BizHawk/BizHawk.Emulation.Cores/Consoles/Nintendo/N64/N64.cs

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using System;
using System.Threading;
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using System.Collections.Generic;
using System.IO;
using BizHawk.Common.BufferExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores.Nintendo.N64.NativeApi;
namespace BizHawk.Emulation.Cores.Nintendo.N64
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{
[CoreAttributes(
"Mupen64Plus",
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"",
isPorted: true,
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isReleased: true,
portedVersion: "2.0",
portedUrl: "https://code.google.com/p/mupen64plus/"
)]
public partial class N64 : IEmulator, IMemoryDomains, IDebuggable
{
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private readonly N64Input _inputProvider;
private readonly N64VideoProvider _videoProvider;
private readonly N64Audio _audioProvider;
private readonly EventWaitHandle _pendingThreadEvent = new EventWaitHandle(false, EventResetMode.AutoReset);
private readonly EventWaitHandle _completeThreadEvent = new EventWaitHandle(false, EventResetMode.AutoReset);
private mupen64plusApi api; // mupen64plus DLL Api
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private N64SyncSettings _syncSettings;
private N64Settings _settings;
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private bool _pendingThreadTerminate;
private DisplayType _display_type = DisplayType.NTSC;
private Action _pendingThreadAction;
private bool _disableExpansionSlot = true;
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/// <summary>
/// Create mupen64plus Emulator
/// </summary>
/// <param name="comm">Core communication object</param>
/// <param name="game">Game information of game to load</param>
/// <param name="rom">Rom that should be loaded</param>
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/// <param name="syncSettings">N64SyncSettings object</param>
[CoreConstructor("N64")]
public N64(CoreComm comm, GameInfo game, byte[] file, object settings, object syncSettings)
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{
int SaveType = 0;
if (game.OptionValue("SaveType") == "EEPROM_16K")
{
SaveType = 1;
}
CoreComm = comm;
_syncSettings = (N64SyncSettings)syncSettings ?? new N64SyncSettings();
_settings = (N64Settings)settings ?? new N64Settings();
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_disableExpansionSlot = _syncSettings.DisableExpansionSlot;
// Override the user's expansion slot setting if it is mentioned in the gamedb (it is mentioned but the game MUST have this setting or else not work
if (game.OptionValue("expansionpak") != null && game.OptionValue("expansionpak") == "1")
{
_disableExpansionSlot = false;
IsOverridingUserExpansionSlotSetting = true;
}
byte country_code = file[0x3E];
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switch (country_code)
{
// PAL codes
case 0x44:
case 0x46:
case 0x49:
case 0x50:
case 0x53:
case 0x55:
case 0x58:
case 0x59:
_display_type = DisplayType.PAL;
break;
// NTSC codes
case 0x37:
case 0x41:
case 0x45:
case 0x4a:
default: // Fallback for unknown codes
_display_type = DisplayType.NTSC;
break;
}
switch (DisplayType)
{
case DisplayType.NTSC:
comm.VsyncNum = 60000;
comm.VsyncDen = 1001;
break;
default:
comm.VsyncNum = 50;
comm.VsyncDen = 1;
break;
}
StartThreadLoop();
var videosettings = _syncSettings.GetVPS(game, _settings.VideoSizeX, _settings.VideoSizeY);
var coreType = _syncSettings.Core;
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//zero 19-apr-2014 - added this to solve problem with SDL initialization corrupting the main thread (I think) and breaking subsequent emulators (for example, NES)
//not sure why this works... if we put the plugin initializations in here, we get deadlocks in some SDL initialization. doesnt make sense to me...
RunThreadAction(() =>
{
api = new mupen64plusApi(this, file, videosettings, SaveType, (int)coreType, _disableExpansionSlot);
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});
// Order is important because the register with the mupen core
_videoProvider = new N64VideoProvider(api, videosettings);
_audioProvider = new N64Audio(api);
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_inputProvider = new N64Input(api, comm, this._syncSettings.Controllers);
string rsp = _syncSettings.Rsp == N64SyncSettings.RspType.Rsp_Hle ?
"mupen64plus-rsp-hle.dll" :
"mupen64plus-rsp-z64-hlevideo.dll";
api.AttachPlugin(mupen64plusApi.m64p_plugin_type.M64PLUGIN_RSP, rsp);
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InitMemoryDomains();
RefreshMemoryCallbacks();
api.AsyncExecuteEmulator();
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SetControllerButtons();
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}
public bool UsingExpansionSlot
{
get { return !_disableExpansionSlot; }
}
public bool IsOverridingUserExpansionSlotSetting { get; set; }
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public void Dispose()
{
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RunThreadAction(() =>
{
_videoProvider.Dispose();
_audioProvider.Dispose();
api.Dispose();
});
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EndThreadLoop();
}
private void ThreadLoop()
{
for (; ; )
{
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_pendingThreadEvent.WaitOne();
_pendingThreadAction();
if (_pendingThreadTerminate)
{
break;
}
_completeThreadEvent.Set();
}
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_pendingThreadTerminate = false;
_completeThreadEvent.Set();
}
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private void RunThreadAction(Action action)
{
_pendingThreadAction = action;
_pendingThreadEvent.Set();
_completeThreadEvent.WaitOne();
}
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private void StartThreadLoop()
{
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var thread = new Thread(ThreadLoop) { IsBackground = true };
thread.Start(); // will this solve the hanging process problem?
