obj/dac.o \
obj/dsp.o \
obj/eeprom.o \
+ obj/file.o \
obj/gpu.o \
obj/gui.o \
obj/jagdasm.o \
; bit5 - CD module command receive buffer full
; bit6 - CIRC failure interrupt
;
-; bit7-31 reserved, set to 0
+; bit7-31 reserved, set to 0
;
; When read (Long):
;
const char * BReg[12] = { "BUTCH", "DSCNTRL", "DS_DATA", "???", "I2CNTRL", "SBCNTRL", "SUBDATA", "SUBDATB",
"SB_TIME", "FIFO_DATA", "I2SDAT2", "UNKNOWN" };
-extern const char * whoName[9];
+//extern const char * whoName[9];
static uint8 cdRam[0x100];
// We're chickening out for now...
return;
#else
- extern uint8 * jerry_ram_8; // Hmm.
+// extern uint8 * jerry_ram_8; // Hmm.
// For now, we just do the FIFO interrupt. Timing is also likely to be WRONG as well.
uint32 cdState = GET32(cdRam, BUTCH);
offset &= 0xFF;
uint16 data = 0x0000;
-
+
if (offset == BUTCH)
data = 0x0000;
else if (offset == BUTCH + 2)
CDROM: Read sector 18517 (18667 - 150)...
-0000: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0018: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0030: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0048: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0078: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0090: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-00A8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-00C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-00D8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-00F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0108: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0120: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0138: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0150: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0168: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0180: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0198: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-01B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-01C8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-01E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-01F8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0210: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0228: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0240: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0258: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0270: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0288: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-02A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-02B8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-02D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-02E8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0300: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0318: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0330: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0348: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0360: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0378: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0390: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-03A8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-03C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-03D8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-03F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0408: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0420: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0438: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0450: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0468: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0480: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0498: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-04B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-04C8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-04E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-04F8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0510: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0528: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0540: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0558: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0570: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0588: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-05A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-05B8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-05D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-05E8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0600: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0618: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0630: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0648: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0660: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0678: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0690: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-06A8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-06C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-06D8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-06F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0708: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0720: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0738: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0750: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0768: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0780: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-0798: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-07B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
