mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-26 15:45:41 +00:00
1895 lines
64 KiB
C++
1895 lines
64 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2019 Bart Trzynadlowski, Nik Henson, Ian Curtis,
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** Harry Tuttle, and Spindizzi
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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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* - Thoroughly test config system (do overrides work as expected? XInput
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* force settings?)
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* - Remove all occurrences of "using namespace std" from Nik's code.
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* - Standardize variable naming (recently introduced vars_like_this should be
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* converted back to varsLikeThis).
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* - Update save state file revision (strings > 1024 chars are now supported).
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* - Fix BlockFile.cpp to use fstream!
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* - Check to make sure save states use explicitly-sized types for 32/64-bit
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* compatibility (i.e., size_t, int, etc. not allowed).
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* - Make sure quitting while paused works.
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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 <memory>
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#include <vector>
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#include <algorithm>
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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 "Util/Format.h"
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#include "Util/NewConfig.h"
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#include "Util/ConfigBuilders.h"
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#include "GameLoader.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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#include <iostream>
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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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/******************************************************************************
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Global Run-time Config
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******************************************************************************/
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static Util::Config::Node s_runtime_config("Global");
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/******************************************************************************
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Display Management
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******************************************************************************/
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static SDL_Window *s_window = nullptr;
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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 config tree, these end up containing the actual resolution (and
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* computed offsets within the viewport) that will be rendered based on what
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* was obtained from SDL.
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*/
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static unsigned xOffset, yOffset; // offset of renderer output within OpenGL viewport
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static unsigned xRes, yRes; // renderer output resolution (can be smaller than GL viewport)
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static 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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// What resolution did we actually get?
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int actualWidth;
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int actualHeight;
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SDL_GetWindowSize(s_window, &actualWidth, &actualHeight);
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*totalXResPtr = actualWidth;
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*totalYResPtr = actualHeight;
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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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float xRes = float(*xResPtr);
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float yRes = float(*yResPtr);
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if (keepAspectRatio)
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{
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float model3Ratio = 496.0f/384.0f;
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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 (int(*xResPtr) < actualWidth)
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*xOffsetPtr += (actualWidth - *xResPtr)/2;
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if (int(*yResPtr) < actualHeight)
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*yOffsetPtr += (actualHeight - *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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glDisable(GL_CULL_FACE);
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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_SwapWindow(s_window);
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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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UINT32 correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f);
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glEnable(GL_SCISSOR_TEST);
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// Scissor box (to clip visible area)
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if (s_runtime_config["WideScreen"].ValueAsDefault<bool>(false))
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{
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glScissor(0, correction, *totalXResPtr, *totalYResPtr - (correction * 2));
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}
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else
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{
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glScissor(*xOffsetPtr + correction, *yOffsetPtr + correction, *xResPtr - (correction * 2), *yResPtr - (correction * 2));
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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 std::string &caption, bool focusWindow, 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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// Call only once per program session (this is because of issues with
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// DirectInput when the window is destroyed and a new one created). Use
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// ResizeGLScreen() to change resolutions instead.
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if (s_window != nullptr)
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{
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return ErrorLog("Internal error: CreateGLScreen() called more than once");
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}
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// Initialize video subsystem
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if (SDL_Init(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,8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
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// Set video mode
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s_window = SDL_CreateWindow(caption.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, *xResPtr, *yResPtr, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | (fullScreen ? SDL_WINDOW_FULLSCREEN : 0));
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if (nullptr == s_window)
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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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if (focusWindow)
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{
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SDL_RaiseWindow(s_window);
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}
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// Create OpenGL context
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SDL_GLContext context = SDL_GL_CreateContext(s_window);
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if (nullptr == context)
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{
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ErrorLog("Unable to create OpenGL context: %s\n", SDL_GetError());
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return FAIL;
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}
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// Set vsync
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SDL_GL_SetSwapInterval(s_runtime_config["VSync"].ValueAsDefault<bool>(false) ? 1 : 0);
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// Set the context as the current window context
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SDL_GL_MakeCurrent(s_window, context);
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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 void DestroyGLScreen()
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{
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if (s_window != nullptr)
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{
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SDL_GL_DeleteContext(SDL_GL_GetCurrentContext());
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SDL_DestroyWindow(s_window);
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}
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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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// Set full screen mode
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if (SDL_SetWindowFullscreen(s_window, fullScreen ? SDL_WINDOW_FULLSCREEN : 0) < 0)
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{
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ErrorLog("Unable to enter %s mode: %s\n", fullScreen ? "fullscreen" : "windowed", 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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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...", false, &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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GLint value;
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if (infoLog) InfoLog("OpenGL information:");
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else puts("OpenGL information:\n");
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const GLubyte *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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char *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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free(strLocal);
