//TODO before release:
// - remove UI dump input state
// - VBL timing?
// - Controls for Dirt Devils, and other recent games (is bass working?)
// - Comment source code, clean up
// - BOOL -> bool, TRUE/FALSE -> true/false
// - Add option for building with /MD in MSVC Makefile
// - Remove SUPERMODEL_SOUND
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski
**
** 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 .
**/
/*
* Main.cpp
*
* Main program driver for the SDL port.
*
* Compile-Time Options
* --------------------
* - SUPERMODEL_SOUND: Deprecated. Remove this.
* - SUPERMODEL_WIN32: Define this if compiling on Windows.
* - SUPERMODEL_OSX: Define this if compiling on Mac OS X.
*
* TO-DO List
* ----------
* - A lot of this code is actually OS-independent! Should it be moved into the
* root of the source tree? Might not be worth it; eventually, OS-dependent
* UIs will be introduced.
*/
#include
#include
#include
#include
#include
#include "Pkgs/glew.h"
#ifdef SUPERMODEL_OSX
#include
#else
#include
#endif
#include "Supermodel.h"
#include "SDLInputSystem.h"
#ifdef SUPERMODEL_WIN32
#include "DirectInputSystem.h"
#endif
/******************************************************************************
Error and Debug Logging
******************************************************************************/
// Log file names
#define DEBUG_LOG_FILE "debug.log"
#define ERROR_LOG_FILE "error.log"
// Logger object is used to redirect log messages appropriately
static CLogger *s_Logger = NULL;
CLogger *GetLogger()
{
return s_Logger;
}
void SetLogger(CLogger *Logger)
{
s_Logger = Logger;
}
void DebugLog(const char *fmt, ...)
{
if (s_Logger == NULL)
return;
va_list vl;
va_start(vl, fmt);
s_Logger->DebugLog(fmt, vl);
va_end(vl);
}
void InfoLog(const char *fmt, ...)
{
if (s_Logger == NULL)
return;
va_list vl;
va_start(vl, fmt);
s_Logger->InfoLog(fmt, vl);
va_end(vl);
}
bool ErrorLog(const char *fmt, ...)
{
if (s_Logger == NULL)
return FAIL;
va_list vl;
va_start(vl, fmt);
s_Logger->ErrorLog(fmt, vl);
va_end(vl);
return FAIL;
}
/******************************************************************************
Display Management
******************************************************************************/
/*
* Position and size of rectangular region within OpenGL display to render to.
* Unlike the g_Config object, these end up containing the actual resolution
* (and computed offsets within the viewport) that will be rendered based on
* what was obtained from SDL.
*/
unsigned xOffset, yOffset; // offset of renderer output within OpenGL viewport
unsigned xRes, yRes; // renderer output resolution (can be smaller than GL viewport)
/*
* CreateGLScreen():
*
* Creates an OpenGL display surface of the requested size. xOffset and yOffset
* are used to return a display surface offset (for OpenGL viewport commands)
* because the actual drawing area may need to be adjusted to preserve the
* Model 3 aspect ratio. The new resolution will be passed back as well.
*/
static bool CreateGLScreen(const char *caption, unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr,
bool keepAspectRatio, bool fullScreen)
{
const SDL_VideoInfo *VideoInfo;
GLenum err;
float model3Ratio, ratio;
float xRes, yRes;
// Initialize video subsystem
if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0)
return ErrorLog("Unable to initialize SDL video subsystem: %s\n", SDL_GetError());
// Important GL attributes
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,5); // need at least RGB555 for Model 3 textures
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
// Set video mode
if (SDL_SetVideoMode(*xResPtr,*yResPtr,0,SDL_OPENGL|(fullScreen?SDL_FULLSCREEN|SDL_HWSURFACE:0)) == NULL)
{
ErrorLog("Unable to create an OpenGL display: %s\n", SDL_GetError());
return FAIL;
}
VideoInfo = SDL_GetVideoInfo(); // what resolution did we actually get?
// If required, fix the aspect ratio of the resolution that the user passed to match Model 3 ratio
xRes = (float) *xResPtr;
yRes = (float) *yResPtr;
if (keepAspectRatio)
{
model3Ratio = 496.0f/384.0f;
ratio = xRes/yRes;
if (yRes < (xRes/model3Ratio))
xRes = yRes*model3Ratio;
if (xRes < (yRes*model3Ratio))
yRes = xRes/model3Ratio;
}
// Center the visible area
*xOffsetPtr = (*xResPtr - (unsigned) xRes)/2;
*yOffsetPtr = (*yResPtr - (unsigned) yRes)/2;
// If the desired resolution is smaller than what we got, re-center again
if (*xResPtr < VideoInfo->current_w)
*xOffsetPtr += (VideoInfo->current_w - *xResPtr)/2;
if (*yResPtr < VideoInfo->current_h)
*yOffsetPtr += (VideoInfo->current_h - *yResPtr)/2;
// Create window caption
SDL_WM_SetCaption(caption,NULL);
// Initialize GLEW, allowing us to use features beyond OpenGL 1.2
err = glewInit();
if (GLEW_OK != err)
{
ErrorLog("OpenGL initialization failed: %s\n", glewGetErrorString(err));
return FAIL;
}
// OpenGL initialization
glViewport(0,0,*xResPtr,*yResPtr);
glClearColor(0.0,0.0,0.0,0.0);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0,(GLfloat)xRes/(GLfloat)yRes,0.1,1e5);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // clear at least once to ensure black border
// Write back resolution parameters
*xResPtr = (unsigned) xRes;
*yResPtr = (unsigned) yRes;
return 0;
}
/*
* PrintGLInfo():
*
* Queries and prints OpenGL information. A full list of extensions can
* optionally be printed.
