Controller + avoid disassembling if in Release build + minor things

This commit is contained in:
CocoSimone
2022-08-18 18:21:35 +02:00
parent 066b1ace17
commit 02636d38b6
10 changed files with 155 additions and 20 deletions

View File

@@ -1,6 +1,8 @@
#include <Core.hpp>
#include <ParallelRDPWrapper.hpp>
#include <Window.hpp>
#include <algorithm>
#include <util.hpp>
namespace n64 {
Core::Core() {
@@ -21,14 +23,24 @@ void Core::LoadROM(const std::string& rom) {
void Core::Run(Window& window) {
MMIO& mmio = mem.mmio;
for(mmio.vi.current = 0; mmio.vi.current < 262; mmio.vi.current++) {
int cycles = 0;
for(int field = 0; field < mmio.vi.numFields; field++) {
if(romLoaded) {
for (int i = 0; i < 6000; i++) {
cpu.Step(mem);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
//timerInstructions.Start();
for (int i = 0; i < mmio.vi.numHalflines; i++) {
if ((mmio.vi.current & 0x3FE) == mmio.vi.intr) {
InterruptRaise(mmio.mi, cpu.regs, Interrupt::VI);
}
for(;cycles <= mmio.vi.cyclesPerHalfline; cycles++) {
cpu.Step(mem);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
mmio.rsp.Step(mmio.mi, cpu.regs, mmio.rdp);
}
cycles -= mmio.vi.cyclesPerHalfline;
}
if ((mmio.vi.current & 0x3FE) == mmio.vi.intr) {
@@ -42,7 +54,85 @@ void Core::Run(Window& window) {
}
}
void Core::PollInputs(SDL_Event e) {
#define GET_BUTTON(gamepad, i) SDL_GameControllerGetButton(gamepad, i)
#define GET_AXIS(gamepad, axis) SDL_GameControllerGetAxis(gamepad, axis)
void Core::UpdateController(const u8* state) {
Controller& controller = mem.mmio.si.controller;
if(gamepadConnected) {
controller.b1 = 0;
controller.b2 = 0;
controller.b3 = 0;
controller.b4 = 0;
bool A = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_A);
bool B = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_X);
bool Z = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_TRIGGERLEFT) == 32767;
bool START = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_START);
bool DUP = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_DPAD_UP);
bool DDOWN = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
bool DLEFT = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
bool DRIGHT = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
bool L = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
bool R = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
bool CUP = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_RIGHTY) == 32767;
bool CDOWN = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_RIGHTY) == -32768;
bool CLEFT = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_RIGHTX) == -32768;
bool CRIGHT = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_RIGHTX) == 32767;
controller.b1 = (A << 7) | (B << 6) | (Z << 5) | (START << 4) |
(DUP << 3) | (DDOWN << 2) | (DLEFT << 1) | DRIGHT;
controller.b2 = ((START && L && R) << 7) | (0 << 6) | (L << 5) | (R << 4) |
(CUP << 3) | (CDOWN << 2) | (CLEFT << 1) | CRIGHT;
s8 xaxis = (s8)std::clamp((GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_LEFTX) >> 8), -127, 127);
s8 yaxis = (s8)std::clamp(-(GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_LEFTY) >> 8), -127, 127);
controller.b3 = xaxis;
controller.b4 = yaxis;
if((controller.b2 >> 7) & 1) {
controller.b1 &= ~0x10;
controller.b3 = 0;
controller.b4 = 0;
}
} else {
controller.b1 = 0;
controller.b2 = 0;
controller.b3 = 0;
controller.b4 = 0;
controller.b1 =
(state[SDL_SCANCODE_X] << 7) |
(state[SDL_SCANCODE_C] << 6) |
(state[SDL_SCANCODE_Z] << 5) |
(state[SDL_SCANCODE_RETURN] << 4) |
(state[SDL_SCANCODE_KP_8] << 3) |
(state[SDL_SCANCODE_KP_5] << 2) |
(state[SDL_SCANCODE_KP_4] << 1) |
(state[SDL_SCANCODE_KP_6]);
controller.b2 =
((state[SDL_SCANCODE_RETURN] && state[SDL_SCANCODE_A] && state[SDL_SCANCODE_S]) << 7) |
(0 << 6) |
(state[SDL_SCANCODE_A] << 5) |
(state[SDL_SCANCODE_S] << 4) |
(state[SDL_SCANCODE_I] << 3) |
(state[SDL_SCANCODE_J] << 2) |
(state[SDL_SCANCODE_K] << 1) |
(state[SDL_SCANCODE_L]);
s8 xaxis = state[SDL_SCANCODE_LEFT] ? -128 : (state[SDL_SCANCODE_RIGHT] ? 127 : 0);
s8 yaxis = state[SDL_SCANCODE_DOWN] ? -128 : (state[SDL_SCANCODE_UP] ? 127 : 0);
controller.b3 = xaxis;
controller.b4 = yaxis;
if((controller.b2 >> 7) & 1) {
controller.b1 &= ~0x10;
controller.b3 = 0;
controller.b4 = 0;
}
}
}
}