예제 #1
0
void LoadState(void)
{
	FILE *st=NULL;
	char *fname;

        if(geniestage==1)
        {
         FCEU_DispMessage("Cannot load FCS in GG screen.");
         return;
        }

	fname = FCEU_MakeFName(FCEUMKF_STATE,CurrentState,0);
	st=fopen(fname,"rb");
	free(fname);

	if (st)
	{
	 FCEUSS_LoadFP(st, 0);
	 fclose(st);
	}
	else
	{
	 FCEU_DispMessage("State %d load error (no file).",CurrentState);
	 SaveStateStatus[CurrentState]=0;
	}
}
예제 #2
0
파일: state.c 프로젝트: RuiVarela/rengine
void FCEUSS_Save(char *fname)
{
  FILE *st=NULL;
  char *fn;

  if(geniestage==1)
  {
   FCEU_DispMessage("Cannot save FCS in GG screen.");
   return;
  }

  if(fname)
   st=FCEUD_UTF8fopen(fname, "wb");
  else
  {
   st=FCEUD_UTF8fopen(fn=FCEU_MakeFName(FCEUMKF_STATE,CurrentState,0),"wb");
   free(fn);
  }

  if(st == NULL)
  {
   FCEU_DispMessage("State %d save error.",CurrentState);
   return;
  }

  FCEUSS_SaveFP(st);

  SaveStateStatus[CurrentState]=1;
  fclose(st);
  FCEU_DispMessage("State %d saved.",CurrentState);
}
예제 #3
0
파일: state.c 프로젝트: CatalystG/fceu-next
void FCEUSS_Save(char *fname) {
	MEM_TYPE *st = NULL;
	char *fn;

	if (geniestage == 1) {
		FCEU_DispMessage("Cannot save FCS in GG screen.");
		return;
	}

#ifdef HAVE_MEMSTREAM
	st = memstream_open(1);
#else
	if (fname)
		st = FCEUD_UTF8fopen(fname, "wb");
	else {
		st = FCEUD_UTF8fopen(fn = FCEU_MakeFName(FCEUMKF_STATE, CurrentState, 0), "wb");
		free(fn);
	}

	if (st == NULL) {
		FCEU_DispMessage("State %d save error.", CurrentState);
		return;
	}
#endif

	FCEUSS_SaveFP(st);

	SaveStateStatus[CurrentState] = 1;
	fclose(st);
#ifndef HAVE_MEMSTREAM
	FCEU_DispMessage("State %d saved.", CurrentState);
#endif
}
예제 #4
0
static void ReallySnap(void)
{
	int x=SaveSnapshot();
	if(!x)
		FCEU_DispMessage("Error saving screen snapshot.",0);
	else
		FCEU_DispMessage("Screen snapshot %d saved.",0,x-1);
}
예제 #5
0
void SaveState(void)
{
	FILE *st=NULL;
	char *fname;

	TempAddrT=TempAddr;
	RefreshAddrT=RefreshAddr;

	if(geniestage==1)
	{
	 FCEU_DispMessage("Cannot save FCS in GG screen.");
	 return;
        }

	 fname = FCEU_MakeFName(FCEUMKF_STATE,CurrentState,0);
	 st=fopen(fname,"wb");
	 free(fname);

	 if(st!=NULL)
	 {
	  static uint32 totalsize;
	  static uint8 header[16]="FCS";
	  memset(header+4,0,13);
	  header[3]=VERSION_NUMERIC;
	  fwrite(header,1,16,st);

#ifdef ASM_6502
          asmcpu_pack();
#endif
	  totalsize=WriteStateChunk(st,1,SFCPU);
	  totalsize+=WriteStateChunk(st,2,SFCPUC);
	  totalsize+=WriteStateChunk(st,3,FCEUPPU_STATEINFO);
	  totalsize+=WriteStateChunk(st,4,FCEUCTRL_STATEINFO);
	  totalsize+=WriteStateChunk(st,5,SFSND);


	  if(SPreSave) SPreSave();
	  totalsize+=WriteStateChunk(st,0x10,SFMDATA);
	  if(SPostSave) SPostSave();

	  fseek(st,4,SEEK_SET);
	  write32(totalsize,st);
	  SaveStateStatus[CurrentState]=1;
	  fclose(st);
#ifdef GP2X
	  sync();
#endif
	  FCEU_DispMessage("State %d saved.",CurrentState);
	 }
	 else
	  FCEU_DispMessage("State %d save error.",CurrentState);
}
예제 #6
0
/**
 * Toggles the sound on or off.
 */
void FCEUD_SoundToggle(void) {
    if (s_mute) {
        int soundvolume;
        g_config->getOption("SDL.SoundVolume", &soundvolume);

        s_mute = 0;
        FCEUI_SetSoundVolume(soundvolume);
        FCEU_DispMessage("Sound mute off.", 0);
    } else {
        s_mute = 1;
        FCEUI_SetSoundVolume(0);
        FCEU_DispMessage("Sound mute on.", 0);
    }
}
예제 #7
0
void FCEUD_SoundToggle(void)
{
	if(mute)
	{
		mute=0;
		FCEUI_SetSoundVolume(soundvolume);
		FCEU_DispMessage("Sound mute off.");
	}
	else
	{
		mute=1;
		FCEUI_SetSoundVolume(0);
		FCEU_DispMessage("Sound mute on.");
	}
}
예제 #8
0
/**
 * Set the emulation speed throttling to a specific value.
 */
void
FCEUD_SetEmulationSpeed(int cmd)
{
    MaxSpeed = false;
    
    switch(cmd) {
    case EMUSPEED_SLOWEST:
        g_fpsScale = Slowest;
        break;
    case EMUSPEED_SLOWER:
        DecreaseEmulationSpeed();
        break;
    case EMUSPEED_NORMAL:
        g_fpsScale = Normal;
        break;
    case EMUSPEED_FASTER:
        IncreaseEmulationSpeed();
        break;
    case EMUSPEED_FASTEST:
        g_fpsScale = Fastest;
        MaxSpeed = true;
        break;
    default:
        return;
    }

