mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 14:15:40 +00:00
cf73207c98
- VBlank timing: increased to 20% of a frame.
1518 lines
43 KiB
C++
1518 lines
43 KiB
C++
//TODO before release:
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// - remove UI dump input state
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// - VBL timing?
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// - Controls for Dirt Devils, and other recent games (is bass working?)
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// - Comment source code, clean up
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// - BOOL -> bool, TRUE/FALSE -> true/false
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// - Add option for building with /MD in MSVC Makefile
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// - Remove SUPERMODEL_SOUND
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski
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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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* Compile-Time Options
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* --------------------
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* - SUPERMODEL_SOUND: Deprecated. Remove this.
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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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*
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* TO-DO List
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* ----------
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* - A lot of this code is actually OS-independent! Should it be moved into the
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* root of the source tree? Might not be worth it; eventually, OS-dependent
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* UIs will be introduced.
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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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#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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/*
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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.
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*/
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static bool CreateGLScreen(const char *caption, unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr,
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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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// 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 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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VideoInfo = SDL_GetVideoInfo(); // what resolution did we actually get?
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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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// 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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// 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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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // clear at least once to ensure black border
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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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return 0;
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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;
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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,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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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,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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// 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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string String;
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// Model 3
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if (OKAY == INI->Get(section, "MultiThreaded", x))
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g_Config.multiThreaded = x ? true : false;
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if (OKAY == INI->Get(section, "PowerPCFrequency", x))
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g_Config.SetPowerPCFrequency(x);
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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, "EmulateSCSP", x))
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g_Config.emulateSCSP = x ? true : false;
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if (OKAY == INI->Get(section, "EmulateDSB", x))
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g_Config.emulateDSB = x ? true : false;
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// Drive board
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if (OKAY == INI->Get(section, "ForceFeedback", x))
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g_Config.forceFeedback = x ? true : false;
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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);
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if (OKAY == INI->Get(section, "FullScreen", x))
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g_Config.fullScreen = x ? true : false;
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if (OKAY == INI->Get(section, "Throttle", x))
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g_Config.throttle = x ? true : false;
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if (OKAY == INI->Get(section, "ShowFrameRate", x))
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g_Config.showFPS = x ? true : false;
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if (OKAY == INI->Get(section, "FlipStereo", x))
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g_Config.flipStereo = x ? true : false;
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}
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// Read settings (from a specific section) from the config file
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static void ReadConfigFile(const char *section)
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{
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CINIFile INI;
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INI.Open(CONFIG_FILE_PATH);
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INI.SetDefaultSectionName("Global"); // required to read settings not associated with a specific section
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INI.Parse();
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ApplySettings(&INI, section);
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INI.Close();
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}
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// Log the configuration to info log
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static void LogConfig(void)
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{
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InfoLog("Program settings:");
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// COSDConfig
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InfoLog("\tXResolution = %d", g_Config.xRes);
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InfoLog("\tYResolution = %d", g_Config.yRes);
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InfoLog("\tFullScreen = %d", g_Config.fullScreen);
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InfoLog("\tThrottle = %d", g_Config.throttle);
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InfoLog("\tShowFrameRate = %d", g_Config.showFPS);
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#ifdef SUPERMODEL_DEBUGGER
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InfoLog("\tDisableDebugger = %d", g_Config.disableDebugger);
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#endif
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InfoLog("\tInputSystem = %s", g_Config.GetInputSystem());
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InfoLog("\tFlipStereo = %d", g_Config.flipStereo);
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// CModel3Config
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InfoLog("\tMultiThreaded = %d", g_Config.multiThreaded);
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InfoLog("\tPowerPCFrequency = %d", g_Config.GetPowerPCFrequency());
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// CSoundBoardConfig
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InfoLog("\tEmulateSCSP = %d", g_Config.emulateSCSP);
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// CDSBConfig
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InfoLog("\tEmulateDSB = %d", g_Config.emulateDSB);
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InfoLog("\tSoundVolume = %d", g_Config.GetSoundVolume());
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InfoLog("\tMusicVolume = %d", g_Config.GetMusicVolume());
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// CDriveBoardConfig
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InfoLog("\tForceFeedback = %d", g_Config.forceFeedback);
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// CRender3DConfig
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InfoLog("\tVertexShader = %s", g_Config.vertexShaderFile.c_str());
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InfoLog("\tFragmentShader = %s", g_Config.fragmentShaderFile.c_str());
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InfoLog("");
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}
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|
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/******************************************************************************
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|
Save States and NVRAM
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|
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Save states and NVRAM use the same basic format. When anything changes that
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breaks compatibility with previous versions of Supermodel, the save state
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and NVRAM version numbers must be incremented as needed.
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Header block name: "Supermodel Save State" or "Supermodel NVRAM State"
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|
Data: Save state file version (4-byte integer), ROM set ID (up to 9 bytes,
|
|
including terminating \0).
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|
|
Different subsystems output their own blocks.
