snes-setup hard and soft resets

This commit is contained in:
zeromus 2012-09-16 17:15:53 +00:00
parent 5d4b5e71c6
commit 8cbc3ee2af
1 changed files with 17 additions and 2 deletions

View File

@ -29,6 +29,8 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
[DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)] [DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void snes_power(); public static extern void snes_power();
[DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)] [DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void snes_reset();
[DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void snes_run(); public static extern void snes_run();
[DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)] [DllImport("snes.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern void snes_term(); public static extern void snes_term();
@ -187,6 +189,8 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
if (disposed) return; if (disposed) return;
disposed = true; disposed = true;
disposedSaveRam = ReadSaveRam();
BizHawk.Emulation.Consoles.Nintendo.SNES.LibsnesDll.snes_set_video_refresh(null); BizHawk.Emulation.Consoles.Nintendo.SNES.LibsnesDll.snes_set_video_refresh(null);
BizHawk.Emulation.Consoles.Nintendo.SNES.LibsnesDll.snes_set_input_poll(null); BizHawk.Emulation.Consoles.Nintendo.SNES.LibsnesDll.snes_set_input_poll(null);
BizHawk.Emulation.Consoles.Nintendo.SNES.LibsnesDll.snes_set_input_state(null); BizHawk.Emulation.Consoles.Nintendo.SNES.LibsnesDll.snes_set_input_state(null);
@ -197,6 +201,10 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
resampler.Dispose(); resampler.Dispose();
} }
//save the save memory before disposing the core, so we can pull from it in the future after the core is terminated
//that will be necessary to get it saving to disk
byte[] disposedSaveRam;
//we can only have one active snes core at a time, due to libsnes being so static. //we can only have one active snes core at a time, due to libsnes being so static.
//so we'll track the current one here and detach the previous one whenever a new one is booted up. //so we'll track the current one here and detach the previous one whenever a new one is booted up.
@ -300,6 +308,12 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
public void FrameAdvance(bool render) public void FrameAdvance(bool render)
{ {
bool resetSignal = Controller["Reset"];
if (resetSignal) LibsnesDll.snes_reset();
bool powerSignal = Controller["Power"];
if (powerSignal) LibsnesDll.snes_power();
LibsnesDll.snes_set_layer_enable(0, 0, CoreInputComm.SNES_ShowBG1_0); LibsnesDll.snes_set_layer_enable(0, 0, CoreInputComm.SNES_ShowBG1_0);
LibsnesDll.snes_set_layer_enable(0, 1, CoreInputComm.SNES_ShowBG1_1); LibsnesDll.snes_set_layer_enable(0, 1, CoreInputComm.SNES_ShowBG1_1);
LibsnesDll.snes_set_layer_enable(1, 0, CoreInputComm.SNES_ShowBG2_0); LibsnesDll.snes_set_layer_enable(1, 0, CoreInputComm.SNES_ShowBG2_0);
@ -392,7 +406,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
{ {
Name = "SNES Controller", Name = "SNES Controller",
BoolButtons = { BoolButtons = {
"P1 Up", "P1 Down", "P1 Left", "P1 Right", "P1 Select", "P1 Start", "P1 B", "P1 A", "P1 X", "P1 Y", "P1 L", "P1 R", "Reset", "P1 Up", "P1 Down", "P1 Left", "P1 Right", "P1 Select", "P1 Start", "P1 B", "P1 A", "P1 X", "P1 Y", "P1 L", "P1 R", "Reset", "Power",
"P2 Up", "P2 Down", "P2 Left", "P2 Right", "P2 Select", "P2 Start", "P2 B", "P2 A", "P2 X", "P2 Y", "P2 L", "P2 R", "P2 Up", "P2 Down", "P2 Left", "P2 Right", "P2 Select", "P2 Start", "P2 B", "P2 A", "P2 X", "P2 Y", "P2 L", "P2 R",
"P3 Up", "P3 Down", "P3 Left", "P3 Right", "P3 Select", "P3 Start", "P3 B", "P3 A", "P3 X", "P3 Y", "P3 L", "P3 R", "P3 Up", "P3 Down", "P3 Left", "P3 Right", "P3 Select", "P3 Start", "P3 B", "P3 A", "P3 X", "P3 Y", "P3 L", "P3 R",
"P4 Up", "P4 Down", "P4 Left", "P4 Right", "P4 Select", "P4 Start", "P4 B", "P4 A", "P4 X", "P4 Y", "P4 L", "P4 R", "P4 Up", "P4 Down", "P4 Left", "P4 Right", "P4 Select", "P4 Start", "P4 B", "P4 A", "P4 X", "P4 Y", "P4 L", "P4 R",
@ -415,7 +429,8 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
} }
public byte[] ReadSaveRam() public byte[] ReadSaveRam()
{ {
if (disposedSaveRam != null) return disposedSaveRam;
return snes_get_memory_data_read(LibsnesDll.SNES_MEMORY.CARTRIDGE_RAM); return snes_get_memory_data_read(LibsnesDll.SNES_MEMORY.CARTRIDGE_RAM);
} }