Added nintendo switch support (#16)
This PR adds support for building sm on the nintendo switch, the installation instructions are pretty much the same, with the difference that you need a switch with atmosphere installed and the devkitpro development environment, to install on the switch just copy the .ini, the nro and the smc file. --------- Co-authored-by: snesrev <111028570+snesrev@users.noreply.github.com>
This commit is contained in:
32
src/main.c
32
src/main.c
@@ -22,6 +22,10 @@
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#include "util.h"
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#include "spc_player.h"
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#ifdef __SWITCH__
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#include "switch_impl.h"
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#endif
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static void playAudio(Snes *snes, SDL_AudioDeviceID device, int16_t *audioBuffer);
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static void renderScreen(Snes *snes, SDL_Renderer *renderer, SDL_Texture *texture);
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static void SDLCALL AudioCallback(void *userdata, Uint8 *stream, int len);
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@@ -309,6 +313,9 @@ static const struct RendererFuncs kSdlRendererFuncs = {
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#undef main
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int main(int argc, char** argv) {
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#ifdef __SWITCH__
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SwitchImpl_Init();
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#endif
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argc--, argv++;
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const char *config_file = NULL;
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if (argc >= 2 && strcmp(argv[0], "--config") == 0) {
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@@ -367,6 +374,20 @@ int main(int argc, char** argv) {
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g_renderer_funcs = kSdlRendererFuncs;
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}
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// init snes, load rom
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const char* filename = argv[0] ? argv[0] : "sm.smc";
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Snes *snes = SnesInit(filename);
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if(snes == NULL) {
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#ifdef __SWITCH__
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ThrowMissingROM();
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#else
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char buf[256];
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snprintf(buf, sizeof(buf), "unable to load rom: %s", filename);
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Die(buf);
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#endif
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return 1;
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}
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SDL_Window *window = SDL_CreateWindow(kWindowTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, window_width, window_height, g_win_flags);
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if(window == NULL) {
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@@ -403,9 +424,6 @@ int main(int argc, char** argv) {
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g_audiobuffer = (uint8 *)malloc(g_frames_per_block * have.channels * sizeof(int16));
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}
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// init snes, load rom
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Snes *snes = SnesInit(argv[0] ? argv[0] : "sm.smc");
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PpuBeginDrawing(snes->snes_ppu, g_pixels, 256 * 4, 0);
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PpuBeginDrawing(snes->my_ppu, g_my_pixels, 256 * 4, 0);
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@@ -420,7 +438,7 @@ int main(int argc, char** argv) {
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for (int i = 0; i < SDL_NumJoysticks(); i++)
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OpenOneGamepad(i);
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bool running = true;
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uint32 lastTick = SDL_GetTicks();
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uint32 curTick = 0;
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@@ -539,6 +557,10 @@ int main(int argc, char** argv) {
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g_renderer_funcs.Destroy();
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#ifdef __SWITCH__
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SwitchImpl_Exit();
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#endif
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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@@ -653,7 +675,7 @@ static void HandleCommand(uint32 j, bool pressed) {
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case kKeys_WindowBigger: ChangeWindowScale(1); break;
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case kKeys_WindowSmaller: ChangeWindowScale(-1); break;
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case kKeys_DisplayPerf: g_display_perf ^= 1; break;
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case kKeys_ToggleRenderer:
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case kKeys_ToggleRenderer:
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g_ppu_render_flags ^= kPpuRenderFlags_NewRenderer;
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g_new_ppu = (g_ppu_render_flags & kPpuRenderFlags_NewRenderer) != 0;
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break;
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5
src/platform/switch/.gitignore
vendored
Normal file
5
src/platform/switch/.gitignore
vendored
Normal file
@@ -0,0 +1,5 @@
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/bin
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/*.nacp
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/*.nro
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/*.elf
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/*.smc
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224
src/platform/switch/Makefile
Normal file
224
src/platform/switch/Makefile
Normal file
@@ -0,0 +1,224 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITPRO)),)
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$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITPRO)/libnx/switch_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional)
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#
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# NO_ICON: if set to anything, do not use icon.
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# NO_NACP: if set to anything, no .nacp file is generated.