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|
******************************************************************************/
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#define STATE_FILE_VERSION 1 // save state file version
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|
#define NVRAM_FILE_VERSION 0 // NVRAM file version
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static unsigned saveSlot = 0; // save state slot #
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|
|
static void SaveState(CModel3 *Model3)
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|
{
|
|
CBlockFile SaveState;
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|
char filePath[24];
|
|
int fileVersion = STATE_FILE_VERSION;
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|
|
|
sprintf(filePath, "Saves/%s.st%d", Model3->GetGameInfo()->id, saveSlot);
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|
if (OKAY != SaveState.Create(filePath, "Supermodel Save State", "Supermodel Version " SUPERMODEL_VERSION))
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|
{
|
|
ErrorLog("Unable to save state to %s.", filePath);
|
|
return;
|
|
}
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|
|
// 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);
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|
|
// Save state
|
|
Model3->SaveState(&SaveState);
|
|
SaveState.Close();
|
|
printf("Saved state to %s.\n", filePath);
|
|
DebugLog("Saved state to %s.\n", filePath);
|
|
}
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|
|
|
static void LoadState(CModel3 *Model3)
|
|
{
|
|
CBlockFile SaveState;
|
|
char filePath[24];
|
|
int fileVersion;
|
|
|
|
// Generate file path
|
|
sprintf(filePath, "Saves/%s.st%d", Model3->GetGameInfo()->id, saveSlot);
|
|
|
|
// Open and check to make sure format is correct
|
|
if (OKAY != SaveState.Load(filePath))
|
|
{
|
|
ErrorLog("Unable to load state from %s.", filePath);
|
|
return;
|
|
}
|
|
|
|
if (OKAY != SaveState.FindBlock("Supermodel Save State"))
|
|
{
|
|
ErrorLog("%s does not appear to be a valid save state file.", filePath);
|
|
return;
|
|
}
|
|
|
|
SaveState.Read(&fileVersion, sizeof(fileVersion));
|
|
if (fileVersion != STATE_FILE_VERSION)
|
|
{
|
|
ErrorLog("%s is incompatible with this version of Supermodel.", filePath);
|
|
return;
|
|
}
|
|
|
|
// Load
|
|
Model3->LoadState(&SaveState);
|
|
SaveState.Close();
|
|
printf("Loaded state from %s.\n", filePath);
|
|
DebugLog("Loaded state from %s.\n", filePath);
|
|
}
|
|
|
|
static void SaveNVRAM(CModel3 *Model3)
|
|
{
|
|
CBlockFile NVRAM;
|
|
char filePath[24];
|
|
int fileVersion = NVRAM_FILE_VERSION;
|
|
|
|
sprintf(filePath, "NVRAM/%s.nv", Model3->GetGameInfo()->id);
|
|
if (OKAY != NVRAM.Create(filePath, "Supermodel NVRAM State", "Supermodel Version " SUPERMODEL_VERSION))
|
|
{
|
|
ErrorLog("Unable to save NVRAM to %s. Make sure directory exists!", filePath);
|
|
return;
|
|
}
|
|
|
|
// Write file format version and ROM set ID to header block
|
|
NVRAM.Write(&fileVersion, sizeof(fileVersion));
|
|
NVRAM.Write(Model3->GetGameInfo()->id, strlen(Model3->GetGameInfo()->id)+1);
|
|
|
|
// Save NVRAM
|
|
Model3->SaveNVRAM(&NVRAM);
|
|
NVRAM.Close();
|
|
DebugLog("Saved NVRAM to %s.\n", filePath);
|
|
}
|
|
|
|
static void LoadNVRAM(CModel3 *Model3)
|
|
{
|
|
CBlockFile NVRAM;
|
|
char filePath[24];
|
|
int fileVersion;
|
|
|
|
// Generate file path
|
|
sprintf(filePath, "NVRAM/%s.nv", Model3->GetGameInfo()->id);
|
|
|
|
// Open and check to make sure format is correct
|
|
if (OKAY != NVRAM.Load(filePath))
|
|
{
|
|
//ErrorLog("Unable to restore NVRAM from %s.", filePath);
|
|
return;
|
|
}
|
|
|
|
if (OKAY != NVRAM.FindBlock("Supermodel NVRAM State"))
|
|
{
|
|
ErrorLog("%s does not appear to be a valid NVRAM file.", filePath);
|
|
return;
|
|
}
|
|
|
|
NVRAM.Read(&fileVersion, sizeof(fileVersion));
|
|
if (fileVersion != NVRAM_FILE_VERSION)
|
|
{
|
|
ErrorLog("%s is incompatible with this version of Supermodel.", filePath);
|
|
return;
|
|
}
|
|
|
|
// Load
|
|
Model3->LoadNVRAM(&NVRAM);
|
|
NVRAM.Close();
|
|
DebugLog("Loaded NVRAM from %s.\n", filePath);
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
UI Rendering
|
|
|
|
Currently, only does crosshairs for light gun games.