-07C8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00[54 41 49 52]54 41
-07E0: 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41
-07F8: 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41
-0810: 49 52 54 41 49 52[54 41 49 52]54 41 52 41 20 49 50 41 52 50 56 4F 44 45
-0828: 44 20 54 41 20 41 45 48 44 41 52 45 41 20 52 54 20 49[00 00 00 50]01 00
-0840: 80 83 FC 23 07 00 07 00 F0 00 0C 21 FC 23 07 00 07 00 F1 00 0C A1 FC 33
-0858: FF FF F0 00 4E 00 7C 2E 1F 00 FC FF 00 61 08 00 F9 4E 00 00 00 51 E7 48
-0870: 00 FE 39 30 F1 00 02 40 40 02 10 00 00 67 1C 00 79 42 01 00 8C D3 3C 34
-0888: 37 03 3C 30 81 05 3C 3C 0A 01 3C 38 F1 00 00 60 1A 00 FC 33 01 00 01 00
-08A0: 8C D3 3C 34 4B 03 3C 30 65 05 3C 3C 42 01 3C 38 1F 01 C0 33 01 00 88 D3
-08B8: C4 33 01 00 8A D3 00 32 41 E2 41 94 7C D4 04 00 7C 92 01 00 41 00 00 04
-08D0: C1 33 01 00 82 D3 C1 33 F0 00 3C 00 C2 33 01 00 80 D3 C2 33 F0 00 38 00
-08E8: C2 33 F0 00 3A 00 06 3A 44 9A C5 33 01 00 84 D3 44 DC C6 33 01 00 86 D3
-0900: F9 33 01 00 84 D3 F0 00 46 00 FC 33 FF FF F0 00 48 00 FC 23 00 00 00 00
-0918: F0 00 2A 00 FC 33 00 00 F0 00 58 00 DF 4C 7F 00 75 4E 00 00 00 00 00 00
+0000: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0018: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0030: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0048: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0078: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0090: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+00A8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+00C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+00D8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+00F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0108: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0120: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0138: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0150: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0168: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0180: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0198: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+01B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+01C8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+01E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+01F8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0210: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0228: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0240: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0258: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0270: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0288: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+02A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+02B8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+02D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+02E8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0300: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0318: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0330: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0348: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0360: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0378: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0390: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+03A8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+03C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+03D8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+03F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0408: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0420: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0438: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0450: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0468: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0480: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0498: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+04B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+04C8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+04E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+04F8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0510: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0528: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0540: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0558: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0570: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0588: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+05A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+05B8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+05D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+05E8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0600: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0618: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0630: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0648: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0660: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0678: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0690: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+06A8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+06C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+06D8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+06F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0708: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0720: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0738: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0750: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0768: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0780: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+0798: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+07B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+07C8: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00[54 41 49 52]54 41