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}
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private void EndThreadLoop()
{
RunThreadAction(() => { _pendingThreadTerminate = true; });
}
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public void FrameAdvance(bool render, bool rendersound)
{
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IsVIFrame = false;
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_audioProvider.RenderSound = rendersound;
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if (Controller["Reset"])
{
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api.soft_reset();
}
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if (Controller["Power"])
{
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api.hard_reset();
}
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api.frame_advance();
if (IsLagFrame)
{
LagCount++;
}
Frame++;
}
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public string SystemId { get { return "N64"; } }
public string BoardName { get { return null; } }
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public CoreComm CoreComm { get; private set; }
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public IVideoProvider VideoProvider { get { return _videoProvider; } }
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public DisplayType DisplayType { get { return _display_type; } }
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public ISoundProvider SoundProvider { get { return null; } }
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public ISyncSoundProvider SyncSoundProvider { get { return _audioProvider.Resampler; } }
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public bool StartAsyncSound() { return false; }
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public void EndAsyncSound() { }
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public ControllerDefinition ControllerDefinition
{
get { return _inputProvider.ControllerDefinition; }
}
public IController Controller
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{
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get { return _inputProvider.Controller; }
set { _inputProvider.Controller = value; }
}
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public int Frame { get; private set; }
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public int LagCount { get; set; }
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public bool IsLagFrame
{
get
{
if (_settings.UseMupenStyleLag)
{
return !IsVIFrame;
}
return !_inputProvider.LastFrameInputPolled;
}
internal set
{
if (_settings.UseMupenStyleLag)
{
IsVIFrame = !value;
}
else
{
_inputProvider.LastFrameInputPolled = !value;
}
}
}
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public bool IsVIFrame
{
get { return _videoProvider.IsVIFrame; }
internal set { _videoProvider.IsVIFrame = value; }
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}
public void ResetCounters()
{
Frame = 0;
LagCount = 0;
IsLagFrame = false;
}
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public bool DeterministicEmulation { get { return false; } }
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public byte[] CloneSaveRam()
{
return api.SaveSaveram();
}
public void StoreSaveRam(byte[] data)
{
api.LoadSaveram(data);
}
public void ClearSaveRam()
{
api.InitSaveram();
}
public bool SaveRamModified { get { return true; } set { } }
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#region Savestates
// these next 5 functions are all exact copy paste from gambatte.
// if something's wrong here, it's probably wrong there too
public void SaveStateText(TextWriter writer)
{
var temp = SaveStateBinary();
temp.SaveAsHexFast(writer);
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// write extra copy of stuff we don't use
writer.WriteLine("Frame {0}", Frame);
}
public void LoadStateText(TextReader reader)
{
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var hex = reader.ReadLine();
var state = new byte[hex.Length / 2];
state.ReadFromHexFast(hex);
LoadStateBinary(new BinaryReader(new MemoryStream(state)));
}
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private byte[] SaveStatePrivateBuff = new byte[16788288 + 1024];
public void SaveStateBinary(BinaryWriter writer)
{
byte[] data = SaveStatePrivateBuff;
int bytes_used = api.SaveState(data);
writer.Write(bytes_used);
writer.Write(data, 0, bytes_used);
byte[] saveram = api.SaveSaveram();
writer.Write(saveram);
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if (saveram.Length != mupen64plusApi.kSaveramSize)
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{
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throw new InvalidOperationException("Unexpected N64 SaveRam size");
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}
// other variables
writer.Write(IsLagFrame);
writer.Write(LagCount);
writer.Write(Frame);
}
public void LoadStateBinary(BinaryReader reader)
{
int length = reader.ReadInt32();
if ((_disableExpansionSlot && length >= 16788288) || (!_disableExpansionSlot && length < 16788288))
{
throw new SavestateSizeMismatchException("Wrong N64 savestate size");
}
reader.Read(SaveStatePrivateBuff, 0, length);
byte[] data = SaveStatePrivateBuff;
api.LoadState(data);
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reader.Read(SaveStatePrivateBuff, 0, mupen64plusApi.kSaveramSize);