    RefreshThrottleFPS();

    FCEU_DispMessage("emulation speed %.1f%%",0, g_fpsScale*100.0);
}
예제 #9
0
/**
 * Adjust the volume either down (-1), up (1), or to the default (0).
 * Unmutes if mute was active before.
 */
void FCEUD_SoundVolumeAdjust(int n) {
    int soundvolume;
    g_config->getOption("SDL.SoundVolume", &soundvolume);

    switch (n) {
    case -1:
        soundvolume -= 10;
        if (soundvolume < 0) {
            soundvolume = 0;
        }
        break;
    case 0:
        soundvolume = 100;
        break;
    case 1:
        soundvolume += 10;
        if (soundvolume > 150) {
            soundvolume = 150;
        }
        break;
    }

    s_mute = 0;
    FCEUI_SetSoundVolume(soundvolume);
    g_config->setOption("SDL.SoundVolume", soundvolume);

    FCEU_DispMessage("Sound volume %d.", soundvolume);
}
예제 #10
0
int FCEUSS_LoadFP(FILE *st, int make_backup)
{
	int x;
	if(st!=NULL)
	{
	 uint8 header[16];

         fread(&header,1,16,st);
         if(memcmp(header,"FCS",3))
         {
          fseek(st,0,SEEK_SET);
          if(!LoadStateOld(st))
           goto lerror;
          goto okload;
         }
         stateversion=header[3];
	 if(stateversion<53)
	 FixOldSaveStateSFreq();
	 x=ReadStateChunks(st);
	 if(GameStateRestore) GameStateRestore(header[3]);
	 if(x)
	 {
	  okload:
          TempAddr=TempAddrT;
          RefreshAddr=RefreshAddrT;

	  SaveStateStatus[CurrentState]=1;
	  FCEU_DispMessage("State %d loaded.",CurrentState);
	  SaveStateStatus[CurrentState]=1;
	 }
	 else
	 {
	  SaveStateStatus[CurrentState]=1;
	  FCEU_DispMessage("Error(s) reading state %d!",CurrentState);
	 }
	}
	else
	{
	 lerror:
	 FCEU_DispMessage("State %d load error.",CurrentState);
	 SaveStateStatus[CurrentState]=0;
	 return 0;
	}
	return 1;
}
예제 #11
0
파일: state.c 프로젝트: RuiVarela/rengine
void FCEUI_SelectState(int w)
{
 if(w == -1) { StateShow = 0; return; }
 FCEUI_SelectMovie(-1);

 CurrentState=w;
 StateShow=180;
 FCEU_DispMessage("-select state-");
}
예제 #12
0
static void StopPlayback(void)
{
    if(suppressMovieStop)
        return;
    resetDMCacc=movieSyncHackOn=0;
    fclose(slots[-1 - current]);
    current=0;
    FCEU_DispMessage("Movie playback stopped.");
}
예제 #13
0
/**
 * Set the emulation speed throttling to the next entry in the speed table.
 */
void IncreaseEmulationSpeed(void)
{
    g_fpsScale *= LOGMUL;
    
    if(g_fpsScale > Fastest) g_fpsScale = Fastest;

    RefreshThrottleFPS();
     
    FCEU_DispMessage("emulation speed %.1f%%",0, g_fpsScale*100.0);
}
예제 #14
0
/**
 * Set the emulation speed throttling to the previous entry in the speed table.
 */
void DecreaseEmulationSpeed(void)
{
    g_fpsScale /= LOGMUL;
    if(g_fpsScale < Slowest)
        g_fpsScale = Slowest;

    RefreshThrottleFPS();

    FCEU_DispMessage("emulation speed %.1f%%",0, g_fpsScale*100.0);
}
예제 #15
0
파일: state.c 프로젝트: CatalystG/fceu-next
int FCEUSS_Load(char *fname) {
	MEM_TYPE *st;
	char *fn;

#ifdef HAVE_MEMSTREAM
	st = memstream_open(0);
#else
	if (geniestage == 1) {
		FCEU_DispMessage("Cannot load FCS in GG screen.");
		return(0);
	}

	if (fname)
		st = FCEUD_UTF8fopen(fname, "rb");
	else {
		st = FCEUD_UTF8fopen(fn = FCEU_MakeFName(FCEUMKF_STATE, CurrentState, fname), "rb");
		free(fn);
	}

	if (st == NULL) {
		FCEU_DispMessage("State %d load error.", CurrentState);
		SaveStateStatus[CurrentState] = 0;
		return(0);
	}
#endif

	if (FCEUSS_LoadFP(st)) {
#ifndef HAVE_MEMSTREAM
		SaveStateStatus[CurrentState] = 1;
		FCEU_DispMessage("State %d loaded.", CurrentState);
#endif
		SaveStateStatus[CurrentState] = 1;
		fclose(st);
		return(1);
	} else {
		SaveStateStatus[CurrentState] = 1;
#ifndef HAVE_MEMSTREAM
		FCEU_DispMessage("Error(s) reading state %d!", CurrentState);
#endif
		fclose(st);
		return(0);
	}
}
예제 #16
0
파일: state.c 프로젝트: RuiVarela/rengine
int FCEUSS_Load(char *fname)
{
  FILE *st;
  char *fn;