|
|
******************************************************************************/
|
|
|
|
static void GunToViewCoords(float *x, float *y)
|
|
{
|
|
*x = (*x-150.0f)/(651.0f-150.0f); // Scale [150,651] -> [0.0,1.0]
|
|
*y = (*y-80.0f)/(465.0f-80.0f); // Scale [80,465] -> [0.0,1.0]
|
|
}
|
|
|
|
static void DrawCrosshair(float x, float y, float r, float g, float b)
|
|
{
|
|
glColor3f(r, g, b);
|
|
glVertex2f(x-0.01f, y);
|
|
glVertex2f(x-0.002f, y);
|
|
glVertex2f(x+0.003f, y);
|
|
glVertex2f(x+0.01f, y);
|
|
glVertex2f(x, y-0.01f*(float)xRes/(float)yRes);
|
|
glVertex2f(x, y-0.003f*(float)xRes/(float)yRes);
|
|
glVertex2f(x, y+0.002f*(float)xRes/(float)yRes);
|
|
glVertex2f(x, y+0.01f*(float)xRes/(float)yRes);
|
|
}
|
|
|
|
static void UpdateCrosshairs(CInputs *Inputs, unsigned showCrosshairs)
|
|
{
|
|
float x[2], y[2];
|
|
|
|
showCrosshairs &= 3;
|
|
if (!showCrosshairs)
|
|
return;
|
|
|
|
// Set up the viewport and orthogonal projection
|
|
glViewport(xOffset, yOffset, xRes, yRes);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluOrtho2D(0.0, 1.0, 1.0, 0.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glDisable(GL_TEXTURE_2D); // no texture mapping
|
|
glDisable(GL_BLEND); // no blending
|
|
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
|
|
glUseProgram(NULL); // no shaders
|
|
|
|
// Convert gun coordinates to viewspace coordinates
|
|
x[0] = (float) Inputs->gunX[0]->value;
|
|
y[0] = (float) Inputs->gunY[0]->value;
|
|
x[1] = (float) Inputs->gunX[1]->value;
|
|
y[1] = (float) Inputs->gunY[1]->value;
|
|
GunToViewCoords(&x[0], &y[0]);
|
|
GunToViewCoords(&x[1], &y[1]);
|
|
|
|
// Draw visible crosshairs
|
|
glBegin(GL_LINES);
|
|
glLineWidth(1.0f);
|
|
if ((showCrosshairs & 2) && !Inputs->trigger[0]->offscreenValue) // Player 1
|
|
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
|
|
if ((showCrosshairs & 1) && !Inputs->trigger[1]->offscreenValue) // Player 2
|
|
DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f);
|
|
glEnd();
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Main Program Loop
|
|
******************************************************************************/
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
int Supermodel(const char *zipFile, CModel3 *Model3, CInputs *Inputs, Debugger::CDebugger *Debugger, CINIFile *CmdLine)
|
|
{
|
|
CLogger *oldLogger;
|
|
#else
|
|
int Supermodel(const char *zipFile, CInputs *Inputs, CINIFile *CmdLine)
|
|
{
|
|
CModel3 *Model3 = new CModel3();
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
char titleStr[128], titleFPSStr[128];
|
|
CRender2D *Render2D = new CRender2D();
|
|
CRender3D *Render3D = new CRender3D();
|
|
unsigned prevFPSTicks, currentFPSTicks, currentTicks, targetTicks, startTicks;
|
|
unsigned fpsFramesElapsed, framesElapsed;
|
|
unsigned showCrosshairs = 0; // bit 1: player 1 crosshair, bit 0: player 2
|
|
bool gameHasLightguns = false;
|
|
bool quit = 0;
|
|
bool paused = 0;
|
|
|
|
// Initialize and load ROMs
|
|
if (OKAY != Model3->Init())
|
|
return 1;
|
|
if (OKAY != Model3->LoadROMSet(g_Model3GameList, zipFile))
|
|
return 1;
|
|
|
|
// Apply game-specific settings and then, lastly, command line settings
|
|
ReadConfigFile(Model3->GetGameInfo()->id);
|
|
ApplySettings(CmdLine, "Global");
|
|
|
|
// Load NVRAM
|
|
LoadNVRAM(Model3);
|
|
|
|
// Start up SDL and open a GL window
|
|
xRes = g_Config.xRes;
|
|
yRes = g_Config.yRes;
|
|
sprintf(titleStr, "Supermodel - %s", Model3->GetGameInfo()->title);
|
|
if (OKAY != CreateGLScreen(titleStr,&xOffset,&yOffset,&xRes,&yRes,true,g_Config.fullScreen))
|
|
return 1;
|
|
|
|
// Info log GL information and user options
|
|
PrintGLInfo(false, true, false);
|
|
LogConfig();
|
|
|
|
// Initialize audio system
|
|
if (OKAY != OpenAudio())
|
|
return 1;
|
|
|
|
// Hide mouse if fullscreen, enable crosshairs for gun games
|
|
Inputs->GetInputSystem()->SetMouseVisibility(!g_Config.fullScreen);
|
|
gameHasLightguns = !!(Model3->GetGameInfo()->inputFlags & (GAME_INPUT_GUN1|GAME_INPUT_GUN2));
|
|
if (g_Config.fullScreen)
|
|
{
|
|
if (gameHasLightguns)
|
|
showCrosshairs = 3;
|
|
}
|
|
|
|
// Attach the inputs to the emulator
|
|
Model3->AttachInputs(Inputs);
|
|
|
|
// Initialize the renderer
|
|
if (OKAY != Render2D->Init(xOffset, yOffset, xRes, yRes))
|
|
goto QuitError;
|
|
if (OKAY != Render3D->Init(xOffset, yOffset, xRes, yRes))
|
|
goto QuitError;
|
|
Model3->AttachRenderers(Render2D,Render3D);
|
|
|
|
// Reset emulator
|
|
Model3->Reset();
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
// If debugger was supplied, set it as logger and attach it to system
|
|
oldLogger = GetLogger();
|
|
if (Debugger != NULL)
|
|
{
|
|
SetLogger(Debugger);
|
|
Debugger->Attach();
|
|
}
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Emulate!
