Using Unix tools to operate on a tree containing filename with spaces in them
is really annoying, so rename the handful of instances where there were spaces.

Host.cpp has never been used.

Games tend to lookup the following directories that we don't yet have anything
to put in, so prepopulate them in Data/User/Wii:

title/00010001
title/00010002
title/00010003
title/00010004
title/00010005
title/00010006
title/00010007
meta
shared2/title
 
Set eol-style native on a number of text files which didn't already have it.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5572 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang 2010-06-02 18:00:22 +00:00
parent e2ef72504e
commit 664cea45c7
102 changed files with 58499 additions and 57808 deletions

View File

@ -1,367 +1,367 @@
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@ -1,312 +1,312 @@
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WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)\$(ConfigurationName)\$(PlatformName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="2"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
RuntimeLibrary="0"
BufferSecurityCheck="false"
FloatingPointModel="0"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(SolutionDir)\$(ConfigurationName)\$(PlatformName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="2"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_CRT_SECURE_NO_WARNINGS"
RuntimeLibrary="0"
BufferSecurityCheck="false"
FloatingPointModel="0"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(OutDir)/lzo.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\minilzo.c"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\lzoconf.h"
>
</File>
<File
RelativePath=".\lzodefs.h"
>
</File>
<File
RelativePath=".\minilzo.h"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

1006
Externals/Lua/Lua.vcproj vendored

File diff suppressed because it is too large Load Diff

View File

@ -1,31 +1,31 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MemCardManager", "Memcard Manager.vcproj", "{413653C3-59A4-4E3A-ABB0-56558B323DFE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|Win32.ActiveCfg = Debug|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|Win32.Build.0 = Debug|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|x64.ActiveCfg = Debug|x64
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|x64.Build.0 = Debug|x64
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|Win32.ActiveCfg = Release|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|Win32.Build.0 = Release|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|x64.ActiveCfg = Release|x64
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
AMDCaProjectFile = D:\Dev\Dolphin\trunk\Source\CodeAnalyst\Dolphin.caw
EndGlobalSection
GlobalSection(DPCodeReviewSolutionGUID) = preSolution
DPCodeReviewSolutionGUID = {00000000-0000-0000-0000-000000000000}
EndGlobalSection
EndGlobal
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MemCardManager", "MemcardManager.vcproj", "{413653C3-59A4-4E3A-ABB0-56558B323DFE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|Win32.ActiveCfg = Debug|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|Win32.Build.0 = Debug|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|x64.ActiveCfg = Debug|x64
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Debug|x64.Build.0 = Debug|x64
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|Win32.ActiveCfg = Release|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|Win32.Build.0 = Release|Win32
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|x64.ActiveCfg = Release|x64
{413653C3-59A4-4E3A-ABB0-56558B323DFE}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
AMDCaProjectFile = D:\Dev\Dolphin\trunk\Source\CodeAnalyst\Dolphin.caw
EndGlobalSection
GlobalSection(DPCodeReviewSolutionGUID) = preSolution
DPCodeReviewSolutionGUID = {00000000-0000-0000-0000-000000000000}
EndGlobalSection
EndGlobal

View File

@ -13,8 +13,8 @@ libs = [
if wxenv['HAVE_WX']:
files += [
'Externals/Memcard Manager/src/mcmMain.cpp',
'Externals/Memcard Manager/src/MCMdebug.cpp',
'Externals/MemcardManager/src/mcmMain.cpp',
'Externals/MemcardManager/src/MCMdebug.cpp',
'Source/Core/DolphinWX/Src/MemcardManager.cpp',
'Source/Core/DolphinWX/Src/MemoryCards/GCMemcard.cpp',
'Source/Core/DolphinWX/Src/WxUtils.cpp',
@ -48,7 +48,7 @@ else:
exeGUI = env['binary_dir'] + 'Memcard Manager'
exeGUI = env['binary_dir'] + 'MemcardManager'
#objects = [ wxenv.Object(srcFile) for srcFile in files ]

View File

@ -47,7 +47,7 @@ include_paths = [
basedir + 'Source/Core/Common/Src',
basedir + 'Source/PluginSpecs',
basedir + 'Source/Core/DolphinWX/Src',
basedir + 'Externals/Memcard Manager/src',
basedir + 'Externals/MemcardManager/src',
]
dirs = [

View File

@ -0,0 +1,519 @@
#include "MemcardManager.h"
#include "MCMdebug.h"
BEGIN_EVENT_TABLE(CMemcardManagerDebug, wxWindow)
EVT_CLOSE(CMemcardManagerDebug::OnClose)
END_EVENT_TABLE()
CMemcardManagerDebug::CMemcardManagerDebug(wxFrame* parent, const wxPoint& pos, const wxSize& size) :
wxFrame(parent, wxID_ANY, _T("Memcard Debug Window"), pos, size, MEMCARD_MANAGER_STYLE)
{
// Create the GUI controls
Init_ChildControls();
// Setup Window
SetBackgroundColour(m_Notebook_MCMD->GetBackgroundColour());
SetSize(size);
SetPosition(pos);
Layout();
Show();
}
void CMemcardManagerDebug::updatePanels(GCMemcard **memCard,int card)
{
memoryCard = memCard;
updateHDRtab(card);
updateDIRtab(card);
updateDIRBtab(card);
updateBATtab(card);
updateBATBtab(card);
}
void CMemcardManagerDebug::Init_ChildControls()
{
// Main Notebook
m_Notebook_MCMD = new wxNotebook(this, ID_NOTEBOOK_MAIN, wxDefaultPosition, wxDefaultSize);
m_Tab_HDR = new wxPanel(m_Notebook_MCMD, ID_TAB_HDR, wxDefaultPosition, wxDefaultSize);
m_Tab_DIR = new wxPanel(m_Notebook_MCMD, ID_TAB_DIR, wxDefaultPosition, wxDefaultSize);
m_Tab_DIR_b = new wxPanel(m_Notebook_MCMD, ID_TAB_DIR_B, wxDefaultPosition, wxDefaultSize);
m_Tab_BAT = new wxPanel(m_Notebook_MCMD, ID_TAB_BAT, wxDefaultPosition, wxDefaultSize);
m_Tab_BAT_b = new wxPanel(m_Notebook_MCMD, ID_TAB_BAT_B, wxDefaultPosition, wxDefaultSize);
Init_HDR();
Init_DIR();
Init_DIR_b();
Init_BAT();
Init_BAT_b();
// Add Tabs to Notebook
m_Notebook_MCMD->AddPage(m_Tab_HDR, _T("HDR"));
m_Notebook_MCMD->AddPage(m_Tab_DIR, _T("DIR"));
m_Notebook_MCMD->AddPage(m_Tab_DIR_b, _T("DIR_b"));
m_Notebook_MCMD->AddPage(m_Tab_BAT, _T("Bat"));
m_Notebook_MCMD->AddPage(m_Tab_BAT_b, _T("Bat_b"));
wxBoxSizer* sMain = new wxBoxSizer(wxVERTICAL);
sMain->Add(m_Notebook_MCMD, 1, wxEXPAND|wxALL, 5);
SetSizer(sMain);
Layout();
Fit();
}
void CMemcardManagerDebug::OnClose(wxCloseEvent& WXUNUSED (event))
{
Hide();
}
void CMemcardManagerDebug::Init_HDR()
{
wxBoxSizer *sMain;
wxStaticBoxSizer *sHDR[2];
sMain = new wxBoxSizer(wxHORIZONTAL);
sHDR[0] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_HDR, wxT("MEMCARD:A"));
sHDR[1] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_HDR, wxT("MEMCARD:B"));
wxGridBagSizer * sOtPaths[2];
wxStaticText *st[2][11];
for(int i = SLOT_A; i <=SLOT_B;i++)
{
sOtPaths[i] = new wxGridBagSizer(0, 0);
sOtPaths[i]->AddGrowableCol(1);
st[i][0]= new wxStaticText(m_Tab_HDR, 0, wxT("Ser\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][1]= new wxStaticText(m_Tab_HDR, 0, wxT("fmtTime\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][2]= new wxStaticText(m_Tab_HDR, 0, wxT("SRAMBIAS\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][3]= new wxStaticText(m_Tab_HDR, 0, wxT("SRAMLANG\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][4]= new wxStaticText(m_Tab_HDR, 0, wxT("Unk2\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][5]= new wxStaticText(m_Tab_HDR, 0, wxT("deviceID\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][6]= new wxStaticText(m_Tab_HDR, 0, wxT("Size\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][7]= new wxStaticText(m_Tab_HDR, 0, wxT("Encoding\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][8]= new wxStaticText(m_Tab_HDR, 0, wxT("UpdateCounter\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][9]= new wxStaticText(m_Tab_HDR, 0, wxT("CheckSum1\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][10]= new wxStaticText(m_Tab_HDR, 0, wxT("CheckSum2\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_ser[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX, XX, XX, XX, XX, XX, XX, XX, XX, XX, XX"),
wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_fmtTime[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XXXXXXXX, XXXXXXXX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_SRAMBIAS[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX, XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_SRAMLANG[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX, XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_Unk2[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX, XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_devID[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_Size[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_Encoding[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_UpdateCounter[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_CheckSum1[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_HDR_CheckSum2[i] = new wxStaticText(m_Tab_HDR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
sOtPaths[i]->Add(st[i][0], wxGBPosition(0, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_ser[i], wxGBPosition(0, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][1], wxGBPosition(1, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_fmtTime[i], wxGBPosition(1, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][2], wxGBPosition(2, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_SRAMBIAS[i], wxGBPosition(2, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][3], wxGBPosition(3, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_SRAMLANG[i], wxGBPosition(3, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][4], wxGBPosition(4, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_Unk2[i], wxGBPosition(4, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][5], wxGBPosition(5, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_devID[i], wxGBPosition(5, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][6], wxGBPosition(6, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_Size[i], wxGBPosition(6, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][7], wxGBPosition(7, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_Encoding[i], wxGBPosition(7, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][8], wxGBPosition(8, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_UpdateCounter[i], wxGBPosition(8, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][9], wxGBPosition(9, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_CheckSum1[i], wxGBPosition(9, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][10], wxGBPosition(10, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_HDR_CheckSum2[i], wxGBPosition(10, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sHDR[i]->Add(sOtPaths[i], 0, wxEXPAND|wxALL, 5);
sMain->Add(sHDR[i], 0, wxEXPAND|wxALL, 1);
}
m_Tab_HDR->SetSizer(sMain);
m_Tab_HDR->Layout();
}
void CMemcardManagerDebug::updateHDRtab(int card)
{
wxString wx_ser,
wx_fmtTime,
wx_SRAMBIAS,
wx_SRAMLANG,
wx_Unk2,
wx_devID,
wx_Size,
wx_Encoding,
wx_UpdateCounter,
wx_CheckSum1,
wx_CheckSum2;
wx_ser.Printf(wxT("%02X, %02X, %02X, %02X, %02X, %02X, %02X, %02X, %02X, %02X, %02X, %02X"),
memoryCard[card]->hdr.serial[0],memoryCard[card]->hdr.serial[1],
memoryCard[card]->hdr.serial[2],memoryCard[card]->hdr.serial[3],
memoryCard[card]->hdr.serial[4],memoryCard[card]->hdr.serial[5],
memoryCard[card]->hdr.serial[6],memoryCard[card]->hdr.serial[7],
memoryCard[card]->hdr.serial[8],memoryCard[card]->hdr.serial[9],
memoryCard[card]->hdr.serial[10],memoryCard[card]->hdr.serial[11]);
wx_fmtTime.Printf(wxT("%08X, %08X"),
Common::swap32(memoryCard[card]->hdr.fmtTime.high),Common::swap32(memoryCard[card]->hdr.fmtTime.low));
wx_SRAMBIAS.Printf(wxT("%02X, %02X, %02X, %02X"),
memoryCard[card]->hdr.SramBias[0],memoryCard[card]->hdr.SramBias[1],
memoryCard[card]->hdr.SramBias[2],memoryCard[card]->hdr.SramBias[3]);
wx_SRAMLANG.Printf(wxT("%02X, %02X, %02X, %02X"),
memoryCard[card]->hdr.SramLang[0], memoryCard[card]->hdr.SramLang[1],
memoryCard[card]->hdr.SramLang[2],memoryCard[card]->hdr.SramLang[3]);
wx_Unk2.Printf(wxT("%02X, %02X, %02X, %02X"),
memoryCard[card]->hdr.Unk2[0],memoryCard[card]->hdr.Unk2[1],
memoryCard[card]->hdr.Unk2[2],memoryCard[card]->hdr.Unk2[3]);
wx_devID.Printf(wxT("%02X, %02X"),
memoryCard[card]->hdr.deviceID[0],memoryCard[card]->hdr.deviceID[1]);
wx_Size.Printf(wxT("%02X, %02X"),
memoryCard[card]->hdr.SizeMb[0],memoryCard[card]->hdr.SizeMb[1]);
wx_Encoding.Printf( wxT("%02X, %02X"),
memoryCard[card]->hdr.Encoding[0],memoryCard[card]->hdr.Encoding[1]);
wx_UpdateCounter.Printf(wxT("%02X, %02X"),
memoryCard[card]->hdr.UpdateCounter[0],memoryCard[card]->hdr.UpdateCounter[1]);
wx_CheckSum1.Printf(wxT("%02X, %02X"),
memoryCard[card]->hdr.CheckSum1[0],memoryCard[card]->hdr.CheckSum1[1]);
wx_CheckSum2.Printf(wxT("%02X, %02X"),
memoryCard[card]->hdr.CheckSum2[0],memoryCard[card]->hdr.CheckSum2[1]);
t_HDR_ser[card]->SetLabel(wx_ser);
t_HDR_fmtTime[card]->SetLabel(wx_fmtTime);
t_HDR_SRAMBIAS[card]->SetLabel(wx_SRAMBIAS);
t_HDR_SRAMLANG[card]->SetLabel(wx_SRAMLANG);
t_HDR_Unk2[card]->SetLabel(wx_Unk2);
t_HDR_devID[card]->SetLabel(wx_devID);
t_HDR_Size[card]->SetLabel(wx_Size);
t_HDR_Encoding[card]->SetLabel(wx_Encoding);
t_HDR_UpdateCounter[card]->SetLabel(wx_UpdateCounter);
t_HDR_CheckSum1[card]->SetLabel(wx_CheckSum1);
t_HDR_CheckSum2[card]->SetLabel(wx_CheckSum2);
}
void CMemcardManagerDebug::Init_DIR()
{
wxBoxSizer *sMain;
wxStaticBoxSizer *sDIR[2];
sMain = new wxBoxSizer(wxHORIZONTAL);
sDIR[0] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_DIR, wxT("MEMCARD:A"));
sDIR[1] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_DIR, wxT("MEMCARD:B"));
wxGridBagSizer * sOtPaths[3];
wxStaticText *st[2][9];
for(int i = SLOT_A; i <=SLOT_B;i++)
{
sOtPaths[i] = new wxGridBagSizer(0, 0);
sOtPaths[i]->AddGrowableCol(1);
st[i][0]= new wxStaticText(m_Tab_DIR, 0, wxT("UpdateCounter\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][1]= new wxStaticText(m_Tab_DIR, 0, wxT("CheckSum1\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][2]= new wxStaticText(m_Tab_DIR, 0, wxT("CheckSum2\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_DIR_UpdateCounter[i] = new wxStaticText(m_Tab_DIR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_DIR_CheckSum1[i] = new wxStaticText(m_Tab_DIR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_DIR_CheckSum2[i] = new wxStaticText(m_Tab_DIR, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
sOtPaths[i]->Add(st[i][0], wxGBPosition(0, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_DIR_UpdateCounter[i], wxGBPosition(0, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][1], wxGBPosition(1, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_DIR_CheckSum1[i], wxGBPosition(1, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][2], wxGBPosition(2, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_DIR_CheckSum2[i], wxGBPosition(2, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sDIR[i]->Add(sOtPaths[i], 0, wxEXPAND|wxALL, 5);
sMain->Add(sDIR[i], 0, wxEXPAND|wxALL, 1);
}
m_Tab_DIR->SetSizer(sMain);
m_Tab_DIR->Layout();
}
void CMemcardManagerDebug::updateDIRtab(int card)
{
wxString wx_UpdateCounter,
wx_CheckSum1,
wx_CheckSum2;
wx_UpdateCounter.Printf(wxT("%02X, %02X"),
memoryCard[card]->dir.UpdateCounter[0],memoryCard[card]->dir.UpdateCounter[1]);
wx_CheckSum1.Printf(wxT("%02X, %02X"),
memoryCard[card]->dir.CheckSum1[0],memoryCard[card]->dir.CheckSum1[1]);
wx_CheckSum2.Printf(wxT("%02X, %02X"),
memoryCard[card]->dir.CheckSum2[0],memoryCard[card]->dir.CheckSum2[1]);
t_DIR_UpdateCounter[card]->SetLabel(wx_UpdateCounter);
t_DIR_CheckSum1[card]->SetLabel(wx_CheckSum1);
t_DIR_CheckSum2[card]->SetLabel(wx_CheckSum2);
}
void CMemcardManagerDebug::Init_DIR_b()
{
wxBoxSizer *sMain;
wxStaticBoxSizer *sDIR_b[2];
sMain = new wxBoxSizer(wxHORIZONTAL);
sDIR_b[0] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_DIR_b, wxT("MEMCARD:A"));
sDIR_b[1] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_DIR_b, wxT("MEMCARD:B"));
wxGridBagSizer * sOtPaths[3];
wxStaticText *st[2][9];
for(int i = SLOT_A; i <=SLOT_B;i++)
{
sOtPaths[i] = new wxGridBagSizer(0, 0);
sOtPaths[i]->AddGrowableCol(1);
st[i][0]= new wxStaticText(m_Tab_DIR_b, 0, wxT("UpdateCounter\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][1]= new wxStaticText(m_Tab_DIR_b, 0, wxT("CheckSum1\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][2]= new wxStaticText(m_Tab_DIR_b, 0, wxT("CheckSum2\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_DIR_b_UpdateCounter[i] = new wxStaticText(m_Tab_DIR_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_DIR_b_CheckSum1[i] = new wxStaticText(m_Tab_DIR_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_DIR_b_CheckSum2[i] = new wxStaticText(m_Tab_DIR_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
sOtPaths[i]->Add(st[i][0], wxGBPosition(0, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_DIR_b_UpdateCounter[i], wxGBPosition(0, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][1], wxGBPosition(1, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_DIR_b_CheckSum1[i], wxGBPosition(1, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][2], wxGBPosition(2, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_DIR_b_CheckSum2[i], wxGBPosition(2, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sDIR_b[i]->Add(sOtPaths[i], 0, wxEXPAND|wxALL, 5);
sMain->Add(sDIR_b[i], 0, wxEXPAND|wxALL, 1);
}
m_Tab_DIR_b->SetSizer(sMain);
m_Tab_DIR_b->Layout();
}
void CMemcardManagerDebug::updateDIRBtab(int card)
{
wxString wx_UpdateCounter,
wx_CheckSum1,
wx_CheckSum2;
wx_UpdateCounter.Printf(wxT("%02X, %02X"),
memoryCard[card]->dir_backup.UpdateCounter[0],memoryCard[card]->dir_backup.UpdateCounter[1]);
wx_CheckSum1.Printf(wxT("%02X, %02X"),
memoryCard[card]->dir_backup.CheckSum1[0],memoryCard[card]->dir_backup.CheckSum1[1]);
wx_CheckSum2.Printf(wxT("%02X, %02X"),
memoryCard[card]->dir_backup.CheckSum2[0],memoryCard[card]->dir_backup.CheckSum2[1]);
t_DIR_b_UpdateCounter[card]->SetLabel(wx_UpdateCounter);
t_DIR_b_CheckSum1[card]->SetLabel(wx_CheckSum1);
t_DIR_b_CheckSum2[card]->SetLabel(wx_CheckSum2);
}
void CMemcardManagerDebug::Init_BAT()
{
wxBoxSizer *sMain;
wxStaticBoxSizer *sBAT[4];
sMain = new wxBoxSizer(wxHORIZONTAL);
sBAT[0] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_BAT, wxT("MEMCARD:A"));
sBAT[1] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_BAT, wxT("MEMCARD:B"));
sBAT[2] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_BAT, wxT("MEMCARD:A MAP"));
sBAT[3] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_BAT, wxT("MEMCARD:B MAP"));
wxGridBagSizer * sOtPaths[4];
wxStaticText *st[2][9];
for(int i = SLOT_A; i <=SLOT_B;i++)
{
sOtPaths[i] = new wxGridBagSizer(0, 0);
sOtPaths[i]->AddGrowableCol(1);
st[i][0]= new wxStaticText(m_Tab_BAT, 0, wxT("CheckSum1\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][1]= new wxStaticText(m_Tab_BAT, 0, wxT("CheckSum2\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][2]= new wxStaticText(m_Tab_BAT, 0, wxT("UpdateCounter\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][3]= new wxStaticText(m_Tab_BAT, 0, wxT("FreeBlocks\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][4]= new wxStaticText(m_Tab_BAT, 0, wxT("LastAllocated\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_CheckSum1[i] = new wxStaticText(m_Tab_BAT, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_CheckSum2[i] = new wxStaticText(m_Tab_BAT, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_UpdateCounter[i] = new wxStaticText(m_Tab_BAT, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_FreeBlocks[i] = new wxStaticText(m_Tab_BAT, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_LastAllocated[i] = new wxStaticText(m_Tab_BAT, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
sOtPaths[i]->Add(st[i][0], wxGBPosition(0, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_CheckSum1[i], wxGBPosition(0, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][1], wxGBPosition(1, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_CheckSum2[i], wxGBPosition(1, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][2], wxGBPosition(2, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_UpdateCounter[i], wxGBPosition(2, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][3], wxGBPosition(3, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_FreeBlocks[i], wxGBPosition(3, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][4], wxGBPosition(4, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_LastAllocated[i], wxGBPosition(4, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sBAT[i]->Add(sOtPaths[i], 0, wxEXPAND|wxALL, 5);
sMain->Add(sBAT[i], 0, wxEXPAND|wxALL, 1);
}
for (int k=2;k<=3;k++) //256
{
sOtPaths[k] = new wxGridBagSizer(0, 0);
sOtPaths[k]->AddGrowableCol(1);
for(int j=0;j<256;j++)
{
t_BAT_map[j][k%2] = new wxStaticText(m_Tab_BAT, 0, wxT("XXXX, XXXX, XXXX, XXXX, XXXX, XXXX, XXXX, XXXX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
sOtPaths[k]->Add(t_BAT_map[j][k%2], wxGBPosition(j, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
}
sBAT[k]->Add(sOtPaths[k], 0, wxEXPAND|wxALL, 5);
sMain->Add(sBAT[k], 0, wxEXPAND|wxALL, 1);
}
m_Tab_BAT->SetSizer(sMain);
m_Tab_BAT->Layout();
}
void CMemcardManagerDebug::updateBATtab(int card)
{
wxString wx_UpdateCounter,
wx_CheckSum1,
wx_CheckSum2,
wx_FreeBlocks,
wx_LastAllocated;
wx_CheckSum1.Printf(wxT("%02X, %02X"), memoryCard[card]->bat.CheckSum1[0],memoryCard[card]->bat.CheckSum1[1]);
wx_CheckSum2.Printf(wxT("%02X, %02X"), memoryCard[card]->bat.CheckSum2[0],memoryCard[card]->bat.CheckSum2[1]);
wx_UpdateCounter.Printf(wxT("%02X, %02X"), memoryCard[card]->bat.UpdateCounter[0],memoryCard[card]->bat.UpdateCounter[1]);
wx_FreeBlocks.Printf(wxT("%02X, %02X"), memoryCard[card]->bat.FreeBlocks[0],memoryCard[card]->bat.FreeBlocks[1]);
wx_LastAllocated.Printf(wxT("%d"), memoryCard[card]->bat.LastAllocated[0] << 8 | memoryCard[card]->bat.LastAllocated[1]);
t_BAT_CheckSum1[card]->SetLabel(wx_CheckSum1);
t_BAT_CheckSum2[card]->SetLabel(wx_CheckSum2);
t_BAT_UpdateCounter[card]->SetLabel(wx_UpdateCounter);
t_BAT_FreeBlocks[card]->SetLabel(wx_FreeBlocks);
t_BAT_LastAllocated[card]->SetLabel(wx_LastAllocated);
wxString wx_map[256];
int pagesMax = 2048;
pagesMax = (1) * 13*8;
for(int j=0;j<2048 && j < pagesMax ;j+=8)
{
wx_map[j/8].Printf(wxT("%d, %d, %d, %d, %d, %d, %d, %d"),
(memoryCard[card]->bat.Map[j] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j]),
(memoryCard[card]->bat.Map[j+1] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+1]),
(memoryCard[card]->bat.Map[j+2] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+2]),
(memoryCard[card]->bat.Map[j+3] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+3]),
(memoryCard[card]->bat.Map[j+4] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+4]),
(memoryCard[card]->bat.Map[j+5] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+5]),
(memoryCard[card]->bat.Map[j+6] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+6]),
(memoryCard[card]->bat.Map[j+7] == 0xFFFF)? -1 : Common::swap16(memoryCard[card]->bat.Map[j+7]));
t_BAT_map[j/8][card]->SetLabel(wx_map[j/8]);
}
}
void CMemcardManagerDebug::Init_BAT_b()
{
wxBoxSizer *sMain;
wxStaticBoxSizer *sBAT_b[2];
sMain = new wxBoxSizer(wxHORIZONTAL);
sBAT_b[0] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_BAT_b, wxT("MEMCARD:A"));
sBAT_b[1] = new wxStaticBoxSizer(wxVERTICAL, m_Tab_BAT_b, wxT("MEMCARD:B"));
wxGridBagSizer * sOtPaths[3];
wxStaticText *st[2][9];
for(int i = SLOT_A; i <=SLOT_B;i++)
{
sOtPaths[i] = new wxGridBagSizer(0, 0);
sOtPaths[i]->AddGrowableCol(1);
st[i][0]= new wxStaticText(m_Tab_BAT_b, 0, wxT("CheckSum1\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][1]= new wxStaticText(m_Tab_BAT_b, 0, wxT("CheckSum2\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][2]= new wxStaticText(m_Tab_BAT_b, 0, wxT("UpdateCounter\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][3]= new wxStaticText(m_Tab_BAT_b, 0, wxT("FreeBlocks\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
st[i][4]= new wxStaticText(m_Tab_BAT_b, 0, wxT("LastAllocated\t\t"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_b_CheckSum1[i] = new wxStaticText(m_Tab_BAT_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_b_CheckSum2[i] = new wxStaticText(m_Tab_BAT_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_b_UpdateCounter[i] = new wxStaticText(m_Tab_BAT_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_b_FreeBlocks[i] = new wxStaticText(m_Tab_BAT_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
t_BAT_b_LastAllocated[i] = new wxStaticText(m_Tab_BAT_b, 0, wxT("XX, XX"), wxDefaultPosition, wxDefaultSize, 0, wxEmptyString);
sOtPaths[i]->Add(st[i][0], wxGBPosition(0, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_b_CheckSum1[i], wxGBPosition(0, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][1], wxGBPosition(1, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_b_CheckSum2[i], wxGBPosition(1, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][2], wxGBPosition(2, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_b_UpdateCounter[i], wxGBPosition(2, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][3], wxGBPosition(3, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_b_FreeBlocks[i], wxGBPosition(3, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sOtPaths[i]->Add(st[i][4], wxGBPosition(4, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sOtPaths[i]->Add(t_BAT_b_LastAllocated[i], wxGBPosition(4, 1), wxGBSpan(1, 1), wxEXPAND|wxALL, 5);
sBAT_b[i]->Add(sOtPaths[i], 0, wxEXPAND|wxALL, 5);
sMain->Add(sBAT_b[i], 0, wxEXPAND|wxALL, 1);
}
m_Tab_BAT_b->SetSizer(sMain);
m_Tab_BAT_b->Layout();
}
void CMemcardManagerDebug::updateBATBtab(int card)
{
wxString wx_UpdateCounter,
wx_CheckSum1,
wx_CheckSum2,
wx_FreeBlocks,
wx_LastAllocated;
wx_CheckSum1.Printf(wxT("%02X, %02X"), memoryCard[card]->bat_backup.CheckSum1[0],memoryCard[card]->bat_backup.CheckSum1[1]);
wx_CheckSum2.Printf(wxT("%02X, %02X"), memoryCard[card]->bat_backup.CheckSum2[0],memoryCard[card]->bat_backup.CheckSum2[1]);
wx_UpdateCounter.Printf(wxT("%02X, %02X"), memoryCard[card]->bat_backup.UpdateCounter[0],memoryCard[card]->bat_backup.UpdateCounter[1]);
wx_FreeBlocks.Printf(wxT("%02X, %02X"), memoryCard[card]->bat_backup.FreeBlocks[0],memoryCard[card]->bat_backup.FreeBlocks[1]);
wx_LastAllocated.Printf(wxT("%02X, %02X"), memoryCard[card]->bat_backup.LastAllocated[0],memoryCard[card]->bat_backup.LastAllocated[1]);
t_BAT_b_CheckSum1[card]->SetLabel(wx_CheckSum1);
t_BAT_b_CheckSum2[card]->SetLabel(wx_CheckSum2);
t_BAT_b_UpdateCounter[card]->SetLabel(wx_UpdateCounter);
t_BAT_b_FreeBlocks[card]->SetLabel(wx_FreeBlocks);
t_BAT_b_LastAllocated[card]->SetLabel(wx_LastAllocated);
}