  if(geniestage==1)
  {
   FCEU_DispMessage("Cannot load FCS in GG screen.");
   return(0);
  }

  if(fname)
   st=FCEUD_UTF8fopen(fname, "rb");
  else
  {
   st=FCEUD_UTF8fopen(fn=FCEU_MakeFName(FCEUMKF_STATE,CurrentState,fname),"rb");
   free(fn);
  }

  if(st == NULL)
  {
   FCEU_DispMessage("State %d load error.",CurrentState);
   SaveStateStatus[CurrentState]=0;
   return(0);
  }

  if(FCEUSS_LoadFP(st))
  {
   SaveStateStatus[CurrentState]=1;
   FCEU_DispMessage("State %d loaded.",CurrentState);
   SaveStateStatus[CurrentState]=1;
   fclose(st);
   return(1);
  }
  else
  {
   SaveStateStatus[CurrentState]=1;
   FCEU_DispMessage("Error(s) reading state %d!",CurrentState);
   fclose(st);
   return(0);
  }
}
예제 #17
0
void FCEUD_SoundVolumeAdjust(int adjust)
{
	switch(adjust)
	{
	case -1:  soundvolume-=50; if(soundvolume<0) soundvolume=0; break; //lower volume
	case 0:	  soundvolume=1024; break;
	case 1:	  soundvolume+=50; if(soundvolume>1024) soundvolume=1024; break; //raise volume
	}
	FCEUI_SetSoundVolume(soundvolume);
	FCEU_DispMessage("Sound volume %d.", soundvolume);
}
예제 #18
0
파일: aviout.cpp 프로젝트: Plombo/fceux
void FCEUI_AviEnd()
{
	if(!avi_file)
		return;

	// Don't display if we're just starting another segment
	if(avi_file->tBytes <= 2097152000)
		FCEU_DispMessage("AVI recording ended.",0);

	avi_destroy(&avi_file);
}
예제 #19
0
파일: fds.cpp 프로젝트: CatalystG/fceu-next
void FCEU_FDSInsert(void)
{
	if(TotalSides==0)
	{
		FCEU_DispMessage("Not FDS; can't eject disk.",0);  
		return;
	}
	if(InDisk==255)
	{
		FCEU_DispMessage("Disk %d Side %s Inserted",0,SelectDisk>>1,(SelectDisk&1)?"B":"A");  
		InDisk=SelectDisk;
	}
예제 #20
0
파일: fds.cpp 프로젝트: sashavolv2/tasbot
void FCEU_FDSInsert(void) {
	if (FCEUI_EmulationPaused()) EmulationPaused |= 2;

	if (FCEUMOV_Mode(MOVIEMODE_RECORD))
		FCEUMOV_AddCommand(FCEUNPCMD_FDSINSERT);

	if (TotalSides == 0) {
		FCEU_DispMessage("Not FDS; can't eject disk.", 0);
		return;
	}
	if (InDisk == 255) {
		FCEU_DispMessage("Disk %d Side %s Inserted", 0, SelectDisk >> 1, (SelectDisk & 1) ? "B" : "A");
		InDisk = SelectDisk;
	} else {
예제 #21
0
static void StopRecording(void)
{
    if(suppressMovieStop)
        return;
    resetDMCacc=movieSyncHackOn=0;
    DoEncode(0,0,1);   /* Write a dummy timestamp value so that the movie will keep
                       "playing" after user input has stopped. */
// finish header
    FlushHeader();

// FIXME:  truncate movie to length
// ftruncate();
    fclose(slots[current - 1]);
    MovieStatus[current - 1] = 1;
    current=0;
    FCEU_DispMessage("Movie recording stopped.");
}
예제 #22
0
void SaveState(const char *fname)
{
	MEMFILE *st=NULL;

	TempAddrT=TempAddr;
	RefreshAddrT=RefreshAddr;

	if(geniestage==1)
	{
	 FCEU_DispMessage("Cannot save FCS in GG screen.");
	 return;
        }

	st=mem_fopen_write(fname);

	 if(st!=NULL)
	 {
	  static uint32 totalsize;
	  static uint8 header[16]="FCS";
	  memset(header+4,0,13);
	  header[3]=VERSION_NUMERIC;
	  mem_fwrite(header,1,16,st);

#ifdef ASM_6502
          asmcpu_pack();
#endif
	  totalsize=WriteStateChunk(st,1,SFCPU);
	  totalsize+=WriteStateChunk(st,2,SFCPUC);
	  totalsize+=WriteStateChunk(st,3,FCEUPPU_STATEINFO);
	  totalsize+=WriteStateChunk(st,4,FCEUCTRL_STATEINFO);
	  totalsize+=WriteStateChunk(st,5,SFSND);


	  if(SPreSave) SPreSave();
	  totalsize+=WriteStateChunk(st,0x10,SFMDATA);
	  if(SPostSave) SPostSave();

	  mem_fseek(st,4,SEEK_SET);
	  mem_write32(totalsize,st);
	  SaveStateStatus[CurrentState]=1;
	  mem_fclose(st);
	 }
}
예제 #23
0
void LoadState(const char *fname)
{
	MEMFILE *st=NULL;

        if(geniestage==1)
        {
//         FCEU_DispMessage("Cannot load FCS in GG screen.");
         return;
        }

	st=mem_fopen_read(fname);

	if (st)
	{
	 FCEUSS_LoadFP(st, 0);
	 mem_fclose(st);
	}
	else
	{
	 FCEU_DispMessage("State %d load error (no file).",CurrentState);
	 SaveStateStatus[CurrentState]=0;
	}
}
예제 #24
0
파일: net360.cpp 프로젝트: buliaoyin/fce360
int
FCEUD_NetworkConnect(void)
{
    struct sockaddr_in sockin;
    struct hostent *phostentb;
    unsigned long hadr;
    int TSocket, tcpopt, error;
    int netdivisor;

