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;
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using BizHawk.Emulation.Common.IEmulatorExtensions;
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/",
singleInstance: true
)]
[ServiceNotApplicable(typeof(IDriveLight))]
public partial class N64 : IEmulator, ISaveRam, IDebuggable, IStatable, IInputPollable, IDisassemblable, IRegionable,
ISettable<N64Settings, N64SyncSettings>
{
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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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{
ServiceProvider = new BasicServiceProvider(this);
InputCallbacks = new InputCallbackSystem();
_memorycallbacks.CallbackAdded += AddBreakpoint;
_memorycallbacks.CallbackRemoved += RemoveBreakpoint;
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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;
}
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(this.AsInputPollable(), api, comm, this._syncSettings.Controllers);
(ServiceProvider as BasicServiceProvider).Register<IVideoProvider>(_videoProvider);
(ServiceProvider as BasicServiceProvider).Register<ISoundProvider>(_audioProvider.Resampler);
switch (Region)
{
case DisplayType.NTSC:
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_videoProvider.VsyncNumerator = 60000;
_videoProvider.VsyncDenominator = 1001;
break;
default:
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_videoProvider.VsyncNumerator = 50;
_videoProvider.VsyncDenominator = 1;
break;
}
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string rsp;
switch (_syncSettings.Rsp)
{
default:
case N64SyncSettings.RspType.Rsp_Hle:
rsp = "mupen64plus-rsp-hle.dll";
break;
case N64SyncSettings.RspType.Rsp_Z64_hlevideo:
rsp = "mupen64plus-rsp-z64-hlevideo.dll";
break;
case N64SyncSettings.RspType.Rsp_cxd4:
rsp = "mupen64plus-rsp-cxd4.dll";
break;
}
api.AttachPlugin(mupen64plusApi.m64p_plugin_type.M64PLUGIN_RSP, rsp);
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InitMemoryDomains();
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if (_syncSettings.Core != N64SyncSettings.CoreType.Dynarec)
{
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ConnectTracer();
SetBreakpointHandler();
}
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api.AsyncExecuteEmulator();
// Hack: Saving a state on frame 0 has been shown to not be sync stable. Advance past that frame to avoid the problem.
// Advancing 2 frames was chosen to deal with a problem with the dynamic recompiler. The dynarec seems to take 2 frames to set
// things up correctly. If a state is loaded on frames 0 or 1 mupen tries to access null pointers and the emulator crashes, so instead
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// advance past both to again avoid the problem.
api.frame_advance();
api.frame_advance();
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SetControllerButtons();
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}
public IEmulatorServiceProvider ServiceProvider { get; private set; }
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; });
}
public void FrameAdvance(IController controller, bool render, bool rendersound)
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{
_inputProvider.Controller = controller;
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IsVIFrame = false;
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if (Tracer != null && Tracer.Enabled)
{
api.setTraceCallback(_tracecb);
}
else
{
api.setTraceCallback(null);
}
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_audioProvider.RenderSound = rendersound;
if (controller.IsPressed("Reset"))
{
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api.soft_reset();
}
if (controller.IsPressed("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 CoreComm CoreComm { get; private set; }
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public DisplayType Region { get { return _display_type; } }
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public ControllerDefinition ControllerDefinition
{
get { return _inputProvider.ControllerDefinition; }
}
public void ResetCounters()
{
Frame = 0;
LagCount = 0;
IsLagFrame = false;
}
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public bool DeterministicEmulation { get { return false; } }
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}
}