Files
kaizen/src/n64/Core.cpp

152 lines
4.6 KiB
C++

#include <Core.hpp>
#include <ParallelRDPWrapper.hpp>
#include <Window.hpp>
#include <algorithm>
#include <util.hpp>
namespace n64 {
Core::Core() {
Stop();
}
void Core::Stop() {
cpu.Reset();
mem.Reset();
pause = true;
romLoaded = false;
}
u32 Core::LoadROM(const std::string& rom_) {
rom = rom_;
cpu.Reset();
mem.Reset();
pause = false;
romLoaded = true;
return mem.LoadROM(rom);
}
void Core::Run(Window& window, float volumeL, float volumeR) {
MMIO& mmio = mem.mmio;
Controller& controller = mmio.si.controller;
int cycles = 0;
for(int field = 0; field < mmio.vi.numFields; field++) {
int frameCycles = 0;
if(!pause && romLoaded) {
for (int i = 0; i < mmio.vi.numHalflines; i++) {
mmio.vi.current = (i << 1) + field;
if ((mmio.vi.current & 0x3FE) == mmio.vi.intr) {
InterruptRaise(mmio.mi, cpu.regs, Interrupt::VI);
}
for(;cycles <= mmio.vi.cyclesPerHalfline; cycles++, frameCycles++) {
cpu.Step(mem);
mmio.rsp.Step(cpu.regs, mem);
mmio.ai.Step(mem, cpu.regs, 1, volumeL, volumeR);
}
cycles -= mmio.vi.cyclesPerHalfline;
}
if ((mmio.vi.current & 0x3FE) == mmio.vi.intr) {
InterruptRaise(mmio.mi, cpu.regs, Interrupt::VI);
}
UpdateScreenParallelRdp(*this, window, GetVI());
int missedCycles = N64_CYCLES_PER_FRAME - frameCycles;
mmio.ai.Step(mem, cpu.regs, missedCycles, volumeL, volumeR);
} else if(pause && romLoaded) {
UpdateScreenParallelRdp(*this, window, GetVI());
} else if(pause && !romLoaded) {
UpdateScreenParallelRdpNoGame(*this, window);
}
}
}
#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;
controller.raw = 0;
if(gamepadConnected) {
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 =
(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 = 0;
if(state[SDL_SCANCODE_LEFT]) {
xaxis = -128;
} else if(state[SDL_SCANCODE_RIGHT]) {
xaxis = 127;
}
s8 yaxis = 0;
if(state[SDL_SCANCODE_DOWN]) {
yaxis = -128;
} else if(state[SDL_SCANCODE_UP]) {
yaxis = 127;
}
controller.b3 = xaxis;
controller.b4 = yaxis;
if((controller.b2 >> 7) & 1) {
controller.b1 &= ~0x10;
controller.b3 = 0;
controller.b4 = 0;
}
}
}
}