+07E0: 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41
+07F8: 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41 49 52 54 41
+0810: 49 52 54 41 49 52[54 41 49 52]54 41 52 41 20 49 50 41 52 50 56 4F 44 45
+0828: 44 20 54 41 20 41 45 48 44 41 52 45 41 20 52 54 20 49[00 00 00 50]01 00
+0840: 80 83 FC 23 07 00 07 00 F0 00 0C 21 FC 23 07 00 07 00 F1 00 0C A1 FC 33
+0858: FF FF F0 00 4E 00 7C 2E 1F 00 FC FF 00 61 08 00 F9 4E 00 00 00 51 E7 48
+0870: 00 FE 39 30 F1 00 02 40 40 02 10 00 00 67 1C 00 79 42 01 00 8C D3 3C 34
+0888: 37 03 3C 30 81 05 3C 3C 0A 01 3C 38 F1 00 00 60 1A 00 FC 33 01 00 01 00
+08A0: 8C D3 3C 34 4B 03 3C 30 65 05 3C 3C 42 01 3C 38 1F 01 C0 33 01 00 88 D3
+08B8: C4 33 01 00 8A D3 00 32 41 E2 41 94 7C D4 04 00 7C 92 01 00 41 00 00 04
+08D0: C1 33 01 00 82 D3 C1 33 F0 00 3C 00 C2 33 01 00 80 D3 C2 33 F0 00 38 00
+08E8: C2 33 F0 00 3A 00 06 3A 44 9A C5 33 01 00 84 D3 44 DC C6 33 01 00 86 D3
+0900: F9 33 01 00 84 D3 F0 00 46 00 FC 33 FF FF F0 00 48 00 FC 23 00 00 00 00
+0918: F0 00 2A 00 FC 33 00 00 F0 00 58 00 DF 4C 7F 00 75 4E 00 00 00 00 00 00
Raw P-W subchannel data:
-00: 80 80 C0 80 80 80 80 C0 80 80 80 80 80 80 C0 80
-10: 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80
-20: 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 C0
-30: 80 80 80 80 80 80 80 80 80 80 80 80 80 C0 80 80
-40: 80 80 80 80 C0 80 80 80 80 C0 C0 80 80 C0 C0 80
-50: C0 80 80 C0 C0 C0 80 80 C0 80 80 80 C0 80 80 80
+00: 80 80 C0 80 80 80 80 C0 80 80 80 80 80 80 C0 80
+10: 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80
+20: 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 C0
+30: 80 80 80 80 80 80 80 80 80 80 80 80 80 C0 80 80
+40: 80 80 80 80 C0 80 80 80 80 C0 C0 80 80 C0 C0 80
+50: C0 80 80 C0 C0 C0 80 80 C0 80 80 80 C0 80 80 80
-P subchannel data: FF FF FF FF FF FF FF FF FF FF FF FF
-Q subchannel data: 21 02 00 00 00 01 00 04 08 66 9C 88
+P subchannel data: FF FF FF FF FF FF FF FF FF FF FF FF
+Q subchannel data: 21 02 00 00 00 01 00 04 08 66 9C 88
Run address: $5000, Length: $18380
*/
.play: move.l d0,d1 ; mess with copy in d1
lsr.l #8,d1 ; shift the byte over
- lsr.w #8,d1
+ lsr.w #8,d1
or.w #$1000,d1 ; format it for goto
move.w d1,DS_DATA ; DSA tx
bsr.b DSA_tx
move.l d0,d1 ; mess with copy in d1
- lsr.w #8,d1
+ lsr.w #8,d1
or.w #$1100,d1 ; format it for goto
move.w d1,DS_DATA ; DSA tx
bsr.b DSA_tx
or.w #$1200,d1 ; format it for goto
move.w d1,DS_DATA ; DSA tx
bsr.b DSA_tx
-
+
rts
; Now we clear the DSARX interrupt in Butch
subq #12,r24 ; does what the above says
- load (r24),r26 ;Clears DSA pending interrupt
+ load (r24),r26 ;Clears DSA pending interrupt
addq #6,r24
loadw (r24),r27 ; Read DSA response
btst #10,r27 ; Check for error
load (Ptrloc),Dataptr ;get pointer
; Check to see if we should stop
- addq #4,Ptrloc
+ addq #4,Ptrloc
load (Ptrloc),TEMP
- subq #4,Ptrloc
+ subq #4,Ptrloc
cmp Dataptr,TEMP
jr pl,notend
; nop
move CDdata,r25
addq #4,CDdata
loptop:
- load (CDdata),TEMP
+ load (CDdata),TEMP
load (r25),r30
load (CDdata),r21
load (r25),r22
exit_isr:
movei #J_INT,r24 ; Acknowledge in Jerry
moveq #1,TEMP
- bset #8,TEMP
+ bset #8,TEMP
storew TEMP,(r24)
.if FLAG
addq #2,r28 ;Fix it up
- addq #4,r31
+ addq #4,r31
jump (r28) ;Return
store r29,(r30) ;Restore broken flags
//void DSPExecP3(int32 cycles);
void DSPExecComp(int32 cycles);
+// Exported vars
+
+extern bool doDSPDis;
+
// DSP interrupt numbers (in $F1A100, bits 4-8 & 16)
enum { DSPIRQ_CPU = 0, DSPIRQ_SSI, DSPIRQ_TIMER0, DSPIRQ_TIMER1, DSPIRQ_EXT0, DSPIRQ_EXT1 };
#include "gui.h"
-#include <stdarg.h>
#include <sys/types.h> // For MacOS <dirent.h> dependency
#include <dirent.h>
#include <SDL.h>
#include "font14pt.h" // Also 15, 16, 17, 18
#include "guielements.h"
#include "crc32.h"
-#include "zlib.h"
-#include "unzip.h"
#include "sdlemu_opengl.h"
#include "log.h"
#include "jaguar.h"
-#include "eeprom.h"
+#include "file.h"
using namespace std; // For STL stuff
Window * About(void);
Window * MiscOptions(void);
-int gzfilelength(gzFile gd);
-
-// External variables
-
-extern uint8 * jaguar_mainRam;
-extern uint8 * jaguar_mainRom;
-extern uint8 * jaguar_bootRom;
-extern uint8 * jaguar_CDBootROM;
-extern bool BIOSLoaded;
-extern bool CDBIOSLoaded;
-
// Local global variables
+bool showGUI = false;
bool exitGUI = false; // GUI (emulator) done variable
int mouseX = 0, mouseY = 0;
uint32 background[1280 * 256]; // GUI background buffer
+bool showMessage = false;
+//uint32 showMessageTimeout;
+//char messageBuffer[200];
+bool finished = false;
const char separator[] = "--------------------------------------------------------";
AddElement(load);
load->SetNotificationElement(this);
-//!!! FIX !!! Directory might not exist--this shouldn't cause VJ to crash!