111
Externals/MemcardManager/src/MCMdebug.h vendored Normal file
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@ -0,0 +1,111 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef __MCM_H__
#define __MCM_H__
#include "MemcardManager.h"
#include <wx/gbsizer.h>
#include <wx/notebook.h>
class CMemcardManagerDebug : public wxFrame
{
public:
CMemcardManagerDebug(wxFrame* parent, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize);
virtual ~CMemcardManagerDebug(){};
void updatePanels(GCMemcard ** memCard,int card);
private:
enum
{
ID_NOTEBOOK_MAIN,
ID_TAB_HDR,
ID_TAB_DIR,
ID_TAB_DIR_B,
ID_TAB_BAT,
ID_TAB_BAT_B,
};
GCMemcard **memoryCard;
wxNotebook *m_Notebook_MCMD;
wxPanel *m_Tab_HDR,
*m_Tab_DIR,
*m_Tab_DIR_b,
*m_Tab_BAT,
*m_Tab_BAT_b;
wxBoxSizer *sMain,
*sDebug,
*sDebug2;
wxStaticText *t_HDR_ser[2],
*t_HDR_fmtTime[2],
*t_HDR_SRAMBIAS[2],
*t_HDR_SRAMLANG[2],
*t_HDR_Unk2[2],
*t_HDR_devID[2],
*t_HDR_Size[2],
*t_HDR_Encoding[2],
*t_HDR_UpdateCounter[2],
*t_HDR_CheckSum1[2],
*t_HDR_CheckSum2[2],
*t_DIR_UpdateCounter[2],
*t_DIR_CheckSum1[2],
*t_DIR_CheckSum2[2],
*t_DIR_b_UpdateCounter[2],
*t_DIR_b_CheckSum1[2],
*t_DIR_b_CheckSum2[2],
*t_BAT_CheckSum1[2],
*t_BAT_CheckSum2[2],
*t_BAT_UpdateCounter[2],
*t_BAT_FreeBlocks[2],
*t_BAT_LastAllocated[2],
*t_BAT_map[256][2],
*t_BAT_b_CheckSum1[2],
*t_BAT_b_CheckSum2[2],
*t_BAT_b_UpdateCounter[2],
*t_BAT_b_FreeBlocks[2],
*t_BAT_b_LastAllocated[2];
DECLARE_EVENT_TABLE();
void Init_ChildControls();
void OnClose(wxCloseEvent& event);
void Init_HDR();
void Init_DIR();
void Init_DIR_b();
void Init_BAT();
void Init_BAT_b();
void updateHDRtab(int card);
void updateDIRtab(int card);
void updateDIRBtab(int card);
void updateBATtab(int card);
void updateBATBtab(int card);
};
#endif

17
Externals/MemcardManager/src/MCMmain.h vendored Normal file
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@ -0,0 +1,17 @@
#ifndef _MCM__
#define _MCM__
void __Log(int logNumber, const char* text, ...){logNumber; text;}
void __Logv(int log, int v, const char *format, ...){log; v; format;}
#include "MemcardManager.h"
#include "Timer.h"
class MCMApp
: public wxApp
{
public:
bool OnInit();
};
#endif

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@ -0,0 +1,51 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "MCMmain.h"
IMPLEMENT_APP(MCMApp)
CMemcardManager *main_frame;
#if defined HAVE_WX && HAVE_WX
bool wxMsgAlert(const char* caption, const char* text, bool yes_no, int Style)
{
return wxYES == wxMessageBox(wxString::FromAscii(text),
wxString::FromAscii(caption),
(yes_no)?wxYES_NO:wxOK);
}
#endif
bool MCMApp::OnInit()
{
// Register message box handler
#if defined(HAVE_WX) && HAVE_WX
RegisterMsgAlertHandler(&wxMsgAlert);
#endif
main_frame = new CMemcardManager((wxFrame*) NULL, wxID_ANY, wxString::FromAscii("Memcard Manager"),
wxPoint(100, 100), wxSize(800, 600));
main_frame->Show();
SetTopWindow(main_frame);
return true;
}
u32 CEXIIPL::GetGCTime()
{
const u32 cJanuary2000 = 0x386D42C0; // Seconds between 1.1.1970 and 1.1.2000
u64 ltime = Common::Timer::GetLocalTimeSinceJan1970();
return ((u32)ltime - cJanuary2000);
}

View File

@ -1,395 +1,395 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="SFML_Network"
ProjectGUID="{823DDC98-42D5-4A38-88CF-9DC06C788AE4}"
RootNamespace="sfml-network"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)\$(ConfigurationName)\$(PlatformName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
Description=""
CommandLine=""
Outputs=""
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;$(ProjectDir)..\..\src&quot;;&quot;$(ProjectDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;SFML_EXPORTS;_SECURE_SCL=0;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="4"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="ws2_32.lib"
OutputFile="$(OutDir)\$(ProjectName).lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine=""
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(SolutionDir)\$(ConfigurationName)\$(PlatformName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
Description=""
CommandLine=""
Outputs=""
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836
Externals/SOIL/SOIL.h vendored
View File

@ -1,418 +1,418 @@
/**
@mainpage SOIL
Jonathan Dummer
2007-07-26-10.36
Simple OpenGL Image Library
A tiny c library for uploading images as
textures into OpenGL. Also saving and
loading of images is supported.
I'm using Sean's Tool Box image loader as a base:
http://www.nothings.org/
I'm upgrading it to load TGA and DDS files, and a direct
path for loading DDS files straight into OpenGL textures,
when applicable.
Image Formats:
- BMP load & save
- TGA load & save
- DDS load & save
- PNG load
- JPG load
OpenGL Texture Features:
- resample to power-of-two sizes
- MIPmap generation
- compressed texture S3TC formats (if supported)
- can pre-multiply alpha for you, for better compositing
- can flip image about the y-axis (except pre-compressed DDS files)
Thanks to:
* Sean Barret - for the awesome stb_image
* Dan Venkitachalam - for finding some non-compliant DDS files, and patching some explicit casts
* everybody at gamedev.net
**/
#ifndef HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY
#define HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY
#ifdef __cplusplus
extern "C" {
#endif
/**
The format of images that may be loaded (force_channels).
SOIL_LOAD_AUTO leaves the image in whatever format it was found.
SOIL_LOAD_L forces the image to load as Luminous (greyscale)
SOIL_LOAD_LA forces the image to load as Luminous with Alpha
SOIL_LOAD_RGB forces the image to load as Red Green Blue
SOIL_LOAD_RGBA forces the image to load as Red Green Blue Alpha
**/
enum
{
SOIL_LOAD_AUTO = 0,
SOIL_LOAD_L = 1,
SOIL_LOAD_LA = 2,
SOIL_LOAD_RGB = 3,
SOIL_LOAD_RGBA = 4
};
/**
Passed in as reuse_texture_ID, will cause SOIL to
register a new texture ID using glGenTextures().
If the value passed into reuse_texture_ID > 0 then
SOIL will just re-use that texture ID (great for
reloading image assets in-game!)
**/
enum
{
SOIL_CREATE_NEW_ID = 0
};
/**
flags you can pass into SOIL_load_OGL_texture()
and SOIL_create_OGL_texture().
(note that if SOIL_FLAG_DDS_LOAD_DIRECT is used
the rest of the flags with the exception of
SOIL_FLAG_TEXTURE_REPEATS will be ignored while
loading already-compressed DDS files.)
SOIL_FLAG_POWER_OF_TWO: force the image to be POT
SOIL_FLAG_MIPMAPS: generate mipmaps for the texture
SOIL_FLAG_TEXTURE_REPEATS: otherwise will clamp
SOIL_FLAG_MULTIPLY_ALPHA: for using (GL_ONE,GL_ONE_MINUS_SRC_ALPHA) blending
SOIL_FLAG_INVERT_Y: flip the image vertically
SOIL_FLAG_COMPRESS_TO_DXT: if the card can display them, will convert RGB to DXT1, RGBA to DXT5
SOIL_FLAG_DDS_LOAD_DIRECT: will load DDS files directly without _ANY_ additional processing
SOIL_FLAG_NTSC_SAFE_RGB: clamps RGB components to the range [16,235]
SOIL_FLAG_CoCg_Y: Google YCoCg; RGB=>CoYCg, RGBA=>CoCgAY
SOIL_FLAG_TEXTURE_RECTANGE: uses ARB_texture_rectangle ; pixel indexed & no repeat or MIPmaps or cubemaps
**/
enum
{
SOIL_FLAG_POWER_OF_TWO = 1,
SOIL_FLAG_MIPMAPS = 2,
SOIL_FLAG_TEXTURE_REPEATS = 4,
SOIL_FLAG_MULTIPLY_ALPHA = 8,
SOIL_FLAG_INVERT_Y = 16,
SOIL_FLAG_COMPRESS_TO_DXT = 32,
SOIL_FLAG_DDS_LOAD_DIRECT = 64,
SOIL_FLAG_NTSC_SAFE_RGB = 128,
SOIL_FLAG_CoCg_Y = 256,
SOIL_FLAG_TEXTURE_RECTANGLE = 512
};
/**
The types of images that may be saved.
(TGA supports uncompressed RGB / RGBA)
(BMP supports uncompressed RGB)
(DDS supports DXT1 and DXT5)
**/
enum
{
SOIL_SAVE_TYPE_TGA = 0,
SOIL_SAVE_TYPE_BMP = 1,
SOIL_SAVE_TYPE_DDS = 2
};
/**
Defines the order of faces in a DDS cubemap.
I recommend that you use the same order in single
image cubemap files, so they will be interchangeable
with DDS cubemaps when using SOIL.
**/
#define SOIL_DDS_CUBEMAP_FACE_ORDER "EWUDNS"
/**
The types of internal fake HDR representations
SOIL_HDR_RGBE: RGB * pow( 2.0, A - 128.0 )
SOIL_HDR_RGBdivA: RGB / A
SOIL_HDR_RGBdivA2: RGB / (A*A)
**/
enum
{
SOIL_HDR_RGBE = 0,
SOIL_HDR_RGBdivA = 1,
SOIL_HDR_RGBdivA2 = 2
};
/**
Loads an image from disk into an OpenGL texture.
\param filename the name of the file to upload as a texture
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_texture
(
const char *filename,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 6 images from disk into an OpenGL cubemap texture.
\param x_pos_file the name of the file to upload as the +x cube face
\param x_neg_file the name of the file to upload as the -x cube face
\param y_pos_file the name of the file to upload as the +y cube face
\param y_neg_file the name of the file to upload as the -y cube face
\param z_pos_file the name of the file to upload as the +z cube face
\param z_neg_file the name of the file to upload as the -z cube face
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_cubemap
(
const char *x_pos_file,
const char *x_neg_file,
const char *y_pos_file,
const char *y_neg_file,
const char *z_pos_file,
const char *z_neg_file,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 1 image from disk and splits it into an OpenGL cubemap texture.
\param filename the name of the file to upload as a texture
\param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc.
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_single_cubemap
(
const char *filename,
const char face_order[6],
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads an HDR image from disk into an OpenGL texture.
\param filename the name of the file to upload as a texture
\param fake_HDR_format SOIL_HDR_RGBE, SOIL_HDR_RGBdivA, SOIL_HDR_RGBdivA2
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_HDR_texture
(
const char *filename,
int fake_HDR_format,
int rescale_to_max,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads an image from RAM into an OpenGL texture.
\param buffer the image data in RAM just as if it were still in a file
\param buffer_length the size of the buffer in bytes
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_texture_from_memory
(
const unsigned char *const buffer,
int buffer_length,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 6 images from memory into an OpenGL cubemap texture.
\param x_pos_buffer the image data in RAM to upload as the +x cube face
\param x_pos_buffer_length the size of the above buffer
\param x_neg_buffer the image data in RAM to upload as the +x cube face
\param x_neg_buffer_length the size of the above buffer
\param y_pos_buffer the image data in RAM to upload as the +x cube face
\param y_pos_buffer_length the size of the above buffer
\param y_neg_buffer the image data in RAM to upload as the +x cube face
\param y_neg_buffer_length the size of the above buffer
\param z_pos_buffer the image data in RAM to upload as the +x cube face
\param z_pos_buffer_length the size of the above buffer
\param z_neg_buffer the image data in RAM to upload as the +x cube face
\param z_neg_buffer_length the size of the above buffer
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_cubemap_from_memory
(
const unsigned char *const x_pos_buffer,
int x_pos_buffer_length,
const unsigned char *const x_neg_buffer,
int x_neg_buffer_length,
const unsigned char *const y_pos_buffer,
int y_pos_buffer_length,
const unsigned char *const y_neg_buffer,
int y_neg_buffer_length,
const unsigned char *const z_pos_buffer,
int z_pos_buffer_length,
const unsigned char *const z_neg_buffer,
int z_neg_buffer_length,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 1 image from RAM and splits it into an OpenGL cubemap texture.
\param buffer the image data in RAM just as if it were still in a file
\param buffer_length the size of the buffer in bytes
\param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc.
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_single_cubemap_from_memory
(
const unsigned char *const buffer,
int buffer_length,
const char face_order[6],
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Creates a 2D OpenGL texture from raw image data. Note that the raw data is
_NOT_ freed after the upload (so the user can load various versions).
\param data the raw data to be uploaded as an OpenGL texture
\param width the width of the image in pixels
\param height the height of the image in pixels
\param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_create_OGL_texture
(
const unsigned char *const data,
int width, int height, int channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Creates an OpenGL cubemap texture by splitting up 1 image into 6 parts.
\param data the raw data to be uploaded as an OpenGL texture
\param width the width of the image in pixels
\param height the height of the image in pixels
\param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param face_order the order of the faces in the file, and combination of NSWEUD, for North, South, Up, etc.
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_create_OGL_single_cubemap
(
const unsigned char *const data,
int width, int height, int channels,
const char face_order[6],
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Captures the OpenGL window (RGB) and saves it to disk
\return 0 if it failed, otherwise returns 1
**/
int SOIL_save_screenshot
(
const char *filename,
int image_type,
int x, int y,
int width, int height
);
/**
Loads an image from disk into an array of unsigned chars.
Note that *channels return the original channel count of the
image. If force_channels was other than SOIL_LOAD_AUTO,
the resulting image has force_channels, but *channels may be
different (if the original image had a different channel
count).
\return 0 if failed, otherwise returns 1
**/
unsigned char* SOIL_load_image
(
const char *filename,
int *width, int *height, int *channels,
int force_channels
);
/**
Loads an image from memory into an array of unsigned chars.
Note that *channels return the original channel count of the
image. If force_channels was other than SOIL_LOAD_AUTO,
the resulting image has force_channels, but *channels may be
different (if the original image had a different channel
count).
\return 0 if failed, otherwise returns 1
**/
unsigned char* SOIL_load_image_from_memory
(
const unsigned char *const buffer,
int buffer_length,
int *width, int *height, int *channels,
int force_channels
);
/**
Saves an image from an array of unsigned chars (RGBA) to disk
\return 0 if failed, otherwise returns 1
**/
int SOIL_save_image
(
const char *filename,
int image_type,
int width, int height, int channels,
const unsigned char *const data
);
/**
Frees the image data (note, this is just C's "free()"...this function is
present mostly so C++ programmers don't forget to use "free()" and call
"delete []" instead [8^)
**/
void SOIL_free_image_data
(
unsigned char *img_data
);
/**
This function resturn a pointer to a string describing the last thing
that happened inside SOIL. It can be used to determine why an image
failed to load.
**/
const char* SOIL_last_result
(
void
);
#ifdef __cplusplus
}
#endif
#endif /* HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY */
/**
@mainpage SOIL
Jonathan Dummer
2007-07-26-10.36
Simple OpenGL Image Library
A tiny c library for uploading images as
textures into OpenGL. Also saving and
loading of images is supported.
I'm using Sean's Tool Box image loader as a base:
http://www.nothings.org/
I'm upgrading it to load TGA and DDS files, and a direct
path for loading DDS files straight into OpenGL textures,
when applicable.
Image Formats:
- BMP load & save
- TGA load & save
- DDS load & save
- PNG load
- JPG load
OpenGL Texture Features:
- resample to power-of-two sizes
- MIPmap generation
- compressed texture S3TC formats (if supported)
- can pre-multiply alpha for you, for better compositing
- can flip image about the y-axis (except pre-compressed DDS files)
Thanks to:
* Sean Barret - for the awesome stb_image
* Dan Venkitachalam - for finding some non-compliant DDS files, and patching some explicit casts
* everybody at gamedev.net
**/
#ifndef HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY
#define HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY
#ifdef __cplusplus
extern "C" {
#endif
/**
The format of images that may be loaded (force_channels).
SOIL_LOAD_AUTO leaves the image in whatever format it was found.
SOIL_LOAD_L forces the image to load as Luminous (greyscale)
SOIL_LOAD_LA forces the image to load as Luminous with Alpha
SOIL_LOAD_RGB forces the image to load as Red Green Blue
SOIL_LOAD_RGBA forces the image to load as Red Green Blue Alpha
**/
enum
{
SOIL_LOAD_AUTO = 0,
SOIL_LOAD_L = 1,
SOIL_LOAD_LA = 2,
SOIL_LOAD_RGB = 3,
SOIL_LOAD_RGBA = 4
};
/**
Passed in as reuse_texture_ID, will cause SOIL to
register a new texture ID using glGenTextures().
If the value passed into reuse_texture_ID > 0 then
SOIL will just re-use that texture ID (great for
reloading image assets in-game!)
**/
enum
{
SOIL_CREATE_NEW_ID = 0
};
/**
flags you can pass into SOIL_load_OGL_texture()
and SOIL_create_OGL_texture().
(note that if SOIL_FLAG_DDS_LOAD_DIRECT is used
the rest of the flags with the exception of
SOIL_FLAG_TEXTURE_REPEATS will be ignored while
loading already-compressed DDS files.)
SOIL_FLAG_POWER_OF_TWO: force the image to be POT
SOIL_FLAG_MIPMAPS: generate mipmaps for the texture
SOIL_FLAG_TEXTURE_REPEATS: otherwise will clamp
SOIL_FLAG_MULTIPLY_ALPHA: for using (GL_ONE,GL_ONE_MINUS_SRC_ALPHA) blending
SOIL_FLAG_INVERT_Y: flip the image vertically
SOIL_FLAG_COMPRESS_TO_DXT: if the card can display them, will convert RGB to DXT1, RGBA to DXT5
SOIL_FLAG_DDS_LOAD_DIRECT: will load DDS files directly without _ANY_ additional processing
SOIL_FLAG_NTSC_SAFE_RGB: clamps RGB components to the range [16,235]
SOIL_FLAG_CoCg_Y: Google YCoCg; RGB=>CoYCg, RGBA=>CoCgAY
SOIL_FLAG_TEXTURE_RECTANGE: uses ARB_texture_rectangle ; pixel indexed & no repeat or MIPmaps or cubemaps
**/
enum
{
SOIL_FLAG_POWER_OF_TWO = 1,
SOIL_FLAG_MIPMAPS = 2,
SOIL_FLAG_TEXTURE_REPEATS = 4,
SOIL_FLAG_MULTIPLY_ALPHA = 8,
SOIL_FLAG_INVERT_Y = 16,
SOIL_FLAG_COMPRESS_TO_DXT = 32,
SOIL_FLAG_DDS_LOAD_DIRECT = 64,
SOIL_FLAG_NTSC_SAFE_RGB = 128,
SOIL_FLAG_CoCg_Y = 256,
SOIL_FLAG_TEXTURE_RECTANGLE = 512
};
/**
The types of images that may be saved.
(TGA supports uncompressed RGB / RGBA)
(BMP supports uncompressed RGB)
(DDS supports DXT1 and DXT5)
**/
enum
{
SOIL_SAVE_TYPE_TGA = 0,
SOIL_SAVE_TYPE_BMP = 1,
SOIL_SAVE_TYPE_DDS = 2
};
/**
Defines the order of faces in a DDS cubemap.
I recommend that you use the same order in single
image cubemap files, so they will be interchangeable
with DDS cubemaps when using SOIL.
**/
#define SOIL_DDS_CUBEMAP_FACE_ORDER "EWUDNS"
/**
The types of internal fake HDR representations
SOIL_HDR_RGBE: RGB * pow( 2.0, A - 128.0 )
SOIL_HDR_RGBdivA: RGB / A
SOIL_HDR_RGBdivA2: RGB / (A*A)
**/
enum
{
SOIL_HDR_RGBE = 0,
SOIL_HDR_RGBdivA = 1,
SOIL_HDR_RGBdivA2 = 2
};
/**
Loads an image from disk into an OpenGL texture.
\param filename the name of the file to upload as a texture
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_texture
(
const char *filename,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 6 images from disk into an OpenGL cubemap texture.
\param x_pos_file the name of the file to upload as the +x cube face
\param x_neg_file the name of the file to upload as the -x cube face
\param y_pos_file the name of the file to upload as the +y cube face
\param y_neg_file the name of the file to upload as the -y cube face
\param z_pos_file the name of the file to upload as the +z cube face
\param z_neg_file the name of the file to upload as the -z cube face
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_cubemap
(
const char *x_pos_file,
const char *x_neg_file,
const char *y_pos_file,
const char *y_neg_file,
const char *z_pos_file,
const char *z_neg_file,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 1 image from disk and splits it into an OpenGL cubemap texture.
\param filename the name of the file to upload as a texture
\param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc.
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_single_cubemap
(
const char *filename,
const char face_order[6],
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads an HDR image from disk into an OpenGL texture.
\param filename the name of the file to upload as a texture
\param fake_HDR_format SOIL_HDR_RGBE, SOIL_HDR_RGBdivA, SOIL_HDR_RGBdivA2
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_HDR_texture
(
const char *filename,
int fake_HDR_format,
int rescale_to_max,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads an image from RAM into an OpenGL texture.
\param buffer the image data in RAM just as if it were still in a file
\param buffer_length the size of the buffer in bytes
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_texture_from_memory
(
const unsigned char *const buffer,
int buffer_length,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 6 images from memory into an OpenGL cubemap texture.
\param x_pos_buffer the image data in RAM to upload as the +x cube face
\param x_pos_buffer_length the size of the above buffer
\param x_neg_buffer the image data in RAM to upload as the +x cube face
\param x_neg_buffer_length the size of the above buffer
\param y_pos_buffer the image data in RAM to upload as the +x cube face
\param y_pos_buffer_length the size of the above buffer
\param y_neg_buffer the image data in RAM to upload as the +x cube face
\param y_neg_buffer_length the size of the above buffer
\param z_pos_buffer the image data in RAM to upload as the +x cube face
\param z_pos_buffer_length the size of the above buffer
\param z_neg_buffer the image data in RAM to upload as the +x cube face
\param z_neg_buffer_length the size of the above buffer
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_cubemap_from_memory
(
const unsigned char *const x_pos_buffer,
int x_pos_buffer_length,
const unsigned char *const x_neg_buffer,
int x_neg_buffer_length,
const unsigned char *const y_pos_buffer,
int y_pos_buffer_length,
const unsigned char *const y_neg_buffer,
int y_neg_buffer_length,
const unsigned char *const z_pos_buffer,
int z_pos_buffer_length,
const unsigned char *const z_neg_buffer,
int z_neg_buffer_length,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 1 image from RAM and splits it into an OpenGL cubemap texture.
\param buffer the image data in RAM just as if it were still in a file
\param buffer_length the size of the buffer in bytes
\param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc.
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_load_OGL_single_cubemap_from_memory
(
const unsigned char *const buffer,
int buffer_length,
const char face_order[6],
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Creates a 2D OpenGL texture from raw image data. Note that the raw data is
_NOT_ freed after the upload (so the user can load various versions).
\param data the raw data to be uploaded as an OpenGL texture
\param width the width of the image in pixels
\param height the height of the image in pixels
\param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_create_OGL_texture
(
const unsigned char *const data,
int width, int height, int channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Creates an OpenGL cubemap texture by splitting up 1 image into 6 parts.
\param data the raw data to be uploaded as an OpenGL texture
\param width the width of the image in pixels
\param height the height of the image in pixels
\param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param face_order the order of the faces in the file, and combination of NSWEUD, for North, South, Up, etc.
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int SOIL_create_OGL_single_cubemap
(
const unsigned char *const data,
int width, int height, int channels,
const char face_order[6],
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Captures the OpenGL window (RGB) and saves it to disk
\return 0 if it failed, otherwise returns 1
**/
int SOIL_save_screenshot
(
const char *filename,
int image_type,
int x, int y,
int width, int height
);
/**
Loads an image from disk into an array of unsigned chars.
Note that *channels return the original channel count of the
image. If force_channels was other than SOIL_LOAD_AUTO,
the resulting image has force_channels, but *channels may be
different (if the original image had a different channel
count).
\return 0 if failed, otherwise returns 1
**/
unsigned char* SOIL_load_image
(
const char *filename,
int *width, int *height, int *channels,
int force_channels
);
/**
Loads an image from memory into an array of unsigned chars.
Note that *channels return the original channel count of the
image. If force_channels was other than SOIL_LOAD_AUTO,
the resulting image has force_channels, but *channels may be
different (if the original image had a different channel
count).
\return 0 if failed, otherwise returns 1
**/
unsigned char* SOIL_load_image_from_memory
(
const unsigned char *const buffer,
int buffer_length,
int *width, int *height, int *channels,
int force_channels
);
/**
Saves an image from an array of unsigned chars (RGBA) to disk
\return 0 if failed, otherwise returns 1
**/
int SOIL_save_image
(
const char *filename,
int image_type,
int width, int height, int channels,
const unsigned char *const data
);
/**
Frees the image data (note, this is just C's "free()"...this function is
present mostly so C++ programmers don't forget to use "free()" and call
"delete []" instead [8^)
**/
void SOIL_free_image_data
(
unsigned char *img_data
);
/**
This function resturn a pointer to a string describing the last thing
that happened inside SOIL. It can be used to determine why an image
failed to load.
**/
const char* SOIL_last_result
(
void
);
#ifdef __cplusplus
}
#endif
#endif /* HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY */

View File

@ -1,318 +1,318 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="SOIL"
ProjectGUID="{C0B84DA9-FF15-4FAB-9590-17132F3C6DE4}"
RootNamespace="SOIL"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)\$(ConfigurationName)\$(PlatformName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;_SECURE_SCL=0;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(SolutionDir)\$(ConfigurationName)\$(PlatformName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
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<Tool
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@ -1,389 +1,389 @@
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Name="VCCLCompilerTool"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="2"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_CRT_SECURE_NO_WARNINGS"
RuntimeLibrary="0"
BufferSecurityCheck="false"
FloatingPointModel="0"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\adler32.c"
>
</File>
<File
RelativePath=".\compress.c"
>
</File>
<File
RelativePath=".\crc32.c"
>
</File>
<File
RelativePath=".\deflate.c"
>
</File>
<File
RelativePath=".\gzio.c"
>
</File>
<File
RelativePath=".\infback.c"
>
</File>
<File
RelativePath=".\inffast.c"
>
</File>
<File
RelativePath=".\inflate.c"
>
</File>
<File
RelativePath=".\inftrees.c"
>
</File>
<File
RelativePath=".\trees.c"
>
</File>
<File
RelativePath=".\uncompr.c"
>
</File>
<File
RelativePath=".\zutil.c"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\crc32.h"
>
</File>
<File
RelativePath=".\deflate.h"
>
</File>
<File
RelativePath=".\inffast.h"
>
</File>
<File
RelativePath=".\inffixed.h"
>
</File>
<File
RelativePath=".\inflate.h"
>
</File>
<File
RelativePath=".\inftrees.h"
>
</File>
<File
RelativePath=".\trees.h"
>
</File>
<File
RelativePath=".\zconf.h"
>
</File>
<File
RelativePath=".\zlib.h"
>
</File>
<File
RelativePath=".\zutil.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,243 +1,243 @@
!system "GetSVNRev.exe" ; ATTENTION: This MUST be run before this script
!include "svnrev.txt" ; !defines PRODUCT_VERSION
!define BASE_DIR "..\Binary\win32"
; HM NIS Edit Wizard helper defines
!define PRODUCT_NAME "Dolphin"
!define PRODUCT_PUBLISHER "Dolphin Team"
!define PRODUCT_WEB_SITE "http://www.dolphin-emu.com"
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\Dolphin.exe"
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
SetCompressor lzma
; MUI 1.67 compatible ------
!include "MUI.nsh"
; MUI Settings
!define MUI_ABORTWARNING
!define MUI_ICON "Dolphin.ico"
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
; Language Selection Dialog Settings
!define MUI_LANGDLL_REGISTRY_ROOT "${PRODUCT_UNINST_ROOT_KEY}"
!define MUI_LANGDLL_REGISTRY_KEY "${PRODUCT_UNINST_KEY}"
!define MUI_LANGDLL_REGISTRY_VALUENAME "NSIS:Language"
; License page
!insertmacro MUI_PAGE_LICENSE "Licence.txt"
; Components page
!insertmacro MUI_PAGE_COMPONENTS
; Directory page
!insertmacro MUI_PAGE_DIRECTORY
; Instfiles page
!insertmacro MUI_PAGE_INSTFILES
; Finish page
; We launch the desktop shortcut to set the working dir
!define MUI_FINISHPAGE_RUN
!define MUI_FINISHPAGE_RUN_TEXT "Start $(^Name)"
!define MUI_FINISHPAGE_RUN_FUNCTION "LaunchDolphin"
!insertmacro MUI_PAGE_FINISH
; Uninstaller pages
!insertmacro MUI_UNPAGE_INSTFILES
; Language files
!insertmacro MUI_LANGUAGE "Afrikaans"
!insertmacro MUI_LANGUAGE "Albanian"
!insertmacro MUI_LANGUAGE "Arabic"
!insertmacro MUI_LANGUAGE "Basque"
!insertmacro MUI_LANGUAGE "Belarusian"
!insertmacro MUI_LANGUAGE "Bosnian"
!insertmacro MUI_LANGUAGE "Breton"
!insertmacro MUI_LANGUAGE "Bulgarian"
!insertmacro MUI_LANGUAGE "Catalan"
!insertmacro MUI_LANGUAGE "Croatian"
!insertmacro MUI_LANGUAGE "Czech"
!insertmacro MUI_LANGUAGE "Danish"
!insertmacro MUI_LANGUAGE "Dutch"
!insertmacro MUI_LANGUAGE "English"
!insertmacro MUI_LANGUAGE "Estonian"
!insertmacro MUI_LANGUAGE "Farsi"
!insertmacro MUI_LANGUAGE "Finnish"
!insertmacro MUI_LANGUAGE "French"
!insertmacro MUI_LANGUAGE "Galician"
!insertmacro MUI_LANGUAGE "German"
!insertmacro MUI_LANGUAGE "Greek"
!insertmacro MUI_LANGUAGE "Hebrew"
!insertmacro MUI_LANGUAGE "Hungarian"
!insertmacro MUI_LANGUAGE "Icelandic"
!insertmacro MUI_LANGUAGE "Indonesian"
!insertmacro MUI_LANGUAGE "Irish"
!insertmacro MUI_LANGUAGE "Italian"
!insertmacro MUI_LANGUAGE "Japanese"
!insertmacro MUI_LANGUAGE "Korean"
!insertmacro MUI_LANGUAGE "Kurdish"
!insertmacro MUI_LANGUAGE "Latvian"
!insertmacro MUI_LANGUAGE "Lithuanian"
!insertmacro MUI_LANGUAGE "Luxembourgish"
!insertmacro MUI_LANGUAGE "Macedonian"
!insertmacro MUI_LANGUAGE "Malay"
!insertmacro MUI_LANGUAGE "Mongolian"
!insertmacro MUI_LANGUAGE "Norwegian"
!insertmacro MUI_LANGUAGE "NorwegianNynorsk"
!insertmacro MUI_LANGUAGE "Polish"
!insertmacro MUI_LANGUAGE "Portuguese"
!insertmacro MUI_LANGUAGE "PortugueseBR"
!insertmacro MUI_LANGUAGE "Romanian"
!insertmacro MUI_LANGUAGE "Russian"
!insertmacro MUI_LANGUAGE "Serbian"
!insertmacro MUI_LANGUAGE "SerbianLatin"
!insertmacro MUI_LANGUAGE "SimpChinese"
!insertmacro MUI_LANGUAGE "Slovak"
!insertmacro MUI_LANGUAGE "Slovenian"
!insertmacro MUI_LANGUAGE "Spanish"
!insertmacro MUI_LANGUAGE "SpanishInternational"
!insertmacro MUI_LANGUAGE "Swedish"
!insertmacro MUI_LANGUAGE "Thai"
!insertmacro MUI_LANGUAGE "TradChinese"
!insertmacro MUI_LANGUAGE "Turkish"
!insertmacro MUI_LANGUAGE "Ukrainian"
!insertmacro MUI_LANGUAGE "Uzbek"
!insertmacro MUI_LANGUAGE "Welsh"
; Reserve files
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
; MUI end ------
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
!define UN_NAME "Uninstall $(^Name)"
OutFile "Dolphin_Installer_win32.exe"
InstallDir "$PROGRAMFILES\$(^Name)"
InstallDirRegKey HKLM "${PRODUCT_DIR_REGKEY}" ""
ShowInstDetails show
ShowUnInstDetails show
Function .onInit
!insertmacro MUI_LANGDLL_DISPLAY
FunctionEnd
Section "Base" SEC01
SetShellVarContext all
; Dolphin exe and dlls
; TODO: cg is only for OGL, SDL is only for nJoy
; TODO: Make a nice subsection-ized display
SetOutPath "$INSTDIR"
SetOverwrite ifnewer
File "${BASE_DIR}\Dolphin.exe"
File "..\Externals\Cg\cg.dll"
File "..\Externals\Cg\cgGL.dll"
; File "..\Externals\Cg\cgD3D9.dll"
File "..\Externals\WiiUse\Win32\wiiuse.dll"
File "..\Externals\SDL\win32\SDL.dll"
File "..\Externals\OpenAL\win32\OpenAL32.dll"
File "..\Externals\OpenAL\win32\wrap_oal.dll"
; This needs to be done after Dolphin.exe is copied
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin.lnk" "$INSTDIR\Dolphin.exe"
CreateShortCut "$DESKTOP\Dolphin.lnk" "$INSTDIR\Dolphin.exe"
; Plugins
SetOutPath "$INSTDIR\Plugins"
SetOverwrite ifnewer
File "${BASE_DIR}\Plugins\Plugin_DSP_HLE.dll"
File "${BASE_DIR}\Plugins\Plugin_DSP_LLE.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL_Test.dll"
File "${BASE_DIR}\Plugins\Plugin_PadSimple.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoDX9.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoOGL.dll"
File "${BASE_DIR}\Plugins\Plugin_Wiimote.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoSW.dll"
; GC/Wii static settings
SetOutPath "$INSTDIR\Sys\GC"
SetOverwrite ifnewer
File "..\Data\Sys\GC\font_ansi.bin"
File "..\Data\Sys\GC\font_sjis.bin"
SetOutPath "$INSTDIR\Sys\Wii"
SetOverwrite ifnewer
File "..\Data\Sys\Wii\setting-eur.txt"
File "..\Data\Sys\Wii\setting-jpn.txt"
File "..\Data\Sys\Wii\setting-usa.txt"
; GC/Wii User settings
SetOutPath "$INSTDIR\User\GC"
SetOutPath "$INSTDIR\User\Wii\shared2\sys"
SetOverwrite ifnewer
File "..\Data\User\Wii\shared2\sys\readme.txt"
File "..\Data\User\Wii\shared2\sys\SYSCONF"
; GameConfigs
SetOutPath "$INSTDIR\User\GameConfig"
SetOverwrite ifnewer
File "..\Data\User\GameConfig\*.*"
SectionEnd
Section -AdditionalIcons
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk" "$INSTDIR\uninst.exe"
SectionEnd
Section -Post
WriteUninstaller "$INSTDIR\uninst.exe"
WriteRegStr HKLM "${PRODUCT_DIR_REGKEY}" "" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
SectionEnd
; Section descriptions
!insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN
!insertmacro MUI_DESCRIPTION_TEXT ${SEC01} "It is recommended that you install all of the included files."
!insertmacro MUI_FUNCTION_DESCRIPTION_END
Function un.onUninstSuccess
HideWindow
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was uninstalled successfully.$\r$\n\
ATTENTION: You must manually delete$\r$\n$INSTDIR"
FunctionEnd
Function un.onInit
!insertmacro MUI_UNGETLANGUAGE
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to remove $(^Name)?" IDYES +2
Abort
FunctionEnd
Section Uninstall
SetShellVarContext all
; Only uninstall what we put there; all $INSTDIR\User is left as is
Delete "$INSTDIR\uninst.exe"
Delete "$INSTDIR\*.dll"
Delete "$INSTDIR\Plugins\*.dll"
Delete "$INSTDIR\Sys\Wii\setting-usa.txt"
Delete "$INSTDIR\Sys\Wii\setting-jpn.txt"
Delete "$INSTDIR\Sys\Wii\setting-eur.txt"
Delete "$INSTDIR\Sys\GC\font_sjis.bin"
Delete "$INSTDIR\Sys\GC\font_ansi.bin"
Delete "$INSTDIR\Dolphin.exe"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk"
Delete "$DESKTOP\Dolphin.lnk"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin.lnk"
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
RMDir "$INSTDIR\Sys\GC"
RMDir "$INSTDIR\Sys\Wii"
RMDir "$INSTDIR\Sys"
RMDir "$INSTDIR\Plugins"
RMDir "$INSTDIR"
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
DeleteRegKey HKLM "${PRODUCT_DIR_REGKEY}"
SetAutoClose true
SectionEnd
Function LaunchDolphin
ExecShell "" "$DESKTOP\Dolphin.lnk"
!system "GetSVNRev.exe" ; ATTENTION: This MUST be run before this script
!include "svnrev.txt" ; !defines PRODUCT_VERSION
!define BASE_DIR "..\Binary\win32"
; HM NIS Edit Wizard helper defines
!define PRODUCT_NAME "Dolphin"
!define PRODUCT_PUBLISHER "Dolphin Team"
!define PRODUCT_WEB_SITE "http://www.dolphin-emu.com"
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\Dolphin.exe"
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
SetCompressor lzma
; MUI 1.67 compatible ------
!include "MUI.nsh"
; MUI Settings
!define MUI_ABORTWARNING
!define MUI_ICON "Dolphin.ico"
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
; Language Selection Dialog Settings
!define MUI_LANGDLL_REGISTRY_ROOT "${PRODUCT_UNINST_ROOT_KEY}"
!define MUI_LANGDLL_REGISTRY_KEY "${PRODUCT_UNINST_KEY}"
!define MUI_LANGDLL_REGISTRY_VALUENAME "NSIS:Language"
; License page
!insertmacro MUI_PAGE_LICENSE "Licence.txt"
; Components page
!insertmacro MUI_PAGE_COMPONENTS
; Directory page
!insertmacro MUI_PAGE_DIRECTORY
; Instfiles page
!insertmacro MUI_PAGE_INSTFILES
; Finish page
; We launch the desktop shortcut to set the working dir
!define MUI_FINISHPAGE_RUN
!define MUI_FINISHPAGE_RUN_TEXT "Start $(^Name)"
!define MUI_FINISHPAGE_RUN_FUNCTION "LaunchDolphin"
!insertmacro MUI_PAGE_FINISH
; Uninstaller pages
!insertmacro MUI_UNPAGE_INSTFILES
; Language files
!insertmacro MUI_LANGUAGE "Afrikaans"
!insertmacro MUI_LANGUAGE "Albanian"
!insertmacro MUI_LANGUAGE "Arabic"
!insertmacro MUI_LANGUAGE "Basque"
!insertmacro MUI_LANGUAGE "Belarusian"
!insertmacro MUI_LANGUAGE "Bosnian"
!insertmacro MUI_LANGUAGE "Breton"
!insertmacro MUI_LANGUAGE "Bulgarian"
!insertmacro MUI_LANGUAGE "Catalan"
!insertmacro MUI_LANGUAGE "Croatian"
!insertmacro MUI_LANGUAGE "Czech"
!insertmacro MUI_LANGUAGE "Danish"
!insertmacro MUI_LANGUAGE "Dutch"
!insertmacro MUI_LANGUAGE "English"
!insertmacro MUI_LANGUAGE "Estonian"
!insertmacro MUI_LANGUAGE "Farsi"
!insertmacro MUI_LANGUAGE "Finnish"
!insertmacro MUI_LANGUAGE "French"
!insertmacro MUI_LANGUAGE "Galician"
!insertmacro MUI_LANGUAGE "German"
!insertmacro MUI_LANGUAGE "Greek"
!insertmacro MUI_LANGUAGE "Hebrew"
!insertmacro MUI_LANGUAGE "Hungarian"
!insertmacro MUI_LANGUAGE "Icelandic"
!insertmacro MUI_LANGUAGE "Indonesian"
!insertmacro MUI_LANGUAGE "Irish"
!insertmacro MUI_LANGUAGE "Italian"
!insertmacro MUI_LANGUAGE "Japanese"
!insertmacro MUI_LANGUAGE "Korean"
!insertmacro MUI_LANGUAGE "Kurdish"
!insertmacro MUI_LANGUAGE "Latvian"
!insertmacro MUI_LANGUAGE "Lithuanian"
!insertmacro MUI_LANGUAGE "Luxembourgish"
!insertmacro MUI_LANGUAGE "Macedonian"
!insertmacro MUI_LANGUAGE "Malay"
!insertmacro MUI_LANGUAGE "Mongolian"
!insertmacro MUI_LANGUAGE "Norwegian"
!insertmacro MUI_LANGUAGE "NorwegianNynorsk"
!insertmacro MUI_LANGUAGE "Polish"
!insertmacro MUI_LANGUAGE "Portuguese"
!insertmacro MUI_LANGUAGE "PortugueseBR"
!insertmacro MUI_LANGUAGE "Romanian"
!insertmacro MUI_LANGUAGE "Russian"
!insertmacro MUI_LANGUAGE "Serbian"
!insertmacro MUI_LANGUAGE "SerbianLatin"
!insertmacro MUI_LANGUAGE "SimpChinese"
!insertmacro MUI_LANGUAGE "Slovak"
!insertmacro MUI_LANGUAGE "Slovenian"
!insertmacro MUI_LANGUAGE "Spanish"
!insertmacro MUI_LANGUAGE "SpanishInternational"
!insertmacro MUI_LANGUAGE "Swedish"
!insertmacro MUI_LANGUAGE "Thai"
!insertmacro MUI_LANGUAGE "TradChinese"
!insertmacro MUI_LANGUAGE "Turkish"
!insertmacro MUI_LANGUAGE "Ukrainian"
!insertmacro MUI_LANGUAGE "Uzbek"
!insertmacro MUI_LANGUAGE "Welsh"
; Reserve files
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
; MUI end ------
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
!define UN_NAME "Uninstall $(^Name)"
OutFile "Dolphin_Installer_win32.exe"
InstallDir "$PROGRAMFILES\$(^Name)"
InstallDirRegKey HKLM "${PRODUCT_DIR_REGKEY}" ""
ShowInstDetails show
ShowUnInstDetails show
Function .onInit
!insertmacro MUI_LANGDLL_DISPLAY
FunctionEnd
Section "Base" SEC01
SetShellVarContext all
; Dolphin exe and dlls
; TODO: cg is only for OGL, SDL is only for nJoy
; TODO: Make a nice subsection-ized display
SetOutPath "$INSTDIR"
SetOverwrite ifnewer
File "${BASE_DIR}\Dolphin.exe"
File "..\Externals\Cg\cg.dll"
File "..\Externals\Cg\cgGL.dll"
; File "..\Externals\Cg\cgD3D9.dll"
File "..\Externals\WiiUse\Win32\wiiuse.dll"
File "..\Externals\SDL\win32\SDL.dll"
File "..\Externals\OpenAL\win32\OpenAL32.dll"
File "..\Externals\OpenAL\win32\wrap_oal.dll"
; This needs to be done after Dolphin.exe is copied
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin.lnk" "$INSTDIR\Dolphin.exe"
CreateShortCut "$DESKTOP\Dolphin.lnk" "$INSTDIR\Dolphin.exe"
; Plugins
SetOutPath "$INSTDIR\Plugins"
SetOverwrite ifnewer
File "${BASE_DIR}\Plugins\Plugin_DSP_HLE.dll"
File "${BASE_DIR}\Plugins\Plugin_DSP_LLE.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL_Test.dll"
File "${BASE_DIR}\Plugins\Plugin_PadSimple.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoDX9.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoOGL.dll"
File "${BASE_DIR}\Plugins\Plugin_Wiimote.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoSW.dll"
; GC/Wii static settings
SetOutPath "$INSTDIR\Sys\GC"
SetOverwrite ifnewer
File "..\Data\Sys\GC\font_ansi.bin"
File "..\Data\Sys\GC\font_sjis.bin"
SetOutPath "$INSTDIR\Sys\Wii"
SetOverwrite ifnewer
File "..\Data\Sys\Wii\setting-eur.txt"
File "..\Data\Sys\Wii\setting-jpn.txt"
File "..\Data\Sys\Wii\setting-usa.txt"
; GC/Wii User settings
SetOutPath "$INSTDIR\User\GC"
SetOutPath "$INSTDIR\User\Wii\shared2\sys"
SetOverwrite ifnewer
File "..\Data\User\Wii\shared2\sys\readme.txt"
File "..\Data\User\Wii\shared2\sys\SYSCONF"
; GameConfigs
SetOutPath "$INSTDIR\User\GameConfig"
SetOverwrite ifnewer
File "..\Data\User\GameConfig\*.*"
SectionEnd
Section -AdditionalIcons
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk" "$INSTDIR\uninst.exe"
SectionEnd
Section -Post
WriteUninstaller "$INSTDIR\uninst.exe"
WriteRegStr HKLM "${PRODUCT_DIR_REGKEY}" "" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
SectionEnd
; Section descriptions
!insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN
!insertmacro MUI_DESCRIPTION_TEXT ${SEC01} "It is recommended that you install all of the included files."
!insertmacro MUI_FUNCTION_DESCRIPTION_END
Function un.onUninstSuccess
HideWindow
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was uninstalled successfully.$\r$\n\
ATTENTION: You must manually delete$\r$\n$INSTDIR"
FunctionEnd
Function un.onInit
!insertmacro MUI_UNGETLANGUAGE
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to remove $(^Name)?" IDYES +2
Abort
FunctionEnd
Section Uninstall
SetShellVarContext all
; Only uninstall what we put there; all $INSTDIR\User is left as is
Delete "$INSTDIR\uninst.exe"
Delete "$INSTDIR\*.dll"
Delete "$INSTDIR\Plugins\*.dll"
Delete "$INSTDIR\Sys\Wii\setting-usa.txt"
Delete "$INSTDIR\Sys\Wii\setting-jpn.txt"
Delete "$INSTDIR\Sys\Wii\setting-eur.txt"
Delete "$INSTDIR\Sys\GC\font_sjis.bin"
Delete "$INSTDIR\Sys\GC\font_ansi.bin"
Delete "$INSTDIR\Dolphin.exe"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk"
Delete "$DESKTOP\Dolphin.lnk"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin.lnk"
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
RMDir "$INSTDIR\Sys\GC"
RMDir "$INSTDIR\Sys\Wii"
RMDir "$INSTDIR\Sys"
RMDir "$INSTDIR\Plugins"
RMDir "$INSTDIR"
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
DeleteRegKey HKLM "${PRODUCT_DIR_REGKEY}"
SetAutoClose true
SectionEnd
Function LaunchDolphin
ExecShell "" "$DESKTOP\Dolphin.lnk"
FunctionEnd