|
|
fpsFramesElapsed = 0;
|
|
framesElapsed = 0;
|
|
prevFPSTicks = SDL_GetTicks();
|
|
startTicks = prevFPSTicks;
|
|
while (!quit)
|
|
{
|
|
// Check if paused
|
|
if (!paused)
|
|
{
|
|
// If not, run one frame
|
|
Model3->RunFrame();
|
|
|
|
// Show crosshairs for light gun games
|
|
UpdateCrosshairs(Inputs, showCrosshairs);
|
|
|
|
// Swap the buffers
|
|
SDL_GL_SwapBuffers();
|
|
}
|
|
|
|
// Poll the inputs
|
|
if (!Inputs->Poll(Model3->GetGameInfo(), xOffset, yOffset, xRes, yRes))
|
|
quit = 1;
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
bool processUI = true;
|
|
if (Debugger != NULL)
|
|
{
|
|
Debugger->Poll();
|
|
|
|
// Check if debugger requests exit or pause
|
|
if (Debugger->CheckExit())
|
|
{
|
|
quit = 1;
|
|
processUI = false;
|
|
}
|
|
else if (Debugger->CheckPause())
|
|
{
|
|
paused = 1;
|
|
processUI = false;
|
|
}
|
|
}
|
|
if (processUI)
|
|
{
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Check UI controls
|
|
if (Inputs->uiExit->Pressed())
|
|
{
|
|
// Quit emulator
|
|
quit = 1;
|
|
}
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
Model3->ResumeThreads();
|
|
SetAudioEnabled(true);
|
|
}
|
|
}
|
|
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%
|
|
int vol = (int) g_Config.GetMusicVolume() + 10;
|
|
if (vol > 200)
|
|
vol = 200;
|
|
g_Config.SetMusicVolume(vol);
|
|
printf("Music volume: %d%%", vol);
|
|
if (200 == vol)
|
|
puts(" (maximum)");
|
|
else
|
|
printf("\n");
|
|
}
|
|
else if (Inputs->uiMusicVolDown->Pressed())
|
|
{
|
|
// Decrease music volume by 10%
|
|
int vol = (int) g_Config.GetMusicVolume() - 10;
|
|
if (vol < 0)
|
|
vol = 0;
|
|
g_Config.SetMusicVolume(vol);
|
|
printf("Music volume: %d%%", vol);
|
|
if (0 == vol)
|
|
puts(" (muted)");
|
|
else
|
|
printf("\n");
|
|
}
|
|
else if (Inputs->uiSoundVolUp->Pressed())
|
|
{
|
|
// Increase sound volume by 10%
|
|
int vol = (int) g_Config.GetSoundVolume() + 10;
|
|
if (vol > 200)
|
|
vol = 200;
|
|
g_Config.SetSoundVolume(vol);
|
|
printf("Sound volume: %d%%", vol);
|
|
if (200 == vol)
|
|
puts(" (maximum)");
|
|
else
|
|
printf("\n");
|
|
}
|
|
else if (Inputs->uiSoundVolDown->Pressed())
|
|
{
|
|
// Decrease sound volume by 10%
|
|
int vol = (int) g_Config.GetSoundVolume() - 10;
|
|
if (vol < 0)
|
|
vol = 0;
|
|
g_Config.SetSoundVolume(vol);
|
|
printf("Sound volume: %d%%", vol);
|
|
if (0 == vol)
|
|
puts(" (muted)");
|
|
else
|
|
printf("\n");
|
|
}
|
|
else if (Inputs->uiDumpInpState->Pressed())
|
|
{
|
|
// Dump input states
|
|
Inputs->DumpState(Model3->GetGameInfo());
|
|
}
|
|
else if (Inputs->uiSelectCrosshairs->Pressed() && gameHasLightguns)
|
|
{
|
|
// Count downwards to get this sequence: both, player 1, player 2, none
|
|
showCrosshairs--;
|
|
switch ((showCrosshairs&3))
|
|
{
|
|
case 0: puts("Crosshairs disabled."); break;
|
|
case 3: puts("Crosshairs enabled."); break;
|
|
case 2: puts("Showing Player 1 crosshair only."); break;
|
|
case 1: puts("Showing Player 2 crosshair only."); break;
|
|
}
|
|
}
|
|
else if (Inputs->uiClearNVRAM->Pressed())
|
|
{
|
|
// Clear NVRAM
|
|
Model3->ClearNVRAM();
|
|
puts("NVRAM cleared.");
|
|
}
|
|
else if (Inputs->uiToggleFrLimit->Pressed())
|
|
{
|
|
// Toggle frame limiting
|
|
g_Config.throttle = !g_Config.throttle;
|
|
printf("Frame limiting: %s\n", g_Config.throttle?"On":"Off");
|
|
}
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