+#warning !!! FIX !!! Directory might not exist--this shouldn't cause VJ to crash!
DIR * dp = opendir(vjs.ROMPath);
dirent * de;
pointerBGSave[1] = 8;
// Need to set things up so that it loads and runs a file if given on the command line. !!! FIX !!! [DONE]
- extern uint32 * backbuffer;
+// extern uint32 * backbuffer;
// bool done = false;
SDL_Event event;
Window * mainWindow = NULL;
bool debounceRunKey = true;
Window * RunEmu(void)
{
- extern uint32 * backbuffer;
+// extern uint32 * backbuffer;
uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
memset(overlayPixels, 0x00, 640 * 480 * 4); // Clear out overlay...
//This is crappy... !!! FIX !!!
- extern bool finished, showGUI;
+// extern bool finished, showGUI;
sdlemuDisableOverlay();
return window;
}
-
-
-//
-// Generic ROM loading
-//
-uint32 JaguarLoadROM(uint8 * rom, char * path)
-{
-// We really should have some kind of sanity checking for the ROM size here to prevent
-// a buffer overflow... !!! FIX !!!
- uint32 romSize = 0;
-
-WriteLog("JaguarLoadROM: Attempting to load file '%s'...", path);
- char * ext = strrchr(path, '.');
-if (ext == NULL)
- WriteLog("FAILED!\n");
-else
- WriteLog("Succeeded in finding extension (%s)!\n", ext);
-
- if (ext != NULL)
- {
- WriteLog("VJ: Loading \"%s\"...", path);
-
- if (strcasecmp(ext, ".zip") == 0)
- {
- // Handle ZIP file loading here...
- WriteLog("(ZIPped)...");
-
- if (load_zipped_file(0, 0, path, NULL, &rom, &romSize) == -1)
- {
- WriteLog("Failed!\n");
- return 0;
- }
- }
- else
- {
-/* FILE * fp = fopen(path, "rb");
-
- if (fp == NULL)
- {
- WriteLog("Failed!\n");
- return 0;
- }
-
- fseek(fp, 0, SEEK_END);
- romSize = ftell(fp);
- fseek(fp, 0, SEEK_SET);
- fread(rom, 1, romSize, fp);
- fclose(fp);*/
-
- // Handle gzipped files transparently [Adam Green]...
-
- gzFile fp = gzopen(path, "rb");
-
- if (fp == NULL)
- {
- WriteLog("Failed!\n");
- return 0;
- }
-
- romSize = gzfilelength(fp);
- gzseek(fp, 0, SEEK_SET);
- gzread(fp, rom, romSize);
- gzclose(fp);
- }
-
- WriteLog("OK (%i bytes)\n", romSize);
- }
-
- return romSize;
-}
-
-//
-// Jaguar file loading
-//
-bool JaguarLoadFile(char * path)
-{
-// jaguarRomSize = JaguarLoadROM(mem, path);
- jaguarRomSize = JaguarLoadROM(jaguar_mainRom, path);
-
-/*//This is not *nix friendly for some reason...
-// if (!UserSelectFile(path, newPath))
- if (!UserSelectFile((strlen(path) == 0 ? (char *)"." : path), newPath))
- {
- WriteLog("VJ: Could not find valid ROM in directory \"%s\"...\nAborting!\n", path);
- log_done();
- exit(0);
- }*/
-
- if (jaguarRomSize == 0)
- {
-// WriteLog("VJ: Could not load ROM from file \"%s\"...\nAborting!\n", newPath);
- WriteLog("GUI: Could not load ROM from file \"%s\"...\nAborting load!\n", path);
-// Need to do something else here, like throw up an error dialog instead of aborting. !!! FIX !!!
-// log_done();
-// exit(0);
- return false; // This is a start...
