mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 06:15:37 +00:00
183dca563d
- Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
1821 lines
54 KiB
C++
1821 lines
54 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Main.cpp
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*
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* Main program driver for the SDL port.
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*
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* To Do Before Next Release
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* -------------------------
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* - Add UI keys for balance setting?
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* - 5.1 audio support?
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*
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* Compile-Time Options
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* --------------------
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* - SUPERMODEL_WIN32: Define this if compiling on Windows.
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* - SUPERMODEL_OSX: Define this if compiling on Mac OS X.
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* - SUPERMODEL_DEBUGGER: Enable the debugger.
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* - DEBUG: Debug mode (use with caution, produces large logs of game behavior)
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*/
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#include <new>
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#include <cmath>
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#include <cstdio>
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#include <cstring>
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#include <cstdarg>
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#include "Pkgs/glew.h"
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#ifdef SUPERMODEL_OSX
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#include <SDL/SDL.h>
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#else
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#include <SDL.h>
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#endif
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#include "Supermodel.h"
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#include "SDLInputSystem.h"
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#ifdef SUPERMODEL_WIN32
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#include "DirectInputSystem.h"
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#include "WinOutputs.h"
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#endif
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/******************************************************************************
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Error and Debug Logging
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******************************************************************************/
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// Log file names
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#define DEBUG_LOG_FILE "debug.log"
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#define ERROR_LOG_FILE "error.log"
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// Logger object is used to redirect log messages appropriately
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static CLogger *s_Logger = NULL;
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CLogger *GetLogger()
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{
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return s_Logger;
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}
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void SetLogger(CLogger *Logger)
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{
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s_Logger = Logger;
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}
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void DebugLog(const char *fmt, ...)
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{
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if (s_Logger == NULL)
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return;
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va_list vl;
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va_start(vl, fmt);
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s_Logger->DebugLog(fmt, vl);
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va_end(vl);
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}
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void InfoLog(const char *fmt, ...)
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{
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if (s_Logger == NULL)
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return;
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va_list vl;
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va_start(vl, fmt);
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s_Logger->InfoLog(fmt, vl);
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va_end(vl);
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}
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bool ErrorLog(const char *fmt, ...)
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{
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if (s_Logger == NULL)
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return FAIL;
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va_list vl;
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va_start(vl, fmt);
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s_Logger->ErrorLog(fmt, vl);
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va_end(vl);
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return FAIL;
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}
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/******************************************************************************
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Display Management
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******************************************************************************/
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/*
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* Position and size of rectangular region within OpenGL display to render to.
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* Unlike the g_Config object, these end up containing the actual resolution
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* (and computed offsets within the viewport) that will be rendered based on
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* what was obtained from SDL.
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*/
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unsigned xOffset, yOffset; // offset of renderer output within OpenGL viewport
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unsigned xRes, yRes; // renderer output resolution (can be smaller than GL viewport)
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unsigned totalXRes, totalYRes; // total resolution (the whole GL viewport)
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static bool SetGLGeometry(unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio)
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{
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const SDL_VideoInfo *VideoInfo;
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float model3Ratio, ratio;
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float xRes, yRes;
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// What resolution did we actually get?
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VideoInfo = SDL_GetVideoInfo();
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*totalXResPtr = VideoInfo->current_w;
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*totalYResPtr = VideoInfo->current_h;
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// If required, fix the aspect ratio of the resolution that the user passed to match Model 3 ratio
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xRes = (float) *xResPtr;
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yRes = (float) *yResPtr;
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if (keepAspectRatio)
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{
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model3Ratio = 496.0f/384.0f;
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ratio = xRes/yRes;
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if (yRes < (xRes/model3Ratio))
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xRes = yRes*model3Ratio;
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if (xRes < (yRes*model3Ratio))
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yRes = xRes/model3Ratio;
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}
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// Center the visible area
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*xOffsetPtr = (*xResPtr - (unsigned) xRes)/2;
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*yOffsetPtr = (*yResPtr - (unsigned) yRes)/2;
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// If the desired resolution is smaller than what we got, re-center again
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if (*xResPtr < VideoInfo->current_w)
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*xOffsetPtr += (VideoInfo->current_w - *xResPtr)/2;
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if (*yResPtr < VideoInfo->current_h)
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*yOffsetPtr += (VideoInfo->current_h - *yResPtr)/2;
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// OpenGL initialization
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glViewport(0,0,*xResPtr,*yResPtr);
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glClearColor(0.0,0.0,0.0,0.0);
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glClearDepth(1.0);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.0,(GLfloat)xRes/(GLfloat)yRes,0.1,1e5);
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glMatrixMode(GL_MODELVIEW);
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// Clear both buffers to ensure a black border
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for (int i = 0; i < 2; i++)
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{
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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SDL_GL_SwapBuffers();
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}
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// Write back resolution parameters
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*xResPtr = (unsigned) xRes;
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*yResPtr = (unsigned) yRes;
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// Scissor box (to clip visible area)
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if (!g_Config.wideScreen)
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{
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if (VideoInfo->current_w > *xResPtr || VideoInfo->current_h > *yResPtr)
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{
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glEnable(GL_SCISSOR_TEST);
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glScissor(*xOffsetPtr, *yOffsetPtr, *xResPtr, *yResPtr);
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}
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}
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return OKAY;
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}
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/*
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* CreateGLScreen():
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*
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* Creates an OpenGL display surface of the requested size. xOffset and yOffset
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* are used to return a display surface offset (for OpenGL viewport commands)
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* because the actual drawing area may need to be adjusted to preserve the
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* Model 3 aspect ratio. The new resolution will be passed back as well -- both
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* the adjusted viewable area resolution and the total resolution.
