コード例 #1
0
ファイル: main.cpp プロジェクト: ThePhoenixRises/daedalus
int main(int argc, char* argv[])
{
	if( Initialize() )
	{
#ifdef DAEDALUS_BATCH_TEST_ENABLED
		if( argc > 1 )
		{
			BatchTestMain( argc, argv );
		}
#else
		//Makes it possible to load a ROM directly without using the GUI
		//There are no checks for wrong file name so be careful!!!
		//Ex. from PSPLink -> ./Daedalus.prx "Roms/StarFox 64.v64" //Corn
		if( argc > 1 )
		{
			printf("Loading %s\n", argv[1] );
			System_Open( argv[1] );
			CPU_Run();
			System_Close();
			Finalise();
			sceKernelExitGame();
			return 0;
		}
#endif
		//Translate_Init();
		bool show_splash = true;
		for(;;)
		{
			DisplayRomsAndChoose( show_splash );
			show_splash = false;

			//
			// Commit the preferences and roms databases before starting to run
			//
			CRomDB::Get()->Commit();
			CPreferences::Get()->Commit();

			CPU_Run();
			System_Close();
		}

		Finalise();
	}

	sceKernelExitGame();
	return 0;
}
コード例 #2
0
ファイル: main.c プロジェクト: Nikolaj64/lolSnes
int main(void)
{
	int i;
	
	defaultExceptionHandler();
	
	irqEnable(IRQ_VBLANK);
	irqEnable(IRQ_HBLANK);
	
	irqSet(IRQ_VBLANK, vblank_idle);
	
	fifoSetValue32Handler(FIFO_USER_02, arm7print, NULL);
	fifoSetValue32Handler(FIFO_USER_03, sleepMode, NULL);
	
	//vramSetBankA(VRAM_A_LCD);
	videoSetMode(MODE_0_2D);

	// map some VRAM
	// bank C to ARM7, bank H for subscreen graphics
	*(vu8*)0x04000242 = 0x82;
	*(vu8*)0x04000248 = 0x81;
	
	videoSetModeSub(MODE_0_2D);
	consoleInit(NULL, 0, BgType_Text4bpp, BgSize_T_256x256, 2, 0, false, true);
	
	*(vu16*)0x0400100A = 0x0300;
	
	setBackdropColorSub(0x7C00);
	
	// configure BLDCNT so that backdrop becomes black
	*(vu16*)0x04001050 = 0x00E0;
	*(vu8*)0x04001054 = 16;
	
	// enable window 0 and disable color effects inside it
	*(vu16*)0x04001000 |= 0x2000;
	*(vu16*)0x04001048 = 0x001F;
	*(vu16*)0x0400104A = 0x003F;
	
	toggleConsole(false);
	
#ifdef NITROFS_ROM
	if (!nitroFSInit())
#else
	if (!fatInitDefault())
#endif
	{
		toggleConsole(true);
		iprintf("FAT init failed\n");
		return -1;
	}
	
	makeROMList();
	
	makeMenu();

	iprintf("lolSnes " VERSION " -- by Mega-Mario\n");
	
	for (;;)
	{
		if (keypress != 0x03FF)
		{
			if (!(keypress & 0x0040)) // up
			{
				menusel--;
				if (menusel < 0) menusel = 0;
				if (menusel < menuscroll) menuscroll = menusel;
				makeMenu();
			}
			else if (!(keypress & 0x0080)) // down
			{
				menusel++;
				if (menusel > nfiles-1) menusel = nfiles-1;
				if (menusel-21 > menuscroll) menuscroll = menusel-21;
				makeMenu();
			}
			else if ((keypress & 0x0003) != 0x0003) // A/B
			{
				strncpy(fullpath, "snes/", 5);
				strncpy(fullpath + 5, &filelist[menusel << 8], 256);
				
				if (!Mem_LoadROM(fullpath))
				{
					iprintf("ROM loading failed\n");
					continue;
				}
				
				*(vu16*)0x04001000 &= 0xDFFF;
				toggleConsole(true);
				iprintf("ROM loaded, running\n");

				CPU_Reset();
				fifoSendValue32(FIFO_USER_01, 1);
				
				swiWaitForVBlank();
				fifoSendValue32(FIFO_USER_01, 2);
				
				irqSet(IRQ_VBLANK, vblank);
				irqSet(IRQ_HBLANK, PPU_HBlank);

				swiWaitForVBlank();
				CPU_Run();
			}
			
			keypress = 0x03FF;
		}
		
		swiWaitForVBlank();
	}

	return 0;
}
コード例 #3
0
void BatchTestMain( int argc, char* argv[] )
{
	// TODO: Allow other directories and configuration
#ifdef DAEDALUS_PSP
	const char * const romdir = "host1:/";
#else
	const char * const romdir = g_DaedalusConfig.mRomsDir;
#endif

	bool	random_order( false );		// Whether to randomise the order of processing, to help avoid hangs
	bool	update_results( false );	// Whether to update existing results
	s32		run_id( -1 );				// New run by default

	for(int i = 1; i < argc; ++i )
	{
		const char * arg( argv[i] );
		if( *arg == '-' )
		{
			++arg;
			if( strcmp( arg, "rand" ) == 0 || strcmp( arg, "random" ) == 0 )
			{
				random_order = true;
			}
			else if( strcmp( arg, "u" ) == 0 || strcmp( arg, "update" ) == 0 )
			{
				update_results = true;
			}
			else if( strcmp( arg, "r" ) == 0 || strcmp( arg, "run" ) == 0 )
			{
				if( i+1 < argc )
				{
					++i;	// Consume next arg
					run_id = atoi( argv[i] );
				}
			}
		}
	}