- }
-
- jaguar_mainRom_crc32 = crc32_calcCheckSum(jaguar_mainRom, jaguarRomSize);
- WriteLog("CRC: %08X\n", (unsigned int)jaguar_mainRom_crc32);
- eeprom_init();
-
- jaguarRunAddress = 0x802000;
-
- char * ext = strrchr(path, '.'); // Get the file's extension for non-cartridge checking
-
-//NOTE: Should fix JaguarLoadROM() to replace .zip with what's *in* the zip (.abs, .j64, etc.)
- if (strcasecmp(ext, ".rom") == 0)
- {
- // File extension ".ROM": Alpine image that loads/runs at $802000
- WriteLog("GUI: Setting up homebrew (ROM)... Run address: 00802000, length: %08X\n", jaguarRomSize);
-
- for(int i=jaguarRomSize-1; i>=0; i--)
- jaguar_mainRom[0x2000 + i] = jaguar_mainRom[i];
-
- memset(jaguar_mainRom, 0xFF, 0x2000);
-/* memcpy(jaguar_mainRam, jaguar_mainRom, jaguarRomSize);
- memset(jaguar_mainRom, 0xFF, 0x600000);
- memcpy(jaguar_mainRom + 0x2000, jaguar_mainRam, jaguarRomSize);
- memset(jaguar_mainRam, 0x00, 0x400000);*/
-
-/*
-Stubulator ROM vectors...
-handler 001 at $00E00008
-handler 002 at $00E008DE
-handler 003 at $00E008E2
-handler 004 at $00E008E6
-handler 005 at $00E008EA
-handler 006 at $00E008EE
-handler 007 at $00E008F2
-handler 008 at $00E0054A
-handler 009 at $00E008FA
-handler 010 at $00000000
-handler 011 at $00000000
-handler 012 at $00E008FE
-handler 013 at $00E00902
-handler 014 at $00E00906
-handler 015 at $00E0090A
-handler 016 at $00E0090E
-handler 017 at $00E00912
-handler 018 at $00E00916
-handler 019 at $00E0091A
-handler 020 at $00E0091E
-handler 021 at $00E00922
-handler 022 at $00E00926
-handler 023 at $00E0092A
-handler 024 at $00E0092E
-handler 025 at $00E0107A
-handler 026 at $00E0107A
-handler 027 at $00E0107A
-handler 028 at $00E008DA
-handler 029 at $00E0107A
-handler 030 at $00E0107A
-handler 031 at $00E0107A
-handler 032 at $00000000
-
-Let's try setting up the illegal instruction vector for a stubulated jaguar...
-*/
-/* SET32(jaguar_mainRam, 0x08, 0x00E008DE);
- SET32(jaguar_mainRam, 0x0C, 0x00E008E2);
- SET32(jaguar_mainRam, 0x10, 0x00E008E6); // <-- Should be here (it is)...
- SET32(jaguar_mainRam, 0x14, 0x00E008EA);//*/
-
- // Try setting the vector to say, $1000 and putting an instruction there that loops forever:
- // This kludge works! Yeah!
- SET32(jaguar_mainRam, 0x10, 0x00001000);
- SET16(jaguar_mainRam, 0x1000, 0x60FE); // Here: bra Here
- }
- else if (strcasecmp(ext, ".abs") == 0)
- {
- // File extension ".ABS": Atari linker output file with header (w/o is useless to us here)
-
-/*
-ABS Format sleuthing (LBUGDEMO.ABS):
-
-000000 60 1B 00 00 05 0C 00 04 62 C0 00 00 04 28 00 00
-000010 12 A6 00 00 00 00 00 80 20 00 FF FF 00 80 25 0C
-000020 00 00 40 00
-
-DRI-format file detected...