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*
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* NOTE: keepAspectRatio should always be true. It has not yet been tested with
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* the wide screen hack.
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*/
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static bool CreateGLScreen(const char *caption, unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio, bool fullScreen)
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{
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GLenum err;
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// Initialize video subsystem
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0)
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return ErrorLog("Unable to initialize SDL video subsystem: %s\n", SDL_GetError());
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// Important GL attributes
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE,5); // need at least RGB555 for Model 3 textures
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,5);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
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// Set vsync
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (g_Config.vsync ? 1 : 0));
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// Set video mode
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if (SDL_SetVideoMode(*xResPtr,*yResPtr,0,SDL_OPENGL|(fullScreen?SDL_FULLSCREEN|SDL_HWSURFACE:0)) == NULL)
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{
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ErrorLog("Unable to create an OpenGL display: %s\n", SDL_GetError());
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return FAIL;
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}
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// Create window caption
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SDL_WM_SetCaption(caption,NULL);
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// Initialize GLEW, allowing us to use features beyond OpenGL 1.2
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err = glewInit();
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if (GLEW_OK != err)
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{
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ErrorLog("OpenGL initialization failed: %s\n", glewGetErrorString(err));
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return FAIL;
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}
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return SetGLGeometry(xOffsetPtr, yOffsetPtr, xResPtr, yResPtr, totalXResPtr, totalYResPtr, keepAspectRatio);
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}
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static bool ResizeGLScreen(unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio, bool fullScreen)
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{
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const SDL_VideoInfo *VideoInfo;
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GLenum err;
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float model3Ratio, ratio;
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float xRes, yRes;
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// Set video mode
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if (SDL_SetVideoMode(*xResPtr,*yResPtr,0,SDL_OPENGL|(fullScreen?SDL_FULLSCREEN|SDL_HWSURFACE:0)) == NULL)
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{
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ErrorLog("Unable to create an OpenGL display: %s\n", SDL_GetError());
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return FAIL;
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}
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return SetGLGeometry(xOffsetPtr, yOffsetPtr, xResPtr, yResPtr, totalXResPtr, totalYResPtr, keepAspectRatio);
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}
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/*
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* PrintGLInfo():
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*
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* Queries and prints OpenGL information. A full list of extensions can
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* optionally be printed.
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*/
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static void PrintGLInfo(bool createScreen, bool infoLog, bool printExtensions)
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{
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const GLubyte *str;
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char *strLocal;
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GLint value;
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unsigned xOffset, yOffset, xRes=496, yRes=384, totalXRes, totalYRes;
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if (createScreen)
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{
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if (OKAY != CreateGLScreen("Supermodel - Querying OpenGL Information...",&xOffset,&yOffset,&xRes,&yRes,&totalXRes,&totalYRes,false,false))
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{
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ErrorLog("Unable to query OpenGL.\n");
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return;
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}
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}
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if (infoLog) InfoLog("OpenGL information:");
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else puts("OpenGL information:\n");
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str = glGetString(GL_VENDOR);
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if (infoLog) InfoLog(" Vendor: %s", str);
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else printf(" Vendor: %s\n", str);
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str = glGetString(GL_RENDERER);
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if (infoLog) InfoLog(" Renderer: %s", str);
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else printf(" Renderer: %s\n", str);
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str = glGetString(GL_VERSION);
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if (infoLog) InfoLog(" Version: %s", str);
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else printf(" Version: %s\n", str);
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str = glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (infoLog) InfoLog(" Shading Language Version: %s", str);
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else printf(" Shading Language Version: %s\n", str);
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glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value);
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if (infoLog) InfoLog("Maximum Vertex Array Size: %d vertices", value);
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else printf("Maximum Vertex Array Size: %d vertices\n", value);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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if (infoLog) InfoLog(" Maximum Texture Size: %d texels", value);
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else printf(" Maximum Texture Size: %d texels\n", value);
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value);
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if (infoLog) InfoLog("Maximum Vertex Attributes: %d", value);
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else printf("Maximum Vertex Attributes: %d\n", value);
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value);
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if (infoLog) InfoLog(" Maximum Vertex Uniforms: %d", value);
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else printf(" Maximum Vertex Uniforms: %d\n", value);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &value);
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if (infoLog) InfoLog("Maximum Texture Img Units: %d", value);
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else printf("Maximum Texture Img Units: %d\n", value);
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if (printExtensions)
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{
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str = glGetString(GL_EXTENSIONS);
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strLocal = (char *) malloc((strlen((char *) str)+1)*sizeof(char));
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if (NULL == strLocal)
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{
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if (infoLog) InfoLog(" Supported Extensions: %s", str);
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else printf(" Supported Extensions: %s\n", str);
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}
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else
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{
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strcpy(strLocal, (char *) str);
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if (infoLog) InfoLog(" Supported Extensions: %s", (strLocal = strtok(strLocal, " \t\n")));
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else printf(" Supported Extensions: %s\n", (strLocal = strtok(strLocal, " \t\n")));
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while ((strLocal = strtok(NULL, " \t\n")) != NULL)
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{
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if (infoLog) InfoLog(" %s", strLocal);
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else printf(" %s\n", strLocal);
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}
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}
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}
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if (infoLog) InfoLog("");
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else printf("\n");
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}
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/******************************************************************************
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Configuration
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Configuration file management and input settings.