*/
static void PrintGLInfo(bool createScreen, bool infoLog, bool printExtensions)
{
const GLubyte *str;
char *strLocal;
GLint value;
unsigned xOffset, yOffset, xRes=496, yRes=384;
if (createScreen)
{
if (OKAY != CreateGLScreen("Supermodel - Querying OpenGL Information...",&xOffset,&yOffset,&xRes,&yRes,false,false))
{
ErrorLog("Unable to query OpenGL.\n");
return;
}
}
if (infoLog) InfoLog("OpenGL information:");
else puts("OpenGL information:\n");
str = glGetString(GL_VENDOR);
if (infoLog) InfoLog(" Vendor: %s", str);
else printf(" Vendor: %s\n", str);
str = glGetString(GL_RENDERER);
if (infoLog) InfoLog(" Renderer: %s", str);
else printf(" Renderer: %s\n", str);
str = glGetString(GL_VERSION);
if (infoLog) InfoLog(" Version: %s", str);
else printf(" Version: %s\n", str);
str = glGetString(GL_SHADING_LANGUAGE_VERSION);
if (infoLog) InfoLog(" Shading Language Version: %s", str);
else printf(" Shading Language Version: %s\n", str);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value);
if (infoLog) InfoLog("Maximum Vertex Array Size: %d vertices", value);
else printf("Maximum Vertex Array Size: %d vertices\n", value);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
if (infoLog) InfoLog(" Maximum Texture Size: %d texels", value);
else printf(" Maximum Texture Size: %d texels\n", value);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value);
if (infoLog) InfoLog("Maximum Vertex Attributes: %d", value);
else printf("Maximum Vertex Attributes: %d\n", value);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value);
if (infoLog) InfoLog(" Maximum Vertex Uniforms: %d", value);
else printf(" Maximum Vertex Uniforms: %d\n", value);
if (printExtensions)
{
str = glGetString(GL_EXTENSIONS);
strLocal = (char *) malloc((strlen((char *) str)+1)*sizeof(char));
if (NULL == strLocal)
{
if (infoLog) InfoLog(" Supported Extensions: %s", str);
else printf(" Supported Extensions: %s\n", str);
}
else
{
strcpy(strLocal, (char *) str);
if (infoLog) InfoLog(" Supported Extensions: %s", (strLocal = strtok(strLocal, " \t\n")));
else printf(" Supported Extensions: %s\n", (strLocal = strtok(strLocal, " \t\n")));
while ((strLocal = strtok(NULL, " \t\n")) != NULL)
{
if (infoLog) InfoLog(" %s", strLocal);
else printf(" %s\n", strLocal);
}
}
}
if (infoLog) InfoLog("");
else printf("\n");
}
/******************************************************************************
Configuration
Configuration file management and input settings.
******************************************************************************/
#define CONFIG_FILE_PATH "Config/Supermodel.ini"
#define CONFIG_FILE_COMMENT ";\n" \
"; Supermodel Configuration File\n" \
";\n"
// Create and configure inputs
static bool ConfigureInputs(CInputs *Inputs, bool configure)
{
// Open and parse configuration file
CINIFile INI;
INI.Open(CONFIG_FILE_PATH); // doesn't matter if it exists or not, will get overwritten
INI.SetDefaultSectionName("Global");
INI.Parse();
Inputs->ReadFromINIFile(&INI, "Global");
// If the user wants to configure the inputs, do that now
if (configure)
{
// Open an SDL window
unsigned xOffset, yOffset, xRes=496, yRes=384;
if (OKAY != CreateGLScreen("Supermodel - Configuring Inputs...",&xOffset,&yOffset,&xRes,&yRes,false,false))
return (bool) ErrorLog("Unable to start SDL to configure inputs.\n");
// Configure the inputs
if (Inputs->ConfigureInputs(NULL, xOffset, yOffset, xRes, yRes))
{
// Write input configuration and input system settings to config file
Inputs->WriteToINIFile(&INI, "Global");
if (OKAY != INI.Write(CONFIG_FILE_COMMENT))
ErrorLog("Unable to save configuration to %s.", CONFIG_FILE_PATH);
else
printf("Configuration successfully saved to %s.\n", CONFIG_FILE_PATH);
}
else
puts("Configuration aborted...");
puts("");
}
INI.Close();
return OKAY;
}
// Apply configuration settings from configuration file (does NOT read input settings; see ConfigureInputs())
static void ApplySettings(CINIFile *INI, const char *section)
{
unsigned x;
string String;
// Model 3
if (OKAY == INI->Get(section, "MultiThreaded", x))
g_Config.multiThreaded = x ? true : false;
if (OKAY == INI->Get(section, "PowerPCFrequency", x))
g_Config.SetPowerPCFrequency(x);
// 3D renderer
INI->Get(section, "VertexShader", g_Config.vertexShaderFile);
INI->Get(section, "FragmentShader", g_Config.fragmentShaderFile);
// SCSP and DSB
if (OKAY == INI->Get(section, "SoundVolume", x))
g_Config.SetSoundVolume(x);
if (OKAY == INI->Get(section, "MusicVolume", x))
g_Config.SetMusicVolume(x);
if (OKAY == INI->Get(section, "EmulateSCSP", x))
g_Config.emulateSCSP = x ? true : false;
if (OKAY == INI->Get(section, "EmulateDSB", x))
g_Config.emulateDSB = x ? true : false;
// Drive board
if (OKAY == INI->Get(section, "ForceFeedback", x))
g_Config.forceFeedback = x ? true : false;
// OSD
INI->Get(section, "XResolution", g_Config.xRes);
INI->Get(section, "YResolution", g_Config.yRes);
if (OKAY == INI->Get(section, "FullScreen", x))
g_Config.fullScreen = x ? true : false;
if (OKAY == INI->Get(section, "Throttle", x))
g_Config.throttle = x ? true : false;
if (OKAY == INI->Get(section, "ShowFrameRate", x))
g_Config.showFPS = x ? true : false;
if (OKAY == INI->Get(section, "FlipStereo", x))
g_Config.flipStereo = x ? true : false;
}
// Read settings (from a specific section) from the config file
