82 lines
3.7 KiB
C++
82 lines
3.7 KiB
C++
/****************************************************************************
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* *
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* Project64 - A Nintendo 64 emulator. *
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* http://www.pj64-emu.com/ *
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* Copyright (C) 2012 Project64. All rights reserved. *
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* *
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* License: *
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* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
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* *
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****************************************************************************/
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#include "stdafx.h"
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#include <Project64-core/N64System/SystemGlobals.h>
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#include <Project64-core/N64System/N64Class.h>
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#include <Project64-core/Settings/GameSettings.h>
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bool CGameSettings::m_bSMM_StoreInstruc;
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bool CGameSettings::m_bSMM_Protect;
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bool CGameSettings::m_bSMM_ValidFunc;
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bool CGameSettings::m_bSMM_PIDMA;
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bool CGameSettings::m_bSMM_TLB;
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bool CGameSettings::m_bUseTlb;
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uint32_t CGameSettings::m_CountPerOp = 2;
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uint32_t CGameSettings::m_ViRefreshRate = 1500;
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uint32_t CGameSettings::m_AiCountPerBytes = 500;
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bool CGameSettings::m_DelayDP = false;
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bool CGameSettings::m_DelaySI = false;
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uint32_t CGameSettings::m_RdramSize = 0;
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bool CGameSettings::m_bFixedAudio = true;
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bool CGameSettings::m_bSyncingToAudio = true;
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bool CGameSettings::m_bSyncToAudio = true;
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bool CGameSettings::m_bFastSP = true;
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bool CGameSettings::m_b32Bit = true;
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bool CGameSettings::m_RspAudioSignal;
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bool CGameSettings::m_bRomInMemory;
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bool CGameSettings::m_RegCaching;
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bool CGameSettings::m_bLinkBlocks;
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uint32_t CGameSettings::m_LookUpMode; //FUNC_LOOKUP_METHOD
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SYSTEM_TYPE CGameSettings::m_SystemType = SYSTEM_NTSC;
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CPU_TYPE CGameSettings::m_CpuType = CPU_Recompiler;
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void CGameSettings::RefreshGameSettings()
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{
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m_bSMM_StoreInstruc = false /*g_Settings->LoadBool(Game_SMM_StoreInstruc)*/;
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m_bSMM_Protect = g_Settings->LoadBool(Game_SMM_Protect);
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m_bSMM_ValidFunc = g_Settings->LoadBool(Game_SMM_ValidFunc);
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m_bSMM_PIDMA = g_Settings->LoadBool(Game_SMM_PIDMA);
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m_bSMM_TLB = g_Settings->LoadBool(Game_SMM_TLB);
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m_bUseTlb = g_Settings->LoadBool(Game_UseTlb);
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m_ViRefreshRate = g_Settings->LoadDword(Game_ViRefreshRate);
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m_AiCountPerBytes = g_Settings->LoadDword(Game_AiCountPerBytes);
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m_CountPerOp = g_Settings->LoadDword(Game_CounterFactor);
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m_RdramSize = g_Settings->LoadDword(Game_RDRamSize);
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m_DelaySI = g_Settings->LoadBool(Game_DelaySI);
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m_DelayDP = g_Settings->LoadBool(Game_DelayDP);
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m_bFixedAudio = g_Settings->LoadBool(Game_FixedAudio);
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m_bSyncToAudio = m_bFixedAudio ? g_Settings->LoadBool(Game_SyncViaAudio) : false;
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m_b32Bit = g_Settings->LoadBool(Game_32Bit);
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#ifdef ANDROID
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m_bFastSP = false;
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#else
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m_bFastSP = g_Settings->LoadBool(Game_FastSP);
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#endif
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m_RspAudioSignal = g_Settings->LoadBool(Game_RspAudioSignal);
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m_bRomInMemory = g_Settings->LoadBool(Game_LoadRomToMemory);
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m_RegCaching = g_Settings->LoadBool(Game_RegCache);
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m_bLinkBlocks = g_Settings->LoadBool(Game_BlockLinking);
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m_LookUpMode = g_Settings->LoadDword(Game_FuncLookupMode);
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m_SystemType = (SYSTEM_TYPE)g_Settings->LoadDword(Game_SystemType);
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m_CpuType = (CPU_TYPE)g_Settings->LoadDword(Game_CpuType);
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m_bSyncingToAudio = m_bSyncToAudio;
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if (m_CountPerOp == 0)
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{
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m_CountPerOp = 2;
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}
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}
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void CGameSettings::SpeedChanged(int SpeedLimit)
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{
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int FullSpeed = g_System->m_SystemType == SYSTEM_PAL ? 50 : 60;
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m_bSyncingToAudio = SpeedLimit == FullSpeed ? m_bSyncToAudio : false;
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} |