Exemple #1
0
int
main(int argc, char **argv)
{
  int arg_idx = 1;
  fileio_prop_t *prop;

  if ((argc < 3) || (argc > 4))
    {
      printf("usage: %s [-1] infile outfile\n", argv[0]);
      exit(1);
    }

  fileio_init();

  if (strcmp(argv[1], "-1") == 0)
    {
      fileio_set_kctype(FILEIO_KC85_1);
      arg_idx++;
    }

  if (fileio_load_file(argv[arg_idx], &prop) < 0)
    {
      printf("can't load file '%s'\n", argv[arg_idx]);
      return 1;
    }

  if (fileio_save_wav_prop(argv[arg_idx + 1], prop) < 0)
    {
      printf("can't save file '%s'\n", argv[arg_idx + 1]);
      return 1;
    }

  return 0;
}
Exemple #2
0
/*
 * listings_init
 *
 * Module initialization.
 */
lstgctx_t
listings_init (scopectx_t kwdscope, logctx_t logctx)
{
    lstgctx_t ctx = malloc(sizeof(struct lstgctx_s));
    name_t *onp, *offp;
    int i;

    if (ctx != 0) {
        memset(ctx, 0, sizeof(struct lstgctx_s));
        ctx->cur_state = &ctx->main_state;
        ctx->fio = fileio_init(logctx);
        memset(ctx->header1, ' ', sizeof(ctx->header1));
        memcpy(ctx->header1+PAGENO_POS, "Page", 4);
        memset(ctx->header2, ' ', sizeof(ctx->header2));
        ctx->main_state.listopts[LISTOPT_SRC] = 1;
    }

    for (i = 0; i < sizeof(loptswitch)/sizeof(loptswitch[0]); i++) {
        if (i == 1 || i == 4) { // REQUIRE and LIBRARY
            value_toggle_declare(kwdscope, &loptswitch[i], listopt_handler, ctx, i, 0, &offp);
        } else {
            value_toggle_declare(kwdscope, &loptswitch[i], listopt_handler, ctx, i,
                                 &onp, &offp);
        }
    }
    switch_special_declare(kwdscope, LEXTYPE_SWITCH_LIST, list_switch_handler, ctx);

    return ctx;

} /* listings_init */
Exemple #3
0
/*
 * blissc_init
 *
 * Initializes the driver, setting up the context block.
 * This should be first routine called by a driver program.
 */
blissc_driverctx_t
blissc_init (jmp_buf retenv)
{
    blissc_driverctx_t ctx;

    ctx = malloc(sizeof(struct blissc_driverctx_s));
    if (ctx == 0) return 0;
    memset(ctx, 0, sizeof(struct blissc_driverctx_s));
    ctx->strctx = strings_init();
    ctx->logctx = logging_init(retenv);
    ctx->fioctx = fileio_init(ctx->logctx);
    ctx->outtype = BLISS_K_OUTPUT_OBJECT;
    ctx->optlevel = -1; // unset

    return ctx;

} /* blissc_init */
Exemple #4
0
void realmain(int argc, char **argv)
{
	char b[256];
	struct stat statbuf;
	/* vars from oldmain */
	buffer *buf = NULL;
	char path[1024];
	int i;

	setlocale(LC_NUMERIC, "C");
	common_init("Egon Animator %s. No Warranty");

	sprintf(b, "%s/%ld", siag_basedir, (long)getpid());
	mkdir(b, 0700);
	sprintf(b, "%s/egon.scm", siag_basedir);
	egonrc = MwStrdup(b);

	init_interpreters();
	siod_interpreter = init_parser(argc, argv);
	init_python_parser();
	init_guile_parser();
	init_ruby_parser();
	waitforchild(0);

	init_position();
	init_cmds();

	buf = new_buffer("noname.egon", "noname.egon");

	sprintf(path, "%s/egon/egon.scm", datadir);
	if (stat(path, &statbuf)) {
		fprintf(stderr, "Can't find the runtime library (egon.scm).\n");
		fprintf(stderr, "Expected it in %s\n", path);
		fprintf(stderr, "SIAGHOME (if set) is '%s'\n", datadir);
		fprintf(stderr, "Please read installation instructions.\n");
		exit(EXIT_FAILURE);
	}

	setvar(cintern("libdir"), strcons(-1, libdir), NIL);
	setvar(cintern("datadir"), strcons(-1, datadir), NIL);
	setvar(cintern("docdir"), strcons(-1, docdir), NIL);

	/* load runtime library */
	sprintf(b, "(load \"%s/egon/egon.scm\")", datadir);
	execute(b);

	init_windows(buf, &argc, argv);
	setlocale(LC_NUMERIC, "C");	/* possibly hosed by X */