static void ReadConfigFile(const char *section)
{
CINIFile INI;
INI.Open(CONFIG_FILE_PATH);
INI.SetDefaultSectionName("Global"); // required to read settings not associated with a specific section
INI.Parse();
ApplySettings(&INI, section);
INI.Close();
}
// Log the configuration to info log
static void LogConfig(void)
{
InfoLog("Program settings:");
// COSDConfig
InfoLog("\tXResolution = %d", g_Config.xRes);
InfoLog("\tYResolution = %d", g_Config.yRes);
InfoLog("\tFullScreen = %d", g_Config.fullScreen);
InfoLog("\tThrottle = %d", g_Config.throttle);
InfoLog("\tShowFrameRate = %d", g_Config.showFPS);
#ifdef SUPERMODEL_DEBUGGER
InfoLog("\tDisableDebugger = %d", g_Config.disableDebugger);
#endif
InfoLog("\tInputSystem = %s", g_Config.GetInputSystem());
InfoLog("\tFlipStereo = %d", g_Config.flipStereo);
// CModel3Config
InfoLog("\tMultiThreaded = %d", g_Config.multiThreaded);
InfoLog("\tPowerPCFrequency = %d", g_Config.GetPowerPCFrequency());
// CSoundBoardConfig
InfoLog("\tEmulateSCSP = %d", g_Config.emulateSCSP);
// CDSBConfig
InfoLog("\tEmulateDSB = %d", g_Config.emulateDSB);
InfoLog("\tSoundVolume = %d", g_Config.GetSoundVolume());
InfoLog("\tMusicVolume = %d", g_Config.GetMusicVolume());
// CDriveBoardConfig
InfoLog("\tForceFeedback = %d", g_Config.forceFeedback);
// CRender3DConfig
InfoLog("\tVertexShader = %s", g_Config.vertexShaderFile.c_str());
InfoLog("\tFragmentShader = %s", g_Config.fragmentShaderFile.c_str());
InfoLog("");
}
/******************************************************************************
Save States and NVRAM
Save states and NVRAM use the same basic format. When anything changes that
breaks compatibility with previous versions of Supermodel, the save state
and NVRAM version numbers must be incremented as needed.
Header block name: "Supermodel Save State" or "Supermodel NVRAM State"
Data: Save state file version (4-byte integer), ROM set ID (up to 9 bytes,
including terminating \0).
Different subsystems output their own blocks.
******************************************************************************/
#define STATE_FILE_VERSION 1 // save state file version
#define NVRAM_FILE_VERSION 0 // NVRAM file version
static unsigned saveSlot = 0; // save state slot #
static void SaveState(CModel3 *Model3)
{
CBlockFile SaveState;
char filePath[24];
int fileVersion = STATE_FILE_VERSION;
sprintf(filePath, "Saves/%s.st%d", Model3->GetGameInfo()->id, saveSlot);
if (OKAY != SaveState.Create(filePath, "Supermodel Save State", "Supermodel Version " SUPERMODEL_VERSION))
{
ErrorLog("Unable to save state to %s.", filePath);
return;
}
// Write file format version and ROM set ID to header block
SaveState.Write(&fileVersion, sizeof(fileVersion));
SaveState.Write(Model3->GetGameInfo()->id, strlen(Model3->GetGameInfo()->id)+1);
// Save state
Model3->SaveState(&SaveState);
SaveState.Close();
printf("Saved state to %s.\n", filePath);
DebugLog("Saved state to %s.\n", filePath);
}
static void LoadState(CModel3 *Model3)
{
CBlockFile SaveState;
char filePath[24];
int fileVersion;
// Generate file path
sprintf(filePath, "Saves/%s.st%d", Model3->GetGameInfo()->id, saveSlot);
// Open and check to make sure format is correct
if (OKAY != SaveState.Load(filePath))
{
ErrorLog("Unable to load state from %s.", filePath);
return;
}
if (OKAY != SaveState.FindBlock("Supermodel Save State"))
{
ErrorLog("%s does not appear to be a valid save state file.", filePath);
return;
}
SaveState.Read(&fileVersion, sizeof(fileVersion));
if (fileVersion != STATE_FILE_VERSION)
{
ErrorLog("%s is incompatible with this version of Supermodel.", filePath);
return;
}
// Load
Model3->LoadState(&SaveState);
SaveState.Close();
printf("Loaded state from %s.\n", filePath);
DebugLog("Loaded state from %s.\n", filePath);
}
static void SaveNVRAM(CModel3 *Model3)
{
CBlockFile NVRAM;
char filePath[24];
int fileVersion = NVRAM_FILE_VERSION;
sprintf(filePath, "NVRAM/%s.nv", Model3->GetGameInfo()->id);
if (OKAY != NVRAM.Create(filePath, "Supermodel NVRAM State", "Supermodel Version " SUPERMODEL_VERSION))
{
ErrorLog("Unable to save NVRAM to %s. Make sure directory exists!", filePath);
return;
}
// Write file format version and ROM set ID to header block
NVRAM.Write(&fileVersion, sizeof(fileVersion));
NVRAM.Write(Model3->GetGameInfo()->id, strlen(Model3->GetGameInfo()->id)+1);
// Save NVRAM
Model3->SaveNVRAM(&NVRAM);
NVRAM.Close();
DebugLog("Saved NVRAM to %s.\n", filePath);
}
static void LoadNVRAM(CModel3 *Model3)
{
CBlockFile NVRAM;
char filePath[24];
int fileVersion;
// Generate file path
sprintf(filePath, "NVRAM/%s.nv", Model3->GetGameInfo()->id);
// Open and check to make sure format is correct
if (OKAY != NVRAM.Load(filePath))
{
//ErrorLog("Unable to restore NVRAM from %s.", filePath);
return;
}
if (OKAY != NVRAM.FindBlock("Supermodel NVRAM State"))
{
ErrorLog("%s does not appear to be a valid NVRAM file.", filePath);
return;
}
NVRAM.Read(&fileVersion, sizeof(fileVersion));
if (fileVersion != NVRAM_FILE_VERSION)
{
ErrorLog("%s is incompatible with this version of Supermodel.", filePath);
return;
}
// Load
Model3->LoadNVRAM(&NVRAM);
NVRAM.Close();
DebugLog("Loaded NVRAM from %s.\n", filePath);
}
/******************************************************************************
UI Rendering
Currently, only does crosshairs for light gun games.