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******************************************************************************/
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#define CONFIG_FILE_PATH "Config/Supermodel.ini"
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#define CONFIG_FILE_COMMENT ";\n" \
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"; Supermodel Configuration File\n" \
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";\n"
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// Create and configure inputs
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static bool ConfigureInputs(CInputs *Inputs, bool configure)
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{
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// Open and parse configuration file
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CINIFile INI;
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INI.Open(CONFIG_FILE_PATH); // doesn't matter if it exists or not, will get overwritten
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INI.SetDefaultSectionName("Global");
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INI.Parse();
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Inputs->ReadFromINIFile(&INI, "Global");
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// If the user wants to configure the inputs, do that now
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if (configure)
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{
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// Open an SDL window
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unsigned xOffset, yOffset, xRes=496, yRes=384;
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if (OKAY != CreateGLScreen("Supermodel - Configuring Inputs...",&xOffset,&yOffset,&xRes,&yRes,&totalXRes,&totalYRes,false,false))
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return (bool) ErrorLog("Unable to start SDL to configure inputs.\n");
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// Configure the inputs
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if (Inputs->ConfigureInputs(NULL, xOffset, yOffset, xRes, yRes))
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{
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// Write input configuration and input system settings to config file
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Inputs->WriteToINIFile(&INI, "Global");
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if (OKAY != INI.Write(CONFIG_FILE_COMMENT))
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ErrorLog("Unable to save configuration to '%s'.", CONFIG_FILE_PATH);
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else
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printf("Configuration successfully saved to '%s'.\n", CONFIG_FILE_PATH);
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}
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else
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puts("Configuration aborted...");
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puts("");
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}
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INI.Close();
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return OKAY;
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}
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|
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// Apply configuration settings from configuration file (does NOT read input settings; see ConfigureInputs())
|
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static void ApplySettings(CINIFile *INI, const char *section)
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{
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unsigned x;
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int y;
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string String;
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|
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// Model 3
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INI->Get(section, "MultiThreaded", g_Config.multiThreaded);
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INI->Get(section, "GPUMultiThreaded", g_Config.gpuMultiThreaded);
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if (OKAY == INI->Get(section, "PowerPCFrequency", x))
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g_Config.SetPowerPCFrequency(x);
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|
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// 3D renderer
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INI->Get(section, "VertexShader", g_Config.vertexShaderFile);