else if (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(titleFPSStr, "%s - %1.1f FPS", titleStr, (float)fpsFramesElapsed*(float)(currentFPSTicks-prevFPSTicks)/1000.0f);
|
|
SDL_WM_SetCaption(titleFPSStr,NULL);
|
|
prevFPSTicks = currentFPSTicks; // reset tick count
|
|
fpsFramesElapsed = 0; // reset frame count
|
|
}
|
|
}
|
|
|
|
// Frame limiting/paused
|
|
if (paused || g_Config.throttle)
|
|
{
|
|
++framesElapsed;
|
|
targetTicks = startTicks + (unsigned) ((float)framesElapsed * 1000.0f/60.0f);
|
|
if (currentTicks <= targetTicks) // add a delay until we reach the next (target) frame time
|
|
SDL_Delay(targetTicks-currentTicks);
|
|
else // begin a new frame
|
|
{
|
|
framesElapsed = 0;
|
|
startTicks = currentTicks;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
// If debugger was supplied, detach it from system and restore old logger
|
|
if (Debugger != NULL)
|
|
{
|
|
Debugger->Detach();
|
|
SetLogger(oldLogger);
|
|
}
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Save NVRAM
|
|
SaveNVRAM(Model3);
|
|
|
|
// Close audio
|
|
CloseAudio();
|
|
|
|
// Shut down
|
|
#ifndef SUPERMODEL_DEBUGGER
|
|
delete Model3;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
delete Render2D;
|
|
delete Render3D;
|
|
|
|
// Dump PowerPC registers
|
|
#ifdef DEBUG
|
|
for (int i = 0; i < 32; i += 4)
|
|
printf("R%d=%08X\tR%d=%08X\tR%d=%08X\tR%d=%08X\n",
|
|
i + 0, ppc_get_gpr(i + 0),
|
|
i + 1, ppc_get_gpr(i + 1),
|
|
i + 2, ppc_get_gpr(i + 2),
|
|
i + 3, ppc_get_gpr(i + 3));
|
|
printf("PC =%08X\n", ppc_get_pc());
|
|
printf("LR =%08X\n", ppc_get_lr());
|
|
/*
|
|
printf("DBAT0U=%08X\tIBAT0U=%08X\n", ppc_read_spr(SPR603E_DBAT0U), ppc_read_spr(SPR603E_IBAT0U));
|
|
printf("DBAT0L=%08X\tIBAT0L=%08X\n", ppc_read_spr(SPR603E_DBAT0L), ppc_read_spr(SPR603E_IBAT0L));
|
|
printf("DBAT1U=%08X\tIBAT1U=%08X\n", ppc_read_spr(SPR603E_DBAT1U), ppc_read_spr(SPR603E_IBAT1U));
|
|
printf("DBAT1L=%08X\tIBAT1L=%08X\n", ppc_read_spr(SPR603E_DBAT1L), ppc_read_spr(SPR603E_IBAT1L));
|
|
printf("DBAT2U=%08X\tIBAT2U=%08X\n", ppc_read_spr(SPR603E_DBAT2U), ppc_read_spr(SPR603E_IBAT2U));
|
|
printf("DBAT2L=%08X\tIBAT2L=%08X\n", ppc_read_spr(SPR603E_DBAT2L), ppc_read_spr(SPR603E_IBAT2L));
|
|
printf("DBAT3U=%08X\tIBAT3U=%08X\n", ppc_read_spr(SPR603E_DBAT3U), ppc_read_spr(SPR603E_IBAT3U));
|
|
printf("DBAT3L=%08X\tIBAT3L=%08X\n", ppc_read_spr(SPR603E_DBAT3L), ppc_read_spr(SPR603E_IBAT3L));
|
|
for (int i = 0; i < 10; i++)
|
|
printf("SR%d =%08X\n", i, ppc_read_sr(i));
|
|
for (int i = 10; i < 16; i++)
|
|
printf("SR%d=%08X\n", i, ppc_read_sr(i));
|
|
printf("SDR1=%08X\n", ppc_read_spr(SPR603E_SDR1));
|
|
*/
|
|
#endif
|
|
|
|
return 0;
|
|
|
|
// Quit with an error
|
|
QuitError:
|
|
#ifndef SUPERMODEL_DEBUGGER
|
|
delete Model3;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
delete Render2D;
|
|
delete Render3D;
|
|
return 1;
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
CROM Disassembler
|
|
******************************************************************************/
|
|
|
|
// Disassemble instructions from CROM
|
|
static int DisassembleCROM(const char *zipFile, UINT32 addr, unsigned n)
|
|
{
|
|
const struct GameInfo *Game;
|
|
UINT8 *crom;
|
|
struct ROMMap Map[] =
|
|
{
|
|
{ "CROM", NULL },
|
|
{ "CROMxx", NULL },
|
|
{ NULL, NULL }
|
|
};
|
|
char mnem[16], oprs[48];
|
|
UINT32 op;
|
|
|
|
// Do we have a valid CROM address?