View File

@ -1,253 +1,253 @@
!system "GetSVNRev.exe" ; ATTENTION: This MUST be run before this script
!include "svnrev.txt" ; !defines PRODUCT_VERSION
!define BASE_DIR "..\Binary\x64"
; HM NIS Edit Wizard helper defines
!define PRODUCT_NAME "Dolphin x64"
!define PRODUCT_PUBLISHER "Dolphin Team"
!define PRODUCT_WEB_SITE "http://www.dolphin-emu.com"
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\Dolphin.exe"
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
SetCompressor lzma
; MUI 1.67 compatible ------
!include "MUI.nsh"
; MUI Settings
!define MUI_ABORTWARNING
!define MUI_ICON "Dolphin.ico"
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
; Language Selection Dialog Settings
!define MUI_LANGDLL_REGISTRY_ROOT "${PRODUCT_UNINST_ROOT_KEY}"
!define MUI_LANGDLL_REGISTRY_KEY "${PRODUCT_UNINST_KEY}"
!define MUI_LANGDLL_REGISTRY_VALUENAME "NSIS:Language"
; License page
!insertmacro MUI_PAGE_LICENSE "Licence.txt"
; Components page
!insertmacro MUI_PAGE_COMPONENTS
; Directory page
!insertmacro MUI_PAGE_DIRECTORY
; Instfiles page
!insertmacro MUI_PAGE_INSTFILES
; Finish page
; We launch the desktop shortcut to set the working dir
!define MUI_FINISHPAGE_RUN
!define MUI_FINISHPAGE_RUN_TEXT "Start $(^Name)"
!define MUI_FINISHPAGE_RUN_FUNCTION "LaunchDolphin"
!insertmacro MUI_PAGE_FINISH
; Uninstaller pages
!insertmacro MUI_UNPAGE_INSTFILES
; Language files
!insertmacro MUI_LANGUAGE "Afrikaans"
!insertmacro MUI_LANGUAGE "Albanian"
!insertmacro MUI_LANGUAGE "Arabic"
!insertmacro MUI_LANGUAGE "Basque"
!insertmacro MUI_LANGUAGE "Belarusian"
!insertmacro MUI_LANGUAGE "Bosnian"
!insertmacro MUI_LANGUAGE "Breton"
!insertmacro MUI_LANGUAGE "Bulgarian"
!insertmacro MUI_LANGUAGE "Catalan"
!insertmacro MUI_LANGUAGE "Croatian"
!insertmacro MUI_LANGUAGE "Czech"
!insertmacro MUI_LANGUAGE "Danish"
!insertmacro MUI_LANGUAGE "Dutch"
!insertmacro MUI_LANGUAGE "English"
!insertmacro MUI_LANGUAGE "Estonian"
!insertmacro MUI_LANGUAGE "Farsi"
!insertmacro MUI_LANGUAGE "Finnish"
!insertmacro MUI_LANGUAGE "French"
!insertmacro MUI_LANGUAGE "Galician"
!insertmacro MUI_LANGUAGE "German"
!insertmacro MUI_LANGUAGE "Greek"
!insertmacro MUI_LANGUAGE "Hebrew"
!insertmacro MUI_LANGUAGE "Hungarian"
!insertmacro MUI_LANGUAGE "Icelandic"
!insertmacro MUI_LANGUAGE "Indonesian"
!insertmacro MUI_LANGUAGE "Irish"
!insertmacro MUI_LANGUAGE "Italian"
!insertmacro MUI_LANGUAGE "Japanese"
!insertmacro MUI_LANGUAGE "Korean"
!insertmacro MUI_LANGUAGE "Kurdish"
!insertmacro MUI_LANGUAGE "Latvian"
!insertmacro MUI_LANGUAGE "Lithuanian"
!insertmacro MUI_LANGUAGE "Luxembourgish"
!insertmacro MUI_LANGUAGE "Macedonian"
!insertmacro MUI_LANGUAGE "Malay"
!insertmacro MUI_LANGUAGE "Mongolian"
!insertmacro MUI_LANGUAGE "Norwegian"
!insertmacro MUI_LANGUAGE "NorwegianNynorsk"
!insertmacro MUI_LANGUAGE "Polish"
!insertmacro MUI_LANGUAGE "Portuguese"
!insertmacro MUI_LANGUAGE "PortugueseBR"
!insertmacro MUI_LANGUAGE "Romanian"
!insertmacro MUI_LANGUAGE "Russian"
!insertmacro MUI_LANGUAGE "Serbian"
!insertmacro MUI_LANGUAGE "SerbianLatin"
!insertmacro MUI_LANGUAGE "SimpChinese"
!insertmacro MUI_LANGUAGE "Slovak"
!insertmacro MUI_LANGUAGE "Slovenian"
!insertmacro MUI_LANGUAGE "Spanish"
!insertmacro MUI_LANGUAGE "SpanishInternational"
!insertmacro MUI_LANGUAGE "Swedish"
!insertmacro MUI_LANGUAGE "Thai"
!insertmacro MUI_LANGUAGE "TradChinese"
!insertmacro MUI_LANGUAGE "Turkish"
!insertmacro MUI_LANGUAGE "Ukrainian"
!insertmacro MUI_LANGUAGE "Uzbek"
!insertmacro MUI_LANGUAGE "Welsh"
; Reserve files
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
; MUI end ------
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
!define UN_NAME "Uninstall $(^Name)"
OutFile "Dolphin_Installer_x64.exe"
InstallDir "$PROGRAMFILES64\$(^Name)"
InstallDirRegKey HKLM "${PRODUCT_DIR_REGKEY}" ""
ShowInstDetails show
ShowUnInstDetails show
Function .onInit
!include "x64.nsh"
; This checks if nsis is running under wow64 (since nsis is only 32bit)
; hopefully this will be dependable in the future too...
${If} ${RunningX64}
!insertmacro MUI_LANGDLL_DISPLAY
SetRegView 64
${Else}
MessageBox MB_OK|MB_ICONSTOP "You cannot run this version of Dolphin on your OS.$\r$\n\
Please use a 64-bit OS or download a 32-bit version of Dolphin."
Quit
${EndIf}
FunctionEnd
Section "Complete" SEC01
SetShellVarContext all
; Dolphin exe and dlls
; TODO: cg is only for OGL, SDL is only for nJoy
; TODO: Make a nice subsection-ized display
SetOutPath "$INSTDIR"
SetOverwrite ifnewer
File "${BASE_DIR}\Dolphin.exe"
File "..\Externals\Cg64\cg.dll"
File "..\Externals\Cg64\cgGL.dll"
; File "..\Externals\Cg64\cgD3D9.dll"
File "..\Externals\WiiUse\X64\wiiuse.dll"
File "..\Externals\SDL\x64\SDL.dll"
File "..\Externals\OpenAL\win64\OpenAL32.dll"
File "..\Externals\OpenAL\win64\wrap_oal.dll"
; This needs to be done after Dolphin.exe is copied
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin x64.lnk" "$INSTDIR\Dolphin.exe"
CreateShortCut "$DESKTOP\Dolphin x64.lnk" "$INSTDIR\Dolphin.exe"
; Plugins
SetOutPath "$INSTDIR\Plugins"
SetOverwrite ifnewer
File "${BASE_DIR}\Plugins\Plugin_DSP_HLE.dll"
File "${BASE_DIR}\Plugins\Plugin_DSP_LLE.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL_Test.dll"
File "${BASE_DIR}\Plugins\Plugin_PadSimple.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoDX9.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoOGL.dll"
File "${BASE_DIR}\Plugins\Plugin_Wiimote.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoSW.dll"
; GC/Wii static settings
SetOutPath "$INSTDIR\Sys\GC"
SetOverwrite ifnewer
File "..\Data\Sys\GC\font_ansi.bin"
File "..\Data\Sys\GC\font_sjis.bin"
SetOutPath "$INSTDIR\Sys\Wii"
SetOverwrite ifnewer
File "..\Data\Sys\Wii\setting-eur.txt"
File "..\Data\Sys\Wii\setting-jpn.txt"
File "..\Data\Sys\Wii\setting-usa.txt"
; GC/Wii User settings
SetOutPath "$INSTDIR\User\GC"
SetOutPath "$INSTDIR\User\Wii\shared2\sys"
SetOverwrite ifnewer
File "..\Data\User\Wii\shared2\sys\readme.txt"
File "..\Data\User\Wii\shared2\sys\SYSCONF"
; GameConfigs
SetOutPath "$INSTDIR\User\GameConfig"
SetOverwrite ifnewer
File "..\Data\User\GameConfig\*.*"
SectionEnd
Section -AdditionalIcons
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk" "$INSTDIR\uninst.exe"
SectionEnd
Section -Post
WriteUninstaller "$INSTDIR\uninst.exe"
WriteRegStr HKLM "${PRODUCT_DIR_REGKEY}" "" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
SectionEnd
; Section descriptions
!insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN
!insertmacro MUI_DESCRIPTION_TEXT ${SEC01} "It is recommended that you install all of the included files."
!insertmacro MUI_FUNCTION_DESCRIPTION_END
Function un.onUninstSuccess
HideWindow
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was uninstalled successfully.$\r$\n\
ATTENTION: You must manually delete$\r$\n$INSTDIR"
FunctionEnd
Function un.onInit
!insertmacro MUI_UNGETLANGUAGE
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to remove $(^Name)?" IDYES +2
Abort
FunctionEnd
Section Uninstall
SetShellVarContext all
; Only uninstall what we put there; all $INSTDIR\User is left as is
Delete "$INSTDIR\uninst.exe"
Delete "$INSTDIR\*.dll"
Delete "$INSTDIR\Plugins\*.dll"
Delete "$INSTDIR\Sys\Wii\setting-usa.txt"
Delete "$INSTDIR\Sys\Wii\setting-jpn.txt"
Delete "$INSTDIR\Sys\Wii\setting-eur.txt"
Delete "$INSTDIR\Sys\GC\font_sjis.bin"
Delete "$INSTDIR\Sys\GC\font_ansi.bin"
Delete "$INSTDIR\Dolphin.exe"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk"
Delete "$DESKTOP\Dolphin x64.lnk"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin x64.lnk"
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
RMDir "$INSTDIR\Sys\GC"
RMDir "$INSTDIR\Sys\Wii"
RMDir "$INSTDIR\Sys"
RMDir "$INSTDIR\Plugins"
RMDir "$INSTDIR"
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
DeleteRegKey HKLM "${PRODUCT_DIR_REGKEY}"
SetAutoClose true
SectionEnd
Function LaunchDolphin
ExecShell "" "$DESKTOP\Dolphin x64.lnk"
!system "GetSVNRev.exe" ; ATTENTION: This MUST be run before this script
!include "svnrev.txt" ; !defines PRODUCT_VERSION
!define BASE_DIR "..\Binary\x64"
; HM NIS Edit Wizard helper defines
!define PRODUCT_NAME "Dolphin x64"
!define PRODUCT_PUBLISHER "Dolphin Team"
!define PRODUCT_WEB_SITE "http://www.dolphin-emu.com"
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\Dolphin.exe"
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
SetCompressor lzma
; MUI 1.67 compatible ------
!include "MUI.nsh"
; MUI Settings
!define MUI_ABORTWARNING
!define MUI_ICON "Dolphin.ico"
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
; Language Selection Dialog Settings
!define MUI_LANGDLL_REGISTRY_ROOT "${PRODUCT_UNINST_ROOT_KEY}"
!define MUI_LANGDLL_REGISTRY_KEY "${PRODUCT_UNINST_KEY}"
!define MUI_LANGDLL_REGISTRY_VALUENAME "NSIS:Language"
; License page
!insertmacro MUI_PAGE_LICENSE "Licence.txt"
; Components page
!insertmacro MUI_PAGE_COMPONENTS
; Directory page
!insertmacro MUI_PAGE_DIRECTORY
; Instfiles page
!insertmacro MUI_PAGE_INSTFILES
; Finish page
; We launch the desktop shortcut to set the working dir
!define MUI_FINISHPAGE_RUN
!define MUI_FINISHPAGE_RUN_TEXT "Start $(^Name)"
!define MUI_FINISHPAGE_RUN_FUNCTION "LaunchDolphin"
!insertmacro MUI_PAGE_FINISH
; Uninstaller pages
!insertmacro MUI_UNPAGE_INSTFILES
; Language files
!insertmacro MUI_LANGUAGE "Afrikaans"
!insertmacro MUI_LANGUAGE "Albanian"
!insertmacro MUI_LANGUAGE "Arabic"
!insertmacro MUI_LANGUAGE "Basque"
!insertmacro MUI_LANGUAGE "Belarusian"
!insertmacro MUI_LANGUAGE "Bosnian"
!insertmacro MUI_LANGUAGE "Breton"
!insertmacro MUI_LANGUAGE "Bulgarian"
!insertmacro MUI_LANGUAGE "Catalan"
!insertmacro MUI_LANGUAGE "Croatian"
!insertmacro MUI_LANGUAGE "Czech"
!insertmacro MUI_LANGUAGE "Danish"
!insertmacro MUI_LANGUAGE "Dutch"
!insertmacro MUI_LANGUAGE "English"
!insertmacro MUI_LANGUAGE "Estonian"
!insertmacro MUI_LANGUAGE "Farsi"
!insertmacro MUI_LANGUAGE "Finnish"
!insertmacro MUI_LANGUAGE "French"
!insertmacro MUI_LANGUAGE "Galician"
!insertmacro MUI_LANGUAGE "German"
!insertmacro MUI_LANGUAGE "Greek"
!insertmacro MUI_LANGUAGE "Hebrew"
!insertmacro MUI_LANGUAGE "Hungarian"
!insertmacro MUI_LANGUAGE "Icelandic"
!insertmacro MUI_LANGUAGE "Indonesian"
!insertmacro MUI_LANGUAGE "Irish"
!insertmacro MUI_LANGUAGE "Italian"
!insertmacro MUI_LANGUAGE "Japanese"
!insertmacro MUI_LANGUAGE "Korean"
!insertmacro MUI_LANGUAGE "Kurdish"
!insertmacro MUI_LANGUAGE "Latvian"
!insertmacro MUI_LANGUAGE "Lithuanian"
!insertmacro MUI_LANGUAGE "Luxembourgish"
!insertmacro MUI_LANGUAGE "Macedonian"
!insertmacro MUI_LANGUAGE "Malay"
!insertmacro MUI_LANGUAGE "Mongolian"
!insertmacro MUI_LANGUAGE "Norwegian"
!insertmacro MUI_LANGUAGE "NorwegianNynorsk"
!insertmacro MUI_LANGUAGE "Polish"
!insertmacro MUI_LANGUAGE "Portuguese"
!insertmacro MUI_LANGUAGE "PortugueseBR"
!insertmacro MUI_LANGUAGE "Romanian"
!insertmacro MUI_LANGUAGE "Russian"
!insertmacro MUI_LANGUAGE "Serbian"
!insertmacro MUI_LANGUAGE "SerbianLatin"
!insertmacro MUI_LANGUAGE "SimpChinese"
!insertmacro MUI_LANGUAGE "Slovak"
!insertmacro MUI_LANGUAGE "Slovenian"
!insertmacro MUI_LANGUAGE "Spanish"
!insertmacro MUI_LANGUAGE "SpanishInternational"
!insertmacro MUI_LANGUAGE "Swedish"
!insertmacro MUI_LANGUAGE "Thai"
!insertmacro MUI_LANGUAGE "TradChinese"
!insertmacro MUI_LANGUAGE "Turkish"
!insertmacro MUI_LANGUAGE "Ukrainian"
!insertmacro MUI_LANGUAGE "Uzbek"
!insertmacro MUI_LANGUAGE "Welsh"
; Reserve files
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
; MUI end ------
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
!define UN_NAME "Uninstall $(^Name)"
OutFile "Dolphin_Installer_x64.exe"
InstallDir "$PROGRAMFILES64\$(^Name)"
InstallDirRegKey HKLM "${PRODUCT_DIR_REGKEY}" ""
ShowInstDetails show
ShowUnInstDetails show
Function .onInit
!include "x64.nsh"
; This checks if nsis is running under wow64 (since nsis is only 32bit)
; hopefully this will be dependable in the future too...
${If} ${RunningX64}
!insertmacro MUI_LANGDLL_DISPLAY
SetRegView 64
${Else}
MessageBox MB_OK|MB_ICONSTOP "You cannot run this version of Dolphin on your OS.$\r$\n\
Please use a 64-bit OS or download a 32-bit version of Dolphin."
Quit
${EndIf}
FunctionEnd
Section "Complete" SEC01
SetShellVarContext all
; Dolphin exe and dlls
; TODO: cg is only for OGL, SDL is only for nJoy
; TODO: Make a nice subsection-ized display
SetOutPath "$INSTDIR"
SetOverwrite ifnewer
File "${BASE_DIR}\Dolphin.exe"
File "..\Externals\Cg64\cg.dll"
File "..\Externals\Cg64\cgGL.dll"
; File "..\Externals\Cg64\cgD3D9.dll"
File "..\Externals\WiiUse\X64\wiiuse.dll"
File "..\Externals\SDL\x64\SDL.dll"
File "..\Externals\OpenAL\win64\OpenAL32.dll"
File "..\Externals\OpenAL\win64\wrap_oal.dll"
; This needs to be done after Dolphin.exe is copied
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin x64.lnk" "$INSTDIR\Dolphin.exe"
CreateShortCut "$DESKTOP\Dolphin x64.lnk" "$INSTDIR\Dolphin.exe"
; Plugins
SetOutPath "$INSTDIR\Plugins"
SetOverwrite ifnewer
File "${BASE_DIR}\Plugins\Plugin_DSP_HLE.dll"
File "${BASE_DIR}\Plugins\Plugin_DSP_LLE.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL.dll"
File "${BASE_DIR}\Plugins\Plugin_nJoy_SDL_Test.dll"
File "${BASE_DIR}\Plugins\Plugin_PadSimple.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoDX9.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoOGL.dll"
File "${BASE_DIR}\Plugins\Plugin_Wiimote.dll"
File "${BASE_DIR}\Plugins\Plugin_VideoSW.dll"
; GC/Wii static settings
SetOutPath "$INSTDIR\Sys\GC"
SetOverwrite ifnewer
File "..\Data\Sys\GC\font_ansi.bin"
File "..\Data\Sys\GC\font_sjis.bin"
SetOutPath "$INSTDIR\Sys\Wii"
SetOverwrite ifnewer
File "..\Data\Sys\Wii\setting-eur.txt"
File "..\Data\Sys\Wii\setting-jpn.txt"
File "..\Data\Sys\Wii\setting-usa.txt"
; GC/Wii User settings
SetOutPath "$INSTDIR\User\GC"
SetOutPath "$INSTDIR\User\Wii\shared2\sys"
SetOverwrite ifnewer
File "..\Data\User\Wii\shared2\sys\readme.txt"
File "..\Data\User\Wii\shared2\sys\SYSCONF"
; GameConfigs
SetOutPath "$INSTDIR\User\GameConfig"
SetOverwrite ifnewer
File "..\Data\User\GameConfig\*.*"
SectionEnd
Section -AdditionalIcons
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk" "$INSTDIR\uninst.exe"
SectionEnd
Section -Post
WriteUninstaller "$INSTDIR\uninst.exe"
WriteRegStr HKLM "${PRODUCT_DIR_REGKEY}" "" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\Dolphin.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
SectionEnd
; Section descriptions
!insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN
!insertmacro MUI_DESCRIPTION_TEXT ${SEC01} "It is recommended that you install all of the included files."
!insertmacro MUI_FUNCTION_DESCRIPTION_END
Function un.onUninstSuccess
HideWindow
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was uninstalled successfully.$\r$\n\
ATTENTION: You must manually delete$\r$\n$INSTDIR"
FunctionEnd
Function un.onInit
!insertmacro MUI_UNGETLANGUAGE
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to remove $(^Name)?" IDYES +2
Abort
FunctionEnd
Section Uninstall
SetShellVarContext all
; Only uninstall what we put there; all $INSTDIR\User is left as is
Delete "$INSTDIR\uninst.exe"
Delete "$INSTDIR\*.dll"
Delete "$INSTDIR\Plugins\*.dll"
Delete "$INSTDIR\Sys\Wii\setting-usa.txt"
Delete "$INSTDIR\Sys\Wii\setting-jpn.txt"
Delete "$INSTDIR\Sys\Wii\setting-eur.txt"
Delete "$INSTDIR\Sys\GC\font_sjis.bin"
Delete "$INSTDIR\Sys\GC\font_ansi.bin"
Delete "$INSTDIR\Dolphin.exe"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${UN_NAME}.lnk"
Delete "$DESKTOP\Dolphin x64.lnk"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Dolphin x64.lnk"
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
RMDir "$INSTDIR\Sys\GC"
RMDir "$INSTDIR\Sys\Wii"
RMDir "$INSTDIR\Sys"
RMDir "$INSTDIR\Plugins"
RMDir "$INSTDIR"
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
DeleteRegKey HKLM "${PRODUCT_DIR_REGKEY}"
SetAutoClose true
SectionEnd
Function LaunchDolphin
ExecShell "" "$DESKTOP\Dolphin x64.lnk"
FunctionEnd

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@ -1 +1 @@
This package is provided "as is" and without warranty. Any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose are disclaimed. In no event shall the authors be liable to any party for any direct, indirect, incidental, special, exemplary, or consequential damages arising in any way out of the use of this package.
This package is provided "as is" and without warranty. Any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose are disclaimed. In no event shall the authors be liable to any party for any direct, indirect, incidental, special, exemplary, or consequential damages arising in any way out of the use of this package.

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Dolphin-emu - The Gamecube / Wii Emulator
==========================================
Homesite: http://dolphin-emu.com/
Project Site: http://code.google.com/p/dolphin-emu
About: Dolphin-emu is a emulator for Gamecube, Wii, Triforce that lets you run Wii/GCN/Tri games on your Windows/Linux/MacOSX PC system
Open Source Release under GPL 2
Project Leaders: F|RES, ector
Team members: http://code.google.com/p/dolphin-emu/people/
Please read the FAQ before use: http://code.google.com/p/dolphin-emu/wiki/Facts_And_Questions
System Requirements:
* OS: Microsoft Windows (2000/XP/Vista or higher) or Linux or Apple Mac OS X.
* Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz). Dual Core for speed boost.
* Graphics: Any graphics card that supports Direct3D 9 or OpenGL 2.1.
[Command line usage]
Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-V <str>] [-A <str>] [-P <str>] [-W <str>]
-h, --help Show this help message
-d, --debugger Opens the debugger
-l, --logger Opens The Logger
-e, --elf=<str> Loads an elf file
-V, --video_plugin=<str> Specify a video plugin
-A, --audio_plugin=<str> Specify an audio plugin
-P, --pad_plugin=<str> Specify a pad plugin
-W, --wiimote_plugin=<str> Specify a wiimote plugin
[Libraries]
Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html)
WiiUse: Wiimote Bluetooth API (http://www.wiiuse.net/)
SDL: Simple DirectMedia Layer API (http://www.libsdl.org/)
*.pdb = Program Debug Database (use these symbols with a program debugger)
[DSP Plugins]
Plugin_DSP_HLE: High Level DSP Emulation
Plugin_DSP_LLE: Low Level DSP Emulation
[Video Plugins]
Plugin_VideoDX9: Render with Direct3D 9
Plugin_VideoOGL: Render with OpenGL + Cg Shader Language
[Gamecube Controller Plugins]
Plugin_GCPad: Use keyboard or joypads
[Wiimote Plugins]
Plugin_Wiimote: Use native wiimote or keyboard
[Sys Files]
totaldb.dsy: Database of symbols (for devs only)
font_ansi.bin/font_sjis.bin: font dumps
setting-usa/jpn/usa.txt: config files for Wii
[Support Folders]
Cache: used to cache the ISO list
Config: emulator configuration files
Dump: anything dumped from dolphin will go here
GC: Gamecube memory cards
GameConfig: holds the INI game config files
Load: high resolution textures
Logs: logs go here
Maps: symbol tables go here (dev only)
OpenCL: OpenCL code
ScreenShots: screenshots are saved here
Shaders: post-processing shaders
StateSaves: save states are stored here
Wii: Wii saves and config is stored here
Dolphin-emu - The Gamecube / Wii Emulator
==========================================
Homesite: http://dolphin-emu.com/
Project Site: http://code.google.com/p/dolphin-emu
About: Dolphin-emu is a emulator for Gamecube, Wii, Triforce that lets you run Wii/GCN/Tri games on your Windows/Linux/MacOSX PC system
Open Source Release under GPL 2
Project Leaders: F|RES, ector
Team members: http://code.google.com/p/dolphin-emu/people/
Please read the FAQ before use: http://code.google.com/p/dolphin-emu/wiki/Facts_And_Questions
System Requirements:
* OS: Microsoft Windows (2000/XP/Vista or higher) or Linux or Apple Mac OS X.
* Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz). Dual Core for speed boost.
* Graphics: Any graphics card that supports Direct3D 9 or OpenGL 2.1.
[Command line usage]
Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-V <str>] [-A <str>] [-P <str>] [-W <str>]
-h, --help Show this help message
-d, --debugger Opens the debugger
-l, --logger Opens The Logger
-e, --elf=<str> Loads an elf file
-V, --video_plugin=<str> Specify a video plugin
-A, --audio_plugin=<str> Specify an audio plugin
-P, --pad_plugin=<str> Specify a pad plugin
-W, --wiimote_plugin=<str> Specify a wiimote plugin
[Libraries]
Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html)
WiiUse: Wiimote Bluetooth API (http://www.wiiuse.net/)
SDL: Simple DirectMedia Layer API (http://www.libsdl.org/)
*.pdb = Program Debug Database (use these symbols with a program debugger)
[DSP Plugins]
Plugin_DSP_HLE: High Level DSP Emulation
Plugin_DSP_LLE: Low Level DSP Emulation
[Video Plugins]
Plugin_VideoDX9: Render with Direct3D 9
Plugin_VideoOGL: Render with OpenGL + Cg Shader Language
[Gamecube Controller Plugins]
Plugin_GCPad: Use keyboard or joypads
[Wiimote Plugins]
Plugin_Wiimote: Use native wiimote or keyboard
[Sys Files]
totaldb.dsy: Database of symbols (for devs only)
font_ansi.bin/font_sjis.bin: font dumps
setting-usa/jpn/usa.txt: config files for Wii
[Support Folders]
Cache: used to cache the ISO list
Config: emulator configuration files
Dump: anything dumped from dolphin will go here
GC: Gamecube memory cards
GameConfig: holds the INI game config files
Load: high resolution textures
Logs: logs go here
Maps: symbol tables go here (dev only)
OpenCL: OpenCL code
ScreenShots: screenshots are saved here
Shaders: post-processing shaders
StateSaves: save states are stored here
Wii: Wii saves and config is stored here

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@ -1,491 +1,491 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
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@ -1,2 +0,0 @@
#include "Host.h"

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@ -12,7 +12,6 @@ files = ["ActionReplay.cpp",
"CoreRerecording.cpp",
"CoreTiming.cpp",
"OnFrame.cpp",
"Host.cpp",
"MemTools.cpp",
"PatchEngine.cpp",
"PluginManager.cpp",