    // get any required configuration variables
    int port, localPlayers;
    std::string server, username, password, key;
	server = "192.168.0.12";
	username = "******";
	password = "";
	key = "";
	port = 4046;
	localPlayers = 2;

    // only initialize if remote server is specified
    if(!server.size()) {
        return 0;
    }

	XNetStartupParams xnsp;
	memset(&xnsp, 0, sizeof(xnsp));
	xnsp.cfgSizeOfStruct = sizeof(XNetStartupParams);
	xnsp.cfgFlags = XNET_STARTUP_BYPASS_SECURITY;

	xnsp.cfgSockDefaultRecvBufsizeInK = 16; // default = 16
	xnsp.cfgSockDefaultSendBufsizeInK = 16; // default = 16

	INT iResult = XNetStartup( &xnsp );

	WORD wVersionRequested;
	WSADATA wsaData;
	 
	wVersionRequested = MAKEWORD( 2, 2 );
	 
	WSAStartup( wVersionRequested, &wsaData );

    TSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
    if(TSocket < 0) {
		DWORD err = GetLastError();

		char* s = "Error creating stream socket.";
        puts(s);
        FCEU_DispMessage(s,0);
        FCEUD_NetworkClose();
        return 0;
    }

    // try to setup TCP_NODELAY to avoid network jitters
    tcpopt = 1;
    error = setsockopt(TSocket, SOL_TCP, TCP_NODELAY, (char*)&tcpopt, sizeof(int));
    if(error) {
        puts("Nodelay fail");
    }

    memset(&sockin, 0, sizeof(sockin));
    sockin.sin_family = AF_INET;

    hadr = inet_addr(server.c_str());
    if(hadr != INADDR_NONE) {
        sockin.sin_addr.s_addr = hadr;
    } else {
#if 0 //marche pas
        puts("*** Looking up host name...");
        //phostentb = gethostbyname(server.c_str());

        if(!phostentb) {
            puts("Error getting host network information.");
            FCEU_DispMessage("Error getting host info",0);
            closesocket(TSocket);
            FCEUD_NetworkClose();
            return(0);
        }
        memcpy(&sockin.sin_addr, phostentb->h_addr, phostentb->h_length);
#endif
    }

    sockin.sin_port = htons(port);

    puts("*** Connecting to remote host...");
    error = connect(TSocket, (struct sockaddr *)&sockin, sizeof(sockin));
    if(error < 0) {
        puts("Error connecting to remote host.");
        FCEU_DispMessage("Error connecting to server",0);
        closesocket(TSocket);
        FCEUD_NetworkClose();
        return 0;
    }

    s_Socket = TSocket;

    puts("*** Sending initialization data to server...");
    uint8 *sendbuf;
    uint8 buf[5];
    uint32 sblen;

    sblen = 4 + 16 + 16 + 64 + 1 + username.size();
    sendbuf = (uint8 *)malloc(sblen);
    memset(sendbuf, 0, sblen);

    // XXX soules - should use htons instead of en32() from above!
    //uint32 data = htons(sblen - 4);
    //memcpy(sendbuf, &data, sizeof(data));
    en32(sendbuf, sblen - 4);

    if(key.size()) {
        struct md5_context md5;
        uint8 md5out[16];

        md5_starts(&md5);
        md5_update(&md5, (uint8*)&GameInfo->MD5.data, 16);
        md5_update(&md5, (uint8 *)key.c_str(), key.size());
        md5_finish(&md5, md5out);
        memcpy(sendbuf + 4, md5out, 16);
    } else {
        memcpy(sendbuf + 4, (uint8*)&GameInfo->MD5.data, 16);
    }

    if(password.size()) {
        struct md5_context md5;
        uint8 md5out[16];

        md5_starts(&md5);
        md5_update(&md5, (uint8 *)password.c_str(), password.size());
        md5_finish(&md5, md5out);
        memcpy(sendbuf + 4 + 16, md5out, 16);
    }

    memset(sendbuf + 4 + 16 + 16, 0, 64);

    sendbuf[4 + 16 + 16 + 64] = (uint8)localPlayers;

    if(username.size()) {
        memcpy(sendbuf + 4 + 16 + 16 + 64 + 1,
               username.c_str(), username.size());
    }

    send(s_Socket, (char*)sendbuf, sblen, 0);
    free(sendbuf);

    recv(s_Socket, (char*)buf, 1, 0);
    netdivisor = buf[0];

    puts("*** Connection established.");
    FCEU_DispMessage("Connection established.",0);

    FCEUDnetplay = 1;
    FCEUI_NetplayStart(localPlayers, netdivisor);

    return 1;
}
예제 #25
0
파일: netplay.c 프로젝트: ficoos/fceu-next
void NetplayUpdate(uint8 *joyp)
{
 static uint8 buf[5];  /* 4 play states, + command/extra byte */
 static uint8 joypb[4];

 memcpy(joypb,joyp,4);