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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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#ifdef DEBUG
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static void PrintBAT(unsigned regu, unsigned regl)
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{
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uint32_t batu = ppc_read_spr(regu);
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uint32_t batl = ppc_read_spr(regl);
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uint32_t bepi = batu >> (31 - 14);
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uint32_t bl = (batu >> (31 - 29)) & 0x7ff;
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bool vs = batu & 2;
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bool vp = batu & 1;
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uint32_t brpn = batl >> (31 - 14);
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uint32_t wimg = (batl >> (31 - 28)) & 0xf;
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uint32_t pp = batl & 3;
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uint32_t size = (bl + 1) * 128 * 1024;
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uint32_t ea_base = bepi << (31 - 14);
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uint32_t ea_limit = ea_base + size - 1;
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uint32_t pa_base = brpn << (31 - 14);
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uint32_t pa_limit = pa_base + size - 1;
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printf("%08X-%08X -> %08X-%08X ", ea_base, ea_limit, pa_base, pa_limit);
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printf("%c%c%c%c ", (wimg&8)?'W':'-', (wimg&4)?'I':'-', (wimg&2)?'M':'-', (wimg&1)?'G':'-');
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printf("PP=");
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if (pp == 0)
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printf("NA");
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else if (pp == 2)
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printf("RW");
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else
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printf("RO");
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printf(" Vs=%d Vp=%d", vs, vp);
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}
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#endif
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#ifdef DEBUG
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static void DumpPPCRegisters(IBus *bus)
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{
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for (int i = 0; i < 32; i += 4)
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{
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printf("R%d=%08X\tR%d=%08X\tR%d=%08X\tR%d=%08X\n",
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i + 0, ppc_get_gpr(i + 0),
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i + 1, ppc_get_gpr(i + 1),
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i + 2, ppc_get_gpr(i + 2),
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i + 3, ppc_get_gpr(i + 3));
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}
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printf("PC =%08X\n", ppc_get_pc());
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printf("LR =%08X\n", ppc_get_lr());
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printf("DBAT0U=%08X\tIBAT0U=%08X\n", ppc_read_spr(SPR603E_DBAT0U), ppc_read_spr(SPR603E_IBAT0U));
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printf("DBAT0L=%08X\tIBAT0L=%08X\n", ppc_read_spr(SPR603E_DBAT0L), ppc_read_spr(SPR603E_IBAT0L));
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printf("DBAT1U=%08X\tIBAT1U=%08X\n", ppc_read_spr(SPR603E_DBAT1U), ppc_read_spr(SPR603E_IBAT1U));
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printf("DBAT1L=%08X\tIBAT1L=%08X\n", ppc_read_spr(SPR603E_DBAT1L), ppc_read_spr(SPR603E_IBAT1L));
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printf("DBAT2U=%08X\tIBAT2U=%08X\n", ppc_read_spr(SPR603E_DBAT2U), ppc_read_spr(SPR603E_IBAT2U));
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printf("DBAT2L=%08X\tIBAT2L=%08X\n", ppc_read_spr(SPR603E_DBAT2L), ppc_read_spr(SPR603E_IBAT2L));
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printf("DBAT3U=%08X\tIBAT3U=%08X\n", ppc_read_spr(SPR603E_DBAT3U), ppc_read_spr(SPR603E_IBAT3U));
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printf("DBAT3L=%08X\tIBAT3L=%08X\n", ppc_read_spr(SPR603E_DBAT3L), ppc_read_spr(SPR603E_IBAT3L));
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for (int i = 0; i < 10; i++)
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printf("SR%d =%08X VSID=%06X\n", i, ppc_read_sr(i), ppc_read_sr(i) & 0x00ffffff);
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for (int i = 10; i < 16; i++)
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printf("SR%d=%08X VSID=%06X\n", i, ppc_read_sr(i), ppc_read_sr(i) & 0x00ffffff);
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printf("SDR1=%08X\n", ppc_read_spr(SPR603E_SDR1));
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printf("\n");
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printf("DBAT0: "); PrintBAT(SPR603E_DBAT0U, SPR603E_DBAT0L); printf("\n");
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printf("DBAT1: "); PrintBAT(SPR603E_DBAT1U, SPR603E_DBAT1L); printf("\n");
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printf("DBAT2: "); PrintBAT(SPR603E_DBAT2U, SPR603E_DBAT2L); printf("\n");
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printf("DBAT3: "); PrintBAT(SPR603E_DBAT3U, SPR603E_DBAT3L); printf("\n");
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printf("IBAT0: "); PrintBAT(SPR603E_IBAT0U, SPR603E_IBAT0L); printf("\n");
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printf("IBAT1: "); PrintBAT(SPR603E_IBAT1U, SPR603E_IBAT1L); printf("\n");
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printf("IBAT2: "); PrintBAT(SPR603E_IBAT2U, SPR603E_IBAT2L); printf("\n");
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printf("IBAT3: "); PrintBAT(SPR603E_IBAT3U, SPR603E_IBAT3L); printf("\n");
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printf("\n");
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/*
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printf("First PTEG:\n");
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uint32_t ptab = ppc_read_spr(SPR603E_SDR1) & 0xffff0000;
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for (int i = 0; i < 65536/8; i++)
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{
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uint64_t pte = bus->Read64(ptab + i*8);
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uint32_t vsid = (pte >> (32 + (31 - 24))) & 0x00ffffff;
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uint32_t rpn = pte & 0xfffff000;
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int wimg = (pte >> 3) & 0xf;
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bool v = pte & 0x8000000000000000ULL;
|
|
printf(" %d: %016llX V=%d VSID=%06X RPN=%08X WIMG=%c%c%c%c\n", i, pte, v, vsid, rpn, (wimg&8)?'W':'-', (wimg&4)?'I':'-', (wimg&2)?'M':'-', (wimg&1)?'G':'-');
|
|
}
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
|
|
/******************************************************************************
|
|
Render State Analysis
|
|
******************************************************************************/
|
|
|
|
#ifdef DEBUG
|
|
|
|
#include "Model3/Model3GraphicsState.h"
|
|
#include "Util/BMPFile.h"
|
|
#include "OSD/SDL/PolyAnalysis.h"
|
|
#include <fstream>
|
|
|
|
static void SaveFrameBuffer(const std::string &file)
|
|
{
|
|
std::shared_ptr<uint8_t> pixels(new uint8_t[totalXRes*totalYRes*4], std::default_delete<uint8_t[]>());
|
|
glReadPixels(0, 0, totalXRes, totalYRes, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get());
|
|
Util::WriteSurfaceToBMP<Util::RGBA8>(file, pixels.get(), totalXRes, totalYRes, true);
|
|
}
|
|
|
|
static std::string s_gfxStatePath;
|
|
|
|
static std::string GetFileBaseName(const std::string &file)
|
|
{
|
|
std::string base = file;
|
|
size_t pos = file.find_last_of('/');
|
|
if (pos != std::string::npos)
|
|
base = file.substr(pos + 1);
|
|
pos = file.find_last_of('\\');
|
|
if (pos != std::string::npos)
|
|
base = file.substr(pos + 1);
|
|
return base;
|
|
}
|
|
|
|
static void TestPolygonHeaderBits(IEmulator *Emu)
|
|
{
|
|
const static std::vector<uint32_t> unknownPolyBits
|
|
{
|
|
0xffffffff,
|
|
0x000000ab, // actual color
|
|
0x000000fc,
|
|
0x000000c0,
|
|
0x000000a0,
|
|
0xffffff60,
|
|
0xff0300ff // contour, luminous, etc.
|
|
};
|
|
|
|
const std::vector<uint32_t> unknownCullingNodeBits
|
|
{
|
|
0xffffffff,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000,
|
|
0x00000000
|
|
};
|
|
|
|
GLint readBuffer;
|
|
glGetIntegerv(GL_READ_BUFFER, &readBuffer);
|
|
glReadBuffer(GL_FRONT);
|
|
|
|
// Render separate image for each unknown bit
|
|
s_runtime_config.Set("Debug/ForceFlushModels", true);
|
|
for (int idx = 0; idx < 7; idx++)
|
|
{
|
|
for (int bit = 0; bit < 32; bit++)
|
|
{
|
|
uint32_t mask = 1 << bit;
|
|
s_runtime_config.Set("Debug/HighlightPolyHeaderIdx", idx);
|
|
s_runtime_config.Set("Debug/HighlightPolyHeaderMask", mask);
|
|
if ((unknownPolyBits[idx] & mask))
|
|
{
|
|
Emu->RenderFrame();
|
|
std::string file = Util::Format() << "Analysis/" << GetFileBaseName(s_gfxStatePath) << "." << "poly" << "." << idx << "_" << Util::Hex(mask) << ".bmp";
|
|
SaveFrameBuffer(file);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int idx = 0; idx < 10; idx++)
|
|
{
|
|
for (int bit = 0; bit < 32; bit++)
|
|
{
|
|
uint32_t mask = 1 << bit;
|
|
s_runtime_config.Set("Debug/HighlightCullingNodeIdx", idx);
|
|
s_runtime_config.Set("Debug/HighlightCullingNodeMask", mask);
|
|
if ((unknownCullingNodeBits[idx] & mask))
|
|
{
|
|
Emu->RenderFrame();
|
|
std::string file = Util::Format() << "Analysis/" << GetFileBaseName(s_gfxStatePath) << "." << "culling" << "." << idx << "_" << Util::Hex(mask) << ".bmp";
|
|
SaveFrameBuffer(file);
|
|
}
|
|
}
|
|
}
|
|
|
|
glReadBuffer(readBuffer);
|
|
|
|
// Generate the HTML GUI
|
|
std::string file = Util::Format() << "Analysis/_" << GetFileBaseName(s_gfxStatePath) << ".html";
|
|
std::ofstream fs(file);
|
|
if (!fs.good())
|
|
ErrorLog("Unable to open '%s' for writing.", file.c_str());
|
|
else
|
|
{
|
|
std::string contents = s_polyAnalysisHTMLPrologue;
|
|
contents += " var g_file_base_name = '" + GetFileBaseName(s_gfxStatePath) + "';\n";
|
|
contents += " var g_unknown_poly_bits = [" + std::string(Util::Format(",").Join(unknownPolyBits)) + "];\n";
|
|
contents += " var g_unknown_culling_bits = [" + std::string(Util::Format(",").Join(unknownCullingNodeBits)) + "];\n";
|
|
contents += s_polyAnalysisHTMLEpilogue;
|
|
fs << contents;
|
|
printf("Produced: %s\n", file.c_str());
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
/******************************************************************************
|
|
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.