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@ -1,437 +1,437 @@
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RelativePath=".\tests\dsp_base.inc"
>
</File>
<File
RelativePath=".\tests\dsp_test.ds"
>
</File>
<File
RelativePath=".\tests\ir_test.ds"
>
</File>
<File
RelativePath=".\tests\ld_test.ds"
>
</File>
<File
RelativePath=".\tests\mul_test.ds"
>
</File>
<File
RelativePath=".\tests\neg_test.ds"
>
</File>
<File
RelativePath=".\tests\op_test.ds"
>
</File>
<File
RelativePath=".\tests\unk_regs_test.ds"
>
</File>
</Filter>
<Filter
Name="util"
>
<File
RelativePath=".\util\createtest.pl"
>
</File>
<File
RelativePath=".\util\dump_roms.ds"
>
</File>
</Filter>
<Filter
Name="templates"
>
<File
RelativePath=".\templates\if_test.tpl"
>
</File>
<File
RelativePath=".\templates\tst_test.tpl"
>
</File>
</Filter>
<Filter
Name="DSP Interface"
>
<File
RelativePath=".\dsp_interface.cpp"
>
</File>
<File
RelativePath=".\dsp_interface.h"
>
</File>
<File
RelativePath=".\mem_dump.h"
>
</File>
<File
RelativePath=".\real_dsp.cpp"
>
</File>
<File
RelativePath=".\real_dsp.h"
>
</File>
</Filter>
<Filter
Name="Misc uCodes"
>
<File
RelativePath="..\..\docs\DSP\dsp_rom.txt"
>
</File>
<File
RelativePath="..\..\docs\DSP\unlockmemcard.ds"
>
</File>
</Filter>
<File
RelativePath=".\build.sh"
>
</File>
<File
RelativePath=".\Config.h"
>
</File>
<File
RelativePath=".\ConsoleHelper.h"
>
</File>
<File
RelativePath=".\main_spy.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
<File
RelativePath=".\sbuild.sh"
>
</File>
<File
RelativePath=".\Stubs.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="DSPSpy"
ProjectGUID="{3877AA3E-9CC0-4ADF-8E71-272EE4443478}"
RootNamespace="DSPSpy"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Wii|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
CharacterSet="2"
WholeProgramOptimization="1"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_test.ds&#x0D;&#x0A;make&#x0D;&#x0A;"
ReBuildCommandLine="make clean&#x0D;&#x0A;..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_code.ds&#x0D;&#x0A;make"
CleanCommandLine="make clean"
Output="DSPSpy.dol"
PreprocessorDefinitions=""
IncludeSearchPath="$(ProjectDir);C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
<Configuration
Name="Wii|x64"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
CharacterSet="2"
WholeProgramOptimization="1"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_test.ds&#x0D;&#x0A;make&#x0D;&#x0A;"
ReBuildCommandLine="make clean&#x0D;&#x0A;..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_code.ds&#x0D;&#x0A;make"
CleanCommandLine="make clean"
Output="DSPSpy.dol"
PreprocessorDefinitions=""
IncludeSearchPath="$(ProjectDir);C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
<Configuration
Name="GC|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
CharacterSet="2"
WholeProgramOptimization="1"
BuildLogFile="build\BuildLogGC.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_test.ds&#x0D;&#x0A;make HW_TYPE=gamecube"
ReBuildCommandLine="make HW_TYPE=gamecube clean&#x0D;&#x0A;..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_code.ds&#x0D;&#x0A;make HW_TYPE=gamecube"
CleanCommandLine="make HW_TYPE=gamecube clean"
Output="DSPSpyGC.dol"
PreprocessorDefinitions=""
IncludeSearchPath="$(ProjectDir);C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
<Configuration
Name="GC|x64"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
CharacterSet="2"
WholeProgramOptimization="1"
BuildLogFile="build\BuildLogGC.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_test.ds&#x0D;&#x0A;make HW_TYPE=gamecube"
ReBuildCommandLine="make HW_TYPE=gamecube clean&#x0D;&#x0A;..\..\Binary\$(PlatformName)\DSPTool.exe -h dsp_code tests\dsp_code.ds&#x0D;&#x0A;make HW_TYPE=gamecube"
CleanCommandLine="make HW_TYPE=gamecube clean"
Output="DSPSpyGC.dol"
PreprocessorDefinitions=""
IncludeSearchPath="$(ProjectDir);C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="tests"
>
<File
RelativePath=".\tests\arith_test.ds"
>
</File>
<File
RelativePath=".\tests\dr_test.ds"
>
</File>
<File
RelativePath=".\tests\dsp_base.inc"
>
</File>
<File
RelativePath=".\tests\dsp_test.ds"
>
</File>
<File
RelativePath=".\tests\ir_test.ds"
>
</File>
<File
RelativePath=".\tests\ld_test.ds"
>
</File>
<File
RelativePath=".\tests\mul_test.ds"
>
</File>
<File
RelativePath=".\tests\neg_test.ds"
>
</File>
<File
RelativePath=".\tests\op_test.ds"
>
</File>
<File
RelativePath=".\tests\unk_regs_test.ds"
>
</File>
</Filter>
<Filter
Name="util"
>
<File
RelativePath=".\util\createtest.pl"
>
</File>
<File
RelativePath=".\util\dump_roms.ds"
>
</File>
</Filter>
<Filter
Name="templates"
>
<File
RelativePath=".\templates\if_test.tpl"
>
</File>
<File
RelativePath=".\templates\tst_test.tpl"
>
</File>
</Filter>
<Filter
Name="DSP Interface"
>
<File
RelativePath=".\dsp_interface.cpp"
>
</File>
<File
RelativePath=".\dsp_interface.h"
>
</File>
<File
RelativePath=".\mem_dump.h"
>
</File>
<File
RelativePath=".\real_dsp.cpp"
>
</File>
<File
RelativePath=".\real_dsp.h"
>
</File>
</Filter>
<Filter
Name="Misc uCodes"
>
<File
RelativePath="..\..\docs\DSP\dsp_rom.txt"
>
</File>
<File
RelativePath="..\..\docs\DSP\unlockmemcard.ds"
>
</File>
</Filter>
<File
RelativePath=".\build.sh"
>
</File>
<File
RelativePath=".\Config.h"
>
</File>
<File
RelativePath=".\ConsoleHelper.h"
>
</File>
<File
RelativePath=".\main_spy.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
<File
RelativePath=".\sbuild.sh"
>
</File>
<File
RelativePath=".\Stubs.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,159 +1,159 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
#---------------------------------------------------------------------------------
# build for wii by default, make HW_TYPE=gamecube will do what it sounds like
# NOTE: gamecube build may require use of dollz3 before running, if sending over BBA
#---------------------------------------------------------------------------------
HW_TYPE = wii
include $(DEVKITPPC)/$(HW_TYPE)_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))_$(HW_TYPE)
BUILD := build
SOURCES := . emu
RESOURCES := ../resources
DATA := data
INCLUDES := include ../Core/Common/Src .
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -save-temps -O2 -Wall --no-strict-aliasing $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
ifeq ($(HW_TYPE), gamecube)
LIBS := -lfat -lasnd -lmodplay -lz -ldb -logc -lm
else
LIBS := -lfat -lasnd -lmodplay -lwiiuse -lbte -lz -logc -lm
endif
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) $(foreach dir,$(RESOURCES),$(CURDIR)/$(dir))\
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CFILES += $(foreach dir,$(RESOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
run:
ifeq ($(HW_TYPE), gamecube)
PSOload $(OUTPUT).dol
else
wiiload $(OUTPUT).dol
endif
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#%.biz: %.ds
# gcdsptool -c $< -o $@
#%.h: %.biz
# raw2c $< $@
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .bin extension
#---------------------------------------------------------------------------------
#%.bin.o : %.bin
#---------------------------------------------------------------------------------
# @echo $(notdir $<)
# $(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
#---------------------------------------------------------------------------------
# build for wii by default, make HW_TYPE=gamecube will do what it sounds like
# NOTE: gamecube build may require use of dollz3 before running, if sending over BBA
#---------------------------------------------------------------------------------
HW_TYPE = wii
include $(DEVKITPPC)/$(HW_TYPE)_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))_$(HW_TYPE)
BUILD := build
SOURCES := . emu
RESOURCES := ../resources
DATA := data
INCLUDES := include ../Core/Common/Src .
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -save-temps -O2 -Wall --no-strict-aliasing $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
ifeq ($(HW_TYPE), gamecube)
LIBS := -lfat -lasnd -lmodplay -lz -ldb -logc -lm
else
LIBS := -lfat -lasnd -lmodplay -lwiiuse -lbte -lz -logc -lm
endif
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) $(foreach dir,$(RESOURCES),$(CURDIR)/$(dir))\
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CFILES += $(foreach dir,$(RESOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
run:
ifeq ($(HW_TYPE), gamecube)
PSOload $(OUTPUT).dol
else
wiiload $(OUTPUT).dol
endif
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#%.biz: %.ds
# gcdsptool -c $< -o $@
#%.h: %.biz
# raw2c $< $@
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .bin extension
#---------------------------------------------------------------------------------
#%.bin.o : %.bin
#---------------------------------------------------------------------------------
# @echo $(notdir $<)
# $(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@ -1,314 +1,314 @@
; This test checks the effect of the index looping registers (R8-R11)
incdir "tests"
include "dsp_base.inc"
; Tests done using AR1 = 0x0010, IX1 = 0. WR1 (wrap 1) means WR1.
; WR1 = 0
; 10, 10, 10, 10,
; WR1 = 1
; 10, 11, 10, 11,
; WR1 = 2
; 10, 12, 11, 13, 12, 11, 13, 12, 11, 13, 12, 11
; WR1 = 3
; 10, 13, 12, 11, 10, 13, 12...
; WR1 = 4
; 10, 14, 13, 17, 16, 15, 14, 13, 17, 16, 15, 14, 13, ...
; WR1 = 5
; 10, 15, 14, 13, 12, 17, 16, 15, 14, 13, 12, 17,
; WR1 = 6
; 10, 16, 15, 14, 13, 12, 11, 17, 16, 15, 14, 13
; WR1 = 7
; 10, 17, 16, 15, .. normal
; WR1 = 8
; 10, 18, 17, 1f, 1e, 1d, 1c, 1b, 1a, 19, 18, 17, 1f, 1e, .....
; I really don't know how the above could possibly be efficiently implemented in hardware.
; And thus it's tricky to implement in software too :p
; test using indexing register 1 - 0 is used in send_back
lri $AR1, #16
lri $IX1, #32
lri $WR1, #0
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #2
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #3
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #4
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #5
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #6
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #7
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #8
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $WR1, #0xFFFF
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test
; This test checks the effect of the index looping registers (R8-R11)
incdir "tests"
include "dsp_base.inc"
; Tests done using AR1 = 0x0010, IX1 = 0. WR1 (wrap 1) means WR1.
; WR1 = 0
; 10, 10, 10, 10,
; WR1 = 1
; 10, 11, 10, 11,
; WR1 = 2
; 10, 12, 11, 13, 12, 11, 13, 12, 11, 13, 12, 11
; WR1 = 3
; 10, 13, 12, 11, 10, 13, 12...
; WR1 = 4
; 10, 14, 13, 17, 16, 15, 14, 13, 17, 16, 15, 14, 13, ...
; WR1 = 5
; 10, 15, 14, 13, 12, 17, 16, 15, 14, 13, 12, 17,
; WR1 = 6
; 10, 16, 15, 14, 13, 12, 11, 17, 16, 15, 14, 13
; WR1 = 7
; 10, 17, 16, 15, .. normal
; WR1 = 8
; 10, 18, 17, 1f, 1e, 1d, 1c, 1b, 1a, 19, 18, 17, 1f, 1e, .....
; I really don't know how the above could possibly be efficiently implemented in hardware.
; And thus it's tricky to implement in software too :p
; test using indexing register 1 - 0 is used in send_back
lri $AR1, #16
lri $IX1, #32
lri $WR1, #0
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #2
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #3
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #4
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #5
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #6
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #7
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #8
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
nx'dr : $AR1
call send_back ; 1
lri $WR1, #0xFFFF
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test

View File

@ -1,275 +1,275 @@
; This is the trojan program we send to the DSP from DSPSpy to figure it out.
REGS_BASE: equ 0x0f80
MEM_HI: equ 0x0f7E
MEM_LO: equ 0x0f7F
; Interrupt vectors 8 vectors, 2 opcodes each
jmp irq0
jmp irq1
jmp irq2
jmp irq3
jmp irq4
jmp irq5
jmp irq6
jmp irq7
; Main code (and normal entrypoint) at 0x10
sbset #0x02
sbset #0x03
sbclr #0x04
sbset #0x05
sbset #0x06
s16
lri $CR, #0x00ff
clr $acc1
clr $acc0
; get address of memory dump and copy it to DRAM
call 0x807e
si @DMBH, #0x8888
si @DMBL, #0xdead
si @DIRQ, #0x0001
call 0x8078
andi $ac0.m, #0x7fff
lrs $ac1.m, @CMBL
sr @MEM_HI, $ac0.m
sr @MEM_LO, $ac1.m
lri $ax0.l, #0
lri $ax1.l, #0 ;(DSP_CR_IMEM | DSP_CR_TO_CPU)
lri $ax0.h, #0x2000
lr $ac0.l, @MEM_HI
lr $ac0.m, @MEM_LO
call do_dma
; get address of registers and DMA them to ram
call 0x807e
si @DMBH, #0x8888
si @DMBL, #0xbeef
si @DIRQ, #0x0001
call 0x8078
andi $ac0.m, #0x7fff
lrs $ac1.m, @CMBL
sr @MEM_HI, $ac0.m
sr @MEM_LO, $ac1.m
lri $ax0.l, #REGS_BASE
lri $ax1.l, #0 ;(DSP_CR_IMEM | DSP_CR_TO_CPU)
lri $ax0.h, #0x80
lr $ac0.l, @MEM_HI
lr $ac0.m, @MEM_LO
call do_dma
; Read in all the registers from RAM
lri $ar0, #REGS_BASE+1
lrri $ar1, @$ar0
lrri $ar2, @$ar0
lrri $ar3, @$ar0
lrri $ix0, @$ar0
lrri $ix1, @$ar0
lrri $ix2, @$ar0
lrri $ix3, @$ar0
lrri $wr0, @$ar0
lrri $wr1, @$ar0
lrri $wr2, @$ar0
lrri $wr3, @$ar0
lrri $st0, @$ar0
lrri $st1, @$ar0
lrri $st2, @$ar0
lrri $st3, @$ar0
lrri $ac0.h, @$ar0
lrri $ac1.h, @$ar0
lrri $cr, @$ar0
lrri $sr, @$ar0
lrri $prod.l, @$ar0
lrri $prod.m1, @$ar0
lrri $prod.h, @$ar0
lrri $prod.m2, @$ar0
lrri $ax0.l, @$ar0
lrri $ax1.l, @$ar0
lrri $ax0.h, @$ar0
lrri $ax1.h, @$ar0
lrri $ac0.l, @$ar0
lrri $ac1.l, @$ar0
lrri $ac0.m, @$ar0
lrri $ac1.m, @$ar0
lr $ar0, @REGS_BASE
jmp start_of_test
; This is where we jump when we're done testing, see above.
; We just fall into a loop, playing dead until someone resets the DSP.
end_of_test:
jmp end_of_test
; Utility function to do DMA.
do_dma:
sr @DSMAH, $ac0.l
sr @DSMAL, $ac0.m
sr @DSPA, $ax0.l
sr @DSCR, $ax1.l
sr @DSBL, $ax0.h ; This kicks off the DMA.
call 0x863d ; Wait for DMA to complete by watching a bit in DSCR.
ret
; IRQ handlers. Just send back exception# and die
irq0:
lri $ac0.m, #0x0000
jmp irq
irq1:
lri $ac0.m, #0x0001
jmp irq
irq2:
lri $ac0.m, #0x0002
jmp irq
irq3:
lri $ac0.m, #0x0003
jmp irq
irq4:
lri $ac0.m, #0x0004
jmp irq
irq5:
lri $ac0.m, #0x0005
jmp irq
irq6:
lri $ac0.m, #0x0006
jmp irq
irq7:
lri $ac0.m, #0x0007
irq:
lrs $ac1.m, @DMBH
andcf $ac1.m, #0x8000
jlz irq
si @DMBH, #0x8bad
;sr @DMBL, $wr3 ; ???
sr @DMBL, $ac0.m ; Exception number
si @DIRQ, #0x0001
halt ; Through some magic this allows us to properly ack the exception in dspspy
;rti ; allow dumping of ucodes which cause exceptions...probably not safe at all
; DMA:s the current state of the registers back to the PowerPC. To do this,
; it must write the contents of all regs to DRAM.
; Unfortunately, this loop uses ar0 so it's best to use AR1 and friends for testing
; when messing with indexing.
send_back:
; make state safe.
set16
; store registers to reg table
sr @REGS_BASE, $ar0
lri $ar0, #(REGS_BASE + 1)
srri @$ar0, $ar1
srri @$ar0, $ar2
srri @$ar0, $ar3
srri @$ar0, $ix0
srri @$ar0, $ix1
srri @$ar0, $ix2
srri @$ar0, $ix3
srri @$ar0, $wr0
srri @$ar0, $wr1
srri @$ar0, $wr2
srri @$ar0, $wr3
srri @$ar0, $st0
srri @$ar0, $st1
srri @$ar0, $st2
srri @$ar0, $st3
srri @$ar0, $ac0.h
srri @$ar0, $ac1.h
srri @$ar0, $cr
srri @$ar0, $sr
srri @$ar0, $prod.l
srri @$ar0, $prod.m1
srri @$ar0, $prod.h
srri @$ar0, $prod.m2
srri @$ar0, $ax0.l
srri @$ar0, $ax1.l
srri @$ar0, $ax0.h
srri @$ar0, $ax1.h
srri @$ar0, $ac0.l
srri @$ar0, $ac1.l
srri @$ar0, $ac0.m
srri @$ar0, $ac1.m
; Regs are stored. Prepare DMA.
lri $ax0.l, #0x0000
lri $ax1.l, #1 ;(DSP_CR_IMEM | DSP_CR_TO_CPU)
lri $ax0.h, #0x200
lr $ac0.l, @MEM_HI
lr $ac0.m, @MEM_LO
; Now, why are we looping here?
lri $ar1, #8+8
bloop $ar1, dma_copy
call do_dma
addi $ac0.m, #0x200
mrr $ac1.m, $ax0.l
addi $ac1.m, #0x100
dma_copy:
mrr $ax0.l, $ac1.m
; Wait for the CPU to send us a mail.
call 0x807e
si @DMBH, #0x8888
si @DMBL, #0xfeeb
si @DIRQ, #0x0001
; wait for the CPU to recieve our response before we execute the next op
call 0x8078
andi $ac0.m, #0x7fff
lrs $ac1.m, @CMBL
; Restore all regs again so we're ready to execute another op.
lri $ar0, #REGS_BASE+1
lrri $ar1, @$ar0
lrri $ar2, @$ar0
lrri $ar3, @$ar0
lrri $ix0, @$ar0
lrri $ix1, @$ar0
lrri $ix2, @$ar0
lrri $ix3, @$ar0
lrri $wr0, @$ar0
lrri $wr1, @$ar0
lrri $wr2, @$ar0
lrri $wr3, @$ar0
lrri $st0, @$ar0
lrri $st1, @$ar0
lrri $st2, @$ar0
lrri $st3, @$ar0
lrri $ac0.h, @$ar0
lrri $ac1.h, @$ar0
lrri $cr, @$ar0
lrri $sr, @$ar0
lrri $prod.l, @$ar0
lrri $prod.m1, @$ar0
lrri $prod.h, @$ar0
lrri $prod.m2, @$ar0
lrri $ax0.l, @$ar0
lrri $ax1.l, @$ar0
lrri $ax0.h, @$ar0
lrri $ax1.h, @$ar0
lrri $ac0.l, @$ar0
lrri $ac1.l, @$ar0
lrri $ac0.m, @$ar0
lrri $ac1.m, @$ar0
lr $ar0, @REGS_BASE
ret ; from send_back
; If you are in set40 mode, use this instead of send_back if you want to stay
; in set40 mode.
send_back_40:
set16
call send_back
set40
ret
; Obviously this must be included directly before your test code
start_of_test:
; This is the trojan program we send to the DSP from DSPSpy to figure it out.
REGS_BASE: equ 0x0f80
MEM_HI: equ 0x0f7E
MEM_LO: equ 0x0f7F
; Interrupt vectors 8 vectors, 2 opcodes each
jmp irq0
jmp irq1
jmp irq2
jmp irq3
jmp irq4
jmp irq5
jmp irq6
jmp irq7
; Main code (and normal entrypoint) at 0x10
sbset #0x02
sbset #0x03
sbclr #0x04
sbset #0x05
sbset #0x06
s16
lri $CR, #0x00ff
clr $acc1
clr $acc0
; get address of memory dump and copy it to DRAM
call 0x807e
si @DMBH, #0x8888
si @DMBL, #0xdead
si @DIRQ, #0x0001
call 0x8078
andi $ac0.m, #0x7fff
lrs $ac1.m, @CMBL
sr @MEM_HI, $ac0.m
sr @MEM_LO, $ac1.m
lri $ax0.l, #0
lri $ax1.l, #0 ;(DSP_CR_IMEM | DSP_CR_TO_CPU)
lri $ax0.h, #0x2000
lr $ac0.l, @MEM_HI
lr $ac0.m, @MEM_LO
call do_dma
; get address of registers and DMA them to ram
call 0x807e
si @DMBH, #0x8888
si @DMBL, #0xbeef
si @DIRQ, #0x0001
call 0x8078
andi $ac0.m, #0x7fff
lrs $ac1.m, @CMBL
sr @MEM_HI, $ac0.m
sr @MEM_LO, $ac1.m
lri $ax0.l, #REGS_BASE
lri $ax1.l, #0 ;(DSP_CR_IMEM | DSP_CR_TO_CPU)
lri $ax0.h, #0x80
lr $ac0.l, @MEM_HI
lr $ac0.m, @MEM_LO
call do_dma
; Read in all the registers from RAM
lri $ar0, #REGS_BASE+1
lrri $ar1, @$ar0
lrri $ar2, @$ar0
lrri $ar3, @$ar0
lrri $ix0, @$ar0
lrri $ix1, @$ar0
lrri $ix2, @$ar0
lrri $ix3, @$ar0
lrri $wr0, @$ar0
lrri $wr1, @$ar0
lrri $wr2, @$ar0
lrri $wr3, @$ar0
lrri $st0, @$ar0
lrri $st1, @$ar0
lrri $st2, @$ar0
lrri $st3, @$ar0
lrri $ac0.h, @$ar0
lrri $ac1.h, @$ar0
lrri $cr, @$ar0
lrri $sr, @$ar0
lrri $prod.l, @$ar0
lrri $prod.m1, @$ar0
lrri $prod.h, @$ar0
lrri $prod.m2, @$ar0
lrri $ax0.l, @$ar0
lrri $ax1.l, @$ar0
lrri $ax0.h, @$ar0
lrri $ax1.h, @$ar0
lrri $ac0.l, @$ar0
lrri $ac1.l, @$ar0
lrri $ac0.m, @$ar0
lrri $ac1.m, @$ar0
lr $ar0, @REGS_BASE
jmp start_of_test
; This is where we jump when we're done testing, see above.
; We just fall into a loop, playing dead until someone resets the DSP.
end_of_test:
jmp end_of_test
; Utility function to do DMA.
do_dma:
sr @DSMAH, $ac0.l
sr @DSMAL, $ac0.m
sr @DSPA, $ax0.l
sr @DSCR, $ax1.l
sr @DSBL, $ax0.h ; This kicks off the DMA.
call 0x863d ; Wait for DMA to complete by watching a bit in DSCR.
ret
; IRQ handlers. Just send back exception# and die
irq0:
lri $ac0.m, #0x0000
jmp irq
irq1:
lri $ac0.m, #0x0001
jmp irq
irq2:
lri $ac0.m, #0x0002
jmp irq
irq3:
lri $ac0.m, #0x0003
jmp irq
irq4:
lri $ac0.m, #0x0004
jmp irq
irq5:
lri $ac0.m, #0x0005
jmp irq
irq6:
lri $ac0.m, #0x0006
jmp irq
irq7:
lri $ac0.m, #0x0007
irq:
lrs $ac1.m, @DMBH
andcf $ac1.m, #0x8000
jlz irq
si @DMBH, #0x8bad
;sr @DMBL, $wr3 ; ???
sr @DMBL, $ac0.m ; Exception number
si @DIRQ, #0x0001
halt ; Through some magic this allows us to properly ack the exception in dspspy
;rti ; allow dumping of ucodes which cause exceptions...probably not safe at all
; DMA:s the current state of the registers back to the PowerPC. To do this,
; it must write the contents of all regs to DRAM.
; Unfortunately, this loop uses ar0 so it's best to use AR1 and friends for testing
; when messing with indexing.
send_back:
; make state safe.
set16
; store registers to reg table
sr @REGS_BASE, $ar0
lri $ar0, #(REGS_BASE + 1)
srri @$ar0, $ar1
srri @$ar0, $ar2
srri @$ar0, $ar3
srri @$ar0, $ix0
srri @$ar0, $ix1
srri @$ar0, $ix2
srri @$ar0, $ix3
srri @$ar0, $wr0
srri @$ar0, $wr1
srri @$ar0, $wr2
srri @$ar0, $wr3
srri @$ar0, $st0
srri @$ar0, $st1
srri @$ar0, $st2
srri @$ar0, $st3
srri @$ar0, $ac0.h
srri @$ar0, $ac1.h
srri @$ar0, $cr
srri @$ar0, $sr
srri @$ar0, $prod.l
srri @$ar0, $prod.m1
srri @$ar0, $prod.h
srri @$ar0, $prod.m2
srri @$ar0, $ax0.l
srri @$ar0, $ax1.l
srri @$ar0, $ax0.h
srri @$ar0, $ax1.h
srri @$ar0, $ac0.l
srri @$ar0, $ac1.l
srri @$ar0, $ac0.m
srri @$ar0, $ac1.m
; Regs are stored. Prepare DMA.
lri $ax0.l, #0x0000
lri $ax1.l, #1 ;(DSP_CR_IMEM | DSP_CR_TO_CPU)
lri $ax0.h, #0x200
lr $ac0.l, @MEM_HI
lr $ac0.m, @MEM_LO
; Now, why are we looping here?
lri $ar1, #8+8
bloop $ar1, dma_copy
call do_dma
addi $ac0.m, #0x200
mrr $ac1.m, $ax0.l
addi $ac1.m, #0x100
dma_copy:
mrr $ax0.l, $ac1.m
; Wait for the CPU to send us a mail.
call 0x807e
si @DMBH, #0x8888
si @DMBL, #0xfeeb
si @DIRQ, #0x0001
; wait for the CPU to recieve our response before we execute the next op
call 0x8078
andi $ac0.m, #0x7fff
lrs $ac1.m, @CMBL
; Restore all regs again so we're ready to execute another op.
lri $ar0, #REGS_BASE+1
lrri $ar1, @$ar0
lrri $ar2, @$ar0
lrri $ar3, @$ar0
lrri $ix0, @$ar0
lrri $ix1, @$ar0
lrri $ix2, @$ar0
lrri $ix3, @$ar0
lrri $wr0, @$ar0
lrri $wr1, @$ar0
lrri $wr2, @$ar0
lrri $wr3, @$ar0
lrri $st0, @$ar0
lrri $st1, @$ar0
lrri $st2, @$ar0
lrri $st3, @$ar0
lrri $ac0.h, @$ar0
lrri $ac1.h, @$ar0
lrri $cr, @$ar0
lrri $sr, @$ar0
lrri $prod.l, @$ar0
lrri $prod.m1, @$ar0
lrri $prod.h, @$ar0
lrri $prod.m2, @$ar0
lrri $ax0.l, @$ar0
lrri $ax1.l, @$ar0
lrri $ax0.h, @$ar0
lrri $ax1.h, @$ar0
lrri $ac0.l, @$ar0
lrri $ac1.l, @$ar0
lrri $ac0.m, @$ar0
lrri $ac1.m, @$ar0
lr $ar0, @REGS_BASE
ret ; from send_back
; If you are in set40 mode, use this instead of send_back if you want to stay
; in set40 mode.
send_back_40:
set16
call send_back
set40
ret
; Obviously this must be included directly before your test code
start_of_test:

View File

@ -1,21 +1,21 @@
incdir "tests"
include "dsp_base.inc"
; Right here we are at a specific predetermined state.
; Ideal environment to try instructions.
; We can call send_back at any time to send data back to the PowerPC.
; Calling set40 here seemed to crash the dsp tester in strange ways
; until I added set16 in send_back. Seems clear that it affects something important.
lri $AC0.M, #0x1000
call send_back
set40
lri $AC0.M, #0x1000
set16
call send_back
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test
incdir "tests"
include "dsp_base.inc"
; Right here we are at a specific predetermined state.
; Ideal environment to try instructions.
; We can call send_back at any time to send data back to the PowerPC.
; Calling set40 here seemed to crash the dsp tester in strange ways
; until I added set16 in send_back. Seems clear that it affects something important.
lri $AC0.M, #0x1000
call send_back
set40
lri $AC0.M, #0x1000
set16
call send_back
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test

View File

@ -1,319 +1,319 @@
; This test checks the effect of the index looping registers (R8-R11)
incdir "tests"
include "dsp_base.inc"
; First theories, fitting tests with nice masks in the loop registers
; IR THEORY: if ((ar & lp) == lp) ar &= ~lp;
; DR THEORY: if ((ar & lp) == 0) ar |= lp;
; These were proven FALSE though by the following:
; Tests done using AR1 = 0x0010, IX1 = 0
; WR1 = 0
; 10, 11, 11, 11, 11......
; WR1 = 1
; 10, 11, 10, 11, 10......
; WR1 = 2
; 10, 11, 12, 13, 11, 12, 13, 11, 12, 13 ......
; WR1 = 3
; 10, 11, 12, 13, 10, 11, 12, 13, 10, 11, 12, 13.......
; WR1 = 4
; 10, 11, 12, 13, 14, 15, 16, 17, 13, 14, 15, 16, 17, 13, 14, 15 ......
; WR1 = 5
; 10, 11, 12, 13, 14, 15, 16, 17, 12, 13, 14, 15 ...
; WR1 = 6
; 10, 11, 12, 13, 14, 15, 16, 17, 11, 12, 13, 14...
; WR1 = 7
; 10, 11, 12, 13, 14, 15, 16, 17, 10, 11, ....
; WR1 = 8
; 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1a, 1b, 1c, 1d, 1e, 1f, 17, 18, 19, 1a, 1b.....
; I really don't know how the above could possibly be efficiently implemented in hardware.
; And thus it's tricky to implement in software too :p
; test using indexing register 1 - 0 is used in send_back
lri $AR1, #16
lri $IX1, #32
lri $WR1, #0
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #2
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #3
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #4
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #5
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #6
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #7
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #8
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $WR1, #0xFFFF
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test
; This test checks the effect of the index looping registers (R8-R11)
incdir "tests"
include "dsp_base.inc"
; First theories, fitting tests with nice masks in the loop registers
; IR THEORY: if ((ar & lp) == lp) ar &= ~lp;
; DR THEORY: if ((ar & lp) == 0) ar |= lp;
; These were proven FALSE though by the following:
; Tests done using AR1 = 0x0010, IX1 = 0
; WR1 = 0
; 10, 11, 11, 11, 11......
; WR1 = 1
; 10, 11, 10, 11, 10......
; WR1 = 2
; 10, 11, 12, 13, 11, 12, 13, 11, 12, 13 ......
; WR1 = 3
; 10, 11, 12, 13, 10, 11, 12, 13, 10, 11, 12, 13.......
; WR1 = 4
; 10, 11, 12, 13, 14, 15, 16, 17, 13, 14, 15, 16, 17, 13, 14, 15 ......
; WR1 = 5
; 10, 11, 12, 13, 14, 15, 16, 17, 12, 13, 14, 15 ...
; WR1 = 6
; 10, 11, 12, 13, 14, 15, 16, 17, 11, 12, 13, 14...
; WR1 = 7
; 10, 11, 12, 13, 14, 15, 16, 17, 10, 11, ....
; WR1 = 8
; 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1a, 1b, 1c, 1d, 1e, 1f, 17, 18, 19, 1a, 1b.....
; I really don't know how the above could possibly be efficiently implemented in hardware.
; And thus it's tricky to implement in software too :p
; test using indexing register 1 - 0 is used in send_back
lri $AR1, #16
lri $IX1, #32
lri $WR1, #0
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #2
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #3
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #4
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #5
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #6
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #7
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $AR1, #16
lri $WR1, #8
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
nx'ir : $AR1
call send_back ; 1
lri $WR1, #0xFFFF
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test