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# APP_TITLE is the name of the app stored in the .nacp file (Optional)
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# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
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# APP_VERSION is the version of the app stored in the .nacp file (Optional)
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# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
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# ICON is the filename of the icon (.jpg), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.jpg
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# - icon.jpg
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# - <libnx folder>/default_icon.jpg
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#
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# CONFIG_JSON is the filename of the NPDM config file (.json), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.json
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# - config.json
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# If a JSON file is provided or autodetected, an ExeFS PFS0 (.nsp) is built instead
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# of a homebrew executable (.nro). This is intended to be used for sysmodules.
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# NACP building is skipped as well.
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#---------------------------------------------------------------------------------
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SRC_DIR := ../../
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TARGET := sm
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BUILD := bin
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SOURCES := $(SRC_DIR) $(SRC_DIR)/snes $(SRC_DIR)/platform/switch/src $(SRC_DIR)/../third_party/gl_core
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CFILES := $(wildcard $(SRC_DIR)/*.c $(SRC_DIR)/snes/*.c $(SRC_DIR)/platform/switch/src/*.c) $(SRC_DIR)/../third_party/gl_core/gl_core_3_1.c
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INCLUDES := include $(SRC_DIR)/../ ./src/
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APP_TITLE := Super Metroid
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APP_AUTHOR := snesrev & Lywx
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APP_VERSION := $(shell git rev-parse --short HEAD) $(shell git rev-parse --abbrev-ref HEAD)
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE
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CFLAGS := -g -Wall -O2 -ffunction-sections -Wno-parentheses \
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$(ARCH) $(DEFINES)
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CFLAGS += -D__SWITCH__ $(INCLUDE) -DSTBI_NO_THREAD_LOCALS `sdl2-config --cflags`
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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CFLAGS += -std=gnu11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := `$(PREFIX)pkg-config --libs sdl2` -lnx -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(PORTLIBS) $(LIBNX)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
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export DEPSDIR := $(CURDIR)/$(BUILD)
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#CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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#CFILES := $(wildcard ../../*.c ../../snes/*.c) ../../third_party/gl_core/gl_core_3_1.c ../../third_party/opus-1.3.1-stripped/opus_decoder_amalgam.c
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#CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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#SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SRC := $(CPPFILES:.cpp=.o) $(notdir $(CFILES:.c=.o)) $(SFILES:.s=.o)
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export OFILES := $(OFILES_BIN) $(OFILES_SRC)
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export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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$(info $(OFILES))
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ifeq ($(strip $(CONFIG_JSON)),)
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jsons := $(wildcard *.json)
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ifneq (,$(findstring $(TARGET).json,$(jsons)))
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export APP_JSON := $(TOPDIR)/$(TARGET).json
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else
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ifneq (,$(findstring config.json,$(jsons)))
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export APP_JSON := $(TOPDIR)/config.json
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endif
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endif
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else
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export APP_JSON := $(TOPDIR)/$(CONFIG_JSON)
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endif
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.jpg)
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ifneq (,$(findstring $(TARGET).jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).jpg
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else
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ifneq (,$(findstring icon.jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.jpg
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_ICON)),)
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export NROFLAGS += --icon=$(APP_ICON)
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endif
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ifeq ($(strip $(NO_NACP)),)
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export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
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endif
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ifneq ($(APP_TITLEID),)
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export NACPFLAGS += --titleid=$(APP_TITLEID)
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endif
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ifneq ($(ROMFS),)
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export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@echo $(CFILES) ...