-Text segment size = 0x0000050c bytes
-Data segment size = 0x000462c0 bytes
-BSS Segment size = 0x00000428 bytes
-Symbol Table size = 0x000012a6 bytes
-Absolute Address for text segment = 0x00802000
-Absolute Address for data segment = 0x0080250c
-Absolute Address for BSS segment = 0x00004000
-
-(CRZDEMO.ABS):
-000000 01 50 00 03 00 00 00 00 00 03 83 10 00 00 05 3b
-000010 00 1c 00 03 00 00 01 07 00 00 1d d0 00 03 64 98
-000020 00 06 8b 80 00 80 20 00 00 80 20 00 00 80 3d d0
-
-000030 2e 74 78 74 00 00 00 00 00 80 20 00 00 80 20 00 .txt (+36 bytes)
-000040 00 00 1d d0 00 00 00 a8 00 00 00 00 00 00 00 00
-000050 00 00 00 00 00 00 00 20
-000058 2e 64 74 61 00 00 00 00 00 80 3d d0 00 80 3d d0 .dta (+36 bytes)
-000068 00 03 64 98 00 00 1e 78 00 00 00 00 00 00 00 00
-000078 00 00 00 00 00 00 00 40
-000080 2e 62 73 73 00 00 00 00 00 00 50 00 00 00 50 00 .bss (+36 bytes)
-000090 00 06 8b 80 00 03 83 10 00 00 00 00 00 00 00 00
-0000a0 00 00 00 00 00 00 00 80
-
-Header size is $A8 bytes...
-
-BSD/COFF format file detected...
-3 sections specified
-Symbol Table offset = 230160 ($00038310)
-Symbol Table contains 1339 symbol entries ($0000053B)
-The additional header size is 28 bytes ($001C)
-Magic Number for RUN_HDR = 0x00000107
-Text Segment Size = 7632 ($00001DD0)
-Data Segment Size = 222360 ($00036498)
-BSS Segment Size = 428928 ($00068B80)
-Starting Address for executable = 0x00802000
-Start of Text Segment = 0x00802000
-Start of Data Segment = 0x00803dd0
-*/
- if (jaguar_mainRom[0] == 0x60 && jaguar_mainRom[1] == 0x1B)
- {
- uint32 loadAddress = GET32(jaguar_mainRom, 0x16), //runAddress = GET32(jaguar_mainRom, 0x2A),
- codeSize = GET32(jaguar_mainRom, 0x02) + GET32(jaguar_mainRom, 0x06);
- WriteLog("GUI: Setting up homebrew (ABS-1)... Run address: %08X, length: %08X\n", loadAddress, codeSize);
-
- if (loadAddress < 0x800000)
- memcpy(jaguar_mainRam + loadAddress, jaguar_mainRom + 0x24, codeSize);
- else
- {
- for(int i=codeSize-1; i>=0; i--)
- jaguar_mainRom[(loadAddress - 0x800000) + i] = jaguar_mainRom[i + 0x24];
-/* memcpy(jaguar_mainRam, jaguar_mainRom + 0x24, codeSize);
- memset(jaguar_mainRom, 0xFF, 0x600000);
- memcpy(jaguar_mainRom + (loadAddress - 0x800000), jaguar_mainRam, codeSize);
- memset(jaguar_mainRam, 0x00, 0x400000);*/
- }
-
- jaguarRunAddress = loadAddress;
- }
- else if (jaguar_mainRom[0] == 0x01 && jaguar_mainRom[1] == 0x50)
- {
- uint32 loadAddress = GET32(jaguar_mainRom, 0x28), runAddress = GET32(jaguar_mainRom, 0x24),
- codeSize = GET32(jaguar_mainRom, 0x18) + GET32(jaguar_mainRom, 0x1C);
- WriteLog("GUI: Setting up homebrew (ABS-2)... Run address: %08X, length: %08X\n", runAddress, codeSize);
-
- if (loadAddress < 0x800000)
- memcpy(jaguar_mainRam + loadAddress, jaguar_mainRom + 0xA8, codeSize);
- else
- {
- for(int i=codeSize-1; i>=0; i--)
- jaguar_mainRom[(loadAddress - 0x800000) + i] = jaguar_mainRom[i + 0xA8];
-/* memcpy(jaguar_mainRam, jaguar_mainRom + 0xA8, codeSize);
- memset(jaguar_mainRom, 0xFF, 0x600000);
- memcpy(jaguar_mainRom + (loadAddress - 0x800000), jaguar_mainRam, codeSize);
- memset(jaguar_mainRam, 0x00, 0x400000);*/
- }
-
- jaguarRunAddress = runAddress;
- }
- else
- {
- WriteLog("GUI: Couldn't find correct ABS format: %02X %02X\n", jaguar_mainRom[0], jaguar_mainRom[1]);
- return false;
- }
- }
- else if (strcasecmp(ext, ".jag") == 0)
- {
- // File extension ".JAG": Atari server file with header
-//NOTE: The bytes 'JAGR' should also be at position $1C...