	IO::Filename batchdir;
	Dump_GetDumpDirectory( batchdir, "batch" );

	IO::Filename rundir;
	if( run_id < 0 )
	{
		if( !MakeRunDirectory( rundir, batchdir ) )
		{
			printf( "Couldn't start a new run\n" );
			return;
		}
	}
	else
	{
		SprintRunDirectory( rundir, batchdir, run_id );
		if( !IO::Directory::IsDirectory( rundir ) )
		{
			printf( "Couldn't resume run %d\n", run_id );
			return;
		}
	}

	gBatchTestEventHandler = new CBatchTestEventHandler();

	IO::Filename logpath;
	MakeNewLogFilename( logpath, rundir );
	gBatchFH = fopen(logpath, "w");
	if( !gBatchFH )
	{
		printf( "Unable to open '%s' for writing", logpath );
		return;
	}

	std::vector< std::string > roms;
	MakeRomList( romdir, roms );

	u64 time;
	if( NTiming::GetPreciseTime( &time ) )
		srand( (int)time );

	CTimer	timer;

	//	Set up an assert hook to capture all asserts
	SetAssertHook( BatchAssertHook );

	// Hook in our Vbl handler.
	CPU_RegisterVblCallback( &BatchVblHandler, NULL );

	IO::Filename tmpfilepath;
	IO::Path::Combine( tmpfilepath, rundir, "tmp.tmp" );

	while( !roms.empty() )
	{
		gBatchTestEventHandler->Reset();

		u32 idx( 0 );

		// Picking roms in a random order means we can work around roms which crash the emulator a little more easily
		if( random_order )
			idx = rand() % roms.size();

		std::string	r;
		r.swap( roms[idx] );
		roms.erase( roms.begin() + idx );

		// Make a filename of the form: '<rundir>/<romfilename>.txt'
		IO::Filename rom_logpath;
		IO::Path::Combine( rom_logpath, rundir, IO::Path::FindFileName( r.c_str() ) );
		IO::Path::SetExtension( rom_logpath, ".txt" );

		bool	result_exists( IO::File::Exists( rom_logpath ) );

		if( !update_results && result_exists )
		{
			// Already exists, skip
			fprintf( gBatchFH, "\n\n%#.3f: Skipping %s - log already exists\n", timer.GetElapsedSecondsSinceReset(), r.c_str() );
		}
		else
		{
			fprintf( gBatchFH, "\n\n%#.3f: Processing: %s\n", timer.GetElapsedSecondsSinceReset(), r.c_str() );

			gRomLogFH = fopen( tmpfilepath, "w" );
			if( !gRomLogFH )
			{
				fprintf( gBatchFH, "#%.3f: Unable to open temp file\n", timer.GetElapsedSecondsSinceReset() );
			}
			else
			{
				fflush( gBatchFH );

				// TODO: use ROM_GetRomDetailsByFilename and the alternative form of ROM_LoadFile with overridden preferences (allows us to test if roms break by changing prefs)
				System_Open( r.c_str() );

				CPU_Run();

				System_Close();

				const char * reason( CBatchTestEventHandler::GetTerminationReasonString( gBatchTestEventHandler->GetTerminationReason() ) );

				fprintf( gBatchFH, "%#.3f: Finished running: %s - %s\n", timer.GetElapsedSecondsSinceReset(), r.c_str(), reason );

				// Copy temp file over rom_logpath
				gBatchTestEventHandler->PrintSummary( gRomLogFH );
				fclose( gRomLogFH );
				gRomLogFH = NULL;
				if( result_exists )
				{
					IO::File::Delete( rom_logpath );
				}
				if( !IO::File::Move( tmpfilepath, rom_logpath ) )
				{
					fprintf( gBatchFH, "%#.3f: Coping %s -> %s failed\n", timer.GetElapsedSecondsSinceReset(), tmpfilepath, rom_logpath );
				}
			}

		}

	}

	CPU_UnregisterVblCallback( &BatchVblHandler, NULL );
	SetAssertHook( NULL );

	fclose( gBatchFH );
	gBatchFH = NULL;

	delete gBatchTestEventHandler;
	gBatchTestEventHandler = NULL;
}
コード例 #4
0
ファイル: main.c プロジェクト: maorninja322/blargSnes
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)