******************************************************************************/
static void GunToViewCoords(float *x, float *y)
{
*x = (*x-150.0f)/(651.0f-150.0f); // Scale [150,651] -> [0.0,1.0]
*y = (*y-80.0f)/(465.0f-80.0f); // Scale [80,465] -> [0.0,1.0]
}
static void DrawCrosshair(float x, float y, float r, float g, float b)
{
glColor3f(r, g, b);
glVertex2f(x-0.01f, y);
glVertex2f(x-0.002f, y);
glVertex2f(x+0.003f, y);
glVertex2f(x+0.01f, y);
glVertex2f(x, y-0.01f*(float)xRes/(float)yRes);
glVertex2f(x, y-0.003f*(float)xRes/(float)yRes);
glVertex2f(x, y+0.002f*(float)xRes/(float)yRes);
glVertex2f(x, y+0.01f*(float)xRes/(float)yRes);
}
static void UpdateCrosshairs(CInputs *Inputs, unsigned showCrosshairs)
{
float x[2], y[2];
showCrosshairs &= 3;
if (!showCrosshairs)
return;
// Set up the viewport and orthogonal projection
glViewport(xOffset, yOffset, xRes, yRes);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D); // no texture mapping
glDisable(GL_BLEND); // no blending
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
glUseProgram(NULL); // no shaders
// Convert gun coordinates to viewspace coordinates
x[0] = (float) Inputs->gunX[0]->value;
y[0] = (float) Inputs->gunY[0]->value;
x[1] = (float) Inputs->gunX[1]->value;
y[1] = (float) Inputs->gunY[1]->value;
GunToViewCoords(&x[0], &y[0]);
GunToViewCoords(&x[1], &y[1]);
// Draw visible crosshairs
glBegin(GL_LINES);
glLineWidth(1.0f);
if ((showCrosshairs & 2) && !Inputs->trigger[0]->offscreenValue) // Player 1
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
if ((showCrosshairs & 1) && !Inputs->trigger[1]->offscreenValue) // Player 2
DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f);
glEnd();
}
/******************************************************************************
Main Program Loop
******************************************************************************/
#ifdef SUPERMODEL_DEBUGGER
int Supermodel(const char *zipFile, CModel3 *Model3, CInputs *Inputs, Debugger::CDebugger *Debugger, CINIFile *CmdLine)
{
CLogger *oldLogger;
#else
int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
{
CModel3 *Model3 = new CModel3();
#endif // SUPERMODEL_DEBUGGER
char titleStr[128], titleFPSStr[128];
CRender2D *Render2D = new CRender2D();
CRender3D *Render3D = new CRender3D();
unsigned prevFPSTicks, currentFPSTicks, currentTicks, targetTicks, startTicks;
unsigned fpsFramesElapsed, framesElapsed;
unsigned showCrosshairs = 0; // bit 1: player 1 crosshair, bit 0: player 2
bool gameHasLightguns = false;
bool quit = 0;
bool paused = 0;
// Initialize and load ROMs
if (OKAY != Model3->Init())
return 1;
if (OKAY != Model3->LoadROMSet(g_Model3GameList, zipFile))
return 1;
// Apply game-specific settings and then, lastly, command line settings
ReadConfigFile(Model3->GetGameInfo()->id);
ApplySettings(CmdLine, "Global");
// Load NVRAM
LoadNVRAM(Model3);
// Start up SDL and open a GL window
xRes = g_Config.xRes;
yRes = g_Config.yRes;
sprintf(titleStr, "Supermodel - %s", Model3->GetGameInfo()->title);
if (OKAY != CreateGLScreen(titleStr,&xOffset,&yOffset,&xRes,&yRes,true,g_Config.fullScreen))
return 1;
// Info log GL information and user options
PrintGLInfo(false, true, false);
LogConfig();
// Initialize audio system
if (OKAY != OpenAudio())
return 1;
// Hide mouse if fullscreen, enable crosshairs for gun games
Inputs->GetInputSystem()->SetMouseVisibility(!g_Config.fullScreen);
gameHasLightguns = !!(Model3->GetGameInfo()->inputFlags & (GAME_INPUT_GUN1|GAME_INPUT_GUN2));
if (g_Config.fullScreen)
{
if (gameHasLightguns)
showCrosshairs = 3;
}
// Attach the inputs to the emulator
Model3->AttachInputs(Inputs);
// Initialize the renderer
if (OKAY != Render2D->Init(xOffset, yOffset, xRes, yRes))
goto QuitError;
if (OKAY != Render3D->Init(xOffset, yOffset, xRes, yRes))
goto QuitError;
Model3->AttachRenderers(Render2D,Render3D);
// Reset emulator
Model3->Reset();
#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, set it as logger and attach it to system
oldLogger = GetLogger();
if (Debugger != NULL)
{
SetLogger(Debugger);
Debugger->Attach();
}
#endif // SUPERMODEL_DEBUGGER
// Emulate!