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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ifeq ($(strip $(APP_JSON)),)
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@rm -fr $(BUILD) $(TARGET).nro $(TARGET).nacp $(TARGET).elf
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else
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@rm -fr $(BUILD) $(TARGET).nsp $(TARGET).nso $(TARGET).npdm $(TARGET).elf
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endif
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#---------------------------------------------------------------------------------
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else
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.PHONY: all
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(APP_JSON)),)
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all : $(OUTPUT).nro
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ifeq ($(strip $(NO_NACP)),)
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$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp
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else
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$(OUTPUT).nro : $(OUTPUT).elf
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endif
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else
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all : $(OUTPUT).nsp
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$(OUTPUT).nsp : $(OUTPUT).nso $(OUTPUT).npdm
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$(OUTPUT).nso : $(OUTPUT).elf
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endif
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$(OUTPUT).elf : $(OFILES)
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$(OFILES_SRC) : $(HFILES_BIN)
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#---------------------------------------------------------------------------------
|
||||
# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
|
||||
%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
|
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@echo $(notdir $<)
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@$(bin2o)
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|
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
|
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endif
|
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#---------------------------------------------------------------------------------------
|
||||
BIN
src/platform/switch/icon.jpg
Normal file
BIN
src/platform/switch/icon.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 48 KiB |
92
src/platform/switch/sm.ini
Normal file
92
src/platform/switch/sm.ini
Normal file
@@ -0,0 +1,92 @@
|
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[General]
|
||||
|
||||
# Disable the SDL_Delay that happens each frame (Gives slightly better perf if your
|
||||
# display is set to exactly 60hz)
|
||||
DisableFrameDelay = 1
|
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|
||||
[Graphics]
|
||||
# Window size ( Auto or WidthxHeight )
|
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WindowSize = 1920x1080
|
||||
|
||||
# Fullscreen mode (0=windowed, 1=desktop fullscreen, 2=fullscreen w/mode change)
|
||||
Fullscreen = 0
|
||||
|
||||
# Window scale (1=100%, 2=200%, 3=300%, etc.)
|
||||
WindowScale = 1
|
||||
|
||||
# Use an optimized (but potentially more buggy) SNES PPU implementation
|
||||
NewRenderer = 1
|
||||
|
||||
# Display the world map with higher resolution
|
||||
EnhancedMode7 = 1
|
||||
|
||||
# Don't keep the aspect ratio
|
||||
IgnoreAspectRatio = 1
|
||||
|
||||
# Enable this option to remove the sprite limits per scan line
|
||||
NoSpriteLimits = 1
|
||||
|
||||
# Use either SDL, SDL-Software, or OpenGL as the output method
|
||||
# SDL-Software rendering might give better performance on Raspberry pi.
|
||||
OutputMethod = SDL
|
||||
|
||||
# Set to true to use linear filtering. Gives less crisp pixels. Works with SDL and OpenGL.
|
||||
LinearFiltering = 0
|
||||
|
||||
# Set a glsl shader. Only supported with the OpenGL output method
|
||||
# This can be the path to a .glsl or .glslp file
|
||||
# Get them with: git clone https://github.com/snesrev/glsl-shaders
|
||||
#Shader = glsl-shaders/hqx/hq4x.glslp
|
||||
|
||||
[Sound]
|
||||
EnableAudio = 1
|
||||
|
||||
# DSP frequency in samples per second (e.g. 48000, 44100, 32000, 22050, 11025)
|
||||
AudioFreq = 44100
|
||||
|
||||
# number of separate sound channels (1=mono, 2=stereo)
|
||||
AudioChannels = 2
|
||||
|
||||
# Audio buffer size in samples (power of 2; e.g., 4096, 2048, 1024) [try 1024 if sound is crackly]. The higher the more lag before you hear sounds.
|
||||
AudioSamples = 1024
|
||||
|
||||
[KeyMap]