api.LoadSaveram(SaveStatePrivateBuff);
// other variables
IsLagFrame = reader.ReadBoolean();
LagCount = reader.ReadInt32();
Frame = reader.ReadInt32();
}
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private byte[] SaveStateBinaryPrivateBuff = new byte[0];
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public byte[] SaveStateBinary()
{
// WELCOME TO THE HACK ZONE
byte[] saveram = api.SaveSaveram();
int lenwant = 4 + SaveStatePrivateBuff.Length + saveram.Length + 1 + 4 + 4;
if (SaveStateBinaryPrivateBuff.Length != lenwant)
{
Console.WriteLine("Allocating new N64 private buffer size {0}", lenwant);
SaveStateBinaryPrivateBuff = new byte[lenwant];
}
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var ms = new MemoryStream(SaveStateBinaryPrivateBuff);
var bw = new BinaryWriter(ms);
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SaveStateBinary(bw);
bw.Flush();
if (ms.Length != SaveStateBinaryPrivateBuff.Length)
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{
throw new Exception("Unexpected Length");
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}
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return SaveStateBinaryPrivateBuff;
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}
public bool BinarySaveStatesPreferred { get { return true; } }
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#endregion
#region Debugging Hooks
public Dictionary<string, int> GetCpuFlagsAndRegisters()
{
//note: the approach this code takes is highly bug-prone
var ret = new Dictionary<string, int>();
var data = new byte[32 * 8 + 4 + 4 + 8 + 8 + 4 + 4 + 32 * 4 + 32 * 8];
api.getRegisters(data);
for (int i = 0; i < 32; i++)
{
var reg = BitConverter.ToInt64(data, i * 8);
ret.Add("REG" + i + "_lo", (int)(reg));
ret.Add("REG" + i + "_hi", (int)(reg >> 32));
}
var PC = BitConverter.ToUInt32(data, 32 * 8);
ret.Add("PC", (int)PC);
ret.Add("LL", BitConverter.ToInt32(data, 32 * 8 + 4));
var Lo = BitConverter.ToInt64(data, 32 * 8 + 4 + 4);
ret.Add("LO_lo", (int)Lo);
ret.Add("LO_hi", (int)(Lo >> 32));
var Hi = BitConverter.ToInt64(data, 32 * 8 + 4 + 4 + 8);
ret.Add("HI_lo", (int)Hi);
ret.Add("HI_hi", (int)(Hi >> 32));
ret.Add("FCR0", BitConverter.ToInt32(data, 32 * 8 + 4 + 4 + 8 + 8));
ret.Add("FCR31", BitConverter.ToInt32(data, 32 * 8 + 4 + 4 + 8 + 8 + 4));
for (int i = 0; i < 32; i++)
{
var reg_cop0 = BitConverter.ToUInt32(data, 32 * 8 + 4 + 4 + 8 + 8 + 4 + 4 + i * 4);
ret.Add("CP0 REG" + i, (int)reg_cop0);
}
for (int i = 0; i < 32; i++)
{
var reg_cop1_fgr_64 = BitConverter.ToInt64(data, 32 * 8 + 4 + 4 + 8 + 8 + 4 + 4 + 32 * 4 + i * 8);
ret.Add("CP1 FGR REG" + i + "_lo", (int)reg_cop1_fgr_64);
ret.Add("CP1 FGR REG" + i + "_hi", (int)(reg_cop1_fgr_64 >> 32));
}
return ret;
}
public void SetCpuRegister(string register, int value)
{
throw new NotImplementedException();
}
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private mupen64plusApi.MemoryCallback readcb;
private mupen64plusApi.MemoryCallback writecb;
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private void RefreshMemoryCallbacks()
{
var mcs = CoreComm.MemoryCallbackSystem;
// we RefreshMemoryCallbacks() after the triggers in case the trigger turns itself off at that point
if (mcs.HasReads)
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readcb = delegate(uint addr) { mcs.CallRead(addr); };
else
readcb = null;
if (mcs.HasWrites)
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writecb = delegate(uint addr) { mcs.CallWrite(addr); };
else
writecb = null;
api.setReadCallback(readcb);
api.setWriteCallback(writecb);
}
#endregion
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#region Settings
public object GetSettings()
{
return _settings.Clone();
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}
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public object GetSyncSettings()
{
return _syncSettings.Clone();
}
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public bool PutSettings(object o)
{
_settings = (N64Settings)o;
return true;
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}
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public bool PutSyncSettings(object o)
{
_syncSettings = (N64SyncSettings)o;
SetControllerButtons();
return true;
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}
private void SetControllerButtons()
{
ControllerDefinition.BoolButtons.Clear();
ControllerDefinition.FloatControls.Clear();
ControllerDefinition.BoolButtons.AddRange(new[]
{
"Reset",
"Power"
});
for (int i = 0; i < 4; i++)
{
if (_syncSettings.Controllers[i].IsConnected)
{
ControllerDefinition.BoolButtons.AddRange(new []
{
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"P" + (i + 1) + " A Up",
"P" + (i + 1) + " A Down",
"P" + (i + 1) + " A Left",
"P" + (i + 1) + " A Right",
"P" + (i + 1) + " DPad U",
"P" + (i + 1) + " DPad D",
"P" + (i + 1) + " DPad L",
"P" + (i + 1) + " DPad R",
"P" + (i + 1) + " Start",
"P" + (i + 1) + " Z",
"P" + (i + 1) + " B",
"P" + (i + 1) + " A",
"P" + (i + 1) + " C Up",
"P" + (i + 1) + " C Down",
"P" + (i + 1) + " C Right",
"P" + (i + 1) + " C Left",
"P" + (i + 1) + " L",
"P" + (i + 1) + " R",
});
ControllerDefinition.FloatControls.AddRange(new[]
{
"P" + (i + 1) + " X Axis",
"P" + (i + 1) + " Y Axis",
});
}
}
}
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#endregion
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}
}