//返回值:0,执行OK; // 其他,错误代码 u8 nes_main(GContext *ctx) { u16 offset=0; u8 res; NesHeader *neshreader = (NesHeader *) rom_file; //由于NES文件头类型以0x1A结束,(0x1a是Ctrl+Z,这是模拟文件结束的符号) //所以使用strcncmp比较前3个字节。 if(strncmp(neshreader->filetype, "NES", 3) != 0) { APP_LOG(APP_LOG_LEVEL_INFO, "\r\n文件未加载或文件类型错误, NES模拟器退出。"); return 1; }else { APP_LOG(APP_LOG_LEVEL_INFO, "\r\n文件加载完成。"); APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 16kB ROM 的数目: %d", neshreader->romnum); APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 8kB VROM 的数目: %d", neshreader->vromnum); if((neshreader->romfeature & 0x01) == 0){ APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 水平镜像"); }else{ APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 垂直镜像"); } if((neshreader->romfeature & 0x02) == 0){ APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 无记忆SRAM"); }else{ APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 有记忆SRAM"); } if((neshreader->romfeature & 0x04) == 0) { APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 无512字节的trainer($7000-$71FF)"); }else { offset=512; APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 有512字节的trainer(ROM格式暂不支持)"); } if((neshreader->romfeature & 0x08) == 0){ APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 2屏幕VRAM布局"); }else{ APP_LOG(APP_LOG_LEVEL_INFO, "\r\n 4屏幕VRAM布局(暂不支持)"); } APP_LOG(APP_LOG_LEVEL_INFO, "\r\n iNES Mapper Numbers: %d", (neshreader->rommappernum & 0xF0)|( neshreader->romfeature >> 4)); } res=nes_mem_creat();//申请内存 if(res==0)//申请成功了.则运行游戏 { //初始化nes 模拟器 init6502mem(0, //exp_rom 0, //sram 由卡类型决定, 暂不支持 ((u8*)&rom_file[offset+0x10]), //prg_rombank, 存储器大小 由卡类型决定 neshreader->romnum );//初始化6502存储器镜像 reset6502();//复位 PPU_Init(((u8*)&rom_file[offset+0x10] + (neshreader->romnum * 0x4000)), (neshreader->romfeature & 0x01));//PPU_初始化 NES_JoyPadInit(); NesFrameCycle(ctx);//模拟器循环执行 } nes_mem_delete();//释放内存 return res; }
int main() { int i, x, y; touchPosition lastTouch; u32 repeatkeys = 0; int repeatstate = 0; int repeatcount = 0; running = 0; pause = 0; exitemu = 0; PPU_Init(); srvInit(); aptInit(); aptOpenSession(); APT_SetAppCpuTimeLimit(NULL, 30); // enables syscore usage aptCloseSession(); gfxInit(); hidInit(NULL); fsInit(); GPU_Init(NULL); gpuCmdSize = 0x40000; gpuCmd = (u32*)linearAlloc(gpuCmdSize*4); GPU_Reset(gxCmdBuf, gpuCmd, gpuCmdSize); shader = SHDR_ParseSHBIN((u32*)blarg_shbin, blarg_shbin_size); GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201); gfxSwapBuffersGpu(); UI_SetFramebuffer(gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL)); BorderTex = (u32*)linearAlloc(512*256*4); MainScreenTex = (u32*)linearAlloc(512*256*4); SubScreenTex = (u32*)linearAlloc(512*256*4); BrightnessTex = (u8*)linearAlloc(8*256); borderVertices = (float*)linearAlloc(5*3 * 2 * sizeof(float)); screenVertices = (float*)linearAlloc(7*3 * 2 * sizeof(float)); float* fptr = &vertexList[0]; for (i = 0; i < 5*3*2; i++) borderVertices[i] = *fptr++; for (i = 0; i < 7*3*2; i++) screenVertices[i] = *fptr++; sdmcArchive = (FS_archive){0x9, (FS_path){PATH_EMPTY, 1, (u8*)""}}; FSUSER_OpenArchive(NULL, &sdmcArchive); if (!LoadBorder("/blargSnesBorder.bmp")) CopyBitmapToTexture(defaultborder, BorderTex, 400, 240, 0xFF, 0, 64, true); CopyBitmapToTexture(screenfill, PPU_MainBuffer, 256, 224, 0, 16, 64, false); memset(PPU_SubBuffer, 0, 256*256*4); memset(PPU_Brightness, 0xFF, 224); UI_Switch(&UI_ROMMenu); svcCreateEvent(&SPCSync, 0); aptSetupEventHandler(); APP_STATUS status; while((status = aptGetStatus()) != APP_EXITING) { if(status == APP_RUNNING) { svcSignalEvent(SPCSync); hidScanInput(); u32 press = hidKeysDown(); u32 held = hidKeysHeld(); u32 release = hidKeysUp(); GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0); RenderTopScreen(); GPUCMD_Finalize(); GPUCMD_Run(gxCmdBuf); if (running) { // emulate CPU_Run(); // runs the SNES for one frame. Handles PPU rendering. // SRAM autosave check // TODO: also save SRAM under certain circumstances (pausing, returning to home menu, etc) framecount++; if (!(framecount & 7)) SNES_SaveSRAM(); } else { // update UI if (held & KEY_TOUCH) { hidTouchRead(&lastTouch); UI_Touch(true, lastTouch.px, lastTouch.py); held &= ~KEY_TOUCH; } else if (release & KEY_TOUCH) { UI_Touch(false, lastTouch.px, lastTouch.py); release &= ~KEY_TOUCH; } if (press) { UI_ButtonPress(press); // key repeat repeatkeys = press & (KEY_UP|KEY_DOWN|KEY_LEFT|KEY_RIGHT); repeatstate = 1; repeatcount = 15; } else if (held == repeatkeys) { repeatcount--; if (!repeatcount) { repeatcount = 7; if (repeatstate == 2) UI_ButtonPress(repeatkeys); else repeatstate = 2; } } } UI_SetFramebuffer(gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL)); UI_Render(); /*GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0); RenderTopScreen(); GPUCMD_Finalize(); GPUCMD_Run(gxCmdBuf);*/ // flush the bottomscreen cache while the PICA200 is busy rendering GSPGPU_FlushDataCache(NULL, gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x38400); // wait for the PICA200 to finish drawing gspWaitForP3D(); // copy new screen textures // SetDisplayTransfer with flags=2 converts linear graphics to the tiled format used for textures GX_SetDisplayTransfer(gxCmdBuf, PPU_MainBuffer, 0x01000200, MainScreenTex, 0x01000200, 0x2); gspWaitForPPF(); GX_SetDisplayTransfer(gxCmdBuf, PPU_SubBuffer, 0x01000200, SubScreenTex, 0x01000200, 0x2); gspWaitForPPF(); // copy brightness. // TODO do better u8* bptr = BrightnessTex; for (i = 0; i < 224;) { u32 pixels = *(u32*)&PPU_Brightness[i]; i += 4; *bptr = (u8)pixels; pixels >>= 8; bptr += 2; *bptr = (u8)pixels; pixels >>= 8; bptr += 6; *bptr = (u8)pixels; pixels >>= 8; bptr += 2; *bptr = (u8)pixels; pixels >>= 8; bptr += 22; } // transfer the final color buffer to the LCD and clear it // we can mostly overlap those two operations GX_SetDisplayTransfer(gxCmdBuf, gpuOut, 0x019001E0, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 0x019001E0, 0x01001000); svcSleepThread(20000); GX_SetMemoryFill(gxCmdBuf, gpuOut, 0x404040FF, &gpuOut[0x2EE00], 0x201, gpuDOut, 0x00000000, &gpuDOut[0x2EE00], 0x201); gspWaitForPPF(); gspWaitForPSC0(); gspWaitForEvent(GSPEVENT_VBlank0, false); gfxSwapBuffersGpu(); } else if(status == APP_SUSPENDING)