 /* This shouldn't happen, but just in case.  0xFF is used as a command escape elsewhere. */
 if(joypb[0] == 0xFF)
  joypb[0] = 0xF;
 #ifdef NETWORK
 if(!netdcount)
  if(!FCEUD_SendData(joypb,numlocal))
  {
   NetError();
   return;
  }

 if(!netdcount)
 do
 {
  if(!FCEUD_RecvData(buf,5))
  {
   NetError();
   return;
  }

  switch(buf[4])
  {
   default: FCEU_DoSimpleCommand(buf[4]);break;
   case FCEUNPCMD_TEXT:
           {
      uint8 *tbuf;
      uint32 len = FCEU_de32lsb(buf);

      if(len > 100000)  // Insanity check!
      {
       NetError();
       return;
      }
      tbuf = malloc(len + 1);
      tbuf[len] = 0;
      if(!FCEUD_RecvData(tbuf, len))
      {
       NetError();
       free(tbuf);
       return;
      }
      FCEUD_NetplayText(tbuf);
      free(tbuf);
           }
           break;
   case FCEUNPCMD_SAVESTATE:
          {
             char *fn;
        FILE *fp;

        /* Send the cheats first, then the save state, since
           there might be a frame or two in between the two sendfile
           commands on the server side.
        */
        fn = FCEU_MakeFName(FCEUMKF_CHEAT,0,0);
        //if(!
        FCEUNET_SendFile(FCEUNPCMD_LOADCHEATS,fn);

             // {
             //  free(fn);
             //  return;
             // }
        free(fn);
        if(!FCEUnetplay) return;

        fn = FCEU_MakeFName(FCEUMKF_NPTEMP,0,0);
        fp = fopen(fn, "wb");
        if(FCEUSS_SaveFP(fp))
        {
         fclose(fp);
         if(!FCEUNET_SendFile(FCEUNPCMD_LOADSTATE, fn))
         {
          unlink(fn);
          free(fn);
          return;
         }
         unlink(fn);
         free(fn);
        }
        else
        {
         fclose(fp);
         FCEUD_PrintError("File error.  (K)ill, (M)aim, (D)estroy?  Now!");
         unlink(fn);
         free(fn);
         return;
        }

          }
         break;
   case FCEUNPCMD_LOADCHEATS:
        {
         FILE *fp = FetchFile(FCEU_de32lsb(buf));
         if(!fp) return;
         FCEU_FlushGameCheats(0,1);
         FCEU_LoadGameCheats(fp);
        }
        break;
 case FCEUNPCMD_LOADSTATE:
        {
         FILE *fp = FetchFile(FCEU_de32lsb(buf));
         if(!fp) return;
         if(FCEUSS_LoadFP(fp))
         {
          fclose(fp);
          FCEU_DispMessage("Remote state loaded.");
         } else FCEUD_PrintError("File error.  (K)ill, (M)aim, (D)estroy?");
          }
          break;
  }
 } while(buf[4]);
 #endif

 netdcount=(netdcount+1)%netdivisor;

 memcpy(netjoy,buf,4);
 *(uint32 *)joyp=*(uint32 *)netjoy;
}
예제 #26
0
int
FCEUD_NetworkConnect(void)
{
    struct sockaddr_in sockin;
    struct hostent *phostentb;
    unsigned long hadr;
    int TSocket, tcpopt, error;
    int netdivisor;

    // get any required configuration variables
    int port, localPlayers;
    std::string server, username, password, key;
    g_config->getOption("SDL.NetworkIP", &server);
    g_config->getOption("SDL.NetworkUsername", &username);
    g_config->getOption("SDL.NetworkPassword", &password);
    g_config->getOption("SDL.NetworkGameKey", &key);
    g_config->getOption("SDL.NetworkPort", &port);
    g_config->getOption("SDL.NetworkPlayers", &localPlayers);
    
    
    g_config->setOption("SDL.NetworkIP", "");
    g_config->setOption("SDL.NetworkPassword", "");
    g_config->setOption("SDL.NetworkGameKey", "");
    


    // only initialize if remote server is specified
    if(!server.size()) {
        return 0;
    }

    TSocket = socket(AF_INET, SOCK_STREAM, 0);
    if(TSocket < 0) {
		char* s = "Error creating stream socket.";
        puts(s);
        FCEU_DispMessage(s,0);
        FCEUD_NetworkClose();
        return 0;
    }

    // try to setup TCP_NODELAY to avoid network jitters
    tcpopt = 1;
#ifdef BEOS
    error = setsockopt(TSocket, SOL_SOCKET, TCP_NODELAY, &tcpopt, sizeof(int));
#elif WIN32
    error = setsockopt(TSocket, SOL_TCP, TCP_NODELAY,
                       (char*)&tcpopt, sizeof(int));
#else
    error = setsockopt(TSocket, SOL_TCP, TCP_NODELAY, &tcpopt, sizeof(int));
#endif
    if(error) {
        puts("Nodelay fail");
    }

    memset(&sockin, 0, sizeof(sockin));
    sockin.sin_family = AF_INET;
    hadr = inet_addr(server.c_str());
    if(hadr != INADDR_NONE) {
        sockin.sin_addr.s_addr = hadr;
    } else {
        puts("*** Looking up host name...");
        phostentb = gethostbyname(server.c_str());
        if(!phostentb) {
            puts("Error getting host network information.");
            FCEU_DispMessage("Error getting host info",0);
            close(TSocket);
            FCEUD_NetworkClose();
            return(0);
        }
        memcpy(&sockin.sin_addr, phostentb->h_addr, phostentb->h_length);
    }

    sockin.sin_port = htons(port);
    puts("*** Connecting to remote host...");
    error = connect(TSocket, (struct sockaddr *)&sockin, sizeof(sockin));
    if(error < 0) {
        puts("Error connecting to remote host.");
        FCEU_DispMessage("Error connecting to server",0);
        close(TSocket);
        FCEUD_NetworkClose();
        return 0;
    }

    s_Socket = TSocket;

    puts("*** Sending initialization data to server...");
    uint8 *sendbuf;
    uint8 buf[5];
    uint32 sblen;

    sblen = 4 + 16 + 16 + 64 + 1 + username.size();
    sendbuf = (uint8 *)FCEU_dmalloc(sblen);
    memset(sendbuf, 0, sblen);