fpsFramesElapsed = 0;
framesElapsed = 0;
prevFPSTicks = SDL_GetTicks();
startTicks = prevFPSTicks;
while (!quit)
{
// Check if paused
if (!paused)
{
// If not, run one frame
Model3->RunFrame();
// Show crosshairs for light gun games
UpdateCrosshairs(Inputs, showCrosshairs);
// Swap the buffers
SDL_GL_SwapBuffers();
}
// Poll the inputs
if (!Inputs->Poll(Model3->GetGameInfo(), xOffset, yOffset, xRes, yRes))
quit = 1;
#ifdef SUPERMODEL_DEBUGGER
if (Debugger != NULL)
{
Debugger->Poll();
// Check if debugger requests exit or pause
if (Debugger->CheckExit())
quit = 1;
else if (Debugger->CheckPause())
paused = 1;
else
{
#endif // SUPERMODEL_DEBUGGER
// Check UI controls
if (Inputs->uiExit->Pressed())
{
// Quit emulator
quit = 1;
}
else if (Inputs->uiReset->Pressed())
{
// Reset emulator
Model3->Reset();
#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, reset it too
if (Debugger != NULL)
Debugger->Reset();
#endif // SUPERMODEL_DEBUGGER
puts("Model 3 reset.");
}
else if (Inputs->uiPause->Pressed())
{
// Toggle emulator paused flag
paused = !paused;
}
else if (Inputs->uiSaveState->Pressed())
{
// Save game state
SaveState(Model3);
}
else if (Inputs->uiChangeSlot->Pressed())
{
// Change save slot
++saveSlot;
saveSlot %= 10; // clamp to [0,9]
printf("Save slot: %d\n", saveSlot);
}
else if (Inputs->uiLoadState->Pressed())
{
// Load game state
LoadState(Model3);
#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, reset it after loading state
if (Debugger != NULL)
Debugger->Reset();
#endif // SUPERMODEL_DEBUGGER
}
else if (Inputs->uiMusicVolUp->Pressed())
{
// Increase music volume by 10%
int vol = (int) g_Config.GetMusicVolume() + 10;
if (vol > 200)
vol = 200;
g_Config.SetMusicVolume(vol);
printf("Music volume: %d%%", vol);
if (200 == vol)
puts(" (maximum)");
else
printf("\n");
}
else if (Inputs->uiMusicVolDown->Pressed())
{
// Decrease music volume by 10%
int vol = (int) g_Config.GetMusicVolume() - 10;
if (vol < 0)
vol = 0;
g_Config.SetMusicVolume(vol);
printf("Music volume: %d%%", vol);
if (0 == vol)
puts(" (muted)");
else
printf("\n");
}
else if (Inputs->uiSoundVolUp->Pressed())
{
// Increase sound volume by 10%
int vol = (int) g_Config.GetSoundVolume() + 10;
if (vol > 200)
vol = 200;
g_Config.SetSoundVolume(vol);
printf("Sound volume: %d%%", vol);
if (200 == vol)
puts(" (maximum)");
else
printf("\n");
}
else if (Inputs->uiSoundVolDown->Pressed())
{
// Decrease sound volume by 10%
int vol = (int) g_Config.GetSoundVolume() - 10;
if (vol < 0)
vol = 0;
g_Config.SetSoundVolume(vol);
printf("Sound volume: %d%%", vol);
if (0 == vol)
puts(" (muted)");
else
printf("\n");
}
else if (Inputs->uiDumpInpState->Pressed())
{
// Dump input states
Inputs->DumpState(Model3->GetGameInfo());
}
else if (Inputs->uiSelectCrosshairs->Pressed() && gameHasLightguns)
{
// Count downwards to get this sequence: both, player 1, player 2, none
showCrosshairs--;
switch ((showCrosshairs&3))
{
case 0: puts("Crosshairs disabled."); break;
case 3: puts("Crosshairs enabled."); break;
case 2: puts("Showing Player 1 crosshair only."); break;
case 1: puts("Showing Player 2 crosshair only."); break;
}
}
else if (Inputs->uiClearNVRAM->Pressed())
{
// Clear NVRAM
Model3->ClearNVRAM();
puts("NVRAM cleared.");
}
else if (Inputs->uiToggleFrLimit->Pressed())
{
// Toggle frame limiting
g_Config.throttle = !g_Config.throttle;
printf("Frame limiting: %s\n", g_Config.throttle?"On":"Off");
}
#ifdef SUPERMODEL_DEBUGGER
else if (Inputs->uiEnterDebugger->Pressed())
{
// Break execution and enter debugger
Debugger->ForceBreak(true);
}
}
#endif // SUPERMODEL_DEBUGGER
// FPS and frame rate
currentFPSTicks = SDL_GetTicks();
currentTicks = currentFPSTicks;
// FPS
if (g_Config.showFPS)
{
