using System; using System.Collections.Generic; using System.IO; using System.Linq; using BizHawk.Common.BufferExtensions; using BizHawk.Emulation.Common; using BizHawk.Emulation.Cores.Nintendo.SNES; using Newtonsoft.Json; namespace BizHawk.Emulation.Cores.Nintendo.Gameboy { [CoreAttributes( "DualGambatte", "sinamas/natt", isPorted: true, isReleased: true )] [ServiceNotApplicable(typeof(IDriveLight))] public partial class GambatteLink : IEmulator, IVideoProvider, ISyncSoundProvider, IInputPollable, ISaveRam, IStatable, IDebuggable, ISettable { public GambatteLink(CoreComm comm, GameInfo leftinfo, byte[] leftrom, GameInfo rightinfo, byte[] rightrom, object Settings, object SyncSettings, bool deterministic) { ServiceProvider = new BasicServiceProvider(this); GambatteLinkSettings _Settings = (GambatteLinkSettings)Settings ?? new GambatteLinkSettings(); GambatteLinkSyncSettings _SyncSettings = (GambatteLinkSyncSettings)SyncSettings ?? new GambatteLinkSyncSettings(); CoreComm = comm; L = new Gameboy(new CoreComm(comm.ShowMessage, comm.Notify), leftinfo, leftrom, _Settings.L, _SyncSettings.L, deterministic); R = new Gameboy(new CoreComm(comm.ShowMessage, comm.Notify), rightinfo, rightrom, _Settings.R, _SyncSettings.R, deterministic); // connect link cable LibGambatte.gambatte_linkstatus(L.GambatteState, 259); LibGambatte.gambatte_linkstatus(R.GambatteState, 259); L.Controller = LCont; R.Controller = RCont; L.ConnectInputCallbackSystem(_inputCallbacks); R.ConnectInputCallbackSystem(_inputCallbacks); L.ConnectMemoryCallbackSystem(_memorycallbacks); R.ConnectMemoryCallbackSystem(_memorycallbacks); comm.VsyncNum = L.CoreComm.VsyncNum; comm.VsyncDen = L.CoreComm.VsyncDen; comm.RomStatusAnnotation = null; comm.RomStatusDetails = "LEFT:\r\n" + L.CoreComm.RomStatusDetails + "RIGHT:\r\n" + R.CoreComm.RomStatusDetails; comm.NominalWidth = L.CoreComm.NominalWidth + R.CoreComm.NominalWidth; comm.NominalHeight = L.CoreComm.NominalHeight; comm.UsesLinkCable = true; comm.LinkConnected = true; Frame = 0; LagCount = 0; IsLagFrame = false; blip_left = new BlipBuffer(1024); blip_right = new BlipBuffer(1024); blip_left.SetRates(2097152 * 2, 44100); blip_right.SetRates(2097152 * 2, 44100); SetMemoryDomains(); } bool disposed = false; Gameboy L; Gameboy R; // counter to ensure we do 35112 samples per frame int overflowL = 0; int overflowR = 0; /// if true, the link cable is currently connected bool cableconnected = true; /// if true, the link cable toggle signal is currently asserted bool cablediscosignal = false; const int SampPerFrame = 35112; LibsnesCore.SnesSaveController LCont = new LibsnesCore.SnesSaveController(Gameboy.GbController); LibsnesCore.SnesSaveController RCont = new LibsnesCore.SnesSaveController(Gameboy.GbController); public bool IsCGBMode(bool right) { return right ? R.IsCGBMode() : L.IsCGBMode(); } public IEmulatorServiceProvider ServiceProvider { get; private set; } public ISoundProvider SoundProvider { get { return null; } } public ISyncSoundProvider SyncSoundProvider { get { return this; } } public bool StartAsyncSound() { return false; } public void EndAsyncSound() { } public static readonly ControllerDefinition DualGbController = new ControllerDefinition { Name = "Dual Gameboy Controller", BoolButtons = { "P1 Up", "P1 Down", "P1 Left", "P1 Right", "P1 A", "P1 B", "P1 Select", "P1 Start", "P1 Power", "P2 Up", "P2 Down", "P2 Left", "P2 Right", "P2 A", "P2 B", "P2 Select", "P2 Start", "P2 Power", "Toggle Cable" } }; public ControllerDefinition ControllerDefinition { get { return DualGbController; } } public IController Controller { get; set; } public void FrameAdvance(bool render, bool rendersound = true) { LCont.Clear(); RCont.Clear(); foreach (var s in DualGbController.BoolButtons) { if (Controller[s]) { if (s.Contains("P1 ")) LCont.Set(s.Replace("P1 ", "")); else if (s.Contains("P2 ")) RCont.Set(s.Replace("P2 ", "")); } } bool cablediscosignal_new = Controller["Toggle Cable"]; if (cablediscosignal_new && !cablediscosignal) { cableconnected ^= true; Console.WriteLine("Cable connect status to {0}", cableconnected); CoreComm.LinkConnected = cableconnected; } cablediscosignal = cablediscosignal_new; Frame++; L.FrameAdvancePrep(); R.FrameAdvancePrep(); unsafe { fixed (int* leftvbuff = &VideoBuffer[0]) { // use pitch to have both cores write to the same video buffer, interleaved int* rightvbuff = leftvbuff + 160; const int pitch = 160 * 2; fixed (short* leftsbuff = LeftBuffer, rightsbuff = RightBuffer) { const int step = 32; // could be 1024 for GB int nL = overflowL; int nR = overflowR; // slowly step our way through