|
|
if (addr < 0xFF800000)
|
|
return ErrorLog("Valid CROM address range is FF800000-FFFFFFFF.");
|
|
|
|
// Allocate memory and set ROM region
|
|
crom = new(std::nothrow) UINT8[0x8800000];
|
|
if (NULL == crom)
|
|
return ErrorLog("Insufficient memory to load CROM (need %d MB).", (0x8800000/8));
|
|
Map[0].ptr = crom;
|
|
Map[1].ptr = &crom[0x800000];
|
|
|
|
// Load ROM set
|
|
Game = LoadROMSetFromZIPFile(Map, g_Model3GameList, zipFile, false);
|
|
if (NULL == Game)
|
|
return ErrorLog("Failed to load ROM set.");
|
|
|
|
// Mirror CROM if necessary
|
|
if (Game->cromSize < 0x800000) // high part of fixed CROM region contains CROM0
|
|
CopyRegion(crom, 0, 0x800000-0x200000, &crom[0x800000], 0x800000);
|
|
|
|
// Disassemble!
|
|
addr -= 0xFF800000;
|
|
while ((n > 0) && ((addr+4) <= 0x800000))
|
|
{
|
|
op = (crom[addr+0]<<24) | (crom[addr+1]<<16) | (crom[addr+2]<<8) | crom[addr+3];
|
|
|
|
printf("%08X: ", addr+0xFF800000);
|
|
if (DisassemblePowerPC(op, addr+0xFF800000, mnem, oprs, 1))
|
|
{
|
|
if (mnem[0] != '\0') // invalid form
|
|
printf("%08X %s*\t%s\n", op, mnem, oprs);
|
|
else
|
|
printf("%08X ?\n", op);
|
|
}
|
|
else
|
|
printf("%08X %s\t%s\n", op, mnem, oprs);
|
|
|
|
addr += 4;
|
|
--n;
|
|
}
|
|
|
|
delete [] crom;
|
|
return OKAY;
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Entry Point and Command Line Procesing
|
|
******************************************************************************/
|
|
|
|
// Print Supermodel title and copyright information
|
|
static void Title(void)
|
|
{
|
|
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version "SUPERMODEL_VERSION")");
|
|
puts("Copyright (C) 2011 by Bart Trzynadlowski\n");
|
|
}
|
|
|
|
// Print usage information
|
|
static void Help(void)
|
|
{
|
|
puts("Usage: Supermodel <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=<f> Set PowerPC frequency in MHz [Default: %d]\n", g_Config.GetPowerPCFrequency());
|
|
puts(" -multi-threaded Enable multi-threading for enhanced performance");
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
puts(" -disable-debugger Completely disable debugger functionality");
|
|
puts(" -enter-debugger Enter debugger at start of emulation");
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
puts("");
|
|
puts("Video Options:");
|
|
puts(" -res=<x>,<y> Resolution");
|
|
puts(" -fullscreen Full screen mode");
|
|
puts(" -no-throttle Disable 60 Hz frame rate limit");
|
|
puts(" -show-fps Display frame rate in window title bar");
|
|
puts(" -vert-shader=<file> Load 3D vertex shader from external file");
|
|
puts(" -frag-shader=<file> Load 3D fragment shader from external file");
|
|
puts("");
|
|
puts("Audio Options:");
|
|
puts(" -sound-volume=<v> Set volume of sound effects in % [Default: 100]");
|
|
puts(" -music-volume=<v> Set volume of MPEG music in % [Default: 100]");
|
|
puts(" -flip-stereo Swap left and right audio channels");
|
|
puts(" -no-scsp Disable Sega Custom Sound Processor (sound effects)");
|
|
puts(" -no-dsb Disable Digital Sound Board (MPEG music)");
|
|
puts("");
|
|
puts("Input Options:");
|
|
#ifdef SUPERMODEL_WIN32
|
|
puts(" -input-system=<s> Set input system [Default: SDL]");
|
|
#endif
|
|
puts(" -force-feedback Enable force feedback (DirectInput, XInput)");
|
|
puts(" -print-inputs Prints current input configuration");
|
|
puts(" -config-inputs Configure inputs for keyboards, mice, and joysticks");
|
|
puts("");
|
|
puts("Diagnostic Options:");
|
|
#ifdef DEBUG // intended for developers only
|
|
puts(" -dis=<addr>[,n] Disassemble PowerPC code from CROM");
|
|
#endif
|
|
puts(" -print-gl-info Print OpenGL driver information and quit\n");
|
|
}
|
|
|
|
// Print game list
|
|
static void PrintGameList(void)
|
|
{
|
|
int i, j;
|
|
|
|
puts("Supported games:");
|
|
puts("");
|
|
puts(" ROM Set Title");
|
|
puts(" ------- -----");
|
|
for (i = 0; g_Model3GameList[i].title != NULL; i++)
|
|
{
|
|
printf(" %s", g_Model3GameList[i].id);
|
|
for (j = strlen(g_Model3GameList[i].id); j < 9; j++) // pad for alignment (no game ID is more than 9 letters)
|
|
printf(" ");
|
|
printf(" %s\n", g_Model3GameList[i].title);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* main(argc, argv):
|
|
*
|
|
* Program entry point.