	/* load user customizations, if any */
	if (!stat(egonrc, &statbuf)) {
		sprintf(b, "(load \"%s\")", egonrc);
		execute(b);
	}

	execute("(init-windows)");
	execute("(create-menus)");

	fileio_init();
	for (i = 1; i < argc; i++) {
		if (argv[i][0] != '-') {
			strcpy(path, argv[i]);
			free_buffer(w_list->buf);
			buf = new_buffer(buffer_name(argv[i]), path);
			loadmatrix(path, buf, guess_file_format(path));
			buf->change = FALSE;
			w_list->buf = buf;
		}
	}
	pr_scr_flag = TRUE;

	execute("(popup-editor)");
	/* this works, for reasons beyond my comprehension */
	execute("(print-version)");
	execute("(print-version)");
	activate_window(w_list);
#ifdef HAVE_LIBTCL
	Tcl_Main(argc, argv, Tcl_AppInit);
#else
	mainloop();
#endif
}
Exemple #5
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);

	/* 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);
}
Exemple #6
0
int main (int argc, char *argv[])
{
	const char *snapshot;
	atexit(shutdown_sdl);
	if (SDL_Init(
#ifdef __EMSCRIPTEN__
		// It seems there is an issue with emscripten SDL2: SDL_Init does not work if TIMER and/or HAPTIC is tried to be intialized or just "EVERYTHING" is used!!
		SDL_INIT_EVERYTHING & ~(SDL_INIT_TIMER | SDL_INIT_HAPTIC)
#else
		SDL_INIT_EVERYTHING
#endif
	) != 0) {
		ERROR_WINDOW("Fatal SDL initialization problem: %s", SDL_GetError());
		return 1;
	}
	if (config_init(argc, argv)) {
#ifdef __EMSCRIPTEN__
		ERROR_WINDOW("Error with config parsing. Please check the (javascript) console of your browser to learn about the error.");
#endif
		return 1;
	}
	guarded_exit = 1;	// turn on guarded exit, with custom de-init stuffs
	DEBUGPRINT("EMU: sleeping = \"%s\", timing = \"%s\"" NL,
		__SLEEP_METHOD_DESC, __TIMING_METHOD_DESC
	);
	fileio_init(
#ifdef __EMSCRIPTEN__
		"/",
#else
		app_pref_path,
#endif
	"files");
	if (screen_init())
		return 1;
	if (xepgui_init())
		return 1;
	audio_init(config_getopt_int("audio"));
	z80ex_init();
	set_ep_cpu(CPU_Z80);
	ep_pixels = nick_init();
	if (ep_pixels == NULL)
		return 1;
	snapshot = config_getopt_str("snapshot");
	if (strcmp(snapshot, "none")) {
		if (ep128snap_load(snapshot))
			snapshot = NULL;
	} else
		snapshot = NULL;
	if (!snapshot) {
		if (roms_load())
			return 1;
		primo_rom_seg = primo_search_rom();
		ep_set_ram_config(config_getopt_str("ram"));
	}
	mouse_setup(config_getopt_int("mousemode"));
	ep_reset();
	kbd_matrix_reset();
	joy_sdl_event(NULL); // this simply inits joy layer ...
#ifdef CONFIG_SDEXT_SUPPORT
	if (!snapshot)
		sdext_init();
#endif
#ifdef CONFIG_EXDOS_SUPPORT
	wd_exdos_reset();
	wd_attach_disk_image(config_getopt_str("wdimg"));
#endif
#ifdef CONFIG_W5300_SUPPORT
	w5300_init(NULL);
#endif
	ticks = SDL_GetTicks();
	balancer = 0;
	set_cpu_clock(DEFAULT_CPU_CLOCK);
	emu_timekeeping_start();
	audio_start();
	if (config_getopt_int("fullscreen"))
		screen_set_fullscreen(1);
	DEBUGPRINT(NL "EMU: entering into main emulation loop" NL);
	sram_ready = 1;
	if (strcmp(config_getopt_str("primo"), "none") && !snapshot) {
		// TODO: da stuff ...
		primo_emulator_execute();
		OSD("Primo Emulator Mode");
	}
	if (snapshot)
		ep128snap_set_cpu_and_io();
	console_monitor_ready();	// OK to run monitor on console now!
#ifdef __EMSCRIPTEN__
	emscripten_set_main_loop(xep128_emulation, 50, 1);
#else
	for (;;)
		xep128_emulation();
#endif
	printf("EXITING FROM main()?!" NL);
	return 0;
}
Exemple #7
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);
}
Exemple #8
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
}