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INI->Get(section, "FragmentShader", g_Config.fragmentShaderFile);
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// SCSP and DSB
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if (OKAY == INI->Get(section, "SoundVolume", x))
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g_Config.SetSoundVolume(x);
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if (OKAY == INI->Get(section, "MusicVolume", x))
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g_Config.SetMusicVolume(x);
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if (OKAY == INI->Get(section, "Balance", y))
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g_Config.SetSCSPBalance(y);
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|
INI->Get(section, "EmulateSound", g_Config.emulateSound);
|
|
INI->Get(section, "EmulateDSB", g_Config.emulateDSB);
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|
|
// Drive board
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#ifdef SUPERMODEL_WIN32
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INI->Get(section, "ForceFeedback", g_Config.forceFeedback);
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#endif // SUPERMODEL_WIN32
|
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|
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// OSD
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INI->Get(section, "XResolution", g_Config.xRes);
|
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INI->Get(section, "YResolution", g_Config.yRes);
|
|
INI->Get(section, "FullScreen", g_Config.fullScreen);
|
|
INI->Get(section, "WideScreen", g_Config.wideScreen);
|
|
INI->Get(section, "MultiTexture", g_Config.multiTexture);
|
|
INI->Get(section, "VSync", g_Config.vsync);
|
|
INI->Get(section, "Throttle", g_Config.throttle);
|
|
INI->Get(section, "ShowFrameRate", g_Config.showFPS);
|
|
INI->Get(section, "Crosshairs", g_Config.crosshairs);
|
|
INI->Get(section, "FlipStereo", g_Config.flipStereo);
|
|
|
|
#ifdef SUPERMODEL_WIN32
|
|
// DirectInput ForceFeedback
|
|
INI->Get(section, "DirectInputConstForceMax", g_Config.dInputConstForceLeftMax);
|
|
INI->Get(section, "DirectInputConstForceMax", g_Config.dInputConstForceRightMax);
|
|
INI->Get(section, "DirectInputConstForceLeftMax", g_Config.dInputConstForceLeftMax);
|
|
INI->Get(section, "DirectInputConstForceRightMax", g_Config.dInputConstForceRightMax);
|
|
INI->Get(section, "DirectInputSelfCenterMax", g_Config.dInputSelfCenterMax);
|
|
INI->Get(section, "DirectInputFrictionMax", g_Config.dInputFrictionMax);
|
|
INI->Get(section, "DirectInputVibrateMax", g_Config.dInputVibrateMax);
|
|
|
|
// XInput ForceFeedback
|
|
INI->Get(section, "XInputConstForceThreshold", g_Config.xInputConstForceThreshold);
|
|
INI->Get(section, "XInputConstForceMax", g_Config.xInputConstForceMax);
|
|
INI->Get(section, "XInputVibrateMax", g_Config.xInputVibrateMax);
|
|
#endif // SUPERMODEL_WIN32
|
|
}
|
|
|
|
// 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("\tWideScreen = %d", g_Config.wideScreen);
|
|
InfoLog("\tVSync = %d", g_Config.vsync);
|
|
InfoLog("\tMultiTexture = %d", g_Config.multiTexture);
|
|
InfoLog("\tThrottle = %d", g_Config.throttle);
|
|
InfoLog("\tShowFrameRate = %d", g_Config.showFPS);
|
|
InfoLog("\tCrosshairs = %d", g_Config.crosshairs);
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
InfoLog("\tDisableDebugger = %d", g_Config.disableDebugger);
|
|
#endif
|
|
InfoLog("\tInputSystem = %s", g_Config.GetInputSystem());
|
|
InfoLog("\tOutputs = %s", g_Config.GetOutputs());
|
|
InfoLog("\tFlipStereo = %d", g_Config.flipStereo);
|
|
|
|
#ifdef SUPERMODEL_WIN32
|
|
// DirectInput ForceFeedback
|
|
InfoLog("\tDirectInputConstForceLeftMax = %u", g_Config.dInputConstForceLeftMax);
|
|
InfoLog("\tDirectInputConstForceRightMax = %u", g_Config.dInputConstForceRightMax);
|
|
InfoLog("\tDirectInputSelfCenterMax = %u", g_Config.dInputSelfCenterMax);
|
|
InfoLog("\tDirectInputFrictionMax = %u", g_Config.dInputFrictionMax);
|
|
InfoLog("\tDirectInputVibrateMax = %u", g_Config.dInputVibrateMax);
|
|
|
|
// XInput ForceFeedback
|
|
InfoLog("\tXInputConstForceThreshold = %u", g_Config.xInputConstForceThreshold);
|
|
InfoLog("\tXInputConstForceMax = %u", g_Config.xInputConstForceMax);
|
|
InfoLog("\tXInputVibrateMax = %u", g_Config.xInputVibrateMax);
|
|
#endif // SUPERMODEL_WIN32
|
|
|
|
// CModel3Config
|
|
InfoLog("\tMultiThreaded = %d", g_Config.multiThreaded);
|
|
InfoLog("\tGPUMultiThreaded = %d", g_Config.gpuMultiThreaded);
|
|
InfoLog("\tPowerPCFrequency = %d", g_Config.GetPowerPCFrequency());
|
|
|
|
// CSoundBoardConfig
|
|
InfoLog("\tEmulateSound = %d", g_Config.emulateSound);