|
|
******************************************************************************/
|
|
|
|
static const int STATE_FILE_VERSION = 3; // save state file version
|
|
static const int NVRAM_FILE_VERSION = 0; // NVRAM file version
|
|
static unsigned s_saveSlot = 0; // save state slot #
|
|
|
|
static void SaveState(IEmulator *Model3)
|
|
{
|
|
CBlockFile SaveState;
|
|
|
|
std::string file_path = Util::Format() << "Saves/" << Model3->GetGame().name << ".st" << s_saveSlot;
|
|
if (OKAY != SaveState.Create(file_path, "Supermodel Save State", "Supermodel Version " SUPERMODEL_VERSION))
|
|
{
|
|
ErrorLog("Unable to save state to '%s'.", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
// Write file format version and ROM set ID to header block
|
|
int32_t fileVersion = STATE_FILE_VERSION;
|
|
SaveState.Write(&fileVersion, sizeof(fileVersion));
|
|
SaveState.Write(Model3->GetGame().name);
|
|
|
|
// Save state
|
|
Model3->SaveState(&SaveState);
|
|
SaveState.Close();
|
|
printf("Saved state to '%s'.\n", file_path.c_str());
|
|
DebugLog("Saved state to '%s'.\n", file_path.c_str());
|
|
}
|
|
|
|
static void LoadState(IEmulator *Model3, std::string file_path = std::string())
|
|
{
|
|
CBlockFile SaveState;
|
|
|
|
// Generate file path
|
|
if (file_path.empty())
|
|
file_path = Util::Format() << "Saves/" << Model3->GetGame().name << ".st" << s_saveSlot;
|
|
|
|
// Open and check to make sure format is correct
|
|
if (OKAY != SaveState.Load(file_path))
|
|
{
|
|
ErrorLog("Unable to load state from '%s'.", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
if (OKAY != SaveState.FindBlock("Supermodel Save State"))
|
|
{
|
|
ErrorLog("'%s' does not appear to be a valid save state file.", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
int32_t fileVersion;
|
|
SaveState.Read(&fileVersion, sizeof(fileVersion));
|
|
if (fileVersion != STATE_FILE_VERSION)
|
|
{
|
|
ErrorLog("'%s' is incompatible with this version of Supermodel.", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
// Load
|
|
Model3->LoadState(&SaveState);
|
|
SaveState.Close();
|
|
printf("Loaded state from '%s'.\n", file_path.c_str());
|
|
DebugLog("Loaded state from '%s'.\n", file_path.c_str());
|
|
}
|
|
|
|
static void SaveNVRAM(IEmulator *Model3)
|
|
{
|
|
CBlockFile NVRAM;
|
|
|
|
std::string file_path = Util::Format() << "NVRAM/" << Model3->GetGame().name << ".nv";
|
|
if (OKAY != NVRAM.Create(file_path, "Supermodel NVRAM State", "Supermodel Version " SUPERMODEL_VERSION))
|
|
{
|
|
ErrorLog("Unable to save NVRAM to '%s'. Make sure directory exists!", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
// Write file format version and ROM set ID to header block
|
|
int32_t fileVersion = NVRAM_FILE_VERSION;
|
|
NVRAM.Write(&fileVersion, sizeof(fileVersion));
|
|
NVRAM.Write(Model3->GetGame().name);
|
|
|
|
// Save NVRAM
|
|
Model3->SaveNVRAM(&NVRAM);
|
|
NVRAM.Close();
|
|
DebugLog("Saved NVRAM to '%s'.\n", file_path.c_str());
|
|
}
|
|
|
|
static void LoadNVRAM(IEmulator *Model3)
|
|
{
|
|
CBlockFile NVRAM;
|
|
|
|
// Generate file path
|
|
std::string file_path = Util::Format() << "NVRAM/" << Model3->GetGame().name << ".nv";
|
|
|
|
// Open and check to make sure format is correct
|
|
if (OKAY != NVRAM.Load(file_path))
|
|
{
|
|
//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.", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
int32_t fileVersion;
|
|
NVRAM.Read(&fileVersion, sizeof(fileVersion));
|
|
if (fileVersion != NVRAM_FILE_VERSION)
|
|
{
|
|
ErrorLog("'%s' is incompatible with this version of Supermodel.", file_path.c_str());
|
|
return;
|
|
}
|
|
|
|
// Load
|
|
Model3->LoadNVRAM(&NVRAM);
|
|
NVRAM.Close();
|
|
DebugLog("Loaded NVRAM from '%s'.\n", file_path.c_str());
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
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(uint32_t currentInputs, CInputs *Inputs, unsigned crosshairs)
|
|
|
|
{
|
|
bool offscreenTrigger[2];
|
|
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
|
|
if (currentInputs & Game::INPUT_ANALOG_GUN1)
|
|
{
|
|
x[0] = ((float)Inputs->analogGunX[0]->value / 255.0f);
|
|
y[0] = ((255.0f - (float)Inputs->analogGunY[0]->value) / 255.0f);
|
|
offscreenTrigger[0] = Inputs->analogTriggerLeft[0]->value || Inputs->analogTriggerRight[0]->value;
|
|
}
|
|
else if (currentInputs & Game::INPUT_GUN1)
|
|
{
|
|
x[0] = (float)Inputs->gunX[0]->value;
|
|
y[0] = (float)Inputs->gunY[0]->value;
|
|
GunToViewCoords(&x[0], &y[0]);
|
|
offscreenTrigger[0] = (Inputs->trigger[0]->offscreenValue) > 0;
|
|
}
|
|
if (currentInputs & Game::INPUT_ANALOG_GUN2)
|
|
{
|
|
x[1] = ((float)Inputs->analogGunX[1]->value / 255.0f);
|
|
y[1] = ((255.0f - (float)Inputs->analogGunY[1]->value) / 255.0f);
|
|
offscreenTrigger[1] = Inputs->analogTriggerLeft[1]->value || Inputs->analogTriggerRight[1]->value;
|
|
}
|
|
else if (currentInputs & Game::INPUT_GUN2)
|
|
{
|
|
x[1] = (float)Inputs->gunX[1]->value;
|
|
y[1] = (float)Inputs->gunY[1]->value;
|
|
GunToViewCoords(&x[1], &y[1]);
|
|
offscreenTrigger[1] = (Inputs->trigger[1]->offscreenValue) > 0;
|
|
}
|
|
// Draw visible crosshairs
|
|
glBegin(GL_TRIANGLES);
|
|
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
|
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
|
|
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
|
DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f);
|
|
glEnd();
|
|
|
|
//PrintGLError(glGetError());
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Video Callbacks
|
|
******************************************************************************/
|
|
|
|
static CInputs *videoInputs = NULL;
|
|