the frame, while continually checking and resolving link cable status for (int target = 0; target < SampPerFrame;) { target += step; if (target > SampPerFrame) target = SampPerFrame; // don't run for slightly too long depending on step // gambatte_runfor() aborts early when a frame is produced, but we don't want that, hence the while() while (nL < target) { uint nsamp = (uint)(target - nL); if (LibGambatte.gambatte_runfor(L.GambatteState, leftsbuff + nL * 2, ref nsamp) > 0) LibGambatte.gambatte_blitto(L.GambatteState, leftvbuff, pitch); nL += (int)nsamp; } while (nR < target) { uint nsamp = (uint)(target - nR); if (LibGambatte.gambatte_runfor(R.GambatteState, rightsbuff + nR * 2, ref nsamp) > 0) LibGambatte.gambatte_blitto(R.GambatteState, rightvbuff, pitch); nR += (int)nsamp; } // poll link cable statuses, but not when the cable is disconnected if (!cableconnected) continue; if (LibGambatte.gambatte_linkstatus(L.GambatteState, 256) != 0) // ClockTrigger { LibGambatte.gambatte_linkstatus(L.GambatteState, 257); // ack int lo = LibGambatte.gambatte_linkstatus(L.GambatteState, 258); // GetOut int ro = LibGambatte.gambatte_linkstatus(R.GambatteState, 258); LibGambatte.gambatte_linkstatus(L.GambatteState, ro & 0xff); // ShiftIn LibGambatte.gambatte_linkstatus(R.GambatteState, lo & 0xff); // ShiftIn } if (LibGambatte.gambatte_linkstatus(R.GambatteState, 256) != 0) // ClockTrigger { LibGambatte.gambatte_linkstatus(R.GambatteState, 257); // ack int lo = LibGambatte.gambatte_linkstatus(L.GambatteState, 258); // GetOut int ro = LibGambatte.gambatte_linkstatus(R.GambatteState, 258); LibGambatte.gambatte_linkstatus(L.GambatteState, ro & 0xff); // ShiftIn LibGambatte.gambatte_linkstatus(R.GambatteState, lo & 0xff); // ShiftIn } } overflowL = nL - SampPerFrame; overflowR = nR - SampPerFrame; if (overflowL < 0 || overflowR < 0) throw new Exception("Timing problem?"); if (rendersound) { PrepSound(); } // copy extra samples back to beginning for (int i = 0; i < overflowL * 2; i++) LeftBuffer[i] = LeftBuffer[i + SampPerFrame * 2]; for (int i = 0; i < overflowR * 2; i++) RightBuffer[i] = RightBuffer[i + SampPerFrame * 2]; } } } L.FrameAdvancePost(); R.FrameAdvancePost(); IsLagFrame = L.IsLagFrame && R.IsLagFrame; if (IsLagFrame) LagCount++; } public int Frame { get; private set; } public string SystemId { get { return "DGB"; } } public bool DeterministicEmulation { get { return L.DeterministicEmulation && R.DeterministicEmulation; } } public string BoardName { get { return L.BoardName + '|' + R.BoardName; } } public void ResetCounters() { Frame = 0; LagCount = 0; IsLagFrame = false; } public CoreComm CoreComm { get; private set; } public void Dispose() { if (!disposed) { L.Dispose(); L = null; R.Dispose(); R = null; blip_left.Dispose(); blip_left = null; blip_right.Dispose(); blip_right = null; disposed = true; } } #region SoundProvider // i tried using the left and right buffers and then mixing them together... it was kind of a mess of code, and slow BlipBuffer blip_left; BlipBuffer blip_right; short[] LeftBuffer = new short[(35112 + 2064) * 2]; short[] RightBuffer = new short[(35112 + 2064) * 2]; short[] SampleBuffer = new short[1536]; int SampleBufferContains = 0; int LatchL; int LatchR; unsafe void PrepSound() { fixed (short* sl = LeftBuffer, sr = RightBuffer) { for (uint i = 0; i < SampPerFrame * 2; i += 2) { int s = (sl[i] + sl[i + 1]) / 2; if (s != LatchL) { blip_left.AddDelta(i, s - LatchL); LatchL = s; } s = (sr[i] + sr[i + 1]) / 2; if (s != LatchR) { blip_right.AddDelta(i, s - LatchR); LatchR = s; } } } blip_left.EndFrame(SampPerFrame * 2); blip_right.EndFrame(SampPerFrame * 2); int count = blip_left.SamplesAvailable(); if (count != blip_right.SamplesAvailable()) throw new Exception("Sound problem?"); // calling blip.Clear() causes rounding fractions to be reset, // and if only one channel is muted, in subsequent frames we can be off by a sample or two // not a big deal, but we didn't account for it. so we actually complete the entire // audio read and then stamp it out if muted. blip_left.ReadSamplesLeft(SampleBuffer, count); if (L.Muted) { fixed (short* p = SampleBuffer) { for (int i = 0; i < SampleBuffer.Length; i += 2) p[i] = 0; } } blip_right.ReadSamplesRight(SampleBuffer, count); if (R.Muted) { fixed (short* p = SampleBuffer) { for (int i = 1; i < SampleBuffer.Length; i += 2) p[i] = 0; } } SampleBufferContains = count; } public void GetSamples(out short[] samples, out int nsamp) { nsamp = SampleBufferContains; samples = SampleBuffer; } public void DiscardSamples() { SampleBufferContains = 0; } #endregion } }