++fpsFramesElapsed;
if((currentFPSTicks-prevFPSTicks) >= 1000) // update FPS every 1 second (each tick is 1 ms)
{
sprintf(titleFPSStr, "%s - %1.1f FPS", titleStr, (float)fpsFramesElapsed*(float)(currentFPSTicks-prevFPSTicks)/1000.0f);
SDL_WM_SetCaption(titleFPSStr,NULL);
prevFPSTicks = currentFPSTicks; // reset tick count
fpsFramesElapsed = 0; // reset frame count
}
}
// Frame limiting/paused
if (paused || g_Config.throttle)
{
++framesElapsed;
targetTicks = startTicks + (unsigned) ((float)framesElapsed * 1000.0f/60.0f);
if (currentTicks <= targetTicks) // add a delay until we reach the next (target) frame time
SDL_Delay(targetTicks-currentTicks);
else // begin a new frame
{
framesElapsed = 0;
startTicks = currentTicks;
}
}
}
#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, detach it from system and restore old logger
if (Debugger != NULL)
{
Debugger->Detach();
SetLogger(oldLogger);
}
#endif // SUPERMODEL_DEBUGGER
// Save NVRAM
SaveNVRAM(Model3);
// Close audio
CloseAudio();
// Shut down
#ifndef SUPERMODEL_DEBUGGER
delete Model3;
#endif // SUPERMODEL_DEBUGGER
delete Render2D;
delete Render3D;
// Dump PowerPC registers
#ifdef DEBUG
for (int i = 0; i < 32; i += 4)
printf("R%d=%08X\tR%d=%08X\tR%d=%08X\tR%d=%08X\n",
i + 0, ppc_get_gpr(i + 0),
i + 1, ppc_get_gpr(i + 1),
i + 2, ppc_get_gpr(i + 2),
i + 3, ppc_get_gpr(i + 3));
printf("PC =%08X\n", ppc_get_pc());
printf("LR =%08X\n", ppc_get_lr());
/*
printf("DBAT0U=%08X\tIBAT0U=%08X\n", ppc_read_spr(SPR603E_DBAT0U), ppc_read_spr(SPR603E_IBAT0U));
printf("DBAT0L=%08X\tIBAT0L=%08X\n", ppc_read_spr(SPR603E_DBAT0L), ppc_read_spr(SPR603E_IBAT0L));
printf("DBAT1U=%08X\tIBAT1U=%08X\n", ppc_read_spr(SPR603E_DBAT1U), ppc_read_spr(SPR603E_IBAT1U));
printf("DBAT1L=%08X\tIBAT1L=%08X\n", ppc_read_spr(SPR603E_DBAT1L), ppc_read_spr(SPR603E_IBAT1L));
printf("DBAT2U=%08X\tIBAT2U=%08X\n", ppc_read_spr(SPR603E_DBAT2U), ppc_read_spr(SPR603E_IBAT2U));
printf("DBAT2L=%08X\tIBAT2L=%08X\n", ppc_read_spr(SPR603E_DBAT2L), ppc_read_spr(SPR603E_IBAT2L));
printf("DBAT3U=%08X\tIBAT3U=%08X\n", ppc_read_spr(SPR603E_DBAT3U), ppc_read_spr(SPR603E_IBAT3U));
printf("DBAT3L=%08X\tIBAT3L=%08X\n", ppc_read_spr(SPR603E_DBAT3L), ppc_read_spr(SPR603E_IBAT3L));
for (int i = 0; i < 10; i++)
printf("SR%d =%08X\n", i, ppc_read_sr(i));
for (int i = 10; i < 16; i++)
printf("SR%d=%08X\n", i, ppc_read_sr(i));
printf("SDR1=%08X\n", ppc_read_spr(SPR603E_SDR1));
*/
#endif
return 0;
// Quit with an error
QuitError:
#ifndef SUPERMODEL_DEBUGGER
delete Model3;
#endif // SUPERMODEL_DEBUGGER
delete Render2D;
delete Render3D;
return 1;
}
/******************************************************************************
CROM Disassembler
******************************************************************************/
// Disassemble instructions from CROM
static int DisassembleCROM(const char *zipFile, UINT32 addr, unsigned n)
{
const struct GameInfo *Game;
UINT8 *crom;
struct ROMMap Map[] =
{
{ "CROM", NULL },
{ "CROMxx", NULL },
{ NULL, NULL }
};
char mnem[16], oprs[48];
UINT32 op;
// Do we have a valid CROM address?
if (addr < 0xFF800000)
return ErrorLog("Valid CROM address range is FF800000-FFFFFFFF.");
// Allocate memory and set ROM region
crom = new(std::nothrow) UINT8[0x8800000];
if (NULL == crom)
return ErrorLog("Insufficient memory to load CROM (need %d MB).", (0x8800000/8));
Map[0].ptr = crom;
Map[1].ptr = &crom[0x800000];
// Load ROM set
Game = LoadROMSetFromZIPFile(Map, g_Model3GameList, zipFile, false);
if (NULL == Game)
return ErrorLog("Failed to load ROM set.");
// Mirror CROM if necessary
if (Game->cromSize < 0x800000) // high part of fixed CROM region contains CROM0
CopyRegion(crom, 0, 0x800000-0x200000, &crom[0x800000], 0x800000);
// Disassemble!