static uint32_t currentInputs = 0;
|
|
|
|
bool BeginFrameVideo()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void EndFrameVideo()
|
|
{
|
|
// Show crosshairs for light gun games
|
|
if (videoInputs)
|
|
UpdateCrosshairs(currentInputs, videoInputs, s_runtime_config["Crosshairs"].ValueAs<unsigned>());
|
|
|
|
// Swap the buffers
|
|
SDL_GL_SwapWindow(s_window);
|
|
}
|
|
|
|
static void SuperSleep(UINT32 time)
|
|
{
|
|
UINT32 start = SDL_GetTicks();
|
|
UINT32 tics = start;
|
|
|
|
while (start + time > tics) {
|
|
tics = SDL_GetTicks();
|
|
}
|
|
}
|
|
|
|
/******************************************************************************
|
|
Main Program Loop
|
|
******************************************************************************/
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
int Supermodel(const Game &game, ROMSet *rom_set, IEmulator *Model3, CInputs *Inputs, COutputs *Outputs, Debugger::CDebugger *Debugger)
|
|
{
|
|
CLogger *oldLogger = 0;
|
|
#else
|
|
int Supermodel(const Game &game, ROMSet *rom_set, IEmulator *Model3, CInputs *Inputs, COutputs *Outputs)
|
|
{
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
std::string initialState = s_runtime_config["InitStateFile"].ValueAs<std::string>();
|
|
unsigned prevFPSTicks;
|
|
unsigned fpsFramesElapsed;
|
|
bool gameHasLightguns = false;
|
|
bool quit = false;
|
|
bool paused = false;
|
|
bool dumpTimings = false;
|
|
|
|
// Initialize and load ROMs
|
|
if (OKAY != Model3->Init())
|
|
return 1;
|
|
if (Model3->LoadGame(game, *rom_set))
|
|
return 1;
|
|
*rom_set = ROMSet(); // free up this memory we won't need anymore
|
|
|
|
// Load NVRAM
|
|
LoadNVRAM(Model3);
|
|
|
|
// Set the video mode
|
|
char baseTitleStr[128];
|
|
char titleStr[128];
|
|
totalXRes = xRes = s_runtime_config["XResolution"].ValueAs<unsigned>();
|
|
totalYRes = yRes = s_runtime_config["YResolution"].ValueAs<unsigned>();
|
|
sprintf(baseTitleStr, "Supermodel - %s", game.title.c_str());
|
|
SDL_SetWindowTitle(s_window, baseTitleStr);
|
|
SDL_SetWindowSize(s_window, totalXRes, totalYRes);
|
|
SDL_SetWindowPosition(s_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
|
bool stretch = s_runtime_config["Stretch"].ValueAs<bool>();
|
|
bool fullscreen = s_runtime_config["FullScreen"].ValueAs<bool>();
|
|
if (OKAY != ResizeGLScreen(&xOffset, &yOffset ,&xRes, &yRes, &totalXRes, &totalYRes, !stretch, fullscreen))
|
|
return 1;
|
|
|
|
// Info log GL information
|
|
PrintGLInfo(false, true, false);
|
|
|
|
// Initialize audio system
|
|
if (OKAY != OpenAudio())
|
|
return 1;
|
|
|
|
// Hide mouse if fullscreen, enable crosshairs for gun games
|
|
Inputs->GetInputSystem()->SetMouseVisibility(!s_runtime_config["FullScreen"].ValueAs<bool>());
|
|
gameHasLightguns = !!(game.inputs & (Game::INPUT_GUN1|Game::INPUT_GUN2));
|
|
gameHasLightguns |= game.name == "lostwsga";
|
|
currentInputs = game.inputs;
|
|
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 renderers
|
|
CRender2D *Render2D = new CRender2D(s_runtime_config);
|
|
IRender3D *Render3D = s_runtime_config["New3DEngine"].ValueAs<bool>() ? ((IRender3D *) new New3D::CNew3D(s_runtime_config, Model3->GetGame().name)) : ((IRender3D *) new Legacy3D::CLegacy3D(s_runtime_config));
|
|
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();
|
|
|
|
// Load initial save state if requested
|
|
if (initialState.length() > 0)
|
|
LoadState(Model3, initialState);
|
|
|
|
#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;
|
|
prevFPSTicks = SDL_GetTicks();
|
|
quit = false;
|
|
paused = false;
|
|
dumpTimings = false;
|
|
#ifdef DEBUG
|
|
if (dynamic_cast<CModel3GraphicsState *>(Model3))
|
|
{
|
|
TestPolygonHeaderBits(Model3);
|
|
quit = true;
|
|
}
|
|
#endif
|
|
while (!quit)
|
|
{
|
|
auto startTime = SDL_GetTicks();
|
|
|
|
// Render if paused, otherwise run a frame
|
|
if (paused)
|
|
Model3->RenderFrame();
|
|
else
|
|
Model3->RunFrame();
|
|
|
|
// Poll the inputs
|
|
if (!Inputs->Poll(&game, 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_SetWindowTitle(s_window, titleStr);
|
|
}
|
|
else
|
|
{
|
|
Model3->ResumeThreads();
|
|
SetAudioEnabled(true);
|
|
SDL_SetWindowTitle(s_window, baseTitleStr);
|
|
}
|
|
|
|
// Send paused value as output
|
|
if (Outputs != NULL)
|
|
Outputs->SetValue(OutputPause, paused);
|
|
}
|
|
else if (Inputs->uiFullScreen->Pressed())
|
|
{
|
|
// Toggle emulator fullscreen
|
|
s_runtime_config.Get("FullScreen").SetValue(!s_runtime_config["FullScreen"].ValueAs<bool>());
|
|
|
|
// 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 = s_runtime_config["XResolution"].ValueAs<unsigned>();
|
|
totalYRes = yRes = s_runtime_config["YResolution"].ValueAs<unsigned>();
|
|
bool stretch = s_runtime_config["Stretch"].ValueAs<bool>();
|
|
bool fullscreen = s_runtime_config["FullScreen"].ValueAs<bool>();
|
|
if (OKAY != ResizeGLScreen(&xOffset,&yOffset,&xRes,&yRes,&totalXRes,&totalYRes,!stretch,fullscreen))
|
|
goto QuitError;
|
|
|
|
// Recreate renderers and attach to the emulator
|
|
Render2D = new CRender2D(s_runtime_config);
|
|
Render3D = s_runtime_config["New3DEngine"].ValueAs<bool>() ? ((IRender3D *) new New3D::CNew3D(s_runtime_config, Model3->GetGame().name)) : ((IRender3D *) new Legacy3D::CLegacy3D(s_runtime_config));
|
|
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(!s_runtime_config["FullScreen"].ValueAs<bool>());
|
|
}
|
|
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
|
|
++s_saveSlot;
|
|
s_saveSlot %= 10; // clamp to [0,9]
|
|
printf("Save slot: %d\n", s_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->GetGame().mpeg_board.empty())
|
|
{
|
|
int vol = (std::min)(200, s_runtime_config["MusicVolume"].ValueAs<int>() + 10);
