Пример #1
0
void emulate(){
	
	if(!pcejin.started  || !pcejin.romLoaded)
		return;
	
	if (startPaused) 
	{
		pcejin.pause();
		startPaused = false;	//This should never be set true except from ParseCmdLine!
	}
	pcejin.isLagFrame = true;

	S9xUpdateJoypadButtons();

	pcejin.pads[0] = joypads [0];
	pcejin.pads[1] = joypads [1];
	pcejin.pads[2] = joypads [2];
	pcejin.pads[3] = joypads [3];
	pcejin.pads[4] = joypads [4];



	VTLineWidths[VTBackBuffer][0].w = ~0;

	memset(&espec, 0, sizeof(EmulateSpecStruct));

	espec.pixels = (uint32 *)VTBuffer[VTBackBuffer];
	espec.LineWidths = (MDFN_Rect *)VTLineWidths[VTBackBuffer];
	espec.SoundBuf = &sound;
	espec.SoundBufSize = &ssize;
	espec.soundmultiplier = 1;

	if(pcejin.fastForward && currFrameCounter%30 && !DRV_AviIsRecording())
		espec.skip = 1;
	else
		espec.skip = 0;
		CallRegisteredLuaFunctions(LUACALL_BEFOREEMULATION);
	
	MOV_AddInputState();

	MDFNGameInfo->Emulate(&espec);

	

		CallRegisteredLuaFunctions(LUACALL_AFTEREMULATION);
		UpdateToolWindows();

	soundDriver->write((u16*)*espec.SoundBuf, *espec.SoundBufSize);
	DRV_AviSoundUpdate(*espec.SoundBuf, *espec.SoundBufSize);
	DRV_AviVideoUpdate((uint16*)espec.pixels, &espec);


	if (pcejin.frameAdvance)
	{
		pcejin.frameAdvance = false;
		pcejin.started = false;
	}

	if (pcejin.isLagFrame)
		pcejin.lagFrameCounter++;


	if(pcejin.slow  && !pcejin.fastForward)
		while(SpeedThrottle())
		{
		}

	//adelikat: For commandline loadstate, I know this is a hacky place to do it, but 1 frame needs to be emulated before loadstates are possible
	if (stateToLoad != -1)
	{
		HK_StateLoadSlot(stateToLoad);
		stateToLoad = -1;				//Never set this other than from ParseCmdLine
	}
}
Пример #2
0
void emulate(){
	/*
	//NEWTODO fix these
	

	pcejin.pads[0] = joypads [0];
	vbjinEmulate();
	*/
	if(!pcejin.started  || !pcejin.romLoaded)
		return;
	
	if (startPaused) 
	{
		pcejin.pause();
		startPaused = false;	//This should never be set true except from ParseCmdLine!
	}
	pcejin.isLagFrame = true;

	S9xUpdateJoypadButtons();
	pcejin.pads[0] = joypads [0];

//	pcejin.pads[1] = joypads [1];
//	pcejin.pads[2] = joypads [2];
//	pcejin.pads[3] = joypads [3];
//	pcejin.pads[4] = joypads [4];

	FCEUMOV_AddInputState();

	VTLineWidths[VTBackBuffer][0].w = ~0;

	memset(&espec, 0, sizeof(EmulateSpecStruct));

	espec.surface = (MDFN_Surface *)VTBuffer[VTBackBuffer];
//espec.surface->pixels = (uint32 *)VTBuffer[VTBackBuffer];
	espec.LineWidths = (MDFN_Rect *)VTLineWidths[VTBackBuffer];
//espec.SoundBuf = sound;
//espec.SoundBufSize = ssize;
	espec.soundmultiplier = 1;

	espec.SoundBuf = EmuModBuffer;
	espec.SoundBufMaxSize = EmuModBufferSize;

	if(pcejin.fastForward && currFrameCounter%30 && !DRV_AviIsRecording())
		espec.skip = 1;
	else
		espec.skip = 0;

	CallRegisteredLuaFunctions(LUACALL_BEFOREEMULATION);


	MDFNGameInfo->Emulate(&espec);

	CallRegisteredLuaFunctions(LUACALL_AFTEREMULATION);

	UpdateToolWindows();

	//NEWTODO
	soundDriver->write((u16*)espec.SoundBuf, espec.SoundBufSize);

	DRV_AviSoundUpdate((u16*)espec.SoundBuf, espec.SoundBufSize);
	DRV_AviVideoUpdate((uint16*)espec.surface->pixels, &espec);

	// espec.SoundBufSize is a count of the 16 bit channel pairs.
	// Casting to uint32* cycles through all the data accurately.
	DRV_WriteWaveData((uint32*)espec.SoundBuf, espec.SoundBufSize);

	if (pcejin.frameAdvance)
	{
		pcejin.frameAdvance = false;
		pcejin.started = false;
	}

	if (pcejin.isLagFrame)
		pcejin.lagFrameCounter++;


	if(!pcejin.fastForward)//pcejin.slow  && 
		while(SpeedThrottle())
		{
		}

	//adelikat: For commandline loadstate, I know this is a hacky place to do it, but 1 frame needs to be emulated before loadstates are possible
	if (stateToLoad != -1)
	{
		HK_StateLoadSlot(stateToLoad);
		stateToLoad = -1;				//Never set this other than from ParseCmdLine
	}
}