    // XXX soules - should use htons instead of en32() from above!
    //uint32 data = htons(sblen - 4);
    //memcpy(sendbuf, &data, sizeof(data));
    en32(sendbuf, sblen - 4);

    if(key.size()) {
        struct md5_context md5;
        uint8 md5out[16];

        md5_starts(&md5);
        md5_update(&md5, (uint8*)&GameInfo->MD5.data, 16);
        md5_update(&md5, (uint8 *)key.c_str(), key.size());
        md5_finish(&md5, md5out);
        memcpy(sendbuf + 4, md5out, 16);
    } else {
        memcpy(sendbuf + 4, (uint8*)&GameInfo->MD5.data, 16);
    }

    if(password.size()) {
        struct md5_context md5;
        uint8 md5out[16];

        md5_starts(&md5);
        md5_update(&md5, (uint8 *)password.c_str(), password.size());
        md5_finish(&md5, md5out);
        memcpy(sendbuf + 4 + 16, md5out, 16);
    }

    memset(sendbuf + 4 + 16 + 16, 0, 64);

    sendbuf[4 + 16 + 16 + 64] = (uint8)localPlayers;

    if(username.size()) {
        memcpy(sendbuf + 4 + 16 + 16 + 64 + 1,
               username.c_str(), username.size());
    }

#ifdef WIN32
    send(s_Socket, (char*)sendbuf, sblen, 0);
#else
    send(s_Socket, sendbuf, sblen, 0);
#endif
    FCEU_dfree(sendbuf);

#ifdef WIN32
    recv(s_Socket, (char*)buf, 1, 0);
#else
    recv(s_Socket, buf, 1, MSG_WAITALL);
#endif
    netdivisor = buf[0];

    puts("*** Connection established.");
    FCEU_DispMessage("Connection established.",0);

    FCEUDnetplay = 1;
    FCEUI_NetplayStart(localPlayers, netdivisor);

    return 1;
}
예제 #27
0
void FCEU_PutImage(void)
{
	if(dosnapsave==2)	//Save screenshot as, currently only flagged & run by the Win32 build. //TODO SDL: implement this?
	{
		char nameo[512];
		strcpy(nameo,FCEUI_GetSnapshotAsName().c_str());
		if (nameo[0])
		{
			SaveSnapshot(nameo);
			FCEU_DispMessage("Snapshot Saved.",0);
		}
		dosnapsave=0;
	}
	if(GameInfo->type==GIT_NSF)
	{
		DrawNSF(XBuf);

		//Save snapshot after NSF screen is drawn.  Why would we want to do it before?
		if(dosnapsave==1)
		{
			ReallySnap();
			dosnapsave=0;
		}
	}
	else
	{
		//Save backbuffer before overlay stuff is written.
		if(!FCEUI_EmulationPaused())
			memcpy(XBackBuf, XBuf, 256*256);

		//Some messages need to be displayed before the avi is dumped
		DrawMessage(true);

#ifdef _S9XLUA_H
		// Lua gui should draw before the avi is dumped.
		FCEU_LuaGui(XBuf);
#endif

		//Save snapshot
		if(dosnapsave==1)
		{
			ReallySnap();
			dosnapsave=0;
		}

		if (!FCEUI_AviEnableHUDrecording()) snapAVI();

		if(GameInfo->type==GIT_VSUNI)
			FCEU_VSUniDraw(XBuf);

		FCEU_DrawSaveStates(XBuf);
		FCEU_DrawMovies(XBuf);
		FCEU_DrawLagCounter(XBuf);
		FCEU_DrawNTSCControlBars(XBuf);
		FCEU_DrawRecordingStatus(XBuf);
		ShowFPS();
	}

	if(FCEUD_ShouldDrawInputAids())
		FCEU_DrawInput(XBuf);

	//Fancy input display code
	if(input_display)
	{
		extern uint32 JSAutoHeld;
		uint32 held;

		int controller, c, ci, color;
		int i, j;
		uint32 on  = FCEUMOV_Mode(MOVIEMODE_PLAY) ? 0x90:0xA7;	//Standard, or Gray depending on movie mode
		uint32 oni = 0xA0;		//Color for immediate keyboard buttons
		uint32 blend = 0xB6;		//Blend of immiate and last held buttons
		uint32 ahold = 0x87;		//Auto hold
		uint32 off = 0xCF;

		uint8 *t = XBuf+(FSettings.LastSLine-9)*256 + 20;		//mbg merge 7/17/06 changed t to uint8*
		if(input_display > 4) input_display = 4;
		for(controller = 0; controller < input_display; controller++, t += 56)
		{
			for(i = 0; i < 34;i++)
				for(j = 0; j <9 ; j++)
					t[i+j*256] = (t[i+j*256] & 0x30) | 0xC1;
			for(i = 3; i < 6; i++)
				for(j = 3; j< 6; j++)
					t[i+j*256] = 0xCF;
			c = cur_input_display >> (controller * 8);