|
|
s_runtime_config.Get("MusicVolume").SetValue(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->GetGame().mpeg_board.empty())
|
|
{
|
|
int vol = (std::max)(0, s_runtime_config["MusicVolume"].ValueAs<int>() - 10);
|
|
s_runtime_config.Get("MusicVolume").SetValue(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 = (std::min)(200, s_runtime_config["SoundVolume"].ValueAs<int>() + 10);
|
|
s_runtime_config.Get("SoundVolume").SetValue(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 = (std::max)(0, s_runtime_config["SoundVolume"].ValueAs<int>() - 10);
|
|
s_runtime_config.Get("SoundVolume").SetValue(vol);
|
|
printf("Sound volume: %d%%", vol);
|
|
if (0 == vol)
|
|
puts(" (muted)");
|
|
else
|
|
printf("\n");
|
|
}
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
else if (Inputs->uiDumpInpState->Pressed())
|
|
{
|
|
// Dump input states
|
|
Inputs->DumpState(&game);
|
|
}
|
|
else if (Inputs->uiDumpTimings->Pressed())
|
|
{
|
|
dumpTimings = !dumpTimings;
|
|
}
|
|
#endif
|
|
else if (Inputs->uiSelectCrosshairs->Pressed() && gameHasLightguns)
|
|
{
|
|
int crosshairs = (s_runtime_config["Crosshairs"].ValueAs<unsigned>() + 1) & 3;
|
|
s_runtime_config.Get("Crosshairs").SetValue(crosshairs);
|
|
switch (crosshairs)
|
|
{
|
|
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
|
|
s_runtime_config.Get("Throttle").SetValue(!s_runtime_config["Throttle"].ValueAs<bool>());
|
|
printf("Frame limiting: %s\n", s_runtime_config["Throttle"].ValueAs<bool>() ? "On" : "Off");
|
|
}
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
else if (Debugger != NULL && Inputs->uiEnterDebugger->Pressed())
|
|
{
|
|
// Break execution and enter debugger
|
|
Debugger->ForceBreak(true);
|
|
}
|
|
}
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
|
|
// Frame rate and limiting
|
|
unsigned currentFPSTicks = SDL_GetTicks();
|
|
if (s_runtime_config["ShowFrameRate"].ValueAs<bool>())
|
|
{
|
|
++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_SetWindowTitle(s_window, titleStr);
|
|
prevFPSTicks = currentFPSTicks; // reset tick count
|
|
fpsFramesElapsed = 0; // reset frame count
|
|
}
|
|
}
|
|
|
|
if (paused || s_runtime_config["Throttle"].ValueAs<bool>())
|
|
{
|
|
UINT32 endTime = SDL_GetTicks();
|
|
UINT32 diff = endTime - startTime;
|
|
UINT32 frameTime = (UINT32)(1000 / 60.f); // 60 fps, we could roll with 57.5? that would be a jerk fest on 60hz screens though
|
|
|
|
if (diff < frameTime) {
|
|
SuperSleep(frameTime - diff);
|
|
}
|
|
}
|
|
|
|
if (dumpTimings && !paused)
|
|
{
|
|
CModel3 *M = dynamic_cast<CModel3 *>(Model3);
|
|
if (M)
|
|
M->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 renderers
|
|
delete Render2D;
|
|
delete Render3D;
|
|
|
|
return 0;
|
|
|
|
// Quit with an error
|
|
QuitError:
|
|
delete Render2D;
|
|
delete Render3D;
|
|
return 1;
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Entry Point and Command Line Procesing
|
|
******************************************************************************/
|
|
|
|
static const char s_configFilePath[] = { "Config/Supermodel.ini" };
|
|
static const char s_gameXMLFilePath[] = { "Config/Games.xml" };
|
|
|
|
// Create and configure inputs
|
|
static bool ConfigureInputs(CInputs *Inputs, Util::Config::Node *fileConfig, Util::Config::Node *runtimeConfig, const Game &game, bool configure)
|
|
{
|
|
static const char configFileComment[] = {
|
|
";\n"
|
|
"; Supermodel Configuration File\n"
|
|
";\n"
|
|
};
|
|
|
|
Inputs->LoadFromConfig(*runtimeConfig);
|
|
|
|
// If the user wants to configure the inputs, do that now
|
|
if (configure)
|
|
{
|
|
std::string title("Supermodel - ");
|
|
if (game.name.empty())
|
|
title.append("Configuring Default Inputs...");
|
|
else
|
|
title.append(Util::Format() << "Configuring Inputs for: " << game.title);
|
|
SDL_SetWindowTitle(s_window, title.c_str());
|
|
|
|
// Extract the relevant INI section (which will be the global section if no
|
|
// game was specified, otherwise the game's node) in the file config, which
|
|
// will be written back to disk
|
|
Util::Config::Node *fileConfigRoot = game.name.empty() ? fileConfig : fileConfig->TryGet(game.name);
|
|
if (fileConfigRoot == nullptr)
|
|
{
|
|
fileConfigRoot = &fileConfig->Add(game.name);
|
|
}
|
|
|
|
// Configure the inputs
|
|
if (Inputs->ConfigureInputs(game, xOffset, yOffset, xRes, yRes))
|
|
{
|
|
// Write input configuration and input system settings to config file
|
|
Inputs->StoreToConfig(fileConfigRoot);
|
|
Util::Config::WriteINIFile(s_configFilePath, *fileConfig, configFileComment);
|
|
|
|
// Also save to runtime configuration in case we proceed and play
|
|
Inputs->StoreToConfig(runtimeConfig);
|
|
}
|
|
else
|
|
puts("Configuration aborted...");
|
|
puts("");
|
|
}
|
|
|
|
return OKAY;
|
|
}
|
|
|
|
// Print game list
|
|
static void PrintGameList(const std::string &xml_file, const std::map<std::string, Game> &games)
|
|
{
|
|
if (games.empty())
|
|
{
|
|
puts("No games defined.");
|
|
return;
|
|
}
|
|
printf("Games defined in %s:\n", xml_file.c_str());
|
|
puts("");
|
|
puts(" ROM Set Title");
|
|
puts(" ------- -----");
|
|
for (auto &v: games)
|
|
{
|
|
const Game &game = v.second;
|
|
printf(" %s", game.name.c_str());
|
|
for (int i = game.name.length(); i < 9; i++) // pad for alignment (no game ID should be more than 9 letters)
|
|
printf(" ");
|
|
if (!game.version.empty())
|
|
printf(" %s (%s)\n", game.title.c_str(), game.version.c_str());
|
|
else
|
|
printf(" %s\n", game.title.c_str());
|
|
}
|
|
}
|
|
|
|
static void LogConfig(const Util::Config::Node &config)
|
|
{
|
|
InfoLog("Runtime configuration:");