-// Also, there's *always* a $601A header at position $00...
- if (jaguar_mainRom[0] == 0x60 && jaguar_mainRom[1] == 0x1A)
- {
- uint32 loadAddress = GET32(jaguar_mainRom, 0x22), runAddress = GET32(jaguar_mainRom, 0x2A);
-//This is not always right! Especially when converted via bin2jag1!!!
-//We should have access to the length of the furshlumiger file that was loaded anyway!
-//Now, we do! ;-)
-// uint32 progLength = GET32(jaguar_mainRom, 0x02);
-//jaguarRomSize
-//jaguarRunAddress
-// WriteLog("Jaguar: Setting up PD ROM... Run address: %08X, length: %08X\n", runAddress, progLength);
-// memcpy(jaguar_mainRam + loadAddress, jaguar_mainRom + 0x2E, progLength);
- WriteLog("GUI: Setting up homebrew (JAG)... Run address: %08X, length: %08X\n", runAddress, jaguarRomSize - 0x2E);
- memcpy(jaguar_mainRam + loadAddress, jaguar_mainRom + 0x2E, jaguarRomSize - 0x2E);
-// SET32(jaguar_mainRam, 4, runAddress);
- jaguarRunAddress = runAddress;
- }
- else
- return false;
- }
- // .J64 (Jaguar cartridge ROM image) is implied by the FileList object...
-
- return true;
-}
-
-//
-// Get the length of a (possibly) gzipped file
-//
-int gzfilelength(gzFile gd)
-{
- int size = 0, length = 0;
- unsigned char buffer[0x10000];
-
- gzrewind(gd);
-
- do
- {
- // Read in chunks until EOF
- size = gzread(gd, buffer, 0x10000);
-
- if (size <= 0)
- break;
-
- length += size;
- }
- while (!gzeof(gd));
-
- gzrewind(gd);
- return length;
-}
#ifndef __GUI_H__
#define __GUI_H__
-#include "types.h"
-
#ifdef __cplusplus
extern "C" {
#endif
void GUIDone(void);
bool GUIMain(char *);
-// Not sure why these are in *this* file, but here they are... :-/
+// Exported vars
-uint32 JaguarLoadROM(uint8 * rom, char * path);
-bool JaguarLoadFile(char * path);
+extern bool showGUI;
+extern bool finished;
#ifdef __cplusplus
}
// Cleanups and endian wrongness amelioration by James L. Hammons
// Note: Endian wrongness probably stems from the MAME origins of this emu and
// the braindead way in which MAME handles memory. :-)
-//
+//
#include "jaguar.h"
#include "gpu.h"
#include "memory.h"
#include "joystick.h"
+#include "gui.h"
#define CPU_DEBUG
//Do this in makefile??? Yes! Could, but it's easier to define here...