|
|
*/
|
|
int main(int argc, char **argv)
|
|
{
|
|
CINIFile CmdLine; // not associated with any files, holds command line options
|
|
int i, ret;
|
|
int fileIdx=0;
|
|
bool cmdPrintInputs=false, cmdConfigInputs=false, cmdDis=false;
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
int cmdEnterDebugger=false;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
#ifdef SUPERMODEL_WIN32
|
|
char *inputSystem = NULL;
|
|
#endif // SUPERMODEL_WIN32
|
|
unsigned n;
|
|
UINT32 addr;
|
|
|
|
Title();
|
|
if (argc <= 1)
|
|
{
|
|
Help();
|
|
return 0;
|
|
}
|
|
|
|
// Create default logger
|
|
CFileLogger Logger(DEBUG_LOG_FILE, ERROR_LOG_FILE);
|
|
Logger.ClearLogs();
|
|
SetLogger(&Logger);
|
|
|
|
// Log the command line used to start Supermodel
|
|
InfoLog("Started as:");
|
|
for (i = 0; i < argc; i++)
|
|
InfoLog("\targv[%d] = %s", i, argv[i]);
|
|
InfoLog("");
|
|
|
|
// Read global settings from INI file
|
|
ReadConfigFile("Global");
|
|
|
|
/*
|
|
* Parse command line.
|
|
*
|
|
* Settings are stored in CmdLine so that they can be applied later, after
|
|
* game-specific settings are read from the configuration file (which
|
|
* requires the ROM set to be identified and therefore is done later).
|
|
*
|
|
* Some commands are processed here directly.
|
|
*/
|
|
CmdLine.SetDefaultSectionName("Global"); // command line settings are global-level
|
|
for (i = 1; i < argc; i++)
|
|
{
|
|
if (!strcmp(argv[i],"-h") || !strcmp(argv[i],"-?"))
|
|
{
|
|
Help();
|
|
return 0;
|
|
}
|
|
else if (!strcmp(argv[i],"-print-games"))
|
|
{
|
|
PrintGameList();
|
|
return 0;
|
|
}
|
|
else if (!strncmp(argv[i],"-ppc-frequency",14))
|
|
{
|
|
int f;
|
|
ret = sscanf(&argv[i][14],"=%d",&f);
|
|
if (ret != 1)
|
|
ErrorLog("-ppc-frequency requires a frequency.");
|
|
else
|
|
CmdLine.Set("Global", "PowerPCFrequency", f);
|
|
}
|
|
else if (!strcmp(argv[i],"-multi-threaded"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "MultiThreaded", n);
|
|
}
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
else if (!strcmp(argv[i],"-disable-debugger"))
|
|
g_Config.disableDebugger = true;
|
|
else if (!strcmp(argv[i],"-enter-debugger"))
|
|
cmdEnterDebugger = true;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
else if (!strncmp(argv[i],"-sound-volume",13))
|
|
{
|
|
ret = sscanf(&argv[i][13],"=%d",&n);
|
|
if (ret != 1)
|
|
ErrorLog("-sound-volume requires a volume setting.");
|
|
else
|
|
CmdLine.Set("Global", "SoundVolume", n);
|
|
}
|
|
else if (!strncmp(argv[i],"-music-volume",13))
|
|
{
|
|
ret = sscanf(&argv[i][13],"=%d",&n);
|
|
if (ret != 1)
|
|
ErrorLog("-music-volume requires a volume setting.");
|
|
else
|
|
CmdLine.Set("Global", "MusicVolume", n);
|
|
}
|
|
else if (!strcmp(argv[i], "-flip-stereo"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "FlipStereo", n);
|
|
}
|
|
else if (!strcmp(argv[i], "-no-scsp"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "EmulateSCSP", n);
|
|
}
|
|
else if (!strcmp(argv[i], "-no-dsb"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "EmulateDSB", n);
|
|
}
|
|
else if (!strcmp(argv[i], "-force-feedback"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "ForceFeedback", n);
|
|
}
|
|
else if (!strncmp(argv[i],"-res",4))
|
|
{
|
|
unsigned x, y;
|
|
|
|
ret = sscanf(&argv[i][4],"=%d,%d",&x,&y);
|
|
if (ret != 2)
|
|
ErrorLog("-res requires both a width and a height.");
|
|
else
|
|
{
|
|
CmdLine.Set("Global", "XResolution", x);
|
|
CmdLine.Set("Global", "YResolution", y);
|
|
}
|
|
}
|
|
else if (!strcmp(argv[i],"-fullscreen"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "FullScreen", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-no-throttle"))
