int main(int argc, char** argv) { #ifdef _3DS UNUSED(_mPerfShutdown); gfxInitDefault(); osSetSpeedupEnable(true); consoleInit(GFX_BOTTOM, NULL); if (!allocateRomBuffer()) { return 1; } #elif defined(__SWITCH__) UNUSED(_mPerfShutdown); gfxInitDefault(); consoleInit(NULL); #else signal(SIGINT, _mPerfShutdown); #endif int didFail = 0; struct mLogger logger = { .log = _log }; mLogSetDefaultLogger(&logger); struct PerfOpts perfOpts = { false, false, false, 0, 0, 0, false }; struct mSubParser subparser = { .usage = PERF_USAGE, .parse = _parsePerfOpts, .extraOptions = PERF_OPTIONS, .opts = &perfOpts }; struct mArguments args = {}; bool parsed = parseArguments(&args, argc, argv, &subparser); if (!args.fname) { parsed = false; } if (!parsed || args.showHelp) { usage(argv[0], PERF_USAGE); didFail = !parsed; goto cleanup; } if (args.showVersion) { version(argv[0]); goto cleanup; } if (perfOpts.savestate) { _savestate = VFileOpen(perfOpts.savestate, O_RDONLY); free(perfOpts.savestate); } _outputBuffer = malloc(256 * 256 * 4); if (perfOpts.csv) { puts("game_code,frames,duration,renderer"); } if (perfOpts.server) { didFail = !_mPerfRunServer(args.fname, &args, &perfOpts); } else { didFail = !_mPerfRunCore(args.fname, &args, &perfOpts); } free(_outputBuffer); if (_savestate) { _savestate->close(_savestate); } cleanup: freeArguments(&args); #ifdef _3DS gfxExit(); acExit(); #elif defined(__SWITCH__) gfxExit(); #endif return didFail; }
int main() { hasSound = !csndInit(); rotation.d.sample = _sampleRotation; rotation.d.readTiltX = _readTiltX; rotation.d.readTiltY = _readTiltY; rotation.d.readGyroZ = _readGyroZ; stream.postVideoFrame = 0; stream.postAudioFrame = 0; stream.postAudioBuffer = _postAudioBuffer; if (!allocateRomBuffer()) { return 1; } if (hasSound) { audioLeft = linearAlloc(AUDIO_SAMPLES * sizeof(int16_t)); audioRight = linearAlloc(AUDIO_SAMPLES * sizeof(int16_t)); } sf2d_init(); sf2d_set_clear_color(0); tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM); memset(tex->data, 0, 256 * 256 * 2); sdmcArchive = (FS_archive) { ARCH_SDMC, (FS_path) { PATH_EMPTY, 1, (const u8*)"" }, 0, 0 }; FSUSER_OpenArchive(0, &sdmcArchive); logFile = VFileOpen("/mgba.log", O_WRONLY | O_CREAT | O_TRUNC); struct GUIFont* font = GUIFontCreate(); if (!font) { goto cleanup; } struct GBAGUIRunner runner = { .params = { 320, 240, font, "/", _drawStart, _drawEnd, _pollInput, 0, 0, GUI_PARAMS_TRAIL }, .setup = _setup, .teardown = 0, .gameLoaded = _gameLoaded, .gameUnloaded = _gameUnloaded, .prepareForFrame = 0, .drawFrame = _drawFrame, .pollGameInput = _pollGameInput }; GBAGUIInit(&runner, 0); GBAGUIRunloop(&runner); GBAGUIDeinit(&runner); cleanup: linearFree(renderer.outputBuffer); if (logFile) { logFile->close(logFile); } sf2d_free_texture(tex); sf2d_fini(); if (hasSound) { linearFree(audioLeft); linearFree(audioRight); } csndExit(); return 0; }