|
|
for (auto &child: config)
|
|
{
|
|
if (child.Empty())
|
|
InfoLog(" %s=<empty>", child.Key().c_str());
|
|
else
|
|
InfoLog(" %s=%s", child.Key().c_str(), child.ValueAs<std::string>().c_str());
|
|
}
|
|
InfoLog("");
|
|
}
|
|
|
|
static Util::Config::Node DefaultConfig()
|
|
{
|
|
Util::Config::Node config("Global");
|
|
config.Set("GameXMLFile", s_gameXMLFilePath);
|
|
config.Set("InitStateFile", "");
|
|
// CModel3
|
|
config.Set("MultiThreaded", true);
|
|
config.Set("GPUMultiThreaded", true);
|
|
config.Set("PowerPCFrequency", "50");
|
|
// 2D and 3D graphics engines
|
|
config.Set("MultiTexture", false);
|
|
config.Set("VertexShader", "");
|
|
config.Set("FragmentShader", "");
|
|
config.Set("VertexShaderFog", "");
|
|
config.Set("FragmentShaderFog", "");
|
|
config.Set("VertexShader2D", "");
|
|
config.Set("FragmentShader2D", "");
|
|
// CSoundBoard
|
|
config.Set("EmulateSound", true);
|
|
config.Set("Balance", false);
|
|
// CDSB
|
|
config.Set("EmulateDSB", true);
|
|
config.Set("SoundVolume", "100");
|
|
config.Set("MusicVolume", "100");
|
|
// CDriveBoard
|
|
#ifdef SUPERMODEL_WIN32
|
|
config.Set("ForceFeedback", false);
|
|
#endif
|
|
// Platform-specific/UI
|
|
config.Set("New3DEngine", true);
|
|
config.Set("QuadRendering", false);
|
|
config.Set("XResolution", "496");
|
|
config.Set("YResolution", "384");
|
|
config.Set("FullScreen", false);
|
|
config.Set("WideScreen", false);
|
|
config.Set("Stretch", false);
|
|
config.Set("VSync", true);
|
|
config.Set("Throttle", true);
|
|
config.Set("ShowFrameRate", false);
|
|
config.Set("Crosshairs", int(0));
|
|
config.Set("FlipStereo", false);
|
|
#ifdef SUPERMODEL_WIN32
|
|
config.Set("InputSystem", "dinput");
|
|
// DirectInput ForceFeedback
|
|
config.Set("DirectInputConstForceLeftMax", "100");
|
|
config.Set("DirectInputConstForceRightMax", "100");
|
|
config.Set("DirectInputSelfCenterMax", "100");
|
|
config.Set("DirectInputFrictionMax", "100");
|
|
config.Set("DirectInputVibrateMax", "100");
|
|
// XInput ForceFeedback
|
|
config.Set("XInputConstForceThreshold", "30");
|
|
config.Set("XInputConstForceMax", "100");
|
|
config.Set("XInputVibrateMax", "100");
|
|
#ifdef NET_BOARD
|
|
// NetBoard
|
|
config.Set("EmulateNet", false);
|
|
#endif
|
|
#else
|
|
config.Set("InputSystem", "sdl");
|
|
#endif
|
|
config.Set("Outputs", "none");
|
|
return config;
|
|
}
|
|
|
|
static void Title(void)
|
|
{
|
|
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version " SUPERMODEL_VERSION ")");
|
|
puts("Copyright 2011-2019 by Bart Trzynadlowski, Nik Henson, Ian Curtis,");
|
|
puts(" Harry Tuttle, and Spindizzi\n");
|
|
}
|
|
|
|
static void Help(void)
|
|
{
|
|
Util::Config::Node defaultConfig = DefaultConfig();
|
|
puts("Usage: Supermodel <romset> [options]");
|
|
puts("ROM set must be a valid ZIP file containing a single game.");
|
|
puts("");
|
|
puts("General Options:");
|
|
puts(" -?, -h, -help, --help Print this help text");
|
|
puts(" -print-games List supported games and quit");
|
|
printf(" -game-xml-file=<file> ROM set definition file [Default: %s]\n", s_gameXMLFilePath);
|
|
puts("");
|
|
puts("Core Options:");
|
|
printf(" -ppc-frequency=<freq> PowerPC frequency in MHz [Default: %d]\n", defaultConfig["PowerPCFrequency"].ValueAs<unsigned>());
|
|
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(" -load-state=<file> Load save state after starting");
|
|
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(" -stretch Fit viewport to resolution, ignoring aspect ratio");
|
|
puts(" -no-throttle Disable 60 Hz frame rate lock");
|
|
puts(" -vsync Lock to vertical refresh rate [Default]");
|
|
puts(" -no-vsync Do not lock to vertical refresh rate");
|
|
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(" -new3d New 3D engine by Ian Curtis [Default]");
|
|
puts(" -quad-rendering Enable proper quad rendering");
|
|
puts(" -legacy3d Legacy 3D engine (faster but less accurate)");
|
|
puts(" -multi-texture Use 8 texture maps for decoding (legacy engine)");
|
|
puts(" -no-multi-texture Decode to single texture (legacy engine) [Default]");
|
|
puts(" -vert-shader=<file> Load Real3D vertex shader for 3D rendering");
|
|
puts(" -frag-shader=<file> Load Real3D fragment shader for 3D rendering");
|
|
puts(" -vert-shader-fog=<file> Load Real3D scroll fog vertex shader (new engine)");
|
|
puts(" -frag-shader-fog=<file> Load Real3D scroll fog fragment shader (new engine)");
|
|
puts(" -vert-shader-2d=<file> Load tile map vertex shader");
|
|
puts(" -frag-shader-2d=<file> Load tile map fragment shader");
|
|
puts(" -print-gl-info Print OpenGL driver information and quit");
|
|
puts("");
|
|
puts("Audio Options:");
|
|
puts(" -sound-volume=<vol> Volume of SCSP-generated sound in %, applies only");
|
|
puts(" when Digital Sound Board is present [Default: 100]");
|
|
puts(" -music-volume=<vol> Digital Sound Board volume 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("");
|
|
#ifdef NET_BOARD
|
|
puts("Net Options:");
|
|
puts(" -no-net Disable net board emulation (default)");
|
|
puts(" -net Enable net board emulation (not working ATM - need -no-threads)");
|
|
puts("");
|
|
#endif
|
|
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", defaultConfig["InputSystem"].ValueAs<std::string>().c_str());
|
|
printf(" -outputs=<s> Outputs [Default: %s]\n", defaultConfig["Outputs"].ValueAs<std::string>().c_str());
|
|
#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("");
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
}
|
|
|
|
struct ParsedCommandLine
|
|
{
|
|
Util::Config::Node config = Util::Config::Node("CommandLine");
|
|