|
|
{
|
|
n = 0;
|
|
CmdLine.Set("Global", "Throttle", n);
|
|
}
|
|
else if (!strcmp(argv[i],"-show-fps"))
|
|
{
|
|
n = 1;
|
|
CmdLine.Set("Global", "ShowFrameRate", n);
|
|
}
|
|
else if (!strncmp(argv[i],"-vert-shader=",13))
|
|
{
|
|
if (argv[i][13] == '\0')
|
|
ErrorLog("-vert-shader requires a file path.");
|
|
else
|
|
CmdLine.Set("Global", "VertexShader", &argv[i][13]);
|
|
}
|
|
else if (!strncmp(argv[i],"-frag-shader=",13))
|
|
{
|
|
if (argv[i][13] == '\0')
|
|
ErrorLog("-frag-shader requires a file path.");
|
|
else
|
|
CmdLine.Set("Global", "FragmentShader", &argv[i][13]);
|
|
}
|
|
#ifdef SUPERMODEL_WIN32
|
|
else if (!strncmp(argv[i],"-input-system", 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];
|
|
}
|
|
#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;
|
|
int exitCode = 0;
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
CModel3 *Model3 = NULL;
|
|
Debugger::CSupermodelDebugger *Debugger = NULL;
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
// Create input system (default is SDL)
|
|
g_Config.SetInputSystem(inputSystem);
|
|
if (stricmp(g_Config.GetInputSystem(), "sdl") == 0)
|
|
InputSystem = new CSDLInputSystem();
|
|
#ifdef SUPERMODEL_WIN32
|
|
else if (stricmp(g_Config.GetInputSystem(), "dinput") == 0)
|
|
InputSystem = new CDirectInputSystem(false, false, true);
|
|
else if (stricmp(g_Config.GetInputSystem(), "xinput") == 0)
|
|
InputSystem = new CDirectInputSystem(false, true, true);
|
|
else if (stricmp(g_Config.GetInputSystem(), "rawinput") == 0)
|
|
InputSystem = new CDirectInputSystem(true, false, true);
|
|
#endif // SUPERMODEL_WIN32
|
|
else
|
|
{
|
|
ErrorLog("Unknown input system: '%s'.\n", g_Config.GetInputSystem());
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
// Create inputs from input system (configuring them if required)
|
|
Inputs = new CInputs(InputSystem);
|
|
if (!Inputs->Initialize())
|
|
{
|
|
ErrorLog("Unable to initalize inputs.\n");
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
if (ConfigureInputs(Inputs, cmdConfigInputs))
|
|
{
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
if (cmdPrintInputs)
|
|
{
|
|
Inputs->PrintInputs(NULL);
|
|
InputSystem->PrintSettings();
|
|
}
|
|
|
|
// From this point onwards, a ROM set is needed
|
|
if (fileIdx == 0)
|
|
{
|
|
ErrorLog("No ROM set specified.");
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
if (cmdDis)
|
|
{
|
|
if (OKAY != DisassembleCROM(argv[fileIdx], addr, n))
|
|
exitCode = 1;
|
|
goto Exit;
|
|
}
|
|
|
|
#ifdef SUPERMODEL_DEBUGGER
|
|
// Create Model3
|
|
Model3 = new CModel3();
|
|
// Create Supermodel debugger unless debugging is disabled
|
|
if (!g_Config.disableDebugger)
|
|
{
|
|
Debugger = new Debugger::CSupermodelDebugger(Model3, Inputs, &Logger);
|
|
// If -enter-debugger option was set force debugger to break straightaway
|
|
if (cmdEnterDebugger)
|
|
Debugger->ForceBreak(true);
|
|
}
|
|
// Fire up Supermodel with debugger
|
|
exitCode = Supermodel(argv[fileIdx],Model3,Inputs,Debugger,&CmdLine);
|
|
if (Debugger != NULL)
|
|
delete Debugger;
|
|
delete Model3;
|
|
#else
|
|
// Fire up Supermodel
|
|
exitCode = Supermodel(argv[fileIdx],Inputs,&CmdLine);
|
|
#endif // SUPERMODEL_DEBUGGER
|
|
|
|
Exit:
|
|
if (Inputs != NULL)
|
|
delete Inputs;
|
|
if (InputSystem != NULL)
|
|
delete InputSystem;
|
|
SDL_Quit();
|
|
|
|
if (exitCode)
|
|
InfoLog("Program terminated due to an error.");
|
|
else
|
|
InfoLog("Program terminated normally.");
|
|
|
|
return exitCode;
|
|
}
|