View File

@ -1,247 +1,247 @@
; This test verifies LD
incdir "tests"
include "dsp_base.inc"
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ld : $AX0.L, $AX1.L, @$AR3
call send_back ; 1
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ld : $AX0.L, $AX1.L, @$AR2
call send_back ; 2
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ld : $AX0.L, $AX1.L, @$AR1
call send_back ; 3
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ld : $AX0.L, $AX1.L, @$AR0
call send_back ; 4
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ld : $AX1.L, $AX1.H, @$AR3
call send_back ; 5
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ld : $AX1.L, $AX1.H, @$AR2
call send_back ; 6
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ld : $AX1.L, $AX1.H, @$AR1
call send_back ; 7
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ld : $AX1.L, $AX1.H, @$AR0
call send_back ; 8
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ldn : $AX0.L, $AX1.L, @$AR3
call send_back ; 9
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ldn : $AX0.L, $AX1.L, @$AR2
call send_back ; 10
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ldn : $AX0.L, $AX1.L, @$AR1
call send_back ; 11
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ldn : $AX0.L, $AX1.L, @$AR0
call send_back ; 12
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ldm : $AX0.L, $AX1.L, @$AR3
call send_back ; 13
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ldm : $AX0.L, $AX1.L, @$AR2
call send_back ; 14
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ldm : $AX0.L, $AX1.L, @$AR1
call send_back ; 15
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ldm : $AX0.L, $AX1.L, @$AR0
call send_back ; 16
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ldnm : $AX0.L, $AX1.L, @$AR3
call send_back ; 17
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ldnm : $AX0.L, $AX1.L, @$AR2
call send_back ; 18
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ldnm : $AX0.L, $AX1.L, @$AR1
call send_back ; 19
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ldnm : $AX0.L, $AX1.L, @$AR0
call send_back ; 20
; This test verifies LD
incdir "tests"
include "dsp_base.inc"
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ld : $AX0.L, $AX1.L, @$AR3
call send_back ; 1
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ld : $AX0.L, $AX1.L, @$AR2
call send_back ; 2
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ld : $AX0.L, $AX1.L, @$AR1
call send_back ; 3
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ld : $AX0.L, $AX1.L, @$AR0
call send_back ; 4
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ld : $AX1.L, $AX1.H, @$AR3
call send_back ; 5
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ld : $AX1.L, $AX1.H, @$AR2
call send_back ; 6
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ld : $AX1.L, $AX1.H, @$AR1
call send_back ; 7
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ld : $AX1.L, $AX1.H, @$AR0
call send_back ; 8
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ldn : $AX0.L, $AX1.L, @$AR3
call send_back ; 9
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ldn : $AX0.L, $AX1.L, @$AR2
call send_back ; 10
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ldn : $AX0.L, $AX1.L, @$AR1
call send_back ; 11
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ldn : $AX0.L, $AX1.L, @$AR0
call send_back ; 12
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ldm : $AX0.L, $AX1.L, @$AR3
call send_back ; 13
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ldm : $AX0.L, $AX1.L, @$AR2
call send_back ; 14
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ldm : $AX0.L, $AX1.L, @$AR1
call send_back ; 15
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ldm : $AX0.L, $AX1.L, @$AR0
call send_back ; 16
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x77
lri $AX1.L, #0x22
nx'ldnm : $AX0.L, $AX1.L, @$AR3
call send_back ; 17
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x23
lri $AX1.L, #0x64
nx'ldnm : $AX0.L, $AX1.L, @$AR2
call send_back ; 18
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0x43
lri $AX1.L, #0x53
nx'ldnm : $AX0.L, $AX1.L, @$AR1
call send_back ; 19
lri $AR0, #0x001c
lri $AR1, #0x001d
lri $AR2, #0x001e
lri $AR3, #0x001f
lri $AX0.H, #0x111
lri $AX1.H, #0x111
lri $AX0.L, #0xd3
lri $AX1.L, #0x13
nx'ldnm : $AX0.L, $AX1.L, @$AR0
call send_back ; 20

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@ -1,250 +1,250 @@
; This test checks the effect of SET15 on multiplications.
incdir "tests"
include "dsp_base.inc"
; Results is in capitails like this: UNSIGNED
CLR15
; Test MULXMVZ - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMVZ $AX0.L, $AX1.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMVZ $AX0.L, $AX1.H, $ACC0 ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MULXMV - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMV $AX0.L, $AX1.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMV $AX0.L, $AX1.H, $ACC0 ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MULXAC - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXAC $AX0.L, $AX1.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXAC $AX0.L, $AX1.H, $ACC0 ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MULX - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULX $AX0.L, $AX1.H ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULX $AX0.L, $AX1.H ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MADDX - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.L, #0x100
MADDX $AX0.L, $AX1.L ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.L, #0x100
MADDX $AX0.L, $AX1.L ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MULC - SET15
CLR $ACC0
CLRP
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULC $AC0.M, $AX0.H ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULC $AC0.M, $AX0.H ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MULCAC - SET15
CLR $ACC0
CLRP
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULCAC $AC0.M, $AX0.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULCAC $AC0.M, $AX0.H, $ACC0 ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MUL - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MUL $AX0.L, $AX0.H ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
SET15
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MUL $AX0.L, $AX0.H ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MULAC - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MULAC $AX0.L, $AX0.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
SET15
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MULAC $AX0.L, $AX0.H, $ACC0 ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test
; test accelerator
; TODO: DSPSpy puts a 16-bit ramp at 0x10000000
LRIS $AC1.M, #0x0a ; 16-bit PCM audio
;SRS @SampleFormat, $AC1.M
; Start accelerator position
LRI $AC1.M, #0x0100
SRS @ACCAH, $AC1.M
LRI $AC1.M, #0x1000
SRS @ACCAH, $AC1.M
; Current accelerator position
LRI $AC1.M, #0x0100
SRS @ACCAH, $AC1.M
LRI $AC1.M, #0x1000
SRS @ACCAH, $AC1.M
; End accelerator position
LRI $AC1.M, #0x0100
SRS @ACCAH, $AC1.M
LRI $AC1.M, #0x2000
SRS @ACCAH, $AC1.M
; Now to the interesting parameter - gain.
LRI $AC1.M, #0xFFFF
SRS @GAIN, $AC1.M
; Let's now load a sample through the accelerator.
LRS $AC1.M, @ARAM
call send_back
jmp end_of_test
; test addpaxz
call send_back
clrp
lri $AX0.L, #0x1111
lri $AX0.H, #0x2222
call send_back
clrp
addpaxz $ACC0, $AX0.H
call send_back
clrp
set40
addpaxz $ACC0, $AX0.H
set16
call send_back
clrp
set15
addpaxz $ACC0, $AX0.H
clr15
call send_back
jmp end_of_test
; This test checks the effect of SET15 on multiplications.
incdir "tests"
include "dsp_base.inc"
; Results is in capitails like this: UNSIGNED
CLR15
; Test MULXMVZ - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMVZ $AX0.L, $AX1.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMVZ $AX0.L, $AX1.H, $ACC0 ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MULXMV - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMV $AX0.L, $AX1.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXMV $AX0.L, $AX1.H, $ACC0 ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MULXAC - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXAC $AX0.L, $AX1.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULXAC $AX0.L, $AX1.H, $ACC0 ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MULX - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULX $AX0.L, $AX1.H ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.H, #0x100
MULX $AX0.L, $AX1.H ; UNSIGNED
MOVP $ACC0
call send_back
CLR15
; Test MADDX - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX1.L, #0x100
MADDX $AX0.L, $AX1.L ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AX0.L, #0xFFFF
LRI $AX1.L, #0x100
MADDX $AX0.L, $AX1.L ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MULC - SET15
CLR $ACC0
CLRP
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULC $AC0.M, $AX0.H ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULC $AC0.M, $AX0.H ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MULCAC - SET15
CLR $ACC0
CLRP
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULCAC $AC0.M, $AX0.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
CLRP
SET15
LRI $AC0.M, #0xFFFF
LRI $AX0.H, #0x100
MULCAC $AC0.M, $AX0.H, $ACC0 ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MUL - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MUL $AX0.L, $AX0.H ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
SET15
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MUL $AX0.L, $AX0.H ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; Test MULAC - SET15
CLR $ACC0
CLRP
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MULAC $AX0.L, $AX0.H, $ACC0 ; SIGNED
MOVP $ACC0
call send_back
CLR $ACC0
SET15
LRI $AX0.L, #0xFFFF
LRI $AX0.H, #0x100
MULAC $AX0.L, $AX0.H, $ACC0 ; SIGNED (!)
MOVP $ACC0
call send_back
CLR15
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test
; test accelerator
; TODO: DSPSpy puts a 16-bit ramp at 0x10000000
LRIS $AC1.M, #0x0a ; 16-bit PCM audio
;SRS @SampleFormat, $AC1.M
; Start accelerator position
LRI $AC1.M, #0x0100
SRS @ACCAH, $AC1.M
LRI $AC1.M, #0x1000
SRS @ACCAH, $AC1.M
; Current accelerator position
LRI $AC1.M, #0x0100
SRS @ACCAH, $AC1.M
LRI $AC1.M, #0x1000
SRS @ACCAH, $AC1.M
; End accelerator position
LRI $AC1.M, #0x0100
SRS @ACCAH, $AC1.M
LRI $AC1.M, #0x2000
SRS @ACCAH, $AC1.M
; Now to the interesting parameter - gain.
LRI $AC1.M, #0xFFFF
SRS @GAIN, $AC1.M
; Let's now load a sample through the accelerator.
LRS $AC1.M, @ARAM
call send_back
jmp end_of_test
; test addpaxz
call send_back
clrp
lri $AX0.L, #0x1111
lri $AX0.H, #0x2222
call send_back
clrp
addpaxz $ACC0, $AX0.H
call send_back
clrp
set40
addpaxz $ACC0, $AX0.H
set16
call send_back
clrp
set15
addpaxz $ACC0, $AX0.H
clr15
call send_back
jmp end_of_test

View File

@ -1,49 +1,49 @@
incdir "tests"
include "dsp_base.inc"
; Reads regs from 0xFF80 to 0xFF8D and sends them back
lr $AC0.M, @0xff80
call send_back
lr $AC0.M, @0xff81
call send_back
lr $AC0.M, @0xff82
call send_back
lr $AC0.M, @0xff83
call send_back
lr $AC0.M, @0xff84
call send_back
lr $AC0.M, @0xff85
call send_back
lr $AC0.M, @0xff86
call send_back
lr $AC0.M, @0xff87
call send_back
lr $AC0.M, @0xff88
call send_back
lr $AC0.M, @0xff89
call send_back
lr $AC0.M, @0xff8A
call send_back
lr $AC0.M, @0xff8B
call send_back
lr $AC0.M, @0xff8C
call send_back
lr $AC0.M, @0xff8D
call send_back
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test
incdir "tests"
include "dsp_base.inc"
; Reads regs from 0xFF80 to 0xFF8D and sends them back
lr $AC0.M, @0xff80
call send_back
lr $AC0.M, @0xff81
call send_back
lr $AC0.M, @0xff82
call send_back
lr $AC0.M, @0xff83
call send_back
lr $AC0.M, @0xff84
call send_back
lr $AC0.M, @0xff85
call send_back
lr $AC0.M, @0xff86
call send_back
lr $AC0.M, @0xff87
call send_back
lr $AC0.M, @0xff88
call send_back
lr $AC0.M, @0xff89
call send_back
lr $AC0.M, @0xff8A
call send_back
lr $AC0.M, @0xff8B
call send_back
lr $AC0.M, @0xff8C
call send_back
lr $AC0.M, @0xff8D
call send_back
; We're done, DO NOT DELETE THIS LINE
jmp end_of_test

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -163,7 +163,6 @@
292AC27811838FD700B8790B /* HLE_Misc.h in Headers */ = {isa = PBXBuildFile; fileRef = 292ABE2011838FD500B8790B /* HLE_Misc.h */; };
292AC27911838FD700B8790B /* HLE_OS.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 292ABE2111838FD500B8790B /* HLE_OS.cpp */; };
292AC27A11838FD700B8790B /* HLE_OS.h in Headers */ = {isa = PBXBuildFile; fileRef = 292ABE2211838FD500B8790B /* HLE_OS.h */; };
292AC27B11838FD700B8790B /* Host.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 292ABE2311838FD500B8790B /* Host.cpp */; };
292AC27C11838FD700B8790B /* Host.h in Headers */ = {isa = PBXBuildFile; fileRef = 292ABE2411838FD500B8790B /* Host.h */; };
292AC27D11838FD700B8790B /* AudioInterface.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 292ABE2611838FD500B8790B /* AudioInterface.cpp */; };
292AC27E11838FD700B8790B /* AudioInterface.h in Headers */ = {isa = PBXBuildFile; fileRef = 292ABE2711838FD500B8790B /* AudioInterface.h */; };
@ -1434,7 +1433,6 @@
292ABE2011838FD500B8790B /* HLE_Misc.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = HLE_Misc.h; sourceTree = "<group>"; };
292ABE2111838FD500B8790B /* HLE_OS.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = HLE_OS.cpp; sourceTree = "<group>"; };
292ABE2211838FD500B8790B /* HLE_OS.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = HLE_OS.h; sourceTree = "<group>"; };
292ABE2311838FD500B8790B /* Host.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = Host.cpp; sourceTree = "<group>"; };
292ABE2411838FD500B8790B /* Host.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = Host.h; sourceTree = "<group>"; };
292ABE2611838FD500B8790B /* AudioInterface.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = AudioInterface.cpp; sourceTree = "<group>"; };
292ABE2711838FD500B8790B /* AudioInterface.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = AudioInterface.h; sourceTree = "<group>"; };
@ -2841,7 +2839,6 @@
292ABE1311838FD500B8790B /* Debugger */,
292ABE1B11838FD500B8790B /* DolLoader.h */,
292ABE1C11838FD500B8790B /* HLE */,
292ABE2311838FD500B8790B /* Host.cpp */,
292ABE2411838FD500B8790B /* Host.h */,
292ABE2511838FD500B8790B /* HW */,
292ABE6511838FD500B8790B /* IPC_HLE */,
@ -5488,7 +5485,6 @@
292AC27511838FD700B8790B /* HLE.cpp in Sources */,
292AC27711838FD700B8790B /* HLE_Misc.cpp in Sources */,
292AC27911838FD700B8790B /* HLE_OS.cpp in Sources */,
292AC27B11838FD700B8790B /* Host.cpp in Sources */,
292AC27D11838FD700B8790B /* AudioInterface.cpp in Sources */,
292AC27F11838FD700B8790B /* TAP_Apple.cpp in Sources */,
292AC28011838FD700B8790B /* TAP_Unix.cpp in Sources */,

View File

@ -1,450 +1,450 @@
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
CharacterSet="1"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="../../Core/InputCommon/Src;../../Core/Common/Src;../../PluginSpecs;..\..\..\Externals\wxWidgets\include;..\..\..\Externals\wxWidgets\lib\vc_lib\msw;..\..\..\Externals\wxWidgets\include\msvc"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_SECURE_SCL=0;__WXMSW__;wxUSE_BASE=0;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
RuntimeLibrary="0"
BufferSecurityCheck="false"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\Src\Config.cpp"
>
</File>
<File
RelativePath=".\Src\Config.h"
>
</File>
<File
RelativePath=".\Src\ConfigDiag.cpp"
>
</File>
<File
RelativePath=".\Src\ConfigDiag.h"
>
</File>
<File
RelativePath=".\Src\ConfigDiagBitmaps.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerEmu.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerEmu.h"
>
</File>
<File
RelativePath=".\Src\IniFile.cpp"
>
</File>
<File
RelativePath=".\Src\IniFile.h"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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View File

@ -369,7 +369,7 @@ void Config::LoadIR()
int defaultLeft, defaultTop, defaultWidth, defaultHeight;
sprintf(TmpSection, "%s", g_ISOId ? Hex2Ascii(g_ISOId).c_str() : "Default");
iniFile.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "IR Pointer.ini").c_str());
iniFile.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "IrPointer.ini").c_str());
//Load defaults first...
iniFile.Get("Default", "IRLeft", &defaultLeft, LEFT);
iniFile.Get("Default", "IRTop", &defaultTop, TOP);
@ -461,7 +461,7 @@ void Config::Save()
iniFile.Save((std::string(File::GetUserPath(D_CONFIG_IDX)) + "Wiimote.ini").c_str());
// Save the IR cursor settings if it's avaliable for the GameId, if not save the default settings
iniFile.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "IR Pointer.ini").c_str());
iniFile.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "IrPointer.ini").c_str());
char TmpSection[32];
sprintf(TmpSection, "%s", g_ISOId ? Hex2Ascii(g_ISOId).c_str() : "Default");
iniFile.Set(TmpSection, "IRLeft", iIRLeft);
@ -469,7 +469,7 @@ void Config::Save()
iniFile.Set(TmpSection, "IRWidth", iIRWidth);
iniFile.Set(TmpSection, "IRHeight", iIRHeight);
iniFile.Set(TmpSection, "IRLevel", iIRLevel);
iniFile.Save((std::string(File::GetUserPath(D_CONFIG_IDX)) + "IR Pointer.ini").c_str());
iniFile.Save((std::string(File::GetUserPath(D_CONFIG_IDX)) + "IrPointer.ini").c_str());
//Save any options that need to be accessed in Dolphin
iniFile.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "Dolphin.ini").c_str());

View File

@ -1,405 +1,405 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
#include "EmuDefinitions.h"
#ifdef _WIN32
#include "XInput.h"
#endif
namespace WiiMoteEmu
{
// SDL Haptic fails on windows, it just doesn't work (even the sample doesn't work)
// So until i can make it work, this is all disabled >:(
#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32) && !defined(__APPLE__)
#define SDL_RUMBLE
#else
#ifdef _WIN32
#define RUMBLE_HACK
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "winmm.lib")
#include <dinput.h>
#endif
#endif
#ifdef RUMBLE_HACK
struct RUMBLE // GC Pad rumble DIDevice
{
LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
LPDIRECTINPUTEFFECT g_pEffect;
DWORD g_dwNumForceFeedbackAxis;
DIEFFECT eff;
};
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
void Rumble_DInput(int _ID, unsigned int _Strength);
void Rumble_XInput(int _ID, unsigned int _Strength);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[MAX_WIIMOTES];
////////////////////////////////////////////////////
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
if (WiiMapping[_numPAD].ID >= NumPads || !WiiMapping[_numPAD].Rumble)
return;
unsigned int Strength = 0;
if (_uType == 1)
{
Strength = WiiMapping[_numPAD].RumbleStrength;
Strength = Strength > 100 ? 100 : Strength;
}
if (WiiMapping[_numPAD].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
Rumble_XInput(WiiMapping[_numPAD].ID, Strength);
else
Rumble_DInput(WiiMapping[_numPAD].ID, Strength);
}
////////////////////////////////////////////////////
// Set rumble with XInput.
void Rumble_XInput(int _ID, unsigned int _Strength)
{
#ifdef _WIN32
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = 0xFFFF / 100 * _Strength;
vib.wRightMotorSpeed = 0xFFFF / 100 * _Strength;
XInputSetState(_ID, &vib);
#endif
}
////////////////////////////////////////////////////
// Set rumble with DInput.¯¯¯¯¯¯¯¯¯¯¯¯
void Rumble_DInput(int _ID, unsigned int _Strength)
{
if (!g_Rumble)
{
// GetForegroundWindow() always sends the good HWND
if (FAILED(InitRumble(GetForegroundWindow())))
PanicAlert("Could not initialize Rumble!");
}
else
{
// Acquire gamepad
if (pRumble[_ID].g_pDevice != NULL)
pRumble[_ID].g_pDevice->Acquire();
}
SetDeviceForcesXY(_ID, _Strength * 100);
}
HRESULT InitRumble(HWND hWnd)
{
DIPROPDWORD dipdw;
HRESULT hr;
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_Rumble, NULL)))
return hr;
// Look for a device we can use
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (NULL == pRumble[i].g_pDevice)
WiiMapping[i].Rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
// Request exclusive acces for both background and foreground.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
// if Force Feedback doesn't seem to work...
if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
WiiMapping[i].Rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
pRumble[i].g_dwNumForceFeedbackAxis = 2;
DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
long rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
pRumble[i].eff.dwSize = sizeof(DIEFFECT);
pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
pRumble[i].eff.dwSamplePeriod = 0;
pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
pRumble[i].eff.dwTriggerRepeatInterval = 0;
pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
pRumble[i].eff.rgdwAxes = _rgdwAxes;
pRumble[i].eff.rglDirection = rglDirection;
pRumble[i].eff.lpEnvelope = 0;
pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
pRumble[i].eff.lpvTypeSpecificParams = &cf;
pRumble[i].eff.dwStartDelay = 0;
// Create the prepared effect
if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
continue;
if (pRumble[i].g_pEffect == NULL)
continue;
}
}
return S_OK;
}
void SetDeviceForcesXY(int npad, int nXYForce)
{
// Security check
if (pRumble[npad].g_pDevice == NULL)
return;
// If nXYForce is null, there's no point to create the effect
// Just stop the force feedback
if (nXYForce == 0) {
pRumble[npad].g_pEffect->Stop();
return;
}
long rglDirection[2] = {0};
DICONSTANTFORCE cf;
// If only one force feedback axis, then apply only one direction and keep the direction at zero
if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
{
rglDirection[0] = 0;
cf.lMagnitude = nXYForce; // max should be 10000
}
// If two force feedback axis, then apply magnitude from both directions
else
{
rglDirection[0] = nXYForce;
rglDirection[1] = nXYForce;
cf.lMagnitude = static_cast<LONG>(1.4142f*nXYForce);
}
ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
pRumble[npad].eff.rglDirection = rglDirection;
pRumble[npad].eff.lpEnvelope = 0;
pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
pRumble[npad].eff.lpvTypeSpecificParams = &cf;
pRumble[npad].eff.dwStartDelay = 0;
// Now set the new parameters..
pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
// ..And start the effect immediately.
if (pRumble[npad].g_pEffect != NULL)
pRumble[npad].g_pEffect->Start(1, 0);
}
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
LPDIRECTINPUTDEVICE8 pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
int JoystickID;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
JoystickID = dipdw.dwData;
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, WiiMapping[0].ID, WiiMapping[1].ID, WiiMapping[2].ID, WiiMapping[3].ID);
for (int i=0; i<4; i++)
{
if (WiiMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
return DIENUM_CONTINUE;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; // Enum Rumble Axis
if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
void PAD_RumbleClose()
{
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (WiiMapping[i].ID < NumPads)
if (WiiMapping[i].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
{
#ifdef _WIN32
// Kill Xpad rumble
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = 0;
vib.wRightMotorSpeed = 0;
XInputSetState(WiiMapping[i].ID, &vib);
#endif
}
else
{
// It may look weird, but we don't free anything here, it was the cause of crashes
// on stop, and the DLL isn't unloaded anyway, so the pointers stay
// We just stop the rumble in case it's still playing an effect.
if (pRumble[WiiMapping[i].ID].g_pDevice && pRumble[WiiMapping[i].ID].g_pEffect)
pRumble[WiiMapping[i].ID].g_pEffect->Stop();
}
}
}
#else // Multiplatform SDL Rumble code
#ifdef SDL_RUMBLE
struct RUMBLE // GC Pad rumble DIDevice
{
SDL_Haptic* g_pDevice;
SDL_HapticEffect g_pEffect;
int effect_id;
};
RUMBLE pRumble[4] = {0}; // 4 GC Rumble Pads
#endif
// Use PAD rumble
// --------------
bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
#ifdef SDL_RUMBLE
if (SDL_Device == NULL)
return false;
pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);
if (pRumble[_numPAD].g_pDevice == NULL)
return false; // Most likely joystick isn't haptic
if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
{
SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
pRumble[_numPAD].g_pDevice = 0;
WiiMapping[_numPAD].Rumble = false;
return false;
}
// Set the strength of the rumble effect
int Strenght = 3276 * (pRumble[_numPAD].RumbleStrength);
Strenght = Strenght > 32767 ? 32767 : Strenght;
// Create the effect
memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
pRumble[_numPAD].g_pEffect.constant.level = Strenght;
pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out
// Upload the effect
pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
#endif
return true;
}
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
#ifdef SDL_RUMBLE
if (WiiMapping[_numPAD].Rumble) // rumble activated
{
if (!pRumble[_numPAD].g_pDevice)
return;
if (_uType == 1)
SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
else
SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
}
#endif
}
void PAD_RumbleClose()
{
#ifdef SDL_RUMBLE
for (int i=0; i<4; i++) // Free all pads
{
if (pRumble[i].g_pDevice) {
SDL_HapticClose( pRumble[i].g_pDevice );
pRumble[i].g_pDevice = NULL;
}
}
#endif
}
#endif // RUMBLE_HACK
} // end of namespace
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
#include "EmuDefinitions.h"
#ifdef _WIN32
#include "XInput.h"
#endif
namespace WiiMoteEmu
{
// SDL Haptic fails on windows, it just doesn't work (even the sample doesn't work)
// So until i can make it work, this is all disabled >:(
#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32) && !defined(__APPLE__)
#define SDL_RUMBLE
#else
#ifdef _WIN32
#define RUMBLE_HACK
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "winmm.lib")
#include <dinput.h>
#endif
#endif
#ifdef RUMBLE_HACK
struct RUMBLE // GC Pad rumble DIDevice
{
LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
LPDIRECTINPUTEFFECT g_pEffect;
DWORD g_dwNumForceFeedbackAxis;
DIEFFECT eff;
};
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
void Rumble_DInput(int _ID, unsigned int _Strength);
void Rumble_XInput(int _ID, unsigned int _Strength);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[MAX_WIIMOTES];
////////////////////////////////////////////////////
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
if (WiiMapping[_numPAD].ID >= NumPads || !WiiMapping[_numPAD].Rumble)
return;
unsigned int Strength = 0;
if (_uType == 1)
{
Strength = WiiMapping[_numPAD].RumbleStrength;
Strength = Strength > 100 ? 100 : Strength;
}
if (WiiMapping[_numPAD].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
Rumble_XInput(WiiMapping[_numPAD].ID, Strength);
else
Rumble_DInput(WiiMapping[_numPAD].ID, Strength);
}
////////////////////////////////////////////////////
// Set rumble with XInput.
void Rumble_XInput(int _ID, unsigned int _Strength)
{
#ifdef _WIN32
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = 0xFFFF / 100 * _Strength;
vib.wRightMotorSpeed = 0xFFFF / 100 * _Strength;
XInputSetState(_ID, &vib);
#endif
}
////////////////////////////////////////////////////
// Set rumble with DInput.¯¯¯¯¯¯¯¯¯¯¯¯
void Rumble_DInput(int _ID, unsigned int _Strength)
{
if (!g_Rumble)
{
// GetForegroundWindow() always sends the good HWND
if (FAILED(InitRumble(GetForegroundWindow())))
PanicAlert("Could not initialize Rumble!");
}
else
{
// Acquire gamepad
if (pRumble[_ID].g_pDevice != NULL)
pRumble[_ID].g_pDevice->Acquire();
}
SetDeviceForcesXY(_ID, _Strength * 100);
}
HRESULT InitRumble(HWND hWnd)
{
DIPROPDWORD dipdw;
HRESULT hr;
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_Rumble, NULL)))
return hr;
// Look for a device we can use
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (NULL == pRumble[i].g_pDevice)
WiiMapping[i].Rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
// Request exclusive acces for both background and foreground.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
// if Force Feedback doesn't seem to work...
if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
WiiMapping[i].Rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
pRumble[i].g_dwNumForceFeedbackAxis = 2;
DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
long rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
pRumble[i].eff.dwSize = sizeof(DIEFFECT);
pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
pRumble[i].eff.dwSamplePeriod = 0;
pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
pRumble[i].eff.dwTriggerRepeatInterval = 0;
pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
pRumble[i].eff.rgdwAxes = _rgdwAxes;
pRumble[i].eff.rglDirection = rglDirection;
pRumble[i].eff.lpEnvelope = 0;
pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
pRumble[i].eff.lpvTypeSpecificParams = &cf;
pRumble[i].eff.dwStartDelay = 0;
// Create the prepared effect
if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
continue;
if (pRumble[i].g_pEffect == NULL)
continue;
}
}
return S_OK;
}
void SetDeviceForcesXY(int npad, int nXYForce)
{
// Security check
if (pRumble[npad].g_pDevice == NULL)
return;
// If nXYForce is null, there's no point to create the effect
// Just stop the force feedback
if (nXYForce == 0) {
pRumble[npad].g_pEffect->Stop();
return;
}
long rglDirection[2] = {0};
DICONSTANTFORCE cf;
// If only one force feedback axis, then apply only one direction and keep the direction at zero
if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
{
rglDirection[0] = 0;
cf.lMagnitude = nXYForce; // max should be 10000
}
// If two force feedback axis, then apply magnitude from both directions
else
{
rglDirection[0] = nXYForce;
rglDirection[1] = nXYForce;
cf.lMagnitude = static_cast<LONG>(1.4142f*nXYForce);
}
ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
pRumble[npad].eff.rglDirection = rglDirection;
pRumble[npad].eff.lpEnvelope = 0;
pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
pRumble[npad].eff.lpvTypeSpecificParams = &cf;
pRumble[npad].eff.dwStartDelay = 0;
// Now set the new parameters..
pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
// ..And start the effect immediately.
if (pRumble[npad].g_pEffect != NULL)
pRumble[npad].g_pEffect->Start(1, 0);
}
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
LPDIRECTINPUTDEVICE8 pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
int JoystickID;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
JoystickID = dipdw.dwData;
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, WiiMapping[0].ID, WiiMapping[1].ID, WiiMapping[2].ID, WiiMapping[3].ID);
for (int i=0; i<4; i++)
{
if (WiiMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
return DIENUM_CONTINUE;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; // Enum Rumble Axis
if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
void PAD_RumbleClose()
{
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (WiiMapping[i].ID < NumPads)
if (WiiMapping[i].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
{
#ifdef _WIN32
// Kill Xpad rumble
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = 0;
vib.wRightMotorSpeed = 0;
XInputSetState(WiiMapping[i].ID, &vib);
#endif
}
else
{
// It may look weird, but we don't free anything here, it was the cause of crashes
// on stop, and the DLL isn't unloaded anyway, so the pointers stay
// We just stop the rumble in case it's still playing an effect.
if (pRumble[WiiMapping[i].ID].g_pDevice && pRumble[WiiMapping[i].ID].g_pEffect)
pRumble[WiiMapping[i].ID].g_pEffect->Stop();
}
}
}
#else // Multiplatform SDL Rumble code
#ifdef SDL_RUMBLE
struct RUMBLE // GC Pad rumble DIDevice
{
SDL_Haptic* g_pDevice;
SDL_HapticEffect g_pEffect;
int effect_id;
};
RUMBLE pRumble[4] = {0}; // 4 GC Rumble Pads
#endif
// Use PAD rumble
// --------------
bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
#ifdef SDL_RUMBLE
if (SDL_Device == NULL)
return false;
pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);
if (pRumble[_numPAD].g_pDevice == NULL)
return false; // Most likely joystick isn't haptic
if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
{
SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
pRumble[_numPAD].g_pDevice = 0;
WiiMapping[_numPAD].Rumble = false;
return false;
}
// Set the strength of the rumble effect
int Strenght = 3276 * (pRumble[_numPAD].RumbleStrength);
Strenght = Strenght > 32767 ? 32767 : Strenght;
// Create the effect
memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
pRumble[_numPAD].g_pEffect.constant.level = Strenght;
pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out
// Upload the effect
pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
#endif
return true;
}
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
#ifdef SDL_RUMBLE
if (WiiMapping[_numPAD].Rumble) // rumble activated
{
if (!pRumble[_numPAD].g_pDevice)
return;
if (_uType == 1)
SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
else
SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
}
#endif
}
void PAD_RumbleClose()
{
#ifdef SDL_RUMBLE
for (int i=0; i<4; i++) // Free all pads
{
if (pRumble[i].g_pDevice) {
SDL_HapticClose( pRumble[i].g_pDevice );
pRumble[i].g_pDevice = NULL;
}
}
#endif
}
#endif // RUMBLE_HACK
} // end of namespace