|
||||
# Change what keyboard keys map to the joypad
|
||||
# Order: Up, Down, Left, Right, Select, Start, A, B, X, Y, L, R
|
||||
|
||||
# This default is suitable for QWERTY keyboards.
|
||||
Controls = Up, Down, Left, Right, Right Shift, Return, x, z, s, a, c, v
|
||||
|
||||
# This default is suitable for QWERTZ keyboards.
|
||||
#Controls = Up, Down, Left, Right, Right Shift, Return, x, y, s, a, c, v
|
||||
|
||||
# This one is suitable for AZERTY keyboards.
|
||||
#Controls = Up, Down, Left, Right, Right Shift, Return, x, w, s, q, c, v
|
||||
|
||||
CheatLife = w
|
||||
CheatJump = Ctrl+q
|
||||
ClearKeyLog = k
|
||||
StopReplay = l
|
||||
Fullscreen = Alt+Return
|
||||
Reset = Ctrl+r
|
||||
Pause = Shift+p
|
||||
PauseDimmed = p
|
||||
Turbo = Tab
|
||||
ReplayTurbo = t
|
||||
WindowBigger = Ctrl+Up
|
||||
WindowSmaller = Ctrl+Down
|
||||
|
||||
VolumeUp = Shift+=
|
||||
VolumeDown = Shift+-
|
||||
|
||||
Load = F1, F2, F3, F4, F5, F6, F7, F8, F9, F10
|
||||
Save = Shift+F1,Shift+F2,Shift+F3,Shift+F4,Shift+F5,Shift+F6,Shift+F7,Shift+F8,Shift+F9,Shift+F10
|
||||
Replay= Ctrl+F1,Ctrl+F2,Ctrl+F3,Ctrl+F4,Ctrl+F5,Ctrl+F6,Ctrl+F7,Ctrl+F8,Ctrl+F9,Ctrl+F10
|
||||
|
||||
LoadRef = 1,2,3,4,5,6,7,8,9,0,-,=,Backspace
|
||||
ReplayRef = Ctrl+1,Ctrl+2,Ctrl+3,Ctrl+4,Ctrl+5,Ctrl+6,Ctrl+7,Ctrl+8,Ctrl+9,Ctrl+0,Ctrl+-,Ctrl+=,Ctrl+Backspace
|
||||
|
||||
[GamepadMap]
|
||||
# Any keys used in KeyMap can be used also in this section.
|
||||
# The shoulder button is called L1/Lb and L2, and the thumbstick button is called L3
|
||||
Controls = DpadUp, DpadDown, DpadLeft, DpadRight, Back, Start, B, A, Y, X, Lb, Rb
|
||||
45
src/platform/switch/src/switch_impl.c
Normal file
45
src/platform/switch/src/switch_impl.c
Normal file
@@ -0,0 +1,45 @@
|
||||
#include "switch_impl.h"
|
||||
|
||||
#include <switch.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdio.h>
|
||||
|
||||
void SwitchImpl_Init() {
|
||||
appletInitializeGamePlayRecording();
|
||||
appletSetGamePlayRecordingState(true);
|
||||
appletSetFocusHandlingMode(AppletFocusHandlingMode_NoSuspend);
|
||||
socketInitializeDefault();
|
||||
#ifdef DEBUG
|
||||
nxlinkStdio();
|
||||
#endif
|
||||
}
|
||||
|
||||
void SwitchImpl_Exit() {
|
||||
appletSetGamePlayRecordingState(false);
|
||||
socketExit();
|
||||
}
|
||||
|
||||
void PrintErrorMessageToScreen(const char* str, ...) {
|
||||
consoleInit(NULL);
|
||||
|
||||
va_list args;
|
||||
va_start(args, str);
|
||||
vprintf(str, args);
|
||||
va_end(args);
|
||||
|
||||
while (appletMainLoop()) {
|
||||
consoleUpdate(NULL);
|
||||
}
|
||||
|
||||
consoleExit(NULL);
|
||||
}
|
||||
|
||||
// Error messages
|
||||
|
||||
void ThrowMissingROM() {
|
||||
PrintErrorMessageToScreen(
|
||||
"\x1b[2;2HYou've launched Super Metroid without the rom file."
|
||||
"\x1b[4;2HPlease relaunch making sure sm.smc exists."