std::vector<std::string> rom_files;
|
|
bool print_help = false;
|
|
bool print_games = false;
|
|
bool print_gl_info = false;
|
|
bool config_inputs = false;
|
|
bool print_inputs = false;
|
|
bool disable_debugger = false;
|
|
bool enter_debugger = false;
|
|
#ifdef DEBUG
|
|
std::string gfx_state;
|
|
#endif
|
|
};
|
|
|
|
static ParsedCommandLine ParseCommandLine(int argc, char **argv)
|
|
{
|
|
ParsedCommandLine cmd_line;
|
|
const std::map<std::string, std::string> valued_options
|
|
{ // -option=value
|
|
{ "-game-xml-file", "GameXMLFile" },
|
|
{ "-load-state", "InitStateFile" },
|
|
{ "-ppc-frequency", "PowerPCFrequency" },
|
|
{ "-crosshairs", "Crosshairs" },
|
|
{ "-vert-shader", "VertexShader" },
|
|
{ "-frag-shader", "FragmentShader" },
|
|
{ "-vert-shader-fog", "VertexShaderFog" },
|
|
{ "-frag-shader-fog", "FragmentShaderFog" },
|
|
{ "-vert-shader-2d", "VertexShader2D" },
|
|
{ "-frag-shader-2d", "FragmentShader2D" },
|
|
{ "-sound-volume", "SoundVolume" },
|
|
{ "-music-volume", "MusicVolume" },
|
|
{ "-balance", "Balance" },
|
|
{ "-input-system", "InputSystem" },
|
|
{ "-outputs", "Outputs" }
|
|
};
|
|
const std::map<std::string, std::pair<std::string, bool>> bool_options
|
|
{ // -option
|
|
{ "-threads", { "MultiThreaded", true } },
|
|
{ "-no-threads", { "MultiThreaded", false } },
|
|
{ "-gpu-multi-threaded", { "GPUMultiThreaded", true } },
|
|
{ "-no-gpu-thread", { "GPUMultiThreaded", false } },
|
|
{ "-window", { "FullScreen", false } },
|
|
{ "-fullscreen", { "FullScreen", true } },
|
|
{ "-no-wide-screen", { "WideScreen", false } },
|
|
{ "-wide-screen", { "WideScreen", true } },
|
|
{ "-stretch", { "Stretch", true } },
|
|
{ "-no-stretch", { "Stretch", false } },
|
|
{ "-no-multi-texture", { "MultiTexture", false } },
|
|
{ "-multi-texture", { "MultiTexture", true } },
|
|
{ "-throttle", { "Throttle", true } },
|
|
{ "-no-throttle", { "Throttle", false } },
|
|
{ "-vsync", { "VSync", true } },
|
|
{ "-no-vsync", { "VSync", false } },
|
|
{ "-show-fps", { "ShowFrameRate", true } },
|
|
{ "-no-fps", { "ShowFrameRate", false } },
|
|
{ "-new3d", { "New3DEngine", true } },
|
|
{ "-quad-rendering", { "QuadRendering", true } },
|
|
{ "-legacy3d", { "New3DEngine", false } },
|
|
{ "-no-flip-stereo", { "FlipStereo", false } },
|
|
{ "-flip-stereo", { "FlipStereo", true } },
|
|
{ "-sound", { "EmulateSound", true } },
|
|
{ "-no-sound", { "EmulateSound", false } },
|
|
{ "-dsb", { "EmulateDSB", true } },
|
|
{ "-no-dsb", { "EmulateDSB", false } },
|
|
#ifdef NET_BOARD
|
|
{ "-net", { "EmulateNet", true } },
|
|
{ "-no-net", { "EmulateNet", false } },
|
|
#endif
|
|
#ifdef SUPERMODEL_WIN32
|
|
{ "-no-force-feedback", { "ForceFeedback", false } },
|
|
{ "-force-feedback", { "ForceFeedback", true } },
|
|
#endif
|
|
|
|
};
|
|
for (int i = 1; i < argc; i++)
|
|
{
|
|
std::string arg(argv[i]);
|
|
if (arg[0] == '-')
|
|
{
|
|
// First, check maps
|
|
size_t idx_equals = arg.find_first_of('=');
|
|
if (idx_equals != std::string::npos)
|
|
{
|
|
std::string option(arg.begin(), arg.begin() + idx_equals);
|
|
std::string value(arg.begin() + idx_equals + 1, arg.end());
|
|
if (value.length() == 0)
|
|
{
|
|
ErrorLog("Argument to '%s' cannot be blank.", option.c_str());
|
|
continue;
|
|
}
|
|
auto it = valued_options.find(option);
|
|
if (it != valued_options.end())
|
|
{
|
|
const std::string &config_key = it->second;
|
|
cmd_line.config.Set(config_key, value);
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto it = bool_options.find(arg);
|
|
if (it != bool_options.end())
|
|
{
|
|
const std::string &config_key = it->second.first;
|
|
bool value = it->second.second;
|
|
cmd_line.config.Set(config_key, value);
|
|
continue;
|
|
}
|
|
else if (valued_options.find(arg) != valued_options.end())
|
|
{
|
|
ErrorLog("'%s' requires an argument.", argv[i]);
|
|
continue;
|
|
}
|
|
}
|
|
// Fell through -- handle special cases
|
|
if (arg == "-?" || arg == "-h" || arg == "-help" || arg == "--help")
|
|
cmd_line.print_help = true;
|
|
else if (arg == "-print-games")
|
|
cmd_line.print_games = true;
|
|
else if (arg == "-res" || arg.find("-res=") == 0)
|
|
{
|
|
std::vector<std::string> parts = Util::Format(arg).Split('=');
|
|
if (parts.size() != 2)
|
|
ErrorLog("'-res' requires both a width and height (e.g., '-res=496,384').");
|
|
else
|
|
{
|
|
unsigned x, y;
|
|
if (2 == sscanf(&argv[i][4],"=%d,%d", &x, &y))
|
|
{
|
|
std::string xres = Util::Format() << x;
|
|
std::string yres = Util::Format() << y;
|
|
cmd_line.config.Set("XResolution", xres);
|
|
cmd_line.config.Set("YResolution", yres);
|
|
}
|
|
else
|
|
ErrorLog("'-res' requires both a width and height (e.g., '-res=496,384').");
|
|
}
|
|
}
|
|
else if (arg == "-print-gl-info")
|
|
cmd_line.print_gl_info = true;
|
|
else if (arg == "-config-inputs")
|
|
cmd_line.config_inputs = true;
|
|
else if (arg == "-print-inputs")
|
|
cmd_line.print_inputs = true;
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
else if (arg == "-disable-debugger")
|
|
cmd_line.disable_debugger = true;
|
|
else if (arg == "-enter-debugger")
|
|
cmd_line.enter_debugger = true;
|
|
#endif
|
|
#ifdef DEBUG
|
|
else if (arg == "-gfx-state" || arg.find("-gfx-state=") == 0)
|
|
{
|
|
std::vector<std::string> parts = Util::Format(arg).Split('=');
|
|
if (parts.size() != 2)
|
|
ErrorLog("'-gfx-state' requires a file name.");
|
|
else
|
|
cmd_line.gfx_state = parts[1];
|
|
}
|
|
#endif
|
|
else
|
|
ErrorLog("Ignoring unrecognized option: %s", argv[i]);
|
|
}
|
|
else
|
|
cmd_line.rom_files.emplace_back(arg);
|
|
}
|
|
return cmd_line;
|
|
}
|
|
|
|
/*
|
|
* main(argc, argv):
|
|
*
|
|
* Program entry point.