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// Project description
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003 Dolphin Project.
//
//
// Licensetype: GNU General Public License (GPL)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
// Include
// ---------
#include "nJoy.h"
#ifdef RUMBLE_HACK
struct RUMBLE // GC Pad rumble DIDevice
{
LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
LPDIRECTINPUTEFFECT g_pEffect;
DWORD g_dwNumForceFeedbackAxis;
DIEFFECT eff;
};
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[4]; // 4 GC Rumble Pads
//////////////////////
// Use PAD rumble
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void Pad_Use_Rumble(u8 _numPAD)
{
if (PadMapping[_numPAD].rumble)
{
if (!g_Rumble)
{
// GetForegroundWindow() always sends the good HWND
if (FAILED(InitRumble(GetForegroundWindow())))
PanicAlert("Could not initialize Rumble!");
} else
{
// Acquire gamepad
if (pRumble[_numPAD].g_pDevice != NULL)
pRumble[_numPAD].g_pDevice->Acquire();
}
}
}
////////////////////////////////////////////////////
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
if (!PadMapping[_numPAD].enable)
return;
Pad_Use_Rumble(_numPAD);
int Strenght = 0;
if (PadMapping[_numPAD].rumble) // rumble activated
{
if (_uType == 1 && _uStrength > 2)
{
// it looks like _uStrength is equal to 3 everytime anyway...
Strenght = 1000 * (g_Config.RumbleStrength + 1);
Strenght = Strenght > 10000 ? 10000 : Strenght;
}
else
Strenght = 0;
SetDeviceForcesXY(_numPAD, Strenght);
}
}
// Rumble stuff :D!
// ----------------
//
HRESULT InitRumble(HWND hWnd)
{
DIPROPDWORD dipdw;
HRESULT hr;
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_Rumble, NULL)))
return hr;
// Look for a device we can use
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i=0; i<4; i++)
{
if (NULL == pRumble[i].g_pDevice)
PadMapping[i].rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
// Request exclusive acces for both background and foreground.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
// if Force Feedback doesn't seem to work...
if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
PadMapping[i].rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
pRumble[i].g_dwNumForceFeedbackAxis = 2;
DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
long rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
pRumble[i].eff.dwSize = sizeof(DIEFFECT);
pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
pRumble[i].eff.dwSamplePeriod = 0;
pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
pRumble[i].eff.dwTriggerRepeatInterval = 0;
pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
pRumble[i].eff.rgdwAxes = _rgdwAxes;
pRumble[i].eff.rglDirection = rglDirection;
pRumble[i].eff.lpEnvelope = 0;
pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
pRumble[i].eff.lpvTypeSpecificParams = &cf;
pRumble[i].eff.dwStartDelay = 0;
// Create the prepared effect
if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
continue;
if (pRumble[i].g_pEffect == NULL)
continue;
}
}
return S_OK;
}
void SetDeviceForcesXY(int npad, int nXYForce)
{
// Security check
if (pRumble[npad].g_pDevice == NULL)
return;
// If nXYForce is null, there's no point to create the effect
// Just stop the force feedback
if (nXYForce == 0) {
pRumble[npad].g_pEffect->Stop();
return;
}
long rglDirection[2] = {0};
DICONSTANTFORCE cf;
// If only one force feedback axis, then apply only one direction and keep the direction at zero
if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
{
rglDirection[0] = 0;
cf.lMagnitude = nXYForce; // max should be 10000
}
// If two force feedback axis, then apply magnitude from both directions
else
{
rglDirection[0] = nXYForce;
rglDirection[1] = nXYForce;
cf.lMagnitude = 1.4142f*nXYForce;
}
ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
pRumble[npad].eff.rglDirection = rglDirection;
pRumble[npad].eff.lpEnvelope = 0;
pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
pRumble[npad].eff.lpvTypeSpecificParams = &cf;
pRumble[npad].eff.dwStartDelay = 0;
// Now set the new parameters..
pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
// ..And start the effect immediately.
if (pRumble[npad].g_pEffect != NULL)
pRumble[npad].g_pEffect->Start(1, 0);
}
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
LPDIRECTINPUTDEVICE8 pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
int JoystickID;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
JoystickID = dipdw.dwData;
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID);
for (int i=0; i<4; i++)
{
if (PadMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
//if (PadMapping[i].enabled) // && PadMapping[i].rumble
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
return DIENUM_CONTINUE;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; // Enum Rumble Axis
if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
void PAD_RumbleClose()
{
// It may look weird, but we don't free anything here, it was the cause of crashes
// on stop, and the DLL isn't unloaded anyway, so the pointers stay
// We just stop the rumble in case it's still playing an effect.
for (int i=0; i<4; i++)
{
if (pRumble[i].g_pDevice && pRumble[i].g_pEffect)
pRumble[i].g_pEffect->Stop();
}
}
#else // Multiplatform SDL Rumble code
#ifdef SDL_RUMBLE
struct RUMBLE // GC Pad rumble DIDevice
{
SDL_Haptic* g_pDevice;
SDL_HapticEffect g_pEffect;
int effect_id;
};
RUMBLE pRumble[4] = {0}; // 4 GC Rumble Pads
#endif
// Use PAD rumble
// --------------
bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
#ifdef SDL_RUMBLE
if (SDL_Device == NULL)
return false;
pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);
if (pRumble[_numPAD].g_pDevice == NULL)
return false; // Most likely joystick isn't haptic
if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
{
SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
pRumble[_numPAD].g_pDevice = 0;
PadMapping[_numPAD].rumble = false;
return false;
}
// Set the strength of the rumble effect
int Strenght = 3276 * (g_Config.RumbleStrength + 1);
Strenght = Strenght > 32767 ? 32767 : Strenght;
// Create the effect
memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
pRumble[_numPAD].g_pEffect.constant.level = Strenght;
pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out
// Upload the effect
pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
#endif
return true;
}
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
int Strenght = 0;
#ifdef SDL_RUMBLE
if (PadMapping[_numPAD].rumble) // rumble activated
{
if (!pRumble[_numPAD].g_pDevice)
return;
if (_uType == 1 && _uStrength > 2)
SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
else
SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
}
#endif
}
void PAD_RumbleClose()
{
#ifdef SDL_RUMBLE
for (int i=0; i<4; i++) // Free all pads
{
if (pRumble[i].g_pDevice) {
SDL_HapticClose( pRumble[i].g_pDevice );
pRumble[i].g_pDevice = NULL;
}
}
#endif
}
#endif // RUMBLE_HACK
// Project description
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003 Dolphin Project.
//
//
// Licensetype: GNU General Public License (GPL)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
// Include
// ---------
#include "nJoy.h"
#ifdef RUMBLE_HACK
struct RUMBLE // GC Pad rumble DIDevice
{
LPDIRECTINPUTDEVICE8 g_pDevice; // 4 pads objects
LPDIRECTINPUTEFFECT g_pEffect;
DWORD g_dwNumForceFeedbackAxis;
DIEFFECT eff;
};
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[4]; // 4 GC Rumble Pads
//////////////////////
// Use PAD rumble
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void Pad_Use_Rumble(u8 _numPAD)
{
if (PadMapping[_numPAD].rumble)
{
if (!g_Rumble)
{
// GetForegroundWindow() always sends the good HWND
if (FAILED(InitRumble(GetForegroundWindow())))
PanicAlert("Could not initialize Rumble!");
} else
{
// Acquire gamepad
if (pRumble[_numPAD].g_pDevice != NULL)
pRumble[_numPAD].g_pDevice->Acquire();
}
}
}
////////////////////////////////////////////////////
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
if (!PadMapping[_numPAD].enable)
return;
Pad_Use_Rumble(_numPAD);
int Strenght = 0;
if (PadMapping[_numPAD].rumble) // rumble activated
{
if (_uType == 1 && _uStrength > 2)
{
// it looks like _uStrength is equal to 3 everytime anyway...
Strenght = 1000 * (g_Config.RumbleStrength + 1);
Strenght = Strenght > 10000 ? 10000 : Strenght;
}
else
Strenght = 0;
SetDeviceForcesXY(_numPAD, Strenght);
}
}
// Rumble stuff :D!
// ----------------
//
HRESULT InitRumble(HWND hWnd)
{
DIPROPDWORD dipdw;
HRESULT hr;
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_Rumble, NULL)))
return hr;
// Look for a device we can use
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i=0; i<4; i++)
{
if (NULL == pRumble[i].g_pDevice)
PadMapping[i].rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
// Request exclusive acces for both background and foreground.
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
// if Force Feedback doesn't seem to work...
if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback,
(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
|| FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
PadMapping[i].rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
if (pRumble[i].g_dwNumForceFeedbackAxis > 2)
pRumble[i].g_dwNumForceFeedbackAxis = 2;
DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
long rglDirection[2] = {0, 0};
DICONSTANTFORCE cf = {0};
ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
pRumble[i].eff.dwSize = sizeof(DIEFFECT);
pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
pRumble[i].eff.dwSamplePeriod = 0;
pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
pRumble[i].eff.dwTriggerRepeatInterval = 0;
pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
pRumble[i].eff.rgdwAxes = _rgdwAxes;
pRumble[i].eff.rglDirection = rglDirection;
pRumble[i].eff.lpEnvelope = 0;
pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
pRumble[i].eff.lpvTypeSpecificParams = &cf;
pRumble[i].eff.dwStartDelay = 0;
// Create the prepared effect
if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
continue;
if (pRumble[i].g_pEffect == NULL)
continue;
}
}
return S_OK;
}
void SetDeviceForcesXY(int npad, int nXYForce)
{
// Security check
if (pRumble[npad].g_pDevice == NULL)
return;
// If nXYForce is null, there's no point to create the effect
// Just stop the force feedback
if (nXYForce == 0) {
pRumble[npad].g_pEffect->Stop();
return;
}
long rglDirection[2] = {0};
DICONSTANTFORCE cf;
// If only one force feedback axis, then apply only one direction and keep the direction at zero
if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
{
rglDirection[0] = 0;
cf.lMagnitude = nXYForce; // max should be 10000
}
// If two force feedback axis, then apply magnitude from both directions
else
{
rglDirection[0] = nXYForce;
rglDirection[1] = nXYForce;
cf.lMagnitude = 1.4142f*nXYForce;
}
ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
pRumble[npad].eff.rglDirection = rglDirection;
pRumble[npad].eff.lpEnvelope = 0;
pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
pRumble[npad].eff.lpvTypeSpecificParams = &cf;
pRumble[npad].eff.dwStartDelay = 0;
// Now set the new parameters..
pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
// ..And start the effect immediately.
if (pRumble[npad].g_pEffect != NULL)
pRumble[npad].g_pEffect->Start(1, 0);
}
BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
LPDIRECTINPUTDEVICE8 pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
int JoystickID;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device
if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID
JoystickID = dipdw.dwData;
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID);
for (int i=0; i<4; i++)
{
if (PadMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
//if (PadMapping[i].enabled) // && PadMapping[i].rumble
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
return DIENUM_CONTINUE;
}
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext; // Enum Rumble Axis
if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
void PAD_RumbleClose()
{
// It may look weird, but we don't free anything here, it was the cause of crashes
// on stop, and the DLL isn't unloaded anyway, so the pointers stay
// We just stop the rumble in case it's still playing an effect.
for (int i=0; i<4; i++)
{
if (pRumble[i].g_pDevice && pRumble[i].g_pEffect)
pRumble[i].g_pEffect->Stop();
}
}
#else // Multiplatform SDL Rumble code
#ifdef SDL_RUMBLE
struct RUMBLE // GC Pad rumble DIDevice
{
SDL_Haptic* g_pDevice;
SDL_HapticEffect g_pEffect;
int effect_id;
};
RUMBLE pRumble[4] = {0}; // 4 GC Rumble Pads
#endif
// Use PAD rumble
// --------------
bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
#ifdef SDL_RUMBLE
if (SDL_Device == NULL)
return false;
pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);
if (pRumble[_numPAD].g_pDevice == NULL)
return false; // Most likely joystick isn't haptic
if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
{
SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
pRumble[_numPAD].g_pDevice = 0;
PadMapping[_numPAD].rumble = false;
return false;
}
// Set the strength of the rumble effect
int Strenght = 3276 * (g_Config.RumbleStrength + 1);
Strenght = Strenght > 32767 ? 32767 : Strenght;
// Create the effect
memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
pRumble[_numPAD].g_pEffect.constant.level = Strenght;
pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out
// Upload the effect
pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
#endif
return true;
}
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
int Strenght = 0;
#ifdef SDL_RUMBLE
if (PadMapping[_numPAD].rumble) // rumble activated
{
if (!pRumble[_numPAD].g_pDevice)
return;
if (_uType == 1 && _uStrength > 2)
SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
else
SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
}
#endif
}
void PAD_RumbleClose()
{
#ifdef SDL_RUMBLE
for (int i=0; i<4; i++) // Free all pads
{
if (pRumble[i].g_pDevice) {
SDL_HapticClose( pRumble[i].g_pDevice );
pRumble[i].g_pDevice = NULL;
}
}
#endif
}
#endif // RUMBLE_HACK

View File

@ -1,115 +1,115 @@
nJoy v0.3 by Falcon4ever 2008
A Dolphin Compatible Input Plugin
Copyright (C) 2003 Dolphin Project.
Changelog
==========================================================================
0.3: 3nd version of nJoy
- Release: July 2008
- Support for four players
- Misc. improvements
0.2: 2nd version of nJoy
- Release: 14th July 2005
- Now using SDL instead of DirectInput9
- Config/INI support
- Adjustable deadzone
- First public release
0.1: First version of nJoy
- Private Release: january 2005
- Using DirectInput9
- Specially made for the Logitech Rumblepad 2, but other joypads work too
- Advanced debug window, activated during gameplay
- No deadzone configurable
- No config/Ini
The Author
==========================================================================
* Falcon4ever (nJoy@falcon4ever.com)
System and Software Requirements
==========================================================================
Dolphin
The latest Dolphin release, avaible at www.dolphin-emu.com
SDL.dll (SDL-1.2.13)
(included with this release)
latest version avaible at www.libsdl.org
A Joystick
A Windows 9x compatible input device
Plugin Information
==========================================================================
nJoy was written in C++, compiled with Microsoft Visual Studio 2005 Professional Edition.
nJoy uses SDL for joysticks, mouse and keyboard.
For the graphical interface plain Win32 code was used.
How to install
==========================================================================
Just unzip the content of the zipfile to your dolphin plugin dir and place
sdl.dll in the root dir.
example config:
[C:]
|
+-Dolphin Dir
+-DolphinWx.exe File
+-SDL.dll File
|
+-Plugins Dir
+-nJoy.dll File
FAQ
==========================================================================
What's SDL???
SDL is the Simple DirectMedia Layer written by Sam Lantinga.
It provides an API for audio, video, input ...
For more information go to http://www.libsdl.org/
Where can I download the latest releases???
nJoy will be released @ www.multigesture.net
Can I mirror this file???
Sure, just don't forget to add a link to:
www.multigesture.net OR www.dolphin-emu.com
-------------------- -------------------
Why should I use nJoy instead of the default input plugin???
At this moment the default plugin only supports keyboard input.
nJoy supports Joysticks. And besides that, if you have an GC-adapter
you can use your original GC controllers with dolphin !
Could you add [insert feature here] please???
no.
But perhaps...
NO!
Hmm... There is coming smoke out of my pc, wtf?
err, this plugin comes without any warranty,
use it at own risk :)
What should I do if my question isn't listed here???
Just panic, call 911 or leave a message on:
(1) Emutalk http://www.emutalk.net/forumdisplay.php?f=100
(2) NGemu http://forums.ngemu.com/dolphin-discussion/
Thanks / Greetings
==========================================================================
Special Thanks too:
F|RES & ector
Greetings too:
`plot`, Absolute0, Aprentice, Bositman, Brice, ChaosCode, CKemu,
CoDeX, Dave2001, dn, drk||Raziel, Florin, Gent, Gigaherz, Hacktarux,
icepir8, JegHegy, Linker, Linuzappz, Martin64, Muad, Knuckles, Raziel,
Refraction, Rudy_x, Shadowprince, Snake785, Saqib, vEX, yaz0r,
Zilmar, Zenogais and ZeZu.
AAaannd everyone else I forgot ;)...
nJoy v0.3 by Falcon4ever 2008
A Dolphin Compatible Input Plugin
Copyright (C) 2003 Dolphin Project.
Changelog
==========================================================================
0.3: 3nd version of nJoy
- Release: July 2008
- Support for four players
- Misc. improvements
0.2: 2nd version of nJoy
- Release: 14th July 2005
- Now using SDL instead of DirectInput9
- Config/INI support
- Adjustable deadzone
- First public release
0.1: First version of nJoy
- Private Release: january 2005
- Using DirectInput9
- Specially made for the Logitech Rumblepad 2, but other joypads work too
- Advanced debug window, activated during gameplay
- No deadzone configurable
- No config/Ini
The Author
==========================================================================
* Falcon4ever (nJoy@falcon4ever.com)
System and Software Requirements
==========================================================================
Dolphin
The latest Dolphin release, avaible at www.dolphin-emu.com
SDL.dll (SDL-1.2.13)
(included with this release)
latest version avaible at www.libsdl.org
A Joystick
A Windows 9x compatible input device
Plugin Information
==========================================================================
nJoy was written in C++, compiled with Microsoft Visual Studio 2005 Professional Edition.
nJoy uses SDL for joysticks, mouse and keyboard.
For the graphical interface plain Win32 code was used.
How to install
==========================================================================
Just unzip the content of the zipfile to your dolphin plugin dir and place
sdl.dll in the root dir.
example config:
[C:]
|
+-Dolphin Dir
+-DolphinWx.exe File
+-SDL.dll File
|
+-Plugins Dir
+-nJoy.dll File
FAQ
==========================================================================
What's SDL???
SDL is the Simple DirectMedia Layer written by Sam Lantinga.
It provides an API for audio, video, input ...
For more information go to http://www.libsdl.org/
Where can I download the latest releases???
nJoy will be released @ www.multigesture.net
Can I mirror this file???
Sure, just don't forget to add a link to:
www.multigesture.net OR www.dolphin-emu.com
-------------------- -------------------
Why should I use nJoy instead of the default input plugin???
At this moment the default plugin only supports keyboard input.
nJoy supports Joysticks. And besides that, if you have an GC-adapter
you can use your original GC controllers with dolphin !
Could you add [insert feature here] please???
no.
But perhaps...
NO!
Hmm... There is coming smoke out of my pc, wtf?
err, this plugin comes without any warranty,
use it at own risk :)
What should I do if my question isn't listed here???
Just panic, call 911 or leave a message on:
(1) Emutalk http://www.emutalk.net/forumdisplay.php?f=100
(2) NGemu http://forums.ngemu.com/dolphin-discussion/
Thanks / Greetings
==========================================================================
Special Thanks too:
F|RES & ector
Greetings too:
`plot`, Absolute0, Aprentice, Bositman, Brice, ChaosCode, CKemu,
CoDeX, Dave2001, dn, drk||Raziel, Florin, Gent, Gigaherz, Hacktarux,
icepir8, JegHegy, Linker, Linuzappz, Martin64, Muad, Knuckles, Raziel,
Refraction, Rudy_x, Shadowprince, Snake785, Saqib, vEX, yaz0r,
Zilmar, Zenogais and ZeZu.
AAaannd everyone else I forgot ;)...

