bsnes/icarus/core/famicom.cpp

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auto Icarus::famicomManifest(string location) -> string {
vector<uint8_t> buffer;
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concatenate(buffer, {location, "ines.rom"});
concatenate(buffer, {location, "program.rom"});
concatenate(buffer, {location, "character.rom"});
return famicomManifest(buffer, location);
}
auto Icarus::famicomManifest(vector<uint8_t>& buffer, string location, uint* prgrom, uint* chrrom) -> string {
string markup;
string digest = Hash::SHA256(buffer.data(), buffer.size()).digest();
if(settings["icarus/UseDatabase"].boolean() && !markup) {
for(auto node : database.famicom) {
if(node["sha256"].text() == digest) {
markup.append(node.text(), "\n sha256: ", digest, "\n");
break;
}
}
}
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if(settings["icarus/UseHeuristics"].boolean() && !markup) {
FamicomCartridge cartridge{buffer.data(), buffer.size()};
if(markup = cartridge.markup) {
markup.append("\n");
markup.append("information\n");
markup.append(" title: ", Location::prefix(location), "\n");
markup.append(" sha256: ", digest, "\n");
markup.append(" note: ", "heuristically generated by icarus\n");
}
}
auto document = BML::unserialize(markup);
if(prgrom) *prgrom = document["board/prg/rom/size"].natural(); //0 if node does not exist
if(chrrom) *chrrom = document["board/chr/rom/size"].natural(); //0 if node does not exist
return markup;
}
auto Icarus::famicomImport(vector<uint8_t>& buffer, string location) -> string {
auto name = Location::prefix(location);
auto source = Location::path(location);
string target{settings["Library/Location"].text(), "Famicom/", name, ".fc/"};
//if(directory::exists(target)) return failure("game already exists");
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uint prgrom = 0;
uint chrrom = 0;
auto markup = famicomManifest(buffer, location, &prgrom, &chrrom);
if(!markup) return failure("failed to parse ROM image");
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if(!directory::create(target)) return failure("library path unwritable");
if(file::exists({source, name, ".sav"}) && !file::exists({target, "save.ram"})) {
file::copy({source, name, ".sav"}, {target, "save.ram"});
}
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if(settings["icarus/CreateManifests"].boolean()) file::write({target, "manifest.bml"}, markup);
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file::write({target, "ines.rom"}, buffer.data(), 16);
file::write({target, "program.rom"}, buffer.data() + 16, prgrom);
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
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if(!chrrom) return success(target);
file::write({target, "character.rom"}, buffer.data() + 16 + prgrom, chrrom);
Update to v096r06 release. byuu says: This WIP finally achieves the vision I've had for icarus. I also fixed a mapping issue with Cx4 that, oddly enough, only caused the "2" from the Mega Man X2 title screen to disappear. [Editor's note - "the vision for icarus" was described in a separate, public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584 Quoting for posterity: icarus is now a full-fledged part of higan, and will be bundled with each higan WIP as well. This will ensure that in the future, the exact version of icarus you need to run higan will be included right along with it. As of this WIP, physical manifest files are now truly and entirely optional. From now on, you can associate your ROM image files with higan's main binary, or drop them directly on top of it, to load and play your games. Furthermore, there are two new menu options that appear under the library menu when icarus is present: - "Load ROM File ..." => gives you a single-file selection dialog to import (and if possible) run the game - "Import ROM Files ..." => gives you a multi-file import dialog with checkboxes to pull in multiple games at once Finally, as before, icarus can generate manifest.bml files for folders that lack them. For people who like the game folder and library system, nothing's changed. Keep using higan as you have been. For people who hate it, you can now use higan like your classic emulators. Treat the "Library->{System Name}" entries as your "favorites" list: the games you actually play. Treat the "Library->Load ROM" as your standard open file dialog in other emulators. And finally, treat "Advanced->Game Library" as your save data path for cheat codes, save states, save RAM, etc. ]
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return success(target);
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}