ref: 442cc396eff66eabcafb12afb43f6061ef70f106
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" #include "config.h" extern Ppu *GetPpuForRendering(); extern Dsp *GetDspForRendering(); extern Snes *g_snes; extern uint8 g_emulated_ram[0x20000]; bool g_run_without_emu = false; static int g_input1_state; static bool g_display_perf; static int g_curr_fps; 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 bool LoadRom(const char *name, Snes *snes); static void PlayAudio(Snes *snes, SDL_AudioDeviceID device, int16 *audioBuffer); static void RenderScreen(SDL_Window *window, SDL_Renderer *renderer, SDL_Texture *texture, bool fullscreen); 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); enum { kRenderWidth = 512, kRenderHeight = 480, kDefaultZoom = 2, }; static uint32 g_win_flags = SDL_WINDOW_RESIZABLE; static SDL_Window *g_window; static SDL_Renderer *g_renderer; static uint8 g_paused, g_turbo = true; static int current_zoom = kDefaultZoom; static uint8 g_gamepad_buttons; 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) { g_input1_state |= 1 << button; } else { g_input1_state &= ~(1 << button); } } void DoZoom(int zoom_step) { int screen = SDL_GetWindowDisplayIndex(g_window); if (screen < 0) screen = 0; int max_zoom = kDefaultZoom * 5; SDL_Rect bounds; int bt = -1, bl, bb, br; // note this takes into effect Windows display scaling, i.e., resolution is divided by scale factor if (SDL_GetDisplayUsableBounds(screen, &bounds) == 0) { // this call may take a while before it is reported by Windows (or not at all in my testing) if (SDL_GetWindowBordersSize(g_window, &bt, &bl, &bb, &br) != 0) { // guess based on Windows 10/11 defaults bl = br = bb = 1; bt = 31; } // Allow a zoom level slightly above the max that fits on screen int mw = (bounds.w - bl - br + (kRenderWidth / kDefaultZoom) / 4) / (kRenderWidth / kDefaultZoom); int mh = (bounds.h - bt - bb + (kRenderHeight / kDefaultZoom) / 4) / (kRenderHeight / kDefaultZoom); max_zoom = IntMin(mw, mh); } int new_zoom = IntMax(IntMin(current_zoom + zoom_step, max_zoom), 1); current_zoom = new_zoom; int w = new_zoom * (kRenderWidth / kDefaultZoom); int h = new_zoom * (kRenderHeight / kDefaultZoom); //SDL_RenderSetLogicalSize(g_renderer, w, h); SDL_SetWindowSize(g_window, w, h); if (bt >= 0) { // Center the window on top of the mouse int mx, my; SDL_GetGlobalMouseState(&mx, &my); int wx = IntMax(IntMin(mx - w / 2, bounds.x + bounds.w - bl - br - w), bounds.x + bl); int wy = IntMax(IntMin(my - h / 2, bounds.y + bounds.h - bt - bb - h), bounds.y + bt); SDL_SetWindowPosition(g_window, wx, wy); } else { SDL_SetWindowPosition(g_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); } } static SDL_HitTestResult HitTestCallback(SDL_Window *win, const SDL_Point *area, void *data) { uint32 flags = SDL_GetWindowFlags(win); return (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0 && (SDL_GetModState() & KMOD_CTRL) != 0 ? SDL_HITTEST_DRAGGABLE : SDL_HITTEST_NORMAL; } enum { kSampleRate = 44100, kSnesSamplesPerBlock = (534 * kSampleRate) / 32000, }; #undef main int main(int argc, char** argv) { ParseConfigFile(); AfterConfigParse(); // 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; } SDL_Window* window = SDL_CreateWindow("Zelda3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, kRenderWidth, kRenderHeight, g_win_flags); if(window == NULL) { printf("Failed to create window: %s\n", SDL_GetError()); return 1; } g_window = window; SDL_SetWindowHitTest(window, HitTestCallback, NULL); 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; } g_renderer = renderer; SDL_RenderSetLogicalSize(renderer, 512, 480); SDL_Texture* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STREAMING, kRenderWidth, kRenderHeight); if(texture == NULL) { printf("Failed to create texture: %s\n", SDL_GetError()); return 1; } SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); SDL_AudioSpec want, have; SDL_AudioDeviceID device; SDL_memset(&want, 0, sizeof(want)); want.freq = kSampleRate; 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(kSnesSamplesPerBlock * 2 * 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 running = true; SDL_Event event; uint32 lastTick = SDL_GetTicks(); uint32 curTick = 0; 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_MOUSEWHEEL: if ((g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0 && event.wheel.y != 0 && SDL_GetModState() & KMOD_CTRL) DoZoom(event.wheel.y > 0 ? 1 : -1); break; case SDL_MOUSEBUTTONDOWN: if (event.button.button == SDL_BUTTON_LEFT && event.button.state == SDL_PRESSED && event.button.clicks == 2) { if ((g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0 && SDL_GetModState() & KMOD_SHIFT) { g_win_flags ^= SDL_WINDOW_BORDERLESS; SDL_SetWindowBordered(g_window, (g_win_flags & SDL_WINDOW_BORDERLESS) == 0); } } break; case SDL_KEYDOWN: 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 (g_paused) { SDL_Delay(16); continue; } // Clear gamepad inputs when joypad directional inputs to avoid wonkiness int inputs = g_input1_state; if (g_input1_state & 0xf0) g_gamepad_buttons = 0; bool is_turbo = RunOneFrame(snes_run, g_input1_state | g_gamepad_buttons, (frameCtr++ & 0x7f) != 0 && g_turbo); if (is_turbo) continue; if (g_display_perf) { static float history[64], average; static int history_pos; uint64 before = SDL_GetPerformanceCounter(); ZeldaDrawPpuFrame(); uint64 after = SDL_GetPerformanceCounter(); float v = (double)SDL_GetPerformanceFrequency() / (after - before); average += v - history[history_pos]; history[history_pos] = v; history_pos = (history_pos + 1) & 63; g_curr_fps = average * (1.0f / 64); } else { ZeldaDrawPpuFrame(); } PlayAudio(snes_run, device, audioBuffer); RenderScreen(window, renderer, texture, (g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0); 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) { uint32 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 (snes) { while (snes->apu->dsp->sampleOffset < 534) apu_cycle(snes->apu); snes->apu->dsp->sampleOffset = 0; } dsp_getSamples(GetDspForRendering(), audioBuffer, kSnesSamplesPerBlock); for (int i = 0; i < 10; i++) { if (SDL_GetQueuedAudioSize(device) <= kSnesSamplesPerBlock * 4 * 6) { // don't queue audio if buffer is still filled SDL_QueueAudio(device, audioBuffer, kSnesSamplesPerBlock * 4); return; } SDL_Delay(1); } } static void RenderDigit(uint32 *dst, int digit, uint32 color) { static const uint8 kFont[] = { 0x1c, 0x36, 0x63, 0x63, 0x63, 0x63, 0x63, 0x63, 0x36, 0x1c, 0x18, 0x1c, 0x1e, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x7e, 0x3e, 0x63, 0x60, 0x30, 0x18, 0x0c, 0x06, 0x03, 0x63, 0x7f, 0x3e, 0x63, 0x60, 0x60, 0x3c, 0x60, 0x60, 0x60, 0x63, 0x3e, 0x30, 0x38, 0x3c, 0x36, 0x33, 0x7f, 0x30, 0x30, 0x30, 0x78, 0x7f, 0x03, 0x03, 0x03, 0x3f, 0x60, 0x60, 0x60, 0x63, 0x3e, 0x1c, 0x06, 0x03, 0x03, 0x3f, 0x63, 0x63, 0x63, 0x63, 0x3e, 0x7f, 0x63, 0x60, 0x60, 0x30, 0x18, 0x0c, 0x0c, 0x0c, 0x0c, 0x3e, 0x63, 0x63, 0x63, 0x3e, 0x63, 0x63, 0x63, 0x63, 0x3e, 0x3e, 0x63, 0x63, 0x63, 0x7e, 0x60, 0x60, 0x60, 0x30, 0x1e, }; const uint8 *p = kFont + digit * 10; for (int y = 0; y < 10; y++, dst += 512) { int v = *p++; for (int x = 0; v; x++, v>>=1) { if (v & 1) dst[x] = color; } } } static void RenderNumber(uint32 *dst, int n) { char buf[32], *s; int i; sprintf(buf, "%d", n); for (s = buf, i = 2; *s; s++, i += 8) RenderDigit(dst + 513 + i, *s - '0', 0x40404000); for (s = buf, i = 2; *s; s++, i += 8) RenderDigit(dst + i, *s - '0', 0xffffff00); } static void RenderScreen(SDL_Window *window, SDL_Renderer *renderer, SDL_Texture *texture, bool fullscreen) { 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); if (g_display_perf) RenderNumber((uint32 *)pixels + 512*2, g_curr_fps); SDL_UnlockTexture(texture); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, texture, NULL, NULL); } static void HandleCommand(uint32 j, bool pressed) { if (j <= kKeys_Controls_Last) { static const uint8 kKbdRemap[12] = { 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 }; SetButtonState(kKbdRemap[j], pressed); return; } if (!pressed) return; if (j <= kKeys_Load_Last) { SaveLoadSlot(kSaveLoad_Load, j - kKeys_Load); } else if (j <= kKeys_Save_Last) { SaveLoadSlot(kSaveLoad_Save, j - kKeys_Save); } else if (j <= kKeys_Replay_Last) { SaveLoadSlot(kSaveLoad_Replay, j - kKeys_Replay); } else if (j <= kKeys_LoadRef_Last) { SaveLoadSlot(kSaveLoad_Load, 256 + j - kKeys_LoadRef); } else if (j <= kKeys_ReplayRef_Last) { SaveLoadSlot(kSaveLoad_Replay, 256 + j - kKeys_ReplayRef); } else { switch (j) { case kKeys_CheatLife: PatchCommand('w'); break; case kKeys_CheatKeys: PatchCommand('o'); break; case kKeys_ClearKeyLog: PatchCommand('k'); break; case kKeys_StopReplay: PatchCommand('l'); break; case kKeys_Fullscreen: g_win_flags ^= SDL_WINDOW_FULLSCREEN_DESKTOP; SDL_SetWindowFullscreen(g_window, g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP); break; case kKeys_Reset: snes_reset(g_snes, true); ZeldaReadSram(g_snes); CopyStateAfterSnapshotRestore(true); break; case kKeys_Pause: g_paused = !g_paused; break; case kKeys_PauseDimmed: g_paused = !g_paused; if (g_paused) { SDL_SetRenderDrawBlendMode(g_renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(g_renderer, 0, 0, 0, 159); SDL_RenderFillRect(g_renderer, NULL); SDL_RenderPresent(g_renderer); } break; case kKeys_Turbo: g_turbo = !g_turbo; break; case kKeys_ZoomIn: DoZoom(1); break; case kKeys_ZoomOut: DoZoom(-1); break; case kKeys_DisplayPerf: g_display_perf ^= 1; break; default: assert(0); } } } static void HandleInput(int keyCode, int keyMod, bool pressed) { int j = FindCmdForSdlKey(keyCode, keyMod); if (j >= 0) HandleCommand(j, pressed); } 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; } } // Approximates atan2(y, x) normalized to the [0,4) range // with a maximum error of 0.1620 degrees // normalized_atan(x) ~ (b x + x^2) / (1 + 2 b x + x^2) static float ApproximateAtan2(float y, float x) { uint32 sign_mask = 0x80000000; float b = 0.596227f; // Extract the sign bits uint32 ux_s = sign_mask & *(uint32 *)&x; uint32 uy_s = sign_mask & *(uint32 *)&y; // Determine the quadrant offset float q = (float)((~ux_s & uy_s) >> 29 | ux_s >> 30); // Calculate the arctangent in the first quadrant float bxy_a = fabs(b * x * y); float num = bxy_a + y * y; float atan_1q = num / (x * x + bxy_a + num + 0.000001f); // Translate it to the proper quadrant uint32_t uatan_2q = (ux_s ^ uy_s) | *(uint32 *)&atan_1q; return q + *(float *)&uatan_2q; } 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) { // ignore other gamepads unless they have a big input if (last_gamepad_id != gamepad_id) { if (value > -16000 && value < 16000) return; 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 }; uint8 angle = (uint8)(int)(ApproximateAtan2(last_y, last_x) * 64.0f + 0.5f); buttons = kSegmentToButtons[(uint8)(angle + 16 + 64) >> 5]; } g_gamepad_buttons = buttons; } } static bool LoadRom(const char *name, Snes *snes) { size_t length = 0; uint8 *file = ReadFile(name, &length); if(!file) Die("Failed to read file"); PatchRom(file); bool result = snes_loadRom(snes, file, (int)length); free(file); return result; }