uint32 jaguar_mainRom_crc32, jaguarRomSize, jaguarRunAddress;
-/*static*/ uint8 * jaguar_mainRam = NULL;
-/*static*/ uint8 * jaguar_mainRom = NULL;
-/*static*/ uint8 * jaguar_bootRom = NULL;
-/*static*/ uint8 * jaguar_CDBootROM = NULL;
+uint8 * jaguar_mainRam = NULL;
+uint8 * jaguar_mainRom = NULL;
+uint8 * jaguar_bootRom = NULL;
+uint8 * jaguar_CDBootROM = NULL;
+bool BIOSLoaded = false;
+bool CDBIOSLoaded = false;
#ifdef CPU_DEBUG_MEMORY
uint8 writeMemMax[0x400000], writeMemMin[0x400000];
WriteLog("Jaguar: Unknown byte %02X written at %08X by %s (M68K PC=%06X)\n", data, address, whoName[who], m68k_get_reg(NULL, M68K_REG_PC));
#endif
#ifdef ABORT_ON_UNMAPPED_MEMORY_ACCESS
- extern bool finished;
+// extern bool finished;
finished = true;
- extern bool doDSPDis;
+// extern bool doDSPDis;
if (who == DSP)
doDSPDis = true;
#endif
WriteLog("Jaguar: Unknown word %04X written at %08X by %s (M68K PC=%06X)\n", data, address, whoName[who], m68k_get_reg(NULL, M68K_REG_PC));
#endif
#ifdef ABORT_ON_UNMAPPED_MEMORY_ACCESS
- extern bool finished;
+// extern bool finished;
finished = true;
- extern bool doDSPDis;
+// extern bool doDSPDis;
if (who == DSP)
doDSPDis = true;
#endif
WriteLog("Jaguar: Unknown byte read at %08X by %s (M68K PC=%06X)\n", address, whoName[who], m68k_get_reg(NULL, M68K_REG_PC));
#endif
#ifdef ABORT_ON_UNMAPPED_MEMORY_ACCESS
- extern bool finished;
+// extern bool finished;
finished = true;
- extern bool doDSPDis;
+// extern bool doDSPDis;
if (who == DSP)
doDSPDis = true;
#endif
WriteLog("Jaguar: Unknown word read at %08X by %s (M68K PC=%06X)\n", address, whoName[who], m68k_get_reg(NULL, M68K_REG_PC));
#endif
#ifdef ABORT_ON_UNMAPPED_MEMORY_ACCESS
- extern bool finished;
+// extern bool finished;
finished = true;
- extern bool doDSPDis;
+// extern bool doDSPDis;
if (who == DSP)
doDSPDis = true;
#endif
JERRYWriteByte(offset, data, who);
return;
}
-
+
jaguar_unknown_writebyte(offset, data, who);
}
//New timer based code stuffola...
void ScanlineCallback(void);
void RenderCallback(void);
-extern uint32 * backbuffer;
+//extern uint32 * backbuffer;
void jaguar_reset(void)
{
//NOTE: This causes a (virtual) crash if this is set in the config but not found... !!! FIX !!!
if (vc == 0)
// if (vc == vbb)
{
- joystick_exec();
+ JoystickExec();
RenderBackbuffer();
TOMResetBackbuffer(backbuffer);
frameDone = true;
#include "types.h"
-#if 0
-#include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
-#include <stdlib.h> // For exit()
-#include "types.h"
-#include "log.h"
-#include "version.h"
-#include "memory.h"
-#include "m68k.h"
-#include "tom.h"
-#include "jerry.h"
-#include "gpu.h"
-#include "dsp.h"
-#include "objectp.h"
-#include "blitter.h"
-#include "clock.h"
-#include "joystick.h"
-#include "dac.h"
-#include "jagdasm.h"
-#include "cdrom.h"
-#include "eeprom.h"
-#endif
-
-// Exports from JAGUAR.CPP
-
-extern int32 jaguar_cpu_in_exec;
-extern uint32 jaguar_mainRom_crc32, jaguarRomSize, jaguarRunAddress;
-extern char * jaguar_eeproms_path;
-extern const char * whoName[9];
-
void jaