void running_machine::start() { // initialize basic can't-fail systems here config_init(*this); m_input = auto_alloc(*this, input_manager(*this)); output_init(*this); palette_init(*this); m_render = auto_alloc(*this, render_manager(*this)); generic_machine_init(*this); generic_sound_init(*this); // allocate a soft_reset timer m_soft_reset_timer = m_scheduler.timer_alloc(timer_expired_delegate(FUNC(running_machine::soft_reset), this)); // init the osd layer m_osd.init(*this); // create the video manager m_video = auto_alloc(*this, video_manager(*this)); ui_init(*this); // initialize the base time (needed for doing record/playback) ::time(&m_base_time); // initialize the input system and input ports for the game // this must be done before memory_init in order to allow specifying // callbacks based on input port tags time_t newbase = input_port_init(*this); if (newbase != 0) m_base_time = newbase; // intialize UI input ui_input_init(*this); // initialize the streams engine before the sound devices start m_sound = auto_alloc(*this, sound_manager(*this)); // first load ROMs, then populate memory, and finally initialize CPUs // these operations must proceed in this order rom_init(*this); memory_init(*this); watchdog_init(*this); // must happen after memory_init because this relies on generic.spriteram generic_video_init(*this); // allocate the gfx elements prior to device initialization gfx_init(*this); // initialize natural keyboard support inputx_init(*this); // initialize image devices image_init(*this); tilemap_init(*this); crosshair_init(*this); // initialize the debugger if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(*this); // 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(*this, "Initializing...", true); // start up the devices const_cast<device_list &>(devicelist()).start_all(); // if we're coming in with a savegame request, process it now const char *savegame = options().state(); if (savegame[0] != 0) schedule_load(savegame); // if we're in autosave mode, schedule a load else if (options().autosave() && (m_system.flags & GAME_SUPPORTS_SAVE) != 0) schedule_load("auto"); // set up the cheat engine m_cheat = auto_alloc(*this, cheat_manager(*this)); // disallow save state registrations starting here m_save.allow_registration(false); }
void running_machine::start() { /* initialize basic can't-fail systems here */ fileio_init(this); config_init(this); input_init(this); output_init(this); state_init(this); state_save_allow_registration(this, true); palette_init(this); render_init(this); ui_init(this); generic_machine_init(this); generic_video_init(this); generic_sound_init(this); /* 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(this); m_soft_reset_timer = timer_alloc(this, static_soft_reset, NULL); /* init the osd layer */ osd_init(this); /* initialize the base time (needed for doing record/playback) */ time(&m_base_time); /* initialize the input system and input ports for the game this must be done before memory_init in order to allow specifying callbacks based on input port tags */ time_t newbase = input_port_init(this, m_game.ipt); if (newbase != 0) m_base_time = newbase; /* intialize UI input */ ui_input_init(this); /* initialize the streams engine before the sound devices start */ streams_init(this); /* first load ROMs, then populate memory, and finally initialize CPUs these operations must proceed in this order */ rom_init(this); memory_init(this); watchdog_init(this); /* allocate the gfx elements prior to device initialization */ gfx_init(this); /* initialize natural keyboard support */ inputx_init(this); /* initialize image devices */ image_init(this); /* start up the devices */ m_devicelist.start_all(); /* 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(this, "Initializing...", true); if (m_game.driver_init != NULL) (*m_game.driver_init)(this); /* finish image devices init process */ image_postdevice_init(this); /* start the video and audio hardware */ video_init(this); tilemap_init(this); crosshair_init(this); sound_init(this); /* initialize the debugger */ if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(this); /* call the driver's _START callbacks */ if (m_config.m_machine_start != NULL) (*m_config.m_machine_start)(this); if (m_config.m_sound_start != NULL) (*m_config.m_sound_start)(this); if (m_config.m_video_start != NULL) (*m_config.m_video_start)(this); /* set up the cheat engine */ cheat_init(this); /* set up the hiscore engine */ hiscore_init(this); /* disallow save state registrations starting here */ state_save_allow_registration(this, false); }
int video_init(running_machine *machine) { int scrnum; add_exit_callback(machine, video_exit); /* reset globals */ memset(scrinfo, 0, sizeof(scrinfo)); /* configure all of the screens */ for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++) if (machine->drv->screen[scrnum].tag != NULL) { internal_screen_info *info = &scrinfo[scrnum]; screen_state *state = &machine->screen[scrnum]; /* configure the screen with the default parameters */ video_screen_configure(scrnum, state->width, state->height, &state->visarea, state->refresh); /* reset VBLANK timing */ info->vblank_time = sub_mame_times(time_zero, double_to_mame_time(Machine->screen[0].vblank)); /* register for save states */ state_save_register_item("video", scrnum, info->vblank_time.seconds); state_save_register_item("video", scrnum, info->vblank_time.subseconds); } /* create spriteram buffers if necessary */ if (machine->drv->video_attributes & VIDEO_BUFFERS_SPRITERAM) init_buffered_spriteram(); /* convert the gfx ROMs into character sets. This is done BEFORE calling the driver's */ /* palette_init() routine because it might need to check the machine->gfx[] data */ if (machine->drv->gfxdecodeinfo != NULL) allocate_graphics(machine->drv->gfxdecodeinfo); /* configure the palette */ palette_config(machine); /* actually decode the graphics */ if (machine->drv->gfxdecodeinfo != NULL) decode_graphics(machine->drv->gfxdecodeinfo); /* reset performance data */ last_fps_time = osd_ticks(); rendered_frames_since_last_fps = frames_since_last_fps = 0; performance.game_speed_percent = 100; performance.frames_per_second = machine->screen[0].refresh; performance.vector_updates_last_second = 0; /* reset video statics and get out of here */ pdrawgfx_shadow_lowpri = 0; leds_status = 0; /* initialize tilemaps */ if (tilemap_init(machine) != 0) fatalerror("tilemap_init failed"); /* create a render target for snapshots */ if (Machine->drv->screen[0].tag != NULL) { snap_bitmap = NULL; snap_target = render_target_alloc(layout_snap, RENDER_CREATE_SINGLE_FILE | RENDER_CREATE_HIDDEN); assert(snap_target != NULL); if (snap_target == NULL) return 1; render_target_set_layer_config(snap_target, 0); } /* create crosshairs */ crosshair_init(); return 0; }
void running_machine::start() { // initialize basic can't-fail systems here fileio_init(this); config_init(this); input_init(this); output_init(this); state_init(this); state_save_allow_registration(this, true); palette_init(this); render_init(this); ui_init(this); generic_machine_init(this); generic_video_init(this); generic_sound_init(this); // 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(this); m_soft_reset_timer = timer_alloc(this, static_soft_reset, NULL); // init the osd layer osd_init(this); // initialize the base time (needed for doing record/playback) time(&m_base_time); // initialize the input system and input ports for the game // this must be done before memory_init in order to allow specifying // callbacks based on input port tags time_t newbase = input_port_init(this, m_game.ipt); if (newbase != 0) m_base_time = newbase; // intialize UI input ui_input_init(this); // initialize the streams engine before the sound devices start streams_init(this); // first load ROMs, then populate memory, and finally initialize CPUs // these operations must proceed in this order rom_init(this); memory_init(this); watchdog_init(this); // allocate the gfx elements prior to device initialization gfx_init(this); // initialize natural keyboard support inputx_init(this); // initialize image devices image_init(this); // start up the devices m_devicelist.start_all(); // 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(this, "Initializing...", true); if (m_game.driver_init != NULL) (*m_game.driver_init)(this); // finish image