|
|
InfoLog("\tBalance = %d", g_Config.GetSCSPBalance());
|
|
|
|
// CDSBConfig
|
|
InfoLog("\tEmulateDSB = %d", g_Config.emulateDSB);
|
|
InfoLog("\tSoundVolume = %d", g_Config.GetSoundVolume());
|
|
InfoLog("\tMusicVolume = %d", g_Config.GetMusicVolume());
|
|
|
|
// CDriveBoardConfig
|
|
#ifdef SUPERMODEL_WIN32
|
|
InfoLog("\tForceFeedback = %d", g_Config.forceFeedback);
|
|
#endif
|
|
|
|
// 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)
|
|
{
|
|
float base = 0.01f, height = 0.02f; // geometric parameters of each triangle
|
|
float dist = 0.004f; // distance of triangle tip from center
|
|
float a = (float)xRes/(float)yRes; // aspect ratio (to square the crosshair)
|
|
|
|
glColor3f(r, g, b);
|
|
glVertex2f(x, y+dist); // bottom triangle
|
|
glVertex2f(x+base/2.0f, y+(dist+height)*a);
|
|
glVertex2f(x-base/2.0f, y+(dist+height)*a);
|
|
glVertex2f(x, y-dist); // top triangle
|
|
glVertex2f(x-base/2.0f, y-(dist+height)*a);
|
|
glVertex2f(x+base/2.0f, y-(dist+height)*a);
|
|
glVertex2f(x-dist, y); // left triangle
|
|
glVertex2f(x-dist-height, y+(base/2.0f)*a);
|
|
glVertex2f(x-dist-height, y-(base/2.0f)*a);
|
|
glVertex2f(x+dist, y); // right triangle
|
|
glVertex2f(x+dist+height, y-(base/2.0f)*a);
|
|
glVertex2f(x+dist+height, y+(base/2.0f)*a);
|
|
}
|
|
|
|
static void PrintGLError(GLenum error)
|
|
{
|
|
switch (error)
|
|
{
|
|
case GL_INVALID_ENUM: printf("invalid enum\n"); break;
|
|
case GL_INVALID_VALUE: printf("invalid value\n"); break;
|
|
case GL_INVALID_OPERATION: printf("invalid operation\n"); break;
|
|
case GL_STACK_OVERFLOW: printf("stack overflow\n"); break;
|
|
case GL_STACK_UNDERFLOW: printf("stack underflow\n"); break;
|
|
case GL_OUT_OF_MEMORY: printf("out of memory\n"); break;
|
|
case GL_TABLE_TOO_LARGE: printf("table too large\n"); break;
|
|
case GL_NO_ERROR: break;
|
|
default: printf("unknown error\n"); break;
|
|
}
|
|
}
|
|
|
|
static void UpdateCrosshairs(CInputs *Inputs, unsigned crosshairs)
|
|
{
|
|
float x[2], y[2];
|
|
|
|
crosshairs &= 3;
|
|
if (!crosshairs)
|
|
return;
|
|
|
|
// Set up the viewport and orthogonal projection
|
|
glUseProgram(0); // no shaders
|
|
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
|
|
glDisable(GL_LIGHTING);
|
|
|
|
// 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_TRIANGLES);
|
|
if ((crosshairs & 1) && !Inputs->trigger[0]->offscreenValue) // Player 1
|
|
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
|
|
if ((crosshairs & 2) && !Inputs->trigger[1]->offscreenValue) // Player 2
|
|
DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f);
|
|
glEnd();
|
|
|
|
//PrintGLError(glGetError());
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Video Callbacks
|
|
******************************************************************************/
|
|
|
|
static CInputs *videoInputs = NULL;
|
|
|
|
bool BeginFrameVideo()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void EndFrameVideo()
|
|
{
|
|
// Show crosshairs for light gun games
|
|
if (videoInputs)
|
|
UpdateCrosshairs(videoInputs, g_Config.crosshairs);
|
|
|
|
// Swap the buffers
|
|
SDL_GL_SwapBuffers();
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Main Program Loop
|
|
******************************************************************************/
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
int Supermodel(const char *zipFile, CModel3 *Model3, CInputs *Inputs, COutputs *Outputs, Debugger::CDebugger *Debugger, CINIFile *CmdLine)
|
|
{
|
|
CLogger *oldLogger;
|
|
#else
|
|
int Supermodel(const char *zipFile, CInputs *Inputs, COutputs *Outputs, CINIFile *CmdLine)
|
|
{
|
|
CModel3 *Model3 = new CModel3();
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
char baseTitleStr[128], titleStr[128];
|
|
CRender2D *Render2D = new CRender2D();
|
|
CRender3D *Render3D = new CRender3D();
|
|
unsigned prevFPSTicks, currentFPSTicks, currentTicks, targetTicks, startTicks;
|
|
unsigned fpsFramesElapsed, framesElapsed;
|
|
bool gameHasLightguns = false;
|
|
bool quit = false;
|
|
bool paused = false;
|
|
bool dumpTimings = false;
|
|
|
|
// 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
|
|
totalXRes = xRes = g_Config.xRes;
|
|
totalYRes = yRes = g_Config.yRes;
|
|
sprintf(baseTitleStr, "Supermodel - %s", Model3->GetGameInfo()->title);
|
|
if (OKAY != CreateGLScreen(baseTitleStr,&xOffset,&yOffset,&xRes,&yRes,&totalXRes,&totalYRes,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 (gameHasLightguns)
|
|
videoInputs = Inputs;
|
|
else
|
|
videoInputs = NULL;
|
|
|
|
// Attach the inputs to the emulator
|
|
Model3->AttachInputs(Inputs);
|
|
|
|
// Attach the outputs to the emulator
|
|
if (Outputs != NULL)
|
|
Model3->AttachOutputs(Outputs);
|
|
|
