ref: 0fac45fafba58d085647c783ff36b08abf58c76b
dir: /main.c/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <stdbool.h>
#include <SDL.h>
#ifdef _WIN32
#include <direct.h>
#else
#include <sys/stat.h>
#include <sys/types.h>
#endif
#include <math.h>
#include "snes/snes.h"
#include "tracing.h"
#include "types.h"
#include "variables.h"
#include "zelda_rtl.h"
extern Ppu *GetPpuForRendering();
extern Dsp *GetDspForRendering();
extern uint8 g_emulated_ram[0x20000];
bool g_run_without_emu = false;
void PatchRom(uint8 *rom);
void SetSnes(Snes *snes);
void RunAudioPlayer();
void CopyStateAfterSnapshotRestore(bool is_reset);
void SaveLoadSlot(int cmd, int which);
void PatchCommand(char cmd);
bool RunOneFrame(Snes *snes, int input_state, bool turbo);
static uint8 *ReadFile(char* name, size_t* length);
static bool LoadRom(char* name, Snes* snes);
static void PlayAudio(Snes *snes, SDL_AudioDeviceID device, int16 *audioBuffer);
static void RenderScreen(SDL_Renderer *renderer, SDL_Texture *texture);
static void HandleInput(int keyCode, int modCode, bool pressed);
static void HandleGamepadInput(int button, bool pressed);
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value);
static void OpenOneGamepad(int i);
int input1_current_state;
void NORETURN Die(const char *error) {
fprintf(stderr, "Error: %s\n", error);
exit(1);
}
void SetButtonState(int button, bool pressed) {
// set key in constroller
if (pressed) {
input1_current_state |= 1 << button;
} else {
input1_current_state &= ~(1 << button);
}
}
#undef main
int main(int argc, char** argv) {
// set up SDL
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER) != 0) {
printf("Failed to init SDL: %s\n", SDL_GetError());
return 1;
}
uint32 win_flags = SDL_WINDOWPOS_UNDEFINED;
SDL_Window* window = SDL_CreateWindow("Zelda3", SDL_WINDOWPOS_UNDEFINED, win_flags, 512, 480, 0);
if(window == NULL) {
printf("Failed to create window: %s\n", SDL_GetError());
return 1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(renderer == NULL) {
printf("Failed to create renderer: %s\n", SDL_GetError());
return 1;
}
SDL_Texture* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STREAMING, 512, 480);
if(texture == NULL) {
printf("Failed to create texture: %s\n", SDL_GetError());
return 1;
}
SDL_AudioSpec want, have;
SDL_AudioDeviceID device;
SDL_memset(&want, 0, sizeof(want));
want.freq = 44100;
want.format = AUDIO_S16;
want.channels = 2;
want.samples = 2048;
want.callback = NULL; // use queue
device = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if(device == 0) {
printf("Failed to open audio device: %s\n", SDL_GetError());
return 1;
}
int16_t* audioBuffer = (int16_t * )malloc(735 * 4); // *2 for stereo, *2 for sizeof(int16)
SDL_PauseAudioDevice(device, 0);
Snes *snes = snes_init(g_emulated_ram), *snes_run = NULL;
if (argc >= 2 && !g_run_without_emu) {
// init snes, load rom
bool loaded = LoadRom(argv[1], snes);
if (!loaded) {
puts("No rom loaded");
return 1;
}
snes_run = snes;
} else {
snes_reset(snes, true);
}
#if defined(_WIN32)
_mkdir("saves");
#else
mkdir("saves", 755);
#endif
SetSnes(snes);
ZeldaInitialize();
ZeldaReadSram(snes);
for (int i = 0; i < SDL_NumJoysticks(); i++)
OpenOneGamepad(i);
bool hooks = true;
// sdl loop
bool running = true;
SDL_Event event;
uint32 lastTick = SDL_GetTicks();
uint32 curTick = 0;
uint32 delta = 0;
int numFrames = 0;
bool cpuNext = false;
bool spcNext = false;
int counter = 0;
bool paused = false;
bool turbo = true;
uint32 frameCtr = 0;
while(running) {
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_CONTROLLERDEVICEADDED:
OpenOneGamepad(event.cdevice.which);
break;
case SDL_CONTROLLERAXISMOTION:
HandleGamepadAxisInput(event.caxis.which, event.caxis.axis, event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
break;
case SDL_CONTROLLERBUTTONUP:
HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
break;
case SDL_KEYDOWN: {
bool skip_default = false;
switch(event.key.keysym.sym) {
case SDLK_e:
if (snes) {
snes_reset(snes, event.key.keysym.sym == SDLK_e);
CopyStateAfterSnapshotRestore(true);
}
break;
case SDLK_p: paused ^= true; break;
case SDLK_w:
PatchCommand('w');
break;
case SDLK_o:
PatchCommand('o');
break;
case SDLK_k:
PatchCommand('k');
break;
case SDLK_t:
turbo = !turbo;
break;
case SDLK_RETURN:
if (event.key.keysym.mod & KMOD_ALT) {
win_flags ^= SDL_WINDOW_FULLSCREEN_DESKTOP;
SDL_SetWindowFullscreen(window, win_flags);
skip_default = true;
}
break;
}
if (!skip_default)
HandleInput(event.key.keysym.sym, event.key.keysym.mod, true);
break;
}
case SDL_KEYUP: {
HandleInput(event.key.keysym.sym, event.key.keysym.mod, false);
break;
}
case SDL_QUIT: {
running = false;
break;
}
}
}
if (paused) {
SDL_Delay(16);
continue;
}
bool is_turbo = RunOneFrame(snes_run, input1_current_state, (counter++ & 0x7f) != 0 && turbo);
if (is_turbo)
continue;
ZeldaDrawPpuFrame();
PlayAudio(snes_run, device, audioBuffer);
RenderScreen(renderer, texture);
SDL_RenderPresent(renderer); // vsyncs to 60 FPS
// if vsync isn't working, delay manually
curTick = SDL_GetTicks();
static const uint8 delays[3] = { 17, 17, 16 }; // 60 fps
#if 1
lastTick += delays[frameCtr++ % 3];
if (lastTick > curTick) {
delta = lastTick - curTick;
if (delta > 500) {
lastTick = curTick - 500;
delta = 500;
}
SDL_Delay(delta);
} else if (curTick - lastTick > 500) {
lastTick = curTick;
}
#endif
}
// clean snes
snes_free(snes);
// clean sdl
SDL_PauseAudioDevice(device, 1);
SDL_CloseAudioDevice(device);
free(audioBuffer);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
static void PlayAudio(Snes *snes, SDL_AudioDeviceID device, int16 *audioBuffer) {
// generate enough samples
if (!kIsOrigEmu && snes) {
while (snes->apu->dsp->sampleOffset < 534)
apu_cycle(snes->apu);
snes->apu->dsp->sampleOffset = 0;
}
dsp_getSamples(GetDspForRendering(), audioBuffer, 735);
if(SDL_GetQueuedAudioSize(device) <= 735 * 4 * 6) {
// don't queue audio if buffer is still filled
SDL_QueueAudio(device, audioBuffer, 735 * 4);
} else {
printf("Skipping audio!\n");
}
}
static void RenderScreen(SDL_Renderer* renderer, SDL_Texture* texture) {
void* pixels = NULL;
int pitch = 0;
if(SDL_LockTexture(texture, NULL, &pixels, &pitch) != 0) {
printf("Failed to lock texture: %s\n", SDL_GetError());
return;
}
ppu_putPixels(GetPpuForRendering(), (uint8_t*) pixels);
SDL_UnlockTexture(texture);
SDL_RenderCopy(renderer, texture, NULL, NULL);
}
static void HandleInput(int keyCode, int keyMod, bool pressed) {
switch(keyCode) {
case SDLK_z: SetButtonState(0, pressed); break;
case SDLK_a: SetButtonState(1, pressed); break;
case SDLK_RSHIFT: SetButtonState(2, pressed); break;
case SDLK_RETURN: SetButtonState(3, pressed); break;
case SDLK_UP: SetButtonState(4, pressed); break;
case SDLK_DOWN: SetButtonState(5, pressed); break;
case SDLK_LEFT: SetButtonState(6, pressed); break;
case SDLK_RIGHT: SetButtonState(7, pressed); break;
case SDLK_x: SetButtonState(8, pressed); break;
case SDLK_s: SetButtonState(9, pressed); break;
case SDLK_d: SetButtonState(10, pressed); break;
case SDLK_c: SetButtonState(11, pressed); break;
case SDLK_BACKSPACE:
case SDLK_1:
case SDLK_2:
case SDLK_3:
case SDLK_4:
case SDLK_5:
case SDLK_6:
case SDLK_7:
case SDLK_8:
case SDLK_9:
case SDLK_0:
case SDLK_MINUS:
case SDLK_EQUALS:
if (pressed) {
SaveLoadSlot(
(keyMod & KMOD_CTRL) != 0 ? kSaveLoad_Replay : kSaveLoad_Load,
256 + (keyCode == SDLK_0 ? 9 :
keyCode == SDLK_MINUS ? 10 :
keyCode == SDLK_EQUALS ? 11 :
keyCode == SDLK_BACKSPACE ? 12 :
keyCode - SDLK_1));
}
break;
case SDLK_F1:
case SDLK_F2:
case SDLK_F3:
case SDLK_F4:
case SDLK_F5:
case SDLK_F6:
case SDLK_F7:
case SDLK_F8:
case SDLK_F9:
case SDLK_F10:
if (pressed) {
SaveLoadSlot(
(keyMod & KMOD_CTRL) != 0 ? kSaveLoad_Replay :
(keyMod & KMOD_SHIFT) != 0 ? kSaveLoad_Save : kSaveLoad_Load,
keyCode - SDLK_F1);
}
break;
}
}
static void OpenOneGamepad(int i) {
if (SDL_IsGameController(i)) {
SDL_GameController *controller = SDL_GameControllerOpen(i);
if (!controller)
fprintf(stderr, "Could not open gamepad %d: %s\n", i, SDL_GetError());
}
}
static void HandleGamepadInput(int button, bool pressed) {
switch (button) {
case SDL_CONTROLLER_BUTTON_A: SetButtonState(0, pressed); break;
case SDL_CONTROLLER_BUTTON_X: SetButtonState(1, pressed); break;
case SDL_CONTROLLER_BUTTON_BACK: SetButtonState(2, pressed); break;
case SDL_CONTROLLER_BUTTON_START: SetButtonState(3, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: SetButtonState(4, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: SetButtonState(5, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: SetButtonState(6, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: SetButtonState(7, pressed); break;
case SDL_CONTROLLER_BUTTON_B: SetButtonState(8, pressed); break;
case SDL_CONTROLLER_BUTTON_Y: SetButtonState(9, pressed); break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SetButtonState(10, pressed); break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SetButtonState(11, pressed); break;
}
}
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value) {
static int last_gamepad_id, last_x, last_y;
if (axis == SDL_CONTROLLER_AXIS_LEFTX || axis == SDL_CONTROLLER_AXIS_LEFTY) {
// try to be smart if there's more than one gamepad
if (last_gamepad_id != gamepad_id && (value < -10000 || value > 10000)) {
last_gamepad_id = gamepad_id;
last_x = last_y = 0;
}
*(axis == SDL_CONTROLLER_AXIS_LEFTX ? &last_x : &last_y) = value;
int buttons = 0;
if (last_x * last_x + last_y * last_y >= 10000 * 10000) {
// in the non deadzone part, divide the circle into eight 45 degree
// segments rotated by 22.5 degrees that control which direction to move.
// todo: do this without floats?
static const uint8 kSegmentToButtons[8] = {
1 << 4, // 0 = up
1 << 4 | 1 << 7, // 1 = up, right
1 << 7, // 2 = right
1 << 7 | 1 << 5, // 3 = right, down
1 << 5, // 4 = down
1 << 5 | 1 << 6, // 5 = down, left
1 << 6, // 6 = left
1 << 6 | 1 << 4, // 7 = left, up
};
int angle = (int)(atan2f(last_y, last_x) * (float)(128 / M_PI) + 0.5f);
buttons = kSegmentToButtons[(uint8)(angle + 16 + 64) >> 5];
}
input1_current_state = input1_current_state & ~0xf0 | buttons;
}
}
static bool LoadRom(char* name, Snes* snes) {
size_t length = 0;
uint8_t* file = NULL;
file = ReadFile(name, &length);
if(!file) Die("Failed to read file");
PatchRom(file);
bool result = snes_loadRom(snes, file, length);
free(file);
return result;
}
static uint8_t* ReadFile(char* name, size_t* length) {
FILE* f = fopen(name, "rb");
if(f == NULL) {
return NULL;
}
fseek(f, 0, SEEK_END);
int size = ftell(f);
rewind(f);
uint8_t* buffer = (uint8_t *)malloc(size);
if (!buffer) Die("malloc failed");
fread(buffer, size, 1, f);
fclose(f);
*length = size;
return buffer;
}