devices init process image_postdevice_init(this); // start the video and audio hardware video_init(this); tilemap_init(this); crosshair_init(this); sound_init(this); // initialize the debugger if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(this); // call the driver's _START callbacks if (m_config.m_machine_start != NULL) (*m_config.m_machine_start)(this); if (m_config.m_sound_start != NULL) (*m_config.m_sound_start)(this); if (m_config.m_video_start != NULL) (*m_config.m_video_start)(this); // if we're coming in with a savegame request, process it now const char *savegame = options_get_string(&m_options, OPTION_STATE); if (savegame[0] != 0) schedule_load(savegame); // if we're in autosave mode, schedule a load else if (options_get_bool(&m_options, OPTION_AUTOSAVE) && (m_game.flags & GAME_SUPPORTS_SAVE) != 0) schedule_load("auto"); // set up the cheat engine if (options_get_bool(&m_options, OPTION_CHEAT)) cheat_init(this); // disallow save state registrations starting here state_save_allow_registration(this, false); }
void running_machine::start() { // initialize basic can't-fail systems here config_init(*this); m_input = auto_alloc(*this, input_manager(*this)); output_init(*this); palette_init(*this); m_render = auto_alloc(*this, render_manager(*this)); generic_machine_init(*this); // allocate a soft_reset timer m_soft_reset_timer = m_scheduler.timer_alloc(timer_expired_delegate(FUNC(running_machine::soft_reset), this)); // init the osd layer m_osd.init(*this); // create the video manager m_video = auto_alloc(*this, video_manager(*this)); ui_init(*this); // initialize the base time (needed for doing record/playback) ::time(&m_base_time); // initialize the input system and input ports for the game // this must be done before memory_init in order to allow specifying // callbacks based on input port tags time_t newbase = m_ioport.initialize(); if (newbase != 0) m_base_time = newbase; // intialize UI input ui_input_init(*this); // initialize the streams engine before the sound devices start m_sound = auto_alloc(*this, sound_manager(*this)); // first load ROMs, then populate memory, and finally initialize CPUs // these operations must proceed in this order rom_init(*this); m_memory.initialize(); // initialize the watchdog m_watchdog_timer = m_scheduler.timer_alloc(timer_expired_delegate(FUNC(running_machine::watchdog_fired), this)); if (config().m_watchdog_vblank_count != 0 && primary_screen != NULL) primary_screen->register_vblank_callback(vblank_state_delegate(FUNC(running_machine::watchdog_vblank), this)); save().save_item(NAME(m_watchdog_enabled)); save().save_item(NAME(m_watchdog_counter)); // allocate the gfx elements prior to device initialization gfx_init(*this); // initialize image devices image_init(*this); m_tilemap = auto_alloc(*this, tilemap_manager(*this)); crosshair_init(*this); network_init(*this); // initialize the debugger if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(*this); // 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(*this, "Initializing...", true); // register callbacks for the devices, then start them add_notifier(MACHINE_NOTIFY_RESET, machine_notify_delegate(FUNC(running_machine::reset_all_devices), this)); add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(running_machine::stop_all_devices), this)); save().register_presave(save_prepost_delegate(FUNC(running_machine::presave_all_devices), this)); start_all_devices(); save().register_postload(save_prepost_delegate(FUNC(running_machine::postload_all_devices), this)); // if we're coming in with a savegame request, process it now const char *savegame = options().state(); if (savegame[0] != 0) schedule_load(savegame); // if we're in autosave mode, schedule a load else if (options().autosave() && (m_system.flags & GAME_SUPPORTS_SAVE) != 0) schedule_load("auto"); // set up the cheat engine m_cheat = auto_alloc(*this, cheat_manager(*this)); // allocate autoboot timer m_autoboot_timer = scheduler().timer_alloc(timer_expired_delegate(FUNC(running_machine::autoboot_callback), this)); // initialize lua m_lua_engine.initialize(); // disallow save state registrations starting here m_save.allow_registration(false); }