|
// Initialize the renderer
|
|
if (OKAY != Render2D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
|
|
goto QuitError;
|
|
if (OKAY != Render3D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
|
|
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();
|
|
}
|
|
|
|
// Poll the inputs
|
|
if (!Inputs->Poll(Model3->GetGameInfo(), xOffset, yOffset, xRes, yRes))
|
|
quit = true;
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
bool processUI = true;
|
|
if (Debugger != NULL)
|
|
{
|
|
Debugger->Poll();
|
|
|
|
// Check if debugger requests exit or pause
|
|
if (Debugger->CheckExit())
|
|
{
|
|
quit = true;
|
|
processUI = false;
|
|
}
|
|
else if (Debugger->CheckPause())
|
|
{
|
|
paused = true;
|
|
processUI = false;
|
|
}
|
|
}
|
|
if (processUI)
|
|
{
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Check UI controls
|
|
if (Inputs->uiExit->Pressed())
|
|
{
|
|
// Quit emulator
|
|
quit = true;
|
|
}
|
|
else if (Inputs->uiReset->Pressed())
|
|
{
|
|
if (!paused)
|
|
{
|
|
Model3->PauseThreads();
|
|
SetAudioEnabled(false);
|
|
}
|
|
|
|
// Reset emulator
|
|
Model3->Reset();
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
// If debugger was supplied, reset it too
|
|
if (Debugger != NULL)
|
|
Debugger->Reset();
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
if (!paused)
|
|
{
|
|
Model3->ResumeThreads();
|
|
SetAudioEnabled(true);
|
|
}
|
|
|
|
puts("Model 3 reset.");
|
|
}
|
|
else if (Inputs->uiPause->Pressed())
|
|
{
|
|
// Toggle emulator paused flag
|
|
paused = !paused;
|
|
|
|
if (paused)
|
|
{
|
|
Model3->PauseThreads();
|
|
SetAudioEnabled(false);
|
|
sprintf(titleStr, "%s (Paused)", baseTitleStr);
|
|
SDL_WM_SetCaption(titleStr,NULL);
|
|
}
|
|
else
|
|
{
|
|
Model3->ResumeThreads();
|
|
SetAudioEnabled(true);
|
|
SDL_WM_SetCaption(baseTitleStr,NULL);
|
|
}
|
|
|
|
// Send paused value as output
|
|
if (Outputs != NULL)
|
|
Outputs->SetValue(OutputPause, paused);
|
|
}
|
|
else if (Inputs->uiFullScreen->Pressed())
|
|
{
|
|
// Toggle emulator fullscreen
|
|
g_Config.fullScreen = !g_Config.fullScreen;
|
|
|
|
// Delete renderers and recreate them afterwards since GL context will most likely be lost when switching from/to fullscreen
|
|
delete Render2D;
|
|
delete Render3D;
|
|
Render2D = NULL;
|
|
Render3D = NULL;
|
|
|
|
// Resize screen
|
|
totalXRes = xRes = g_Config.xRes;
|
|
totalYRes = yRes = g_Config.yRes;
|
|
if (OKAY != ResizeGLScreen(&xOffset,&yOffset,&xRes,&yRes,&totalXRes,&totalYRes,true,g_Config.fullScreen))
|
|
goto QuitError;
|
|
|
|
// Recreate renderers and attach to the emulator
|
|
Render2D = new CRender2D();
|
|
Render3D = new CRender3D();
|
|
if (OKAY != Render2D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
|
|
goto QuitError;
|
|
if (OKAY != Render3D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
|
|
goto QuitError;
|
|
Model3->AttachRenderers(Render2D,Render3D);
|
|
|
|
Inputs->GetInputSystem()->SetMouseVisibility(!g_Config.fullScreen);
|
|
}
|
|
else if (Inputs->uiSaveState->Pressed())
|
|
{
|
|
if (!paused)
|
|
{
|
|
Model3->PauseThreads();
|
|
SetAudioEnabled(false);
|
|
}
|
|
|
|
// Save game state
|
|
SaveState(Model3);
|
|
|
|
if (!paused)
|
|
{
|
|
Model3->ResumeThreads();
|
|
SetAudioEnabled(true);
|
|
}
|
|
}
|
|
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())
|
|
{
|
|
if (!paused)
|
|
{
|
|
Model3->PauseThreads();
|
|
SetAudioEnabled(false);
|
|
}
|
|
|
|
// 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
|
|
|
|
if (!paused)
|
|
{
|
|
Model3->ResumeThreads();
|
|
SetAudioEnabled(true);
|
|
}
|
|
}
|
|
else if (Inputs->uiMusicVolUp->Pressed())
|
|
{
|
|
// Increase music volume by 10%
|
|
if (Model3->GetGameInfo()->mpegBoard)
|
|
{
|
|
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
|
|
puts("This game does not have an MPEG music board.");
|
|
}
|
|
else if (Inputs->uiMusicVolDown->Pressed())
|
|
{
|
|
// Decrease music volume by 10%
|
|
if (Model3->GetGameInfo()->mpegBoard)
|
|
{
|
|
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
|
|
puts("This game does not have an MPEG music board.");
|
|
}
|
|
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->uiDumpTimings->Pressed())
|
|
{
|
|
dumpTimings = !dumpTimings;
|
|
}
|
|
else if (Inputs->uiSelectCrosshairs->Pressed() && gameHasLightguns)
|
|
{
|
|
g_Config.crosshairs++;
|
|
switch (g_Config.crosshairs&3)
|
|
{
|
|
case 0: puts("Crosshairs disabled."); break;
|
|
case 3: puts("Crosshairs enabled."); break;
|
|
case 1: puts("Showing Player 1 crosshair only."); break;
|
|
case 2: 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 (Debugger != NULL && 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(titleStr, "%s - %1.1f FPS%s", baseTitleStr, (float)fpsFramesElapsed/((float)(currentFPSTicks-prevFPSTicks)/1000.0f), paused ? " (Paused)" : "");