View File

@ -1,55 +1,55 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="ARAM"
ProjectGUID="{E50732C5-038A-42F7-8C95-8C02A4E2ADA6}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_aram.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_aram.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="ARAM"
ProjectGUID="{E50732C5-038A-42F7-8C95-8C02A4E2ADA6}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_aram.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_aram.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,130 +1,130 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,55 +1,55 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="AX"
ProjectGUID="{9F053346-A33D-4E4F-874E-CBA1AF809FC3}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_ax.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_ax.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="AX"
ProjectGUID="{9F053346-A33D-4E4F-874E-CBA1AF809FC3}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_ax.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_ax.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,130 +1,130 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,76 +1,76 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="EXI"
ProjectGUID="{AA230C1A-42F2-4BDC-9EB8-4AA6DF587E69}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_exi.dol"
PreprocessorDefinitions="WIN32;_DEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_exi.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_exi.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="EXI"
ProjectGUID="{AA230C1A-42F2-4BDC-9EB8-4AA6DF587E69}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_exi.dol"
PreprocessorDefinitions="WIN32;_DEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_exi.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_exi.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,131 +1,131 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,178 +1,178 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="FPU"
ProjectGUID="{18373B64-BCAB-4677-A070-7AD45D4C8304}"
RootNamespace="FPU"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
GenerateDebugInformation="true"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
GenerateDebugInformation="true"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\asm.h"
>
</File>
<File
RelativePath=".\source\dolphintest_fpu.cpp"
>
</File>
<File
RelativePath=".\source\fpu_asm.S"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="FPU"
ProjectGUID="{18373B64-BCAB-4677-A070-7AD45D4C8304}"
RootNamespace="FPU"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
GenerateDebugInformation="true"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
GenerateDebugInformation="true"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\asm.h"
>
</File>
<File
RelativePath=".\source\dolphintest_fpu.cpp"
>
</File>
<File
RelativePath=".\source\fpu_asm.S"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,135 +1,135 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/wii_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lwiiuse -lbte -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES), -iquote $(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
run:
wiiload $(TARGET).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/wii_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lwiiuse -lbte -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES), -iquote $(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
run:
wiiload $(TARGET).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,55 +1,55 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="GX"
ProjectGUID="{F45E42B2-939B-4F02-954B-E68251FD4CCF}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_gx.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_gx.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="GX"
ProjectGUID="{F45E42B2-939B-4F02-954B-E68251FD4CCF}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_gx.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_gx.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,131 +1,131 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,131 +1,131 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,55 +1,55 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="PAD"
ProjectGUID="{D58C9AD5-7200-488A-B1E8-9250E64CDD45}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_pad.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_pad.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="PAD"
ProjectGUID="{D58C9AD5-7200-488A-B1E8-9250E64CDD45}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_pad.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_pad.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,130 +1,130 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/gamecube_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,55 +1,55 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="RTC"
ProjectGUID="{62989D24-DB3F-4BD1-A11D-26F0487CD9AF}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_rtc.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_rtc.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="RTC"
ProjectGUID="{62989D24-DB3F-4BD1-A11D-26F0487CD9AF}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_rtc.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\source\dolphintest_rtc.cpp"
>
</File>
<File
RelativePath=".\Makefile"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,130 +1,130 @@
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/wii_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lfat -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/wii_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lfat -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

View File

@ -1,55 +1,55 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="SI"
ProjectGUID="{87F20A25-A3F8-46A3-AC32-3C16782494B1}"
RootNamespace="TestSuite"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="build"
IntermediateDirectory="build"
ConfigurationType="0"
BuildLogFile="build\BuildLog.htm"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
ReBuildCommandLine="make clean &amp;&amp; make -r 2&gt;&amp;1 | sed -e &apos;s/\(.[a-zA-Z]\+\):\([0-9]\+\):/\1(\2):/"
CleanCommandLine="make clean"
Output="dolphintest_si.dol"
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath="$(ProjectDir)\include;C:\devkitPro\libogc\include"
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
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/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="Iphlpapi.lib winmm.lib"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="xcopy &quot;$(TargetPath)&quot; &quot;$(SolutionDir)..\Binary\$(PlatformName)\&quot; /e /s /y /d"
ExcludedFromBuild="true"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
AdditionalIncludeDirectories="../Core/Core/Src;../Core/Common/Src;../PluginSpecs;../Core/InputCommon/Src;../Core/DSPCore/Src"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;_SECURE_SCL=0"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="Iphlpapi.lib winmm.lib"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="17"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="xcopy &quot;$(TargetPath)&quot; &quot;$(SolutionDir)..\Binary\$(PlatformName)\&quot; /e /s /y /d"
ExcludedFromBuild="true"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Audio"
>
<File
RelativePath=".\AudioJitTests.cpp"
>
</File>
<File
RelativePath=".\DSPJitTester.cpp"
>
</File>
<File
RelativePath=".\DSPJitTester.h"
>
</File>
</Filter>
<File
RelativePath=".\UnitTests.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,304 +1,304 @@
omments: 1
A Compendium of Gamecube Action Replay Code Types
Note: This is note a Complete code type list.
The purpose of this document is to catalogue and explain the effects of different AR code types in a clear, concise, and easy to read format. Please note that this document is not intended to explain EVERY code type, only those of interest to the amateur hacker.
It would not have been possible to write this document without Kenobi's "GCN AR CODES TYPES EXPLANATION", found at www.GSCentral.com, so a big thank-you goes to Kenobi and Parasyte for their contributions to the GCN hacking scene.
Kenobi's documentation is recommended reading as it is very complete, precise, and exact in it's explanations. However, that is also it's main flaw, it's TOO complex and technical for the casual or newbie hacker to understand. If "Address = ((0x0wXXXXXXX) AND 0x01FFFFFF) OR 0x80000000)" makes any sense to you, then I implore you to read Kenobi's guide instead. The intended audience for this document is people who'd rather have things explained in plain English.
It should be noted that every decrypted AR code has a basic two-part format that is universal to every code. The first half contains the code type and address to be written to. The second half contains the value to be written.
The Gamecube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
In order to conserve space and simplicity, only the 8-bit code type identifier and particulars of the second half of the code will be explained below, as the method for procuring the first half has already been described above ;)
Terms:
8-bit - Byte - 0x12
16-bit - Halfword - 0x1234
32-bit - Word - 0x12345678
---Writes---
(00) - NNNNNNXX
8-bit write. X is the value, N is the number of times to repeat.
(02) NNNNXXXX
16-bit write. X is the value, N is the number of times to repeat.
(04) XXXXXXXX
32-bit write. X is the value.
Examples:
00006500 00000312
Will write byte 0x12 to 80006500, 80006501, 80006502, 800067503.
02006500 00011234
Will write halfword 0x1234 to 80006500, 80006502.
05006500 12345678
Will write word 0x12345678 to 81006500.
---Addition---
(80) - 000000XX
8-bit Addition. Load the byte at the address, add X to it, and save resulting byte.
(82) - 0000XXXX
16-bit Addition. Load the halfword at the address, add X to it, and save resulting halfword.
(84) - XXXXXXXX
32-bit Addition. Load the word at the address, add X to it, and save resulting word.
---Single Line Activators---
***Equal***
(08) 000000XX
8-bit Equal activator.
(0A) 0000XXXX
16-bit Equal activator.
(0C) XXXXXXXX
32-bit Equal activator.
X is the value the address must equal to activate the next line of code.
***NOT Equal***
(10) 000000XX
8-bit NOT Equal activator.
(12) 0000XXXX
16-bit NOT Equal activator.
(14) XXXXXXXX
32-bit NOT Equal activator.
If the value stored at the address is not equal to X, activate the next line of code.
***If Lower (signed)***
(18) 000000XX
8-bit If Lower (signed) activator.
(1A) 0000XXXX
16-bit If Lower (signed) activator.
(1C) XXXXXXXX
32-bit If Lower (signed) activator.
If the value stored at the address is lower than X, activate the next line of code.
***If Higher (signed)***
(20) 000000XX
8-bit If Higher (signed) activator.
(22) 0000XXXX
16-bit If Higher (signed) activator.
(24) XXXXXXXX
32-bit If Higher (signed) activator.
If the value stored at the address is higher than X, activate the next line of code.
***If Lower (unsigned)***
(28) 000000XX
8-bit If Lower (unsigned) activator.
(2A) 0000XXXX
16-bit If Lower (unsigned) activator.
(2C) XXXXXXXX
32-bit If Lower (unsigned) activator.
If the value stored at the address is lower than X, activate the next line of code.
***If Higher (unsigned)***
(30) 000000XX
8-bit If Higher (unsigned) activator.
(32) 0000XXXX
16-bit If Higher (unsigned) activator.
(34) XXXXXXXX
32-bit If Higher (unsigned) activator.
If the value stored at the address is higher than X, activate the next line of code.
---Double Line Activators---
***Equal***
(48) 000000XX
8-bit activator.
(4A) 0000XXXX
16-bit activator.
(4C) XXXXXXXX
32-bit activator.
X is the value the address must equal to activate the next two lines of code.
***NOT Equal***
(50) 000000XX
8-bit NOT Equal activator.
(52) 0000XXXX
16-bit NOT Equal activator.
(54) XXXXXXXX
32-bit NOT Equal activator.
If the value stored at the address is not equal to X, activate the next two lines of code.
***If Lower (signed)***
(58) 000000XX
8-bit If Lower (signed) activator.
(5A) 0000XXXX
16-bit If Lower (signed) activator.
(5C) XXXXXXXX
32-bit If Lower (signed) activator.
If the value stored at the address is lower than X, activate the next two lines of code.
***If Higher (signed)***
(60) 000000XX
8-bit If Higher (signed) activator.
(62) 0000XXXX
16-bit If Higher (signed) activator.
(64) XXXXXXXX
32-bit If Higher (signed) activator.
If the value stored at the address is higher than X, activate the next two lines of code.
***If Lower (unsigned)***
(68) 000000XX
8-bit If Lower (unsigned) activator.
(6A) 0000XXXX
16-bit If Lower (unsigned) activator.
(6C) XXXXXXXX
32-bit If Lower (unsigned) activator.
If the value stored at the address is lower than X, activate the next two lines of code.
***If Higher (unsigned)***
(70) 000000XX
8-bit If Higher (unsigned) activator.
(72) 0000XXXX
16-bit If Higher (unsigned) activator.
(74) XXXXXXXX
32-bit If Higher (unsigned) activator.
If the value stored at the address is higher than X, activate the next two lines of code.
---Multi-Line Activators---
Note that all multi-line codes must end with the line 00000000 40000000.
***Equal***
(88) 000000XX
8-bit activator.
(8A) 0000XXXX
16-bit activator.
(8C) XXXXXXXX
32-bit activator.
X is the value the address must equal to activate the next lines of code.
***NOT Equal***
(90) 000000XX
8-bit NOT Equal activator.
(92) 0000XXXX
16-bit NOT Equal activator.
(94) XXXXXXXX
32-bit NOT Equal activator.
If the value stored at the address is not equal to X, activate the next lines of code.
***If Lower (signed)***
(98) 000000XX
8-bit If Lower (signed) activator.
(9A) 0000XXXX
16-bit If Lower (signed) activator.
(9C) XXXXXXXX
32-bit If Lower (signed) activator.
If the value stored at the address is lower than X, activate the next lines of code.
***If Higher (signed)***
(A0) 000000XX
8-bit If Higher (signed) activator.
(A2) 0000XXXX
16-bit If Higher (signed) activator.
(A4) XXXXXXXX
32-bit If Higher (signed) activator.
If the value stored at the address is higher than X, activate the next lines of code.
***If Lower (unsigned)***
(A8) 000000XX
8-bit If Lower (unsigned) activator.
(AA) 0000XXXX
16-bit If Lower (unsigned) activator.
(AC) XXXXXXXX
32-bit If Lower (unsigned) activator.
If the value stored at the address is lower than X, activate the next lines of code.
***If Higher (unsigned)***
(B0) 000000XX
8-bit If Higher (unsigned) activator.
(B2) 0000XXXX
16-bit If Higher (unsigned) activator.
(B4) XXXXXXXX
32-bit If Higher (unsigned) activator.
If the value stored at the address is higher than X, activate the next lines of code.
---Alignment---
Codes must be properly aligned depending on the type of code.
8-bit codes can be used on ANY address.
16-bit codes must have an address that is a multiple of 2: 0,2,4,6,8,A,C,E.
32-bit codes must have an address that is a multiple of 4:0,4,8,C.
If codes aren't aligned, they may not work, or may cause your AR to spaz out and kill your cat (R.I.P. Snowball).
---Signed & Unsigned Numbers---
Unsigned means :
For 8-bits : 0x00 -> 0xFF = 0 to 255.
For 16-bits: 0x0000 -> 0xFFFF = 0 to 65535.
For 32-bits: 0x00000000 -> 0xFFFFFFFF = 0 to 4294967295.
Signed means :
For 8-bits : 0x00 -> 0x7F = 0 to 127.
0x80 -> 0xFF = -127 to -1.
For 16-bits: 0x0000 -> 0x7FFF = 0 to 32767.
0x8000 -> 0xFFFF = -32768 to -1.
For 32-bits: 0x00000000 -> 0x7FFFFFFF = 0 to 2147483647.
omments: 1
A Compendium of Gamecube Action Replay Code Types
Note: This is note a Complete code type list.
The purpose of this document is to catalogue and explain the effects of different AR code types in a clear, concise, and easy to read format. Please note that this document is not intended to explain EVERY code type, only those of interest to the amateur hacker.
It would not have been possible to write this document without Kenobi's "GCN AR CODES TYPES EXPLANATION", found at www.GSCentral.com, so a big thank-you goes to Kenobi and Parasyte for their contributions to the GCN hacking scene.
Kenobi's documentation is recommended reading as it is very complete, precise, and exact in it's explanations. However, that is also it's main flaw, it's TOO complex and technical for the casual or newbie hacker to understand. If "Address = ((0x0wXXXXXXX) AND 0x01FFFFFF) OR 0x80000000)" makes any sense to you, then I implore you to read Kenobi's guide instead. The intended audience for this document is people who'd rather have things explained in plain English.
It should be noted that every decrypted AR code has a basic two-part format that is universal to every code. The first half contains the code type and address to be written to. The second half contains the value to be written.
The Gamecube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
In order to conserve space and simplicity, only the 8-bit code type identifier and particulars of the second half of the code will be explained below, as the method for procuring the first half has already been described above ;)
Terms:
8-bit - Byte - 0x12
16-bit - Halfword - 0x1234
32-bit - Word - 0x12345678
---Writes---
(00) - NNNNNNXX
8-bit write. X is the value, N is the number of times to repeat.
(02) NNNNXXXX
16-bit write. X is the value, N is the number of times to repeat.
(04) XXXXXXXX
32-bit write. X is the value.
Examples:
00006500 00000312
Will write byte 0x12 to 80006500, 80006501, 80006502, 800067503.
02006500 00011234
Will write halfword 0x1234 to 80006500, 80006502.
05006500 12345678
Will write word 0x12345678 to 81006500.
---Addition---
(80) - 000000XX
8-bit Addition. Load the byte at the address, add X to it, and save resulting byte.
(82) - 0000XXXX
16-bit Addition. Load the halfword at the address, add X to it, and save resulting halfword.
(84) - XXXXXXXX
32-bit Addition. Load the word at the address, add X to it, and save resulting word.
---Single Line Activators---
***Equal***
(08) 000000XX
8-bit Equal activator.
(0A) 0000XXXX
16-bit Equal activator.
(0C) XXXXXXXX
32-bit Equal activator.
X is the value the address must equal to activate the next line of code.
***NOT Equal***
(10) 000000XX
8-bit NOT Equal activator.
(12) 0000XXXX
16-bit NOT Equal activator.
(14) XXXXXXXX
32-bit NOT Equal activator.
If the value stored at the address is not equal to X, activate the next line of code.
***If Lower (signed)***
(18) 000000XX
8-bit If Lower (signed) activator.
(1A) 0000XXXX
16-bit If Lower (signed) activator.
(1C) XXXXXXXX
32-bit If Lower (signed) activator.
If the value stored at the address is lower than X, activate the next line of code.
***If Higher (signed)***
(20) 000000XX
8-bit If Higher (signed) activator.
(22) 0000XXXX
16-bit If Higher (signed) activator.
(24) XXXXXXXX
32-bit If Higher (signed) activator.
If the value stored at the address is higher than X, activate the next line of code.
***If Lower (unsigned)***
(28) 000000XX
8-bit If Lower (unsigned) activator.
(2A) 0000XXXX
16-bit If Lower (unsigned) activator.
(2C) XXXXXXXX
32-bit If Lower (unsigned) activator.
If the value stored at the address is lower than X, activate the next line of code.
***If Higher (unsigned)***
(30) 000000XX
8-bit If Higher (unsigned) activator.
(32) 0000XXXX
16-bit If Higher (unsigned) activator.
(34) XXXXXXXX
32-bit If Higher (unsigned) activator.
If the value stored at the address is higher than X, activate the next line of code.
---Double Line Activators---
***Equal***
(48) 000000XX
8-bit activator.
(4A) 0000XXXX
16-bit activator.
(4C) XXXXXXXX
32-bit activator.
X is the value the address must equal to activate the next two lines of code.
***NOT Equal***
(50) 000000XX
8-bit NOT Equal activator.
(52) 0000XXXX
16-bit NOT Equal activator.
(54) XXXXXXXX
32-bit NOT Equal activator.
If the value stored at the address is not equal to X, activate the next two lines of code.
***If Lower (signed)***
(58) 000000XX
8-bit If Lower (signed) activator.
(5A) 0000XXXX
16-bit If Lower (signed) activator.
(5C) XXXXXXXX
32-bit If Lower (signed) activator.
If the value stored at the address is lower than X, activate the next two lines of code.
***If Higher (signed)***
(60) 000000XX
8-bit If Higher (signed) activator.
(62) 0000XXXX
16-bit If Higher (signed) activator.
(64) XXXXXXXX
32-bit If Higher (signed) activator.
If the value stored at the address is higher than X, activate the next two lines of code.
***If Lower (unsigned)***
(68) 000000XX
8-bit If Lower (unsigned) activator.
(6A) 0000XXXX
16-bit If Lower (unsigned) activator.
(6C) XXXXXXXX
32-bit If Lower (unsigned) activator.
If the value stored at the address is lower than X, activate the next two lines of code.
***If Higher (unsigned)***
(70) 000000XX
8-bit If Higher (unsigned) activator.
(72) 0000XXXX
16-bit If Higher (unsigned) activator.
(74) XXXXXXXX
32-bit If Higher (unsigned) activator.
If the value stored at the address is higher than X, activate the next two lines of code.
---Multi-Line Activators---
Note that all multi-line codes must end with the line 00000000 40000000.
***Equal***
(88) 000000XX
8-bit activator.
(8A) 0000XXXX
16-bit activator.
(8C) XXXXXXXX
32-bit activator.
X is the value the address must equal to activate the next lines of code.
***NOT Equal***
(90) 000000XX
8-bit NOT Equal activator.
(92) 0000XXXX
16-bit NOT Equal activator.
(94) XXXXXXXX
32-bit NOT Equal activator.
If the value stored at the address is not equal to X, activate the next lines of code.
***If Lower (signed)***
(98) 000000XX
8-bit If Lower (signed) activator.
(9A) 0000XXXX
16-bit If Lower (signed) activator.
(9C) XXXXXXXX
32-bit If Lower (signed) activator.
If the value stored at the address is lower than X, activate the next lines of code.
***If Higher (signed)***
(A0) 000000XX
8-bit If Higher (signed) activator.
(A2) 0000XXXX
16-bit If Higher (signed) activator.
(A4) XXXXXXXX
32-bit If Higher (signed) activator.
If the value stored at the address is higher than X, activate the next lines of code.
***If Lower (unsigned)***
(A8) 000000XX
8-bit If Lower (unsigned) activator.
(AA) 0000XXXX
16-bit If Lower (unsigned) activator.
(AC) XXXXXXXX
32-bit If Lower (unsigned) activator.
If the value stored at the address is lower than X, activate the next lines of code.
***If Higher (unsigned)***
(B0) 000000XX
8-bit If Higher (unsigned) activator.
(B2) 0000XXXX
16-bit If Higher (unsigned) activator.
(B4) XXXXXXXX
32-bit If Higher (unsigned) activator.
If the value stored at the address is higher than X, activate the next lines of code.
---Alignment---
Codes must be properly aligned depending on the type of code.
8-bit codes can be used on ANY address.
16-bit codes must have an address that is a multiple of 2: 0,2,4,6,8,A,C,E.
32-bit codes must have an address that is a multiple of 4:0,4,8,C.
If codes aren't aligned, they may not work, or may cause your AR to spaz out and kill your cat (R.I.P. Snowball).
---Signed & Unsigned Numbers---
Unsigned means :
For 8-bits : 0x00 -> 0xFF = 0 to 255.
For 16-bits: 0x0000 -> 0xFFFF = 0 to 65535.
For 32-bits: 0x00000000 -> 0xFFFFFFFF = 0 to 4294967295.
Signed means :
For 8-bits : 0x00 -> 0x7F = 0 to 127.
0x80 -> 0xFF = -127 to -1.
For 16-bits: 0x0000 -> 0x7FFF = 0 to 32767.
0x8000 -> 0xFFFF = -32768 to -1.
For 32-bits: 0x00000000 -> 0x7FFFFFFF = 0 to 2147483647.
0x80000000 -> 0xFFFFFFFF = -2147483648 to -1.

File diff suppressed because it is too large Load Diff

View File

@ -1,52 +1,52 @@
// DSP_InterC.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include "DSPOpcodes.h"
uint16 g_IMemory[0x1000];
uint16 g_currentAddress;
uint16 FetchOpcode()
{
uint16 value = swap16(g_IMemory[g_currentAddress & 0x0FFF]);
g_currentAddress++;
return value;
}
void DecodeOpcode(uint16 op);
void Decode(uint16 startAddress, uint16 endAddress)
{
g_currentAddress = startAddress;
while (g_currentAddress < endAddress)
{
uint16 oldPC = g_currentAddress;
uint16 op = FetchOpcode();
OutBuffer::Add("// l_%4X:", oldPC);
DecodeOpcode(op);
}
}
int _tmain(int argc, _TCHAR* argv[])
{
FILE* pFile = fopen("c:\\_\\dsp_rom.bin", "rb");
if (pFile == NULL)
return -1;
fread(g_IMemory, 0x1000, 1, pFile);
fclose(pFile);
//////
OutBuffer::Init();
Decode(0x80e7, 0x81f9);
return 0;
}
// DSP_InterC.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include "DSPOpcodes.h"
uint16 g_IMemory[0x1000];
uint16 g_currentAddress;
uint16 FetchOpcode()
{
uint16 value = swap16(g_IMemory[g_currentAddress & 0x0FFF]);
g_currentAddress++;
return value;
}
void DecodeOpcode(uint16 op);
void Decode(uint16 startAddress, uint16 endAddress)
{
g_currentAddress = startAddress;
while (g_currentAddress < endAddress)
{
uint16 oldPC = g_currentAddress;
uint16 op = FetchOpcode();
OutBuffer::Add("// l_%4X:", oldPC);
DecodeOpcode(op);
}
}
int _tmain(int argc, _TCHAR* argv[])
{
FILE* pFile = fopen("c:\\_\\dsp_rom.bin", "rb");
if (pFile == NULL)
return -1;
fread(g_IMemory, 0x1000, 1, pFile);
fclose(pFile);
//////
OutBuffer::Init();
Decode(0x80e7, 0x81f9);
return 0;
}

View File

@ -1,249 +1,249 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="DSP_InterC"
ProjectGUID="{A010425E-9D5E-461E-910D-0804C2A944D5}"
RootNamespace="DSP_InterC"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="2"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="2"
GenerateDebugInformation="true"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="2"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\DSP_InterC.cpp"
>
</File>
<File
RelativePath=".\DSPExt.cpp"
>
</File>
<File
RelativePath=".\DSPExt.h"
>
</File>
<File
RelativePath=".\DSPOpcodes.cpp"
>
</File>
<File
RelativePath=".\DSPOpcodes.h"
>
</File>
<File
RelativePath=".\OutBuffer.cpp"
>
</File>
<File
RelativePath=".\OutBuffer.h"
>
</File>
<File
RelativePath=".\stdafx.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\stdafx.h"
>
</File>
<File
RelativePath=".\targetver.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
>
</Filter>
<File
RelativePath=".\ReadMe.txt"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="DSP_InterC"
ProjectGUID="{A010425E-9D5E-461E-910D-0804C2A944D5}"
RootNamespace="DSP_InterC"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="2"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="2"
GenerateDebugInformation="true"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="2"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\DSP_InterC.cpp"
>
</File>
<File
RelativePath=".\DSPExt.cpp"
>
</File>
<File
RelativePath=".\DSPExt.h"
>
</File>
<File
RelativePath=".\DSPOpcodes.cpp"
>
</File>
<File
RelativePath=".\DSPOpcodes.h"
>
</File>
<File
RelativePath=".\OutBuffer.cpp"
>
</File>
<File
RelativePath=".\OutBuffer.h"
>
</File>
<File
RelativePath=".\stdafx.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\stdafx.h"
>
</File>
<File
RelativePath=".\targetver.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
>
</Filter>
<File
RelativePath=".\ReadMe.txt"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -1,33 +1,33 @@
========================================================================
CONSOLE APPLICATION : DSP_InterC Project Overview
========================================================================
AppWizard has created this DSP_InterC application for you.
This file contains a summary of what you will find in each of the files that
make up your DSP_InterC application.
DSP_InterC.vcproj
This is the main project file for VC++ projects generated using an Application Wizard.
It contains information about the version of Visual C++ that generated the file, and
information about the platforms, configurations, and project features selected with the
Application Wizard.
DSP_InterC.cpp
This is the main application source file.
/////////////////////////////////////////////////////////////////////////////
Other standard files:
StdAfx.h, StdAfx.cpp
These files are used to build a precompiled header (PCH) file
named DSP_InterC.pch and a precompiled types file named StdAfx.obj.
/////////////////////////////////////////////////////////////////////////////
Other notes:
AppWizard uses "TODO:" comments to indicate parts of the source code you
should add to or customize.
/////////////////////////////////////////////////////////////////////////////
========================================================================
CONSOLE APPLICATION : DSP_InterC Project Overview
========================================================================
AppWizard has created this DSP_InterC application for you.
This file contains a summary of what you will find in each of the files that
make up your DSP_InterC application.
DSP_InterC.vcproj
This is the main project file for VC++ projects generated using an Application Wizard.
It contains information about the version of Visual C++ that generated the file, and
information about the platforms, configurations, and project features selected with the
Application Wizard.
DSP_InterC.cpp
This is the main application source file.
/////////////////////////////////////////////////////////////////////////////
Other standard files:
StdAfx.h, StdAfx.cpp
These files are used to build a precompiled header (PCH) file
named DSP_InterC.pch and a precompiled types file named StdAfx.obj.
/////////////////////////////////////////////////////////////////////////////
Other notes:
AppWizard uses "TODO:" comments to indicate parts of the source code you
should add to or customize.
/////////////////////////////////////////////////////////////////////////////

View File

@ -1,45 +1,45 @@
CPU:
---------------------------------------------------------------------------------------
void DSPSendCommands2(_pBuffer, _NumberOfMessages, _StartWork)
{
while (!DSP_Running_Check());
OldInterrupts = OSDisableInterrupts();
if (DSPCheckMailToDSP() != 0)
{
OSRestoreInterrupts();
return -1;
}
DSPSendMailToDSP(_NumberOfMessages)
DSPAssertInt()
while (DSPCheckMailToDSP() != 0) {}
if (_NumberOfMessages == 0)
_NumberOfMessages = 1
if (_StartWork != 0)
{
r28 = DSPStartWork(*_pBuffer, _StartWork)
}
_StartWork = 0
while(Count != _NumberOfMessages)
{
DSPSendMailToDSP(Buffer[Count])
while (DSPCheckMailToDSP() != 0) {}
Count++
}
OSRestoreInterrupts(OldInterrupts)
return r28;
}
CPU:
---------------------------------------------------------------------------------------
void DSPSendCommands2(_pBuffer, _NumberOfMessages, _StartWork)
{
while (!DSP_Running_Check());
OldInterrupts = OSDisableInterrupts();
if (DSPCheckMailToDSP() != 0)
{
OSRestoreInterrupts();
return -1;
}
DSPSendMailToDSP(_NumberOfMessages)
DSPAssertInt()
while (DSPCheckMailToDSP() != 0) {}
if (_NumberOfMessages == 0)
_NumberOfMessages = 1
if (_StartWork != 0)
{
r28 = DSPStartWork(*_pBuffer, _StartWork)
}
_StartWork = 0
while(Count != _NumberOfMessages)
{
DSPSendMailToDSP(Buffer[Count])
while (DSPCheckMailToDSP() != 0) {}
Count++
}
OSRestoreInterrupts(OldInterrupts)
return r28;
}

View File

@ -1,45 +1,45 @@
# this can be used to upgrade disassemblies that aren't too annotated.
# won't do very well on the current zelda disasm.
import os
import sys
def GetPrefixLine(l, a):
for s in a:
if s[0:len(l)] == l:
return s
return ""
def GetComment(l):
comment_start = l.find("//")
if comment_start < 0:
comment_start = l.find("->")
if comment_start < 0:
return ""
while (l[comment_start-1] == ' ') or (l[comment_start-1] == '\t'):
comment_start -= 1
return l[comment_start:]
def main():
old_lines = open("DSP_UC_Zelda.txt", "r").readlines()
# for l in old_lines:
# print l
new_lines = open("zeldanew.txt", "r").readlines()
for i in range(0, len(old_lines)):
prefix = old_lines[i][0:14]
comment = GetComment(old_lines[i])
new_line = GetPrefixLine(prefix, new_lines)
if new_line:
old_lines[i] = new_line[:-1] + comment[:-1] + "\n"
for i in range(0, len(old_lines)):
print old_lines[i],
new_file = open("output.txt", "w")
new_file.writelines(old_lines)
# this can be used to upgrade disassemblies that aren't too annotated.
# won't do very well on the current zelda disasm.
import os
import sys
def GetPrefixLine(l, a):
for s in a:
if s[0:len(l)] == l:
return s
return ""
def GetComment(l):
comment_start = l.find("//")
if comment_start < 0:
comment_start = l.find("->")
if comment_start < 0:
return ""
while (l[comment_start-1] == ' ') or (l[comment_start-1] == '\t'):
comment_start -= 1
return l[comment_start:]
def main():
old_lines = open("DSP_UC_Zelda.txt", "r").readlines()
# for l in old_lines:
# print l
new_lines = open("zeldanew.txt", "r").readlines()
for i in range(0, len(old_lines)):
prefix = old_lines[i][0:14]
comment = GetComment(old_lines[i])
new_line = GetPrefixLine(prefix, new_lines)
if new_line:
old_lines[i] = new_line[:-1] + comment[:-1] + "\n"
for i in range(0, len(old_lines)):
print old_lines[i],
new_file = open("output.txt", "w")
new_file.writelines(old_lines)
main()

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