			// This doesn't work in anything except windows for now.
			// It doesn't get set anywhere in other ports.
#if defined(WIN32) && !defined(DINGUX)
			if (!oldInputDisplay) ci = FCEUMOV_Mode(MOVIEMODE_PLAY) ? 0:GetGamepadPressedImmediate() >> (controller * 8);
			else ci = 0;

			if (!oldInputDisplay && !FCEUMOV_Mode(MOVIEMODE_PLAY)) held = (JSAutoHeld >> (controller * 8));
			else held = 0;
#else
			// Put other port info here
			ci = 0;
			held = 0;
#endif

			//adelikat: I apologize to anyone who ever sifts through this color assignment
			//A
			if (held&1)	{ //If auto-hold
				if (!(ci&1) ) color = ahold;
				else
					color = (c&1) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&1) color = (ci&1) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&1) ? oni : off;
			}
			for(i=0; i < 4; i++)
			{
				for(j = 0; j < 4; j++)
				{
					if(i%3==0 && j %3 == 0)
						continue;
					t[30+4*256+i+j*256] = color;
				}
			}
			//B
			if (held&2)	{ //If auto-hold
				if (!(ci&2) ) color = ahold;
				else
					color = (c&2) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&2) color = (ci&2) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&2) ? oni : off;
			}
			for(i=0; i < 4; i++)
			{
				for(j = 0; j < 4; j++)
				{
					if(i%3==0 && j %3 == 0)
						continue;
					t[24+4*256+i+j*256] = color;
				}
			}
			//Select
			if (held&4)	{ //If auto-hold
				if (!(ci&4) ) color = ahold;
				else
					color = (c&4) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&4) color = (ci&4) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&4) ? oni : off;
			}
			for(i = 0; i < 4; i++)
			{
				t[11+5*256+i] = color;
				t[11+6*256+i] = color;
			}
			//Start
			if (held&8)	{ //If auto-hold
				if (!(ci&8) ) color = ahold;
				else
					color = (c&8) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&8) color = (ci&8) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&8) ? oni : off;
			}
			for(i = 0; i < 4; i++)
			{
				t[17+5*256+i] = color;
				t[17+6*256+i] = color;
			}
			//Up
			if (held&16)	{ //If auto-hold
				if (!(ci&16) ) color = ahold;
				else
					color = (c&16) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&16) color = (ci&16) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&16) ? oni : off;
			}
			for(i = 0; i < 3; i++)
			{
				for(j = 0; j < 3; j++)
				{
					t[3+i+256*j] = color;
				}
			}
			//Down
			if (held&32)	{ //If auto-hold
				if (!(ci&32) ) color = ahold;
				else
					color = (c&32) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&32) color = (ci&32) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&32) ? oni : off;
			}
			for(i = 0; i < 3; i++)
			{
				for(j = 0; j < 3; j++)
				{
					t[3+i+256*j+6*256] = color;
				}
			}
			//Left
			if (held&64)	{ //If auto-hold
				if (!(ci&64) ) color = ahold;
				else
					color = (c&64) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&64) color = (ci&64) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&64) ? oni : off;
			}
			for(i = 0; i < 3; i++)
			{
				for(j = 0; j < 3; j++)
				{
					t[3*256+i+256*j] = color;
				}
			}
			//Right
			if (held&128)	{ //If auto-hold
				if (!(ci&128) ) color = ahold;
				else
					color = (c&128) ? on : off; //If the button is pressed down (immediate) that negates auto hold, however it is only off if the previous frame the button wasn't pressed!
			}
			else {
				if (c&128) color = (ci&128) ? blend : on;	//If immedaite buttons are pressed and they match the previous frame, blend the colors
				else color = (ci&128) ? oni : off;
			}
			for(i = 0; i < 3; i++)
			{
				for(j = 0; j < 3; j++)
				{
					t[6+3*256+i+256*j] = color;
				}
			}
		}
예제 #28
0
static void NetError(void)
{
	FCEU_DispMessage("Network error/connection lost!",0);
	FCEUD_NetworkClose();
}
예제 #29
0
파일: aviout.cpp 프로젝트: Plombo/fceux
int FCEUI_AviBegin(const char* fname)
{
	FCEUI_AviEnd();

	struct VideoSystemInfo vsi;
	BITMAPINFOHEADER bi;
	int is_pal;

	is_pal=FCEUI_GetCurrentVidSystem(&vsi.start_scanline, &vsi.end_scanline);
	vsi.fps = FCEUI_GetDesiredFPS();//is_pal ? 50 : 60;
	vsi.end_scanline++;

	memset(&bi, 0, sizeof(bi));
	bi.biSize = sizeof(BITMAPINFOHEADER);    
	bi.biPlanes = 1;
	bi.biBitCount = 24;
	bi.biWidth = VIDEO_WIDTH;
	bi.biHeight = vsi.end_scanline-vsi.start_scanline;
	bi.biSizeImage = 3 * bi.biWidth * bi.biHeight;

	//mbg 6/27/08 -- this was originally labeled as hacky..
	WAVEFORMATEX wf;
	wf.cbSize = sizeof(WAVEFORMATEX);
	wf.nAvgBytesPerSec = soundrate * 2;
	wf.nBlockAlign = 2;
	wf.nChannels = 1;
	wf.nSamplesPerSec = soundrate;
	wf.wBitsPerSample = 16;
	wf.wFormatTag = WAVE_FORMAT_PCM;
	

	saved_avi_ext[0]='\0';

	//mbg 8/10/08 - decide whether there will be sound in this movie
	//if this is a new movie..
	if(!avi_file) {
		if(FSettings.SndRate)
			use_sound = true;
		else use_sound = false;
	}