|
|
SDL_WM_SetCaption(titleStr,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;
|
|
}
|
|
}
|
|
|
|
if (dumpTimings && !paused)
|
|
Model3->DumpTimings();
|
|
}
|
|
|
|
// Make sure all threads are paused before shutting down
|
|
Model3->PauseThreads();
|
|
|
|
#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) 2011-2012 by Bart Trzynadlowski and Nik Henson\n");
|
|
}
|
|
|
|
// Print usage information
|
|
static void Help(void)
|
|
{
|
|
puts("Usage: Supermodel <romset> [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=<freq> PowerPC frequency in MHz [Default: %d]\n", g_Config.GetPowerPCFrequency());
|
|
puts(" -no-threads Disable multi-threading entirely");
|
|
puts(" -gpu-multi-threaded Run graphics rendering in separate thread [Default]");
|
|
puts(" -no-gpu-thread Run graphics rendering in main thread");
|
|
puts("");
|
|
puts("Video Options:");
|
|
puts(" -res=<x>,<y> Resolution [Default: 496,384]");
|
|
puts(" -window Windowed mode [Default]");
|
|
puts(" -fullscreen Full screen mode");
|
|
puts(" -wide-screen Expand 3D field of view to screen width");
|
|
puts(" -multi-texture Use 8 texture maps for decoding");
|
|
puts(" -no-multi-texture Decode to a single texture map [Default]");
|
|
puts(" -no-throttle Disable 60 Hz frame rate lock");
|
|
puts(" -show-fps Display frame rate in window title bar");
|
|
puts(" -crosshairs=<n> Crosshairs configuration for gun games:");
|
|
puts(" 0=none [Default], 1=P1 only, 2=P2 only, 3=P1 & P2");
|
|
puts(" -vert-shader=<file> Load 3D vertex shader from external file");
|
|
puts(" -frag-shader=<file> Load 3D fragment shader from external file");
|
|
puts(" -print-gl-info Print OpenGL driver information and quit");
|
|
puts("");
|
|
puts("Audio Options:");
|
|
puts(" -sound-volume=<vol> Volume of sound effects in % [Default: 100]");
|
|
puts(" -music-volume=<vol> Volume of MPEG music in % [Default: 100]");
|
|
puts(" -balance=<bal> Relative front/rear balance in % [Default: 0]");
|
|
puts(" -flip-stereo Swap left and right audio channels");
|
|
puts(" -no-sound Disable sound board emulation (sound effects)");
|
|
puts(" -no-dsb Disable Digital Sound Board (MPEG music)");
|
|
puts("");
|
|
puts("Input Options:");
|
|
#ifdef SUPERMODEL_WIN32
|
|
puts(" -force-feedback Enable force feedback (DirectInput, XInput)");
|
|
#endif
|
|
puts(" -config-inputs Configure keyboards, mice, and game controllers");
|
|
#ifdef SUPERMODEL_WIN32
|
|
printf(" -input-system=<s> Input system [Default: %s]\n", g_Config.GetInputSystem());
|
|
printf(" -outputs=<s> Outputs [Default: %s]\n", g_Config.GetOutputs());
|
|
#endif
|
|
puts(" -print-inputs Prints current input configuration");
|
|
puts("");
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
puts("Debug Options:");
|
|
puts(" -disable-debugger Completely disable debugger functionality");
|
|
puts(" -enter-debugger Enter debugger at start of emulation");
|
|
puts(" -dis=<addr>[,n] Disassemble PowerPC code from CROM");
|
|
puts("");
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
}
|
|
|
|
// 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
|
|
char *inputSystem = NULL; // use default input system
|
|
char *outputs = NULL;
|
|
unsigned n;
|
|
int m;
|
|
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],"-no-threads"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "MultiThreaded", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-gpu-multi-threaded"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "GPUMultiThreaded", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-no-gpu-thread"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "GPUMultiThreaded", 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 (!strncmp(argv[i],"-balance",8))
|
|
{
|
|
ret = sscanf(&argv[i][8],"=%d",&m);
|
|
if (ret != 1)
|
|
ErrorLog("'-balance' requires a front/rear balance setting.");
|
|
else
|
|
CmdLine.Set("Global", "Balance", m);
|
|
}
|
|
else if (!strcmp(argv[i], "-flip-stereo"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "FlipStereo", n);
|
|
}
|
|
else if (!strcmp(argv[i], "-no-sound"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "EmulateSound", n);
|
|
}
|
|
else if (!strcmp(argv[i], "-no-dsb"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "EmulateDSB", n);
|
|
}
|
|
#ifdef SUPERMODEL_WIN32
|
|
else if (!strcmp(argv[i], "-force-feedback"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "ForceFeedback", n);
|
|
}
|
|
#endif
|
|
else if (!strncmp(argv[i],"-res",4))
|
|
{
|
|
unsigned x, y;
|
|
|
|
ret = sscanf(&argv[i][4],"=%d,%d",&x,&y);
|
|
if (ret != 2)
|
|
{
|
|
ret = sscanf(&argv[i][4],"=%dx%d",&x,&y);