|
|
*/
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
bool cmdEnterDebugger = false;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
Title();
|
|
if (argc <= 1)
|
|
{
|
|
Help();
|
|
return 0;
|
|
}
|
|
|
|
// Create default logger
|
|
CFileLogger Logger(DEBUG_LOG_FILE, ERROR_LOG_FILE);
|
|
Logger.ClearLogs();
|
|
SetLogger(&Logger);
|
|
InfoLog("Started as:");
|
|
for (int i = 0; i < argc; i++)
|
|
InfoLog(" argv[%d] = %s", i, argv[i]);
|
|
InfoLog("");
|
|
|
|
// Load config and parse command line
|
|
auto cmd_line = ParseCommandLine(argc, argv);
|
|
if (cmd_line.print_help)
|
|
{
|
|
Help();
|
|
return 0;
|
|
}
|
|
if (cmd_line.print_gl_info)
|
|
{
|
|
// We must exit after this because CreateGLScreen() is used
|
|
PrintGLInfo(true, false, false);
|
|
return 0;
|
|
}
|
|
#ifdef DEBUG
|
|
s_gfxStatePath.assign(cmd_line.gfx_state);
|
|
#endif
|
|
bool print_games = cmd_line.print_games;
|
|
bool rom_specified = !cmd_line.rom_files.empty();
|
|
if (!rom_specified && !print_games && !cmd_line.config_inputs && !cmd_line.print_inputs)
|
|
{
|
|
ErrorLog("No ROM file specified.");
|
|
return 0;
|
|
}
|
|
|
|
// Load game and resolve run-time config
|
|
Game game;
|
|
ROMSet rom_set;
|
|
Util::Config::Node fileConfig("Global");
|
|
{
|
|
Util::Config::Node fileConfigWithDefaults("Global");
|
|
Util::Config::Node config3("Global");
|
|
Util::Config::Node config4("Global");
|
|
Util::Config::FromINIFile(&fileConfig, s_configFilePath);
|
|
Util::Config::MergeINISections(&fileConfigWithDefaults, DefaultConfig(), fileConfig); // apply .ini file's global section over defaults
|
|
Util::Config::MergeINISections(&config3, fileConfigWithDefaults, cmd_line.config); // apply command line overrides
|
|
if (rom_specified || print_games)
|
|
{
|
|
std::string xml_file = config3["GameXMLFile"].ValueAs<std::string>();
|
|
GameLoader loader(xml_file);
|
|
if (print_games)
|
|
{
|
|
PrintGameList(xml_file, loader.GetGames());
|
|
return 0;
|
|
}
|
|
if (loader.Load(&game, &rom_set, *cmd_line.rom_files.begin()))
|
|
return 1;
|
|
Util::Config::MergeINISections(&config4, config3, fileConfig[game.name]); // apply game-specific config
|
|
}
|
|
else
|
|
config4 = config3;
|
|
Util::Config::MergeINISections(&s_runtime_config, config4, cmd_line.config); // apply command line overrides once more
|
|
}
|
|
LogConfig(s_runtime_config);
|
|
std::string selectedInputSystem = s_runtime_config["InputSystem"].ValueAs<std::string>();
|
|
|
|
// Initialize SDL (individual subsystems get initialized later)
|
|
if (SDL_Init(0) != 0)
|
|
{
|
|
ErrorLog("Unable to initialize SDL: %s\n", SDL_GetError());
|
|
return 1;
|
|
}
|
|
|
|
// Begin initializing various subsystems...
|
|
int exitCode = 0;
|
|
IEmulator *Model3 = nullptr;
|
|
CInputSystem *InputSystem = nullptr;
|
|
CInputs *Inputs = nullptr;
|
|
COutputs *Outputs = nullptr;
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
Debugger::CSupermodelDebugger *Debugger = NULL;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Create a window
|
|
xRes = 496;
|
|
yRes = 384;
|
|
if (OKAY != CreateGLScreen("Supermodel", false, &xOffset, &yOffset, &xRes, &yRes, &totalXRes, &totalYRes, false, false))
|
|
{
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
// Create Model 3 emulator
|
|
#ifdef DEBUG
|
|
Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_runtime_config, s_gfxStatePath));
|
|
#else
|
|
Model3 = new CModel3(s_runtime_config);
|
|
#endif
|
|
|
|
// Create input system
|
|
if (selectedInputSystem == "sdl")
|
|
InputSystem = new CSDLInputSystem();
|
|
#ifdef SUPERMODEL_WIN32
|
|
else if (selectedInputSystem == "dinput")
|
|
InputSystem = new CDirectInputSystem(s_runtime_config, s_window, false, false);
|
|
else if (selectedInputSystem == "xinput")
|
|
InputSystem = new CDirectInputSystem(s_runtime_config, s_window, false, true);
|
|
else if (selectedInputSystem == "rawinput")
|
|
InputSystem = new CDirectInputSystem(s_runtime_config, s_window, true, false);
|
|
#endif // SUPERMODEL_WIN32
|
|
else
|
|
{
|
|
ErrorLog("Unknown input system: %s\n", selectedInputSystem.c_str());
|
|
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;
|
|
}
|
|
|
|
// NOTE: fileConfig is passed so that the global section is used for input settings
|
|
// and because this function may write out a new config file, which must preserve
|
|
// all sections. We don't want to pollute the output with built-in defaults.
|
|
if (ConfigureInputs(Inputs, &fileConfig, &s_runtime_config, game, cmd_line.config_inputs))
|
|
{
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
if (cmd_line.print_inputs)
|
|
{
|
|
Inputs->PrintInputs(NULL);
|
|
InputSystem->PrintSettings();
|
|
}
|
|
|
|
if (!rom_specified)
|
|
goto Exit;
|
|
|
|
// Create outputs
|
|
#ifdef SUPERMODEL_WIN32
|
|
{
|
|
std::string outputs = s_runtime_config["Outputs"].ValueAs<std::string>();
|
|
if (outputs == "none")
|
|
Outputs = NULL;
|
|
else if (outputs == "win")
|
|
Outputs = new CWinOutputs();
|
|
else
|
|
{
|
|
ErrorLog("Unknown outputs: %s\n", outputs.c_str());
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
}
|
|
#endif // SUPERMODEL_WIN32
|
|
|
|
// Initialize outputs
|
|
if (Outputs != NULL && !Outputs->Initialize())
|
|
{
|
|
ErrorLog("Unable to initialize outputs.\n");
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
// Create Supermodel debugger unless debugging is disabled
|
|
if (!cmd_line.disable_debugger)
|
|
{
|
|
Debugger = new Debugger::CSupermodelDebugger(dynamic_cast<CModel3 *>(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(game, &rom_set, Model3, Inputs, Outputs, Debugger);
|
|
if (Debugger != NULL)
|
|
delete Debugger;
|
|
#else
|
|
// Fire up Supermodel
|
|
exitCode = Supermodel(game, &rom_set, Model3, Inputs, Outputs);
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
delete Model3;
|
|
|
|
Exit:
|
|
if (Inputs != NULL)
|
|
delete Inputs;
|
|
if (InputSystem != NULL)
|
|
delete InputSystem;
|
|
if (Outputs != NULL)
|
|
delete Outputs;
|
|
DestroyGLScreen();
|
|
SDL_Quit();
|
|
|
|
if (exitCode)
|
|
InfoLog("Program terminated due to an error.");
|
|
else
|
|
InfoLog("Program terminated normally.");
|
|
|
|
return exitCode;
|
|
}
|