	//mbg 8/10/08 - if there is no sound in this movie, then dont open the audio stream
	WAVEFORMATEX* pwf = &wf;
	if(!use_sound)
		pwf = 0;


	if(!avi_open(fname, &bi, pwf, &vsi))
	{
		saved_avi_fname[0]='\0';
		return 0;
	}

	// Don't display at file splits
	if(!avi_segnum)
		FCEU_DispMessage("AVI recording started.",0);

	strncpy(saved_cur_avi_fnameandext,fname,MAX_PATH);
	strncpy(saved_avi_fname,fname,MAX_PATH);
	char* dot = strrchr(saved_avi_fname, '.');
	if(dot && dot > strrchr(saved_avi_fname, '/') && dot > strrchr(saved_avi_fname, '\\'))
	{
		strcpy(saved_avi_ext,dot);
		dot[0]='\0';
	}
	return 1;
}
예제 #30
0
void UpdateGamepad(bool snes)
{
	if(FCEUMOV_Mode(MOVIEMODE_PLAY))
		return;

	int JS=0;
	if(FCEUMOV_Mode(MOVIEMODE_RECORD))
		AutoFire();

	for(int wg=0;wg<4;wg++)
	{
		int wgs = wg;
		if(snes)
		{
			JS = 0;
			wgs = 0;
			for(int x=0;x<12;x++)
				if(DTestButton(&GamePadConfig[wg][x]))
					JS|=(1<<x)<<(wgs<<3);
			//printf("%d %d\n",wg,JS); //useful debugging
		}
		else
		{
			for(int x=0;x<8;x++)
				if(DTestButton(&GamePadConfig[wg][x]))
					JS|=(1<<x)<<(wgs<<3);
		}

		// Check if U+D/L+R is disabled
		//TODO: how does this affect snes pads?
		if(!allowUDLR)
		{
			for(int x=0;x<32;x+=8)
			{
				if((JS & (0xC0<<x) ) == (0xC0<<x) ) JS&=~(0xC0<<x);
				if((JS & (0x30<<x) ) == (0x30<<x) ) JS&=~(0x30<<x);
			}
		}

		//  if(rapidAlternator)
		if(!snes)
		{
			for(int x=0;x<2;x++)
				if(DTestButton(&GamePadConfig[wg][8+x]))
					JS|=((1<<x)<<(wgs<<3))*(rapidAlternator^(x*DesynchAutoFire));
		}

		if(snes)
		{
			snespad_return[wg] = JS;
			//printf("%d %d\n",wg,JS);
		}
	}

	if(autoHoldOn)
	{
		if(autoHoldRefire)
		{
			autoHoldRefire--;
			if(!autoHoldRefire)
				JSAutoHeldAffected = 0;
		}

		for(int wg=0;wg<4;wg++)
			for(int x=0;x<8;x++)
				if(DTestButton(&GamePadConfig[wg][x]))
				{
					if(!autoHoldRefire || !(JSAutoHeldAffected&(1<<x)<<(wg<<3)))
					{
						JSAutoHeld^=(1<<x)<<(wg<<3);
						JSAutoHeldAffected|=(1<<x)<<(wg<<3);
						autoHoldRefire = 192;
					}
				}

				char inputstr [41];
				int disppos=38;
				{
					uint32 c = JSAutoHeld;
					sprintf(inputstr, "1%c%c%c%c%c%c%c%c 2%c%c%c%c%c%c%c%c\n3%c%c%c%c%c%c%c%c 4%c%c%c%c%c%c%c%c",
						(c&0x40)?'<':' ', (c&0x10)?'^':' ', (c&0x80)?'>':' ', (c&0x20)?'v':' ',
						(c&0x01)?'A':' ', (c&0x02)?'B':' ', (c&0x08)?'S':' ', (c&0x04)?'s':' ',
						(c&0x4000)?'<':' ', (c&0x1000)?'^':' ', (c&0x8000)?'>':' ', (c&0x2000)?'v':' ',
						(c&0x0100)?'A':' ', (c&0x0200)?'B':' ', (c&0x0800)?'S':' ', (c&0x0400)?'s':' ',
						(c&0x400000)?'<':' ', (c&0x100000)?'^':' ', (c&0x800000)?'>':' ', (c&0x200000)?'v':' ',
						(c&0x010000)?'A':' ', (c&0x020000)?'B':' ', (c&0x080000)?'S':' ', (c&0x040000)?'s':' ',
						(c&0x40000000)?'<':' ', (c&0x10000000)?'^':' ', (c&0x80000000)?'>':' ', (c&0x20000000)?'v':' ',
						(c&0x01000000)?'A':' ', (c&0x02000000)?'B':' ', (c&0x08000000)?'S':' ', (c&0x04000000)?'s':' ');
					if(!(c&0xffffff00)) {
						inputstr[9] = '\0';
						disppos = 30;
					}
					else if(!(c&0xffff0000)) {
						inputstr[19] = '\0';
						disppos = 30;
					}
					else if(!(c&0xff000000)) {
						inputstr[30] = '\0';
					}
				}
				FCEU_DispMessage("Held:\n%s", disppos, inputstr);
	}
	else
	{
		JSAutoHeldAffected = 0;
		autoHoldRefire = 0;
	}

	if(autoHoldReset)
	{
		FCEU_DispMessage("Held:          ",30);
		JSAutoHeld = 0;
		JSAutoHeldAffected = 0;
		autoHoldRefire = 0;
	}

	// apply auto-hold
	if(JSAutoHeld)
		JS ^= JSAutoHeld;

	if(!snes)
		JSreturn=JS;
}