project64/Source/Project64-core/Settings/GameSettings.cpp

110 lines
4.8 KiB
C++

/****************************************************************************
* *
* Project64 - A Nintendo 64 emulator. *
* http://www.pj64-emu.com/ *
* Copyright (C) 2012 Project64. All rights reserved. *
* *
* License: *
* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
* *
****************************************************************************/
#include "stdafx.h"
#include <Project64-core/N64System/SystemGlobals.h>
#include <Project64-core/N64System/N64Class.h>
#include <Project64-core/Settings/GameSettings.h>
bool CGameSettings::m_UseHleGfx = true;
bool CGameSettings::m_bSMM_StoreInstruc;
bool CGameSettings::m_bSMM_Protect;
bool CGameSettings::m_bSMM_ValidFunc;
bool CGameSettings::m_bSMM_PIDMA;
bool CGameSettings::m_bSMM_TLB;
bool CGameSettings::m_bUseTlb;
uint32_t CGameSettings::m_CountPerOp = 2;
uint32_t CGameSettings::m_ViRefreshRate = 1500;
uint32_t CGameSettings::m_AiCountPerBytes = 500;
bool CGameSettings::m_DelayDP = false;
bool CGameSettings::m_DelaySI = false;
bool CGameSettings::m_bRandomizeSIPIInterrupts = true;
uint32_t CGameSettings::m_RdramSize = 0;
bool CGameSettings::m_bFixedAudio = true;
bool CGameSettings::m_bSyncToAudio = true;
bool CGameSettings::m_FullSpeed = true;
bool CGameSettings::m_bFastSP = true;
bool CGameSettings::m_b32Bit = true;
bool CGameSettings::m_RspAudioSignal;
bool CGameSettings::m_bRomInMemory;
bool CGameSettings::m_RegCaching;
bool CGameSettings::m_bLinkBlocks;
uint32_t CGameSettings::m_LookUpMode; //FUNC_LOOKUP_METHOD
SYSTEM_TYPE CGameSettings::m_SystemType = SYSTEM_NTSC;
CPU_TYPE CGameSettings::m_CpuType = CPU_Recompiler;
uint32_t CGameSettings::m_OverClockModifier = 1;
void CGameSettings::RefreshGameSettings()
{
WriteTrace(TraceN64System, TraceDebug, "start");
m_UseHleGfx = g_Settings->LoadBool(Game_UseHleGfx);
m_bSMM_StoreInstruc = false /*g_Settings->LoadBool(Game_SMM_StoreInstruc)*/;
m_bSMM_Protect = g_Settings->LoadBool(Game_SMM_Protect);
m_bSMM_ValidFunc = g_Settings->LoadBool(Game_SMM_ValidFunc);
m_bSMM_PIDMA = g_Settings->LoadBool(Game_SMM_PIDMA);
m_bSMM_TLB = g_Settings->LoadBool(Game_SMM_TLB);
m_bUseTlb = g_Settings->LoadBool(Game_UseTlb);
m_ViRefreshRate = g_Settings->LoadDword(Game_ViRefreshRate);
m_AiCountPerBytes = g_Settings->LoadDword(Game_AiCountPerBytes);
m_CountPerOp = g_Settings->LoadDword(Game_CounterFactor);
m_RdramSize = g_Settings->LoadDword(Game_RDRamSize);
m_DelaySI = g_Settings->LoadBool(Game_DelaySI);
m_bRandomizeSIPIInterrupts = g_Settings->LoadBool(Game_RandomizeSIPIInterrupts);
m_DelayDP = g_Settings->LoadBool(Game_DelayDP);
m_bFixedAudio = g_Settings->LoadBool(Game_FixedAudio);
m_FullSpeed = g_Settings->LoadBool(Game_FullSpeed);
m_b32Bit = g_Settings->LoadBool(Game_32Bit);
#ifdef ANDROID
m_bFastSP = false;
#else
m_bFastSP = g_Settings->LoadBool(Game_FastSP);
#endif
m_RspAudioSignal = g_Settings->LoadBool(Game_RspAudioSignal);
m_bRomInMemory = g_Settings->LoadBool(Game_LoadRomToMemory);
m_RegCaching = g_Settings->LoadBool(Game_RegCache);
m_bLinkBlocks = g_Settings->LoadBool(Game_BlockLinking);
m_LookUpMode = g_Settings->LoadDword(Game_FuncLookupMode);
m_SystemType = (SYSTEM_TYPE)g_Settings->LoadDword(Game_SystemType);
m_CpuType = (CPU_TYPE)g_Settings->LoadDword(Game_CpuType);
m_OverClockModifier = g_Settings->LoadDword(Game_OverClockModifier);
if (m_CountPerOp == 0)
{
m_CountPerOp = 2;
}
if (g_Settings->LoadBool(Setting_Enhancement))
{
for (int i = 0; i < CCheats::MaxCheats; i++)
{
std::string Name = g_Settings->LoadStringIndex(Enhancement_Name, i);
if (Name.length() == 0) { break; }
if (g_Settings->LoadBoolIndex(Enhancement_Active, i) && g_Settings->LoadBoolIndex(Enhancement_Overclock, i))
{
m_OverClockModifier = g_Settings->LoadDwordIndex(Enhancement_OverclockValue, i);
}
}
}
if (m_OverClockModifier < 1) { m_OverClockModifier = 1; }
if (m_OverClockModifier > 20) { m_OverClockModifier = 20; }
RefreshSyncToAudio();
WriteTrace(TraceN64System, TraceDebug, "Done");
}
void CGameSettings::SpeedChanged(int SpeedLimit)
{
m_FullSpeed = (g_System->m_SystemType == SYSTEM_PAL ? 50 : 60) == SpeedLimit;
g_Settings->SaveBool(Game_FullSpeed, m_FullSpeed);
}
void CGameSettings::RefreshSyncToAudio(void)
{
m_bSyncToAudio = g_Settings->LoadBool(Game_SyncViaAudio) && g_Settings->LoadBool(Setting_SyncViaAudioEnabled);
}