|
|
if (ret != 2)
|
|
ErrorLog("'-res' requires both a width and a height.");
|
|
}
|
|
if (ret == 2)
|
|
{
|
|
CmdLine.Set("Global", "XResolution", x);
|
|
CmdLine.Set("Global", "YResolution", y);
|
|
}
|
|
}
|
|
else if (!strcmp(argv[i],"-window"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "FullScreen", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-fullscreen"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "FullScreen", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-wide-screen"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "WideScreen", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-multi-texture"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "MultiTexture", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-no-multi-texture"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "MultiTexture", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-vsync"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "VSync", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-no-vsync"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "VSync", 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],"-crosshairs",11))
|
|
{
|
|
unsigned x;
|
|
|
|
ret = sscanf(&argv[i][11],"=%d",&x);
|
|
if (ret != 1 || x > 3)
|
|
ErrorLog("'-crosshairs' requires a number 0-3");
|
|
else
|
|
CmdLine.Set("Global", "Crosshairs", x);
|
|
}
|
|
else if (!strncmp(argv[i],"-vert-shader",12))
|
|
{
|
|
if (argv[i][12] == '\0')
|
|
ErrorLog("'-vert-shader' requires a file path.");
|
|
else if (argv[i][12] != '=')
|
|
ErrorLog("Ignoring unrecognized option: %s", argv[i]);
|
|
else 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",12))
|
|
{
|
|
if (argv[i][12] == '\0')
|
|
ErrorLog("'-frag-shader' requires a file path.");
|
|
else if (argv[i][12] != '=')
|
|
ErrorLog("Ignoring unrecognized option: %s", argv[i]);
|
|
else 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", 13)) // this setting is not written to the config file!
|
|
{
|
|
if (argv[i][13] == '\0')
|
|
ErrorLog("'-input-system' requires an input system name.");
|
|
else if (argv[i][13] != '=')
|
|
ErrorLog("Ignoring unrecognized option: %s", argv[i]);
|
|
else if (argv[i][14] == '\0')
|
|
ErrorLog("'-input-system' requires an input system name.");
|
|
else
|
|
inputSystem = &argv[i][14];
|
|
}
|
|
else if (!strncmp(argv[i],"-outputs", 8)) // this setting is not written to the config file!
|
|
{
|
|
if (argv[i][8] == '\0')
|
|
ErrorLog("'-outputs' requires an outputs name.");
|
|
else if (argv[i][8] != '=')
|
|
ErrorLog("Ignoring unrecognized option: %s", argv[i]);
|
|
else if (argv[i][9] == '\0')
|
|
ErrorLog("'-outputs' requires an outputs name.");
|
|
else
|
|
outputs = &argv[i][9];
|
|
}
|
|
#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[fileIdx], argv[i]);
|
|
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;
|
|
COutputs *Outputs = NULL;
|
|
int exitCode = 0;
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
CModel3 *Model3 = NULL;
|
|
Debugger::CSupermodelDebugger *Debugger = NULL;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Create input system
|
|
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);
|
|
else if (stricmp(g_Config.GetInputSystem(), "xinput") == 0)
|
|
InputSystem = new CDirectInputSystem(false, true);
|
|
else if (stricmp(g_Config.GetInputSystem(), "rawinput") == 0)
|
|
InputSystem = new CDirectInputSystem(true, false);
|
|
#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();
|
|
}
|
|
|
|
// Create outputs
|
|
#ifdef SUPERMODEL_WIN32
|
|
g_Config.SetOutputs(outputs);
|
|
if (stricmp(g_Config.GetOutputs(), "none") == 0)
|
|
Outputs = NULL;
|
|
else if (stricmp(g_Config.GetOutputs(), "win") == 0)
|
|
Outputs = new CWinOutputs();
|
|
else
|
|
{
|
|
ErrorLog("Unknown outputs: %s\n", g_Config.GetOutputs());
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
#endif // SUPERMODEL_WIN32
|
|
|
|
// Initialize outputs
|
|
if (Outputs != NULL && !Outputs->Initialize())
|
|
{
|
|
ErrorLog("Unable to initialize outputs.\n");
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
// 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,Outputs,Debugger,&CmdLine);
|
|
if (Debugger != NULL)
|
|
delete Debugger;
|
|
delete Model3;
|
|
#else
|
|
// Fire up Supermodel
|
|
exitCode = Supermodel(argv[fileIdx],Inputs,Outputs,&CmdLine);
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
Exit:
|
|
if (Inputs != NULL)
|
|
delete Inputs;
|
|
if (InputSystem != NULL)
|
|
delete InputSystem;
|
|
if (Outputs != NULL)
|
|
delete Outputs;
|
|
SDL_Quit();
|
|
|
|
if (exitCode)
|
|
InfoLog("Program terminated due to an error.");
|
|
else
|
|
InfoLog("Program terminated normally.");
|
|
|
|
return exitCode;
|
|
}
|