|
||||
"\x1b[44;2HMade with <3 by snesrev and Lywx"
|
||||
);
|
||||
}
|
||||
8
src/platform/switch/src/switch_impl.h
Normal file
8
src/platform/switch/src/switch_impl.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
void SwitchImpl_Init();
|
||||
void SwitchImpl_Exit();
|
||||
|
||||
// Error messages
|
||||
|
||||
void ThrowMissingROM();
|
||||
@@ -388,7 +388,6 @@ static void VerifySnapshotsEq(Snapshot *b, Snapshot *a, Snapshot *prev) {
|
||||
memcpy(&a->ram[0x611], &b->ram[0x611], 6); // coroutine_state (copy from mine to theirs)
|
||||
memcpy(&a->ram[0x77e], &b->ram[0x77e], 5); // my counter
|
||||
memcpy(&a->ram[0xe20], &b->ram[0xe20], 2); // enemy_population_ptr
|
||||
|
||||
|
||||
if (memcmp(b->ram, a->ram, 0x20000)) {
|
||||
fprintf(stderr, "@%d: Memory compare failed (mine != theirs, prev):\n", snes_frame_counter);
|
||||
@@ -502,7 +501,7 @@ int RunAsmCode(uint32 pc, uint16 a, uint16 x, uint16 y, int flags) {
|
||||
|
||||
bool dc = g_snes->debug_cycles;
|
||||
g_cpu->db = pc >> 16;
|
||||
|
||||
|
||||
g_cpu->a = a;
|
||||
g_cpu->x = x;
|
||||
g_cpu->y = y;
|
||||
@@ -572,14 +571,12 @@ void RtlUpdateSnesPatchForBugfix() {
|
||||
|
||||
Snes *SnesInit(const char *filename) {
|
||||
g_snes = snes_init(g_ram);
|
||||
|
||||
|
||||
g_cpu = g_snes->cpu;
|
||||
|
||||
|
||||
bool loaded = loadRom(filename, g_snes);
|
||||
if (!loaded) {
|
||||
char buf[256];
|
||||
snprintf(buf, sizeof(buf), "unable to load rom: %s", filename);
|
||||
Die(buf);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
g_sram = g_snes->cart->ram;
|
||||
@@ -601,7 +598,7 @@ Snes *SnesInit(const char *filename) {
|
||||
{ uint8 t[2] = { 0x0a, 0x0a }; PatchBytes(0x8584B2, t, 2); } // HandleMessageBoxInteraction has a loop
|
||||
|
||||
// LoadRoomPlmGfx passes bad value
|
||||
{ uint8 t[] = { 0xc0, 0x00, 0x00, 0xf0, 0x03, 0x20, 0x64, 0x87, 0x60}; PatchBytes(0x84efd3, t, sizeof(t)); }
|
||||
{ uint8 t[] = { 0xc0, 0x00, 0x00, 0xf0, 0x03, 0x20, 0x64, 0x87, 0x60}; PatchBytes(0x84efd3, t, sizeof(t)); }
|
||||
{ uint8 t[] = { 0xd3, 0xef }; PatchBytes(0x848243, t, sizeof(t)); }
|
||||
|
||||
// EprojColl_8676 doesn't initialize Y
|
||||
@@ -629,12 +626,12 @@ Snes *SnesInit(const char *filename) {
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18 }; PatchBytes(0xA98C12, t, sizeof(t)); }
|
||||
|
||||
{ uint8 t[] = { 0x60 }; PatchBytes(0x8085F6, t, sizeof(t)); }
|
||||
|
||||
|
||||
// Remove 4 frames of delay in reset routine
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18 }; PatchBytes(0x80843C, t, sizeof(t)); }
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18 }; PatchBytes(0x808475, t, sizeof(t)); }
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18 }; PatchBytes(0x808525, t, sizeof(t)); }
|
||||
|
||||
|
||||
// Remove WaitUntilEndOfVblank in WaitUntilEndOfVblankAndClearHdma - We run frame by frame.
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18, 0x18 }; PatchBytes(0x8882A1, t, sizeof(t)); }
|
||||
|
||||
@@ -677,7 +674,7 @@ Snes *SnesInit(const char *filename) {
|
||||
// Patch ClearMessageBoxBg3Tilemap
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18 }; PatchBytes(0x858203, t, sizeof(t)); } // WaitForLagFrame
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18 }; PatchBytes(0x858236, t, sizeof(t)); } // HandleMusicQueue etc
|
||||
|
||||
|
||||
// Patch WriteMessageTilemap
|
||||
{ uint8 t[] = { 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18 }; PatchBytes(0x8582B8, t, sizeof(t)); }
|
||||
|
||||
@@ -834,7 +831,7 @@ again_theirs:
|
||||
again_mine:
|
||||
g_snes->ppu = g_snes->my_ppu;
|
||||
RestoreSnapshot(&g_snapshot_before);
|
||||
|
||||
|
||||
g_snes->runningWhichVersion = 2;
|
||||
RunOneFrameOfGame();
|
||||
DrawFrameToPpu();
|
||||
@@ -903,4 +900,4 @@ void RtlRunFrameCompare(uint16 input, int run_what) {
|
||||
g_use_my_apu_code = true;
|
||||
RunOneFrameOfGame_Both();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user