +29,10 @@
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#ifndef INCLUDED_MODEL3GRAPHICSSTATE_H
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#define INCLUDED_MODEL3GRAPHICSSTATE_H
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#include "Util/NewConfig.h"
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#include "Model3/IEmulator.h"
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#include "Game.h"
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#include "ROMSet.h"
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/*
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* CModel3GraphicsState:
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@ -39,34 +42,34 @@
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class CModel3GraphicsState: public IEmulator, public IBus
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{
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public:
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void SaveState(CBlockFile *SaveState)
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void SaveState(CBlockFile *SaveState) override
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{
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}
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void LoadState(CBlockFile *SaveState)
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void LoadState(CBlockFile *SaveState) override
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{
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m_real3D.LoadState(SaveState);
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m_tileGen.LoadState(SaveState);
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}
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void SaveNVRAM(CBlockFile *NVRAM)
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void SaveNVRAM(CBlockFile *NVRAM) override
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{
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}
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void LoadNVRAM(CBlockFile *NVRAM)
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void LoadNVRAM(CBlockFile *NVRAM) override
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{
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}
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void ClearNVRAM(void)
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void ClearNVRAM(void) override
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{
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}
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void RunFrame(void)
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void RunFrame(void) override
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{
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RenderFrame();
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}
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void RenderFrame(void)
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void RenderFrame(void) override
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{
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BeginFrameVideo();
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m_tileGen.BeginFrame();
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@ -77,7 +80,7 @@ public:
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EndFrameVideo();
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}
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void Reset(void)
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void Reset(void) override
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{
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// Load state
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CBlockFile SaveState;
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@ -90,50 +93,41 @@ public:
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}
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}
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const Game &GetGame(void)
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const Game &GetGame(void) const override
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{
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return m_game;
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}
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bool LoadGame(const Game &game)
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bool LoadGame(const Game &game, const ROMSet &rom_set) override
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{
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//TODO: write me
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return FAIL;
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}
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//TODO: replicate this logic in LoadGame()
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bool LoadROMSet(const struct GameInfo *gameList, const char *zipFile)
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{
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// Load ROM
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struct ROMMap map[] =
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m_game = game;
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if (rom_set.get_rom("vrom").size <= 32*0x100000)
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{
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{ "VROM", m_vrom.get() },
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{ NULL, NULL }
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};
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m_game = LoadROMSetFromZIPFile(map, gameList, zipFile, false);
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if (NULL == m_game)
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return ErrorLog("Failed to load ROM set.");
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if (m_game->vromSize < 0x4000000) // VROM is actually 64 MB
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CopyRegion(m_vrom.get(), m_game->vromSize, 0x4000000, m_vrom.get(), m_game->vromSize);
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m_real3D.SetStep(m_game->step);
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rom_set.get_rom("vrom").CopyTo(&m_vrom.get()[0], 32*100000);
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rom_set.get_rom("vrom").CopyTo(&m_vrom.get()[32*0x100000], 32*0x100000);
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}
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else
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rom_set.get_rom("vrom").CopyTo(m_vrom.get(), 64*0x100000);
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int stepping = ((m_game.stepping[0] - '0') << 4) | (m_game.stepping[2] - '0');
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m_real3D.SetStepping(stepping);
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return OKAY;
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}
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void AttachRenderers(CRender2D *render2D, IRender3D *render3D)
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void AttachRenderers(CRender2D *render2D, IRender3D *render3D) override
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{
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m_tileGen.AttachRenderer(render2D);
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m_real3D.AttachRenderer(render3D);
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}
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void AttachInputs(CInputs *InputsPtr)
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void AttachInputs(CInputs *InputsPtr) override
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{
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}
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void AttachOutputs(COutputs *OutputsPtr)
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void AttachOutputs(COutputs *OutputsPtr) override
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{
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}
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bool Init(void)
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bool Init(void) override
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{
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m_vrom.reset(new uint8_t[64*1024*1024], std::default_delete<uint8_t[]>());
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m_irq.Init();
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@ -144,18 +138,20 @@ public:
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return OKAY;
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}
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bool PauseThreads(void)
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bool PauseThreads(void) override
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{
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return true;
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}
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bool ResumeThreads(void)
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bool ResumeThreads(void) override
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{
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return true;
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}
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CModel3GraphicsState(const std::string &filePath)
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: m_stateFilePath(filePath)
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CModel3GraphicsState(const Util::Config::Node &config, const std::string &filePath)
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: m_stateFilePath(filePath),
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m_tileGen(config),
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m_real3D(config)
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{
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}
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@ -166,7 +162,7 @@ public:
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private:
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const std::string m_stateFilePath;
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std::shared_ptr<uint8_t> m_vrom;
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const struct GameInfo *m_game;
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Game m_game;
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CIRQ m_irq;
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CTileGen m_tileGen;
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CReal3D m_real3D;
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@ -1500,7 +1500,7 @@ static ParsedCommandLine ParseCommandLine(int argc, char **argv)
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cmd_line.enter_debugger = true;
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#endif
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#ifdef DEBUG
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else if (arg == "-gfx-state")
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else if (arg == "-gfx-state" || arg.find("-gfx-state=") == 0)
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{
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std::vector<std::string> parts = Util::Format(arg).Split('=');
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if (parts.size() != 2)
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// Create Model 3 emulator
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#ifdef DEBUG
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IEmulator *Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_gfxStatePath));
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IEmulator *Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_runtime_config, s_gfxStatePath));
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#else
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IEmulator *Model3 = new CModel3(s_runtime_config);
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#endif
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