Example #1
0
static void display_rom_load_results(rom_load_data *romdata)
{
	int region;

	/* final status display */
	display_loading_rom_message(NULL, romdata);

	/* if we had errors, they are fatal */
	if (romdata->errors != 0)
	{
		/* clean up any regions */
		for (region = 0; region < MAX_MEMORY_REGIONS; region++)
			free_memory_region(Machine, region);

		/* create the error message and exit fatally */
		strcat(romdata->errorbuf, "ERROR: required files are missing, the game cannot be run.");
		fatalerror_exitcode(MAMERR_MISSING_FILES, "%s", romdata->errorbuf);
	}

	/* if we had warnings, output them, but continue */
	if (romdata->warnings)
	{
		strcat(romdata->errorbuf, "WARNING: the game might not run correctly.");
		mame_printf_warning("%s\n", romdata->errorbuf);
	}
}
Example #2
0
void rom_exit(running_machine *machine)
{
	int i;

	/* free the memory allocated for various regions */
	for (i = 0; i < MAX_MEMORY_REGIONS; i++)
		free_memory_region(machine, i);

	/* close all hard drives */
	chd_close_all();
}
Example #3
0
static int display_rom_load_results(struct rom_load_data *romdata)
{
	int region;

	/* final status display */
	osd_display_loading_rom_message(NULL, romdata);

	/* only display if we have warnings or errors */
	if (romdata->warnings || romdata->errors)
	{
		extern int bailing;

		/* display either an error message or a warning message */
		if (romdata->errors)
		{
			strcat(romdata->errorbuf, "ERROR: required files are missing, the game cannot be run.\n");
			bailing = 1;
		}
		else
			strcat(romdata->errorbuf, "WARNING: the game might not run correctly.\n");

		/* display the result */
		printf("%s", romdata->errorbuf);

		/* if we're not getting out of here, wait for a keypress */
		if (!options.gui_host && !bailing)
		{
#if 0
			int k;

			/* loop until we get one */
			printf ("Press any key to continue\n");
			do
			{
				k = code_read_async();
			}
			while (k == CODE_NONE || k == KEYCODE_LCONTROL);
#endif

			/* bail on a control + C */
			if (keyboard_pressed(KEYCODE_LCONTROL) && keyboard_pressed(KEYCODE_C))
				return 1;
		}
	}

	/* clean up any regions */
	if (romdata->errors)
		for (region = 0; region < MAX_MEMORY_REGIONS; region++)
			free_memory_region(region);

	/* return true if we had any errors */
	return (romdata->errors != 0);
}
Example #4
0
static void init_machine(running_machine *machine)
{
	mame_private *mame = machine->mame_data;
	int num;

	/* initialize basic can't-fail systems here */
	cpuintrf_init(machine);
	sndintrf_init(machine);
	fileio_init(machine);
	config_init(machine);
	output_init(machine);
	state_init(machine);
	state_save_allow_registration(TRUE);
	drawgfx_init(machine);
	palette_init(machine);
	render_init(machine);
	ui_init(machine);
	generic_machine_init(machine);
	generic_video_init(machine);
	mame->rand_seed = 0x9d14abd7;

	/* initialize the base time (if not doing record/playback) */
	if (!Machine->record_file && !Machine->playback_file)
		time(&mame->base_time);
	else
		mame->base_time = 0;

	/* init the osd layer */
	if (osd_init(machine) != 0)
		fatalerror("osd_init failed");

	/* initialize the input system */
	/* this must be done before the input ports are initialized */
	if (code_init(machine) != 0)
		fatalerror("code_init failed");

	/* initialize the input ports for the game */
	/* this must be done before memory_init in order to allow specifying */
	/* callbacks based on input port tags */
	if (input_port_init(machine, machine->gamedrv->ipt) != 0)
		fatalerror("input_port_init failed");

	/* load the ROMs if we have some */
	/* this must be done before memory_init in order to allocate memory regions */
	rom_init(machine, machine->gamedrv->rom);

	/* initialize the timers and allocate a soft_reset timer */
	/* this must be done before cpu_init so that CPU's can allocate timers */
	timer_init(machine);
	mame->soft_reset_timer = timer_alloc(soft_reset);

	/* initialize the memory system for this game */
	/* this must be done before cpu_init so that set_context can look up the opcode base */
	if (memory_init(machine) != 0)
		fatalerror("memory_init failed");

	/* now set up all the CPUs */
	if (cpuexec_init(machine) != 0)
		fatalerror("cpuexec_init failed");
	if (cpuint_init(machine) != 0)
		fatalerror("cpuint_init failed");

#ifdef MESS
	/* initialize the devices */
	devices_init(machine);
#endif

	/* start the save/load system */
	saveload_init(machine);

	/* call the game driver's init function */
	/* this is where decryption is done and memory maps are altered */
	/* so this location in the init order is important */
	ui_set_startup_text("Initializing...", TRUE);
	if (machine->gamedrv->driver_init != NULL)
		(*machine->gamedrv->driver_init)(machine);

	/* start the audio system */
	if (sound_init(machine) != 0)
		fatalerror("sound_init failed");

	/* start the video hardware */
	if (video_init(machine) != 0)
		fatalerror("video_init failed");

	/* start the cheat engine */
	if (options.cheat)
		cheat_init(machine);

	/* call the driver's _START callbacks */
	if (machine->drv->machine_start != NULL && (*machine->drv->machine_start)(machine) != 0)
		fatalerror("Unable to start machine emulation");
	if (machine->drv->sound_start != NULL && (*machine->drv->sound_start)(machine) != 0)
		fatalerror("Unable to start sound emulation");
	if (machine->drv->video_start != NULL && (*machine->drv->video_start)(machine) != 0)
		fatalerror("Unable to start video emulation");

	/* free memory regions allocated with REGIONFLAG_DISPOSE (typically gfx roms) */
	for (num = 0; num < MAX_MEMORY_REGIONS; num++)
		if (mame->mem_region[num].flags & ROMREGION_DISPOSE)
			free_memory_region(machine, num);

#ifdef MAME_DEBUG
	/* initialize the debugger */
	if (machine->debug_mode)
		mame_debug_init(machine);
#endif
}