addr -= 0xFF800000;
while ((n > 0) && ((addr+4) <= 0x800000))
{
op = (crom[addr+0]<<24) | (crom[addr+1]<<16) | (crom[addr+2]<<8) | crom[addr+3];
printf("%08X: ", addr+0xFF800000);
if (DisassemblePowerPC(op, addr+0xFF800000, mnem, oprs, 1))
{
if (mnem[0] != '\0') // invalid form
printf("%08X %s*\t%s\n", op, mnem, oprs);
else
printf("%08X ?\n", op);
}
else
printf("%08X %s\t%s\n", op, mnem, oprs);
addr += 4;
--n;
}
delete [] crom;
return OKAY;
}
/******************************************************************************
Entry Point and Command Line Procesing
******************************************************************************/
// Print Supermodel title and copyright information
static void Title(void)
{
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version "SUPERMODEL_VERSION")");
puts("Copyright (C) 2011 by Bart Trzynadlowski\n");
}
// Print usage information
static void Help(void)
{
puts("Usage: Supermodel [options]");
puts("ROM set must be a valid ZIP file containing a single game.");
puts("");
puts("General Options:");
puts(" -?, -h Print this help text");
puts(" -print-games List supported games and quit");
puts("");
puts("Core Options:");
printf(" -ppc-frequency= Set PowerPC frequency in MHz [Default: %d]\n", g_Config.GetPowerPCFrequency());
puts(" -multi-threaded Enable multi-threading for enhanced performance");
#ifdef SUPERMODEL_DEBUGGER
puts(" -disable-debugger Completely disable debugger functionality");
puts(" -enter-debugger Enter debugger at start of emulation");
#endif // SUPERMODEL_DEBUGGER
puts("");
puts("Video Options:");
puts(" -res=, Resolution");
puts(" -fullscreen Full screen mode");
puts(" -no-throttle Disable 60 Hz frame rate limit");
puts(" -show-fps Display frame rate in window title bar");
puts(" -vert-shader= Load 3D vertex shader from external file");
puts(" -frag-shader= Load 3D fragment shader from external file");
puts("");
puts("Audio Options:");
puts(" -sound-volume= Set volume of sound effects in % [Default: 100]");
puts(" -music-volume= Set volume of MPEG music in % [Default: 100]");
puts(" -flip-stereo Swap left and right audio channels");
puts(" -no-scsp Disable Sega Custom Sound Processor (sound effects)");
puts(" -no-dsb Disable Digital Sound Board (MPEG music)");
puts("");
puts("Input Options:");
#ifdef SUPERMODEL_WIN32
puts(" -input-system= Set input system [Default: SDL]");
#endif
puts(" -force-feedback Enable force feedback (DirectInput, XInput)");
puts(" -print-inputs Prints current input configuration");
puts(" -config-inputs Configure inputs for keyboards, mice, and joysticks");
puts("");
puts("Diagnostic Options:");
#ifdef DEBUG // intended for developers only
puts(" -dis=[,n] Disassemble PowerPC code from CROM");
#endif
puts(" -print-gl-info Print OpenGL driver information and quit\n");
}
// Print game list
static void PrintGameList(void)
{
int i, j;
puts("Supported games:");
puts("");
puts(" ROM Set Title");
puts(" ------- -----");
for (i = 0; g_Model3GameList[i].title != NULL; i++)
{
printf(" %s", g_Model3GameList[i].id);
for (j = strlen(g_Model3GameList[i].id); j < 9; j++) // pad for alignment (no game ID is more than 9 letters)
printf(" ");
printf(" %s\n", g_Model3GameList[i].title);
}
}
/*
* main(argc, argv):
*
* Program entry point.
*/
int main(int argc, char **argv)
{
CINIFile CmdLine; // not associated with any files, holds command line options
int i, ret;
int fileIdx=0;
bool cmdPrintInputs=false, cmdConfigInputs=false, cmdDis=false;
#ifdef SUPERMODEL_DEBUGGER
int cmdEnterDebugger=false;
#endif // SUPERMODEL_DEBUGGER
#ifdef SUPERMODEL_WIN32
char *inputSystem = NULL;
#endif // SUPERMODEL_WIN32
unsigned n;
UINT32 addr;
Title();
if (argc <= 1)
{
Help();
return 0;
}
// Create default logger
CFileLogger Logger(DEBUG_LOG_FILE, ERROR_LOG_FILE);
Logger.ClearLogs();
SetLogger(&Logger);
// Log the command line used to start Supermodel
InfoLog("Started as:");
for (i = 0; i < argc; i++)
InfoLog("\targv[%d] = %s", i, argv[i]);
InfoLog("");
// Read global settings from INI file
ReadConfigFile("Global");
/*
* Parse command line.
*
* Settings are stored in CmdLine so that they can be applied later, after
* game-specific settings are read from the configuration file (which
* requires the ROM set to be identified and therefore is done later).
*
* Some commands are processed here directly.
*/
CmdLine.SetDefaultSectionName("Global"); // command line settings are global-level
for (i = 1; i < argc; i++)
{
if (!strcmp(argv[i],"-h") || !strcmp(argv[i],"-?"))
{
Help();
return 0;
}
else if (!strcmp(argv[i],"-print-games"))
{
PrintGameList();
return 0;
}
else if (!strncmp(argv[i],"-ppc-frequency",14))
{
int f;
ret = sscanf(&argv[i][14],"=%d",&f);
if (ret != 1)
ErrorLog("-ppc-frequency requires a frequency.");
else
CmdLine.Set("Global", "PowerPCFrequency", f);
}
else if (!strcmp(argv[i],"-multi-threaded"))
{
n = 1;
CmdLine.Set("Global", "MultiThreaded", n);
}
#ifdef SUPERMODEL_DEBUGGER
else if (!strcmp(argv[i],"-disable-debugger"))
g_Config.disableDebugger = true;
else if (!strcmp(argv[i],"-enter-debugger"))
cmdEnterDebugger = true;
#endif // SUPERMODEL_DEBUGGER
else if (!strncmp(argv[i],"-sound-volume",13))
{
ret = sscanf(&argv[i][13],"=%d",&n);
if (ret != 1)
ErrorLog("-sound-volume requires a volume setting.");
else
CmdLine.Set("Global", "SoundVolume", n);
}
else if (!strncmp(argv[i],"-music-volume",13))
{
ret = sscanf(&argv[i][13],"=%d",&n);
if (ret != 1)
ErrorLog("-music-volume requires a volume setting.");
else
CmdLine.Set("Global", "MusicVolume", n);
}
else if (!strcmp(argv[i], "-flip-stereo"))
{
n = 1;
CmdLine.Set("Global", "FlipStereo", n);
}
else if (!strcmp(argv[i], "-no-scsp"))
{
n = 0;
CmdLine.Set("Global", "EmulateSCSP", n);
}
else if (!strcmp(argv[i], "-no-dsb"))
{
n = 0;
CmdLine.Set("Global", "EmulateDSB", n);
}
else if (!strcmp(argv[i], "-force-feedback"))
{
n = 1;
CmdLine.Set("Global", "ForceFeedback", n);
}
else if (!strncmp(argv[i],"-res",4))
{
unsigned x, y;
ret = sscanf(&argv[i][4],"=%d,%d",&x,&y);
if (ret != 2)
ErrorLog("-res requires both a width and a height.");
else
{
CmdLine.Set("Global", "XResolution", x);
CmdLine.Set("Global", "YResolution", y);
}
}
else if (!strcmp(argv[i],"-fullscreen"))
{
n = 1;
CmdLine.Set("Global", "FullScreen", n);
}
else if (!strcmp(argv[i],"-no-throttle"))
{
n = 0;
CmdLine.Set("Global", "Throttle", n);
}
else if (!strcmp(argv[i],"-show-fps"))
{
n = 1;
CmdLine.Set("Global", "ShowFrameRate", n);
}
else if (!strncmp(argv[i],"-vert-shader=",13))
{
if (argv[i][13] == '\0')
ErrorLog("-vert-shader requires a file path.");
else
CmdLine.Set("Global", "VertexShader", &argv[i][13]);
}
else if (!strncmp(argv[i],"-frag-shader=",13))
{
if (argv[i][13] == '\0')
ErrorLog("-frag-shader requires a file path.");
else
CmdLine.Set("Global", "FragmentShader", &argv[i][13]);
}
#ifdef SUPERMODEL_WIN32
else if (!strncmp(argv[i],"-input-system=", 14)) // this setting is not written to the config file!
{
if (argv[i][14] == '\0')
ErrorLog("-input-system requires an input system name.");
else
inputSystem = &argv[i][14];
}
#endif // SUPERMODEL_WIN32
else if (!strcmp(argv[i],"-print-inputs"))
cmdPrintInputs = true;
else if (!strcmp(argv[i],"-config-inputs"))
cmdConfigInputs = true;
else if (!strncmp(argv[i],"-dis",4))
{
ret = sscanf(&argv[i][4],"=%X,%X",&addr,&n);
if (ret == 1)
{
n = 16;
cmdDis = true;
}
else if (ret == 2)
cmdDis = true;
else
ErrorLog("-dis requires address and, optionally, number of instructions.");
}
else if (!strcmp(argv[i],"-print-gl-info"))
{
PrintGLInfo(true, false, false);
return 0;
}
else if (argv[i][0] == '-')
ErrorLog("Ignoring unrecognized option: %s.", argv[i]);
else
{
if (fileIdx) // already specified a file
ErrorLog("Multiple files specified. Using %s, ignoring %s.", argv[i], argv[fileIdx]);
else
fileIdx = i;
}
}
// Initialize SDL (individual subsystems get initialized later)
if (SDL_Init(0) != 0)
{
ErrorLog("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
// Create input system (default is SDL) and debugger
CInputSystem *InputSystem = NULL;
CInputs *Inputs = NULL;
int exitCode = 0;
#ifdef SUPERMODEL_DEBUGGER
CModel3 *Model3 = NULL;
Debugger::CSupermodelDebugger *Debugger = NULL;
#endif // SUPERMODEL_DEBUGGER
// Create input system (default is SDL)
g_Config.SetInputSystem(inputSystem);
if (stricmp(g_Config.GetInputSystem(), "sdl") == 0)
InputSystem = new CSDLInputSystem();
#ifdef SUPERMODEL_WIN32
else if (stricmp(g_Config.GetInputSystem(), "dinput") == 0)
InputSystem = new CDirectInputSystem(false, false, true);
else if (stricmp(g_Config.GetInputSystem(), "xinput") == 0)
InputSystem = new CDirectInputSystem(false, true, true);
else if (stricmp(g_Config.GetInputSystem(), "rawinput") == 0)
InputSystem = new CDirectInputSystem(true, false, true);
#endif // SUPERMODEL_WIN32
else
{
ErrorLog("Unknown input system: '%s'.\n", g_Config.GetInputSystem());
exitCode = 1;
goto Exit;
}
// Create inputs from input system (configuring them if required)
Inputs = new CInputs(InputSystem);
if (!Inputs->Initialize())
{
ErrorLog("Unable to initalize inputs.\n");
exitCode = 1;
goto Exit;
}
if (ConfigureInputs(Inputs, cmdConfigInputs))
{
exitCode = 1;
goto Exit;
}
if (cmdPrintInputs)
{
Inputs->PrintInputs(NULL);
InputSystem->PrintSettings();
}
// From this point onwards, a ROM set is needed
if (fileIdx == 0)
{
ErrorLog("No ROM set specified.");
exitCode = 1;
goto Exit;
}
if (cmdDis)
{
if (OKAY != DisassembleCROM(argv[fileIdx], addr, n))
exitCode = 1;
goto Exit;
}
#ifdef SUPERMODEL_DEBUGGER
// Create Model3
Model3 = new CModel3();
// Create Supermodel debugger unless debugging is disabled
if (!g_Config.disableDebugger)
{
Debugger = new Debugger::CSupermodelDebugger(Model3, Inputs, &Logger);
// If -enter-debugger option was set force debugger to break straightaway
if (cmdEnterDebugger)
Debugger->ForceBreak(true);
}
// Fire up Supermodel with debugger
exitCode = Supermodel(argv[fileIdx],Model3,Inputs,Debugger,&CmdLine);
if (Debugger != NULL)
delete Debugger;
delete Model3;
#else
// Fire up Supermodel
exitCode = Supermodel(argv[fileIdx],Inputs,&CmdLine);
#endif // SUPERMODEL_DEBUGGER
Exit:
if (Inputs != NULL)
delete Inputs;
if (InputSystem != NULL)
delete InputSystem;
SDL_Quit();
if (exitCode)
InfoLog("Program terminated due to an error.");
else
InfoLog("Program terminated normally.");
return exitCode;
}