Example #1
0
/**
 * Loads a game, given a full path/filename.  The driver code must be
 * initialized after the game is loaded, because the emulator code
 * provides data necessary for the driver code(number of scanlines to
 * render, what virtual input devices to use, etc.).
 */
int LoadGame(const char *path)
{
    if (isloaded){
        CloseGame();
    }
	if(!FCEUI_LoadGame(path, 1)) {
		return 0;
	}

    int state_to_load;
    g_config->getOption("SDL.AutoLoadState", &state_to_load);
    if (state_to_load >= 0 && state_to_load < 10){
        FCEUI_SelectState(state_to_load, 0);
        FCEUI_LoadState(NULL, false);
    }

	ParseGIInput(GameInfo);
	RefreshThrottleFPS();

	if(!DriverInitialize(GameInfo)) {
		return(0);
	}
	
	// set pal/ntsc
	int id;
	g_config->getOption("SDL.PAL", &id);
	switch(id)
	{
		case 0:
			FCEUI_SetVidSystem(0);
			pal_emulation = 0;
			dendy = 0;
			break;
		case 1:
			FCEUI_SetVidSystem(1);
			pal_emulation = 1;
			dendy = 0;
			break;
		case 2:
			FCEUI_SetVidSystem(0);
			pal_emulation = 0;
			dendy = 1;
	}
	
	std::string filename;
	g_config->getOption("SDL.Sound.RecordFile", &filename);
	if(filename.size()) {
		if(!FCEUI_BeginWaveRecord(filename.c_str())) {
			g_config->setOption("SDL.Sound.RecordFile", "");
		}
	}
	isloaded = 1;

	FCEUD_NetworkConnect();
	return 1;
}
Example #2
0
/*
* DriverEntry
*
* Purpose:
*
* Tsugumi entry point.
*
*/
NTSTATUS DriverEntry(
    _In_  struct _DRIVER_OBJECT *DriverObject,
    _In_  PUNICODE_STRING RegistryPath
)
{
#ifndef _SIGNED_BUILD
    UNICODE_STRING  drvName;

    UNREFERENCED_PARAMETER(DriverObject);
    UNREFERENCED_PARAMETER(RegistryPath);

    RtlInitUnicodeString(&drvName, TSUGUMI_DRV_OBJECT);
    return IoCreateDriver(&drvName, &DriverInitialize);
#else
    return DriverInitialize(DriverObject, RegistryPath);
#endif
}
Example #3
0
int main(int argc,char *argv[])
{
  char *t;

  if(timeBeginPeriod(1)!=TIMERR_NOERROR)
  {
   AddLogText("Error setting timer granularity to 1ms.",1);
  }

  if(!FCEUI_Initialize())
   goto doexito;

  srand(GetTickCount());        // rand() is used for some GUI sillyness.

  fceu_hInstance=GetModuleHandle(0);

  GetBaseDirectory();

  sprintf(TempArray,"%s\\fceu98.cfg",BaseDirectory);
  LoadConfig(TempArray);

  t=ParseArgies(argc,argv);
  /* Bleh, need to find a better place for this. */
  {
        palyo&=1;
        FCEUI_SetVidSystem(palyo);
        genie&=1;
        FCEUI_SetGameGenie(genie);
        fullscreen&=1;
        soundo&=1;
        FCEUI_SetSoundVolume(soundvolume);
        FCEUI_SetSoundQuality(soundquality);

  }
  ParseGIInput(NULL);      /* Since a game doesn't have to be
                     loaded before the GUI can be used, make
                     sure the temporary input type variables
                     are set.
                  */

  CreateDirs();
  SetDirs();

  DoVideoConfigFix();
  DoTimingConfigFix();

  if(eoptions&EO_CPALETTE)
   FCEUI_SetPaletteArray(cpalette);

  if(!t) fullscreen=0;

  CreateMainWindow();

  if(!InitDInput())
   goto doexito;

  if(!DriverInitialize())
   goto doexito;

  InitSpeedThrottle();
  UpdateMenu();

  if(t)
   ALoad(t);
  else if(eoptions&EO_FOAFTERSTART)
   LoadNewGamey(hAppWnd, 0);

  doloopy:
  UpdateFCEUWindow();
  if(GI)
  {
   while(GI)
   {
         uint8 *gfx;
         int32 *sound;
         int32 ssize;

         FCEUI_Emulate(&gfx, &sound, &ssize, 0);
         xbsave = gfx;
         FCEUD_Update(gfx, sound, ssize);
   }
   xbsave = NULL;
   RedrawWindow(hAppWnd,0,0,RDW_ERASE|RDW_INVALIDATE);
   StopSound();
  }
  Sleep(50);
  if(!exiting)
   goto doloopy;

  doexito:
  DriverKill();
  timeEndPeriod(1);
  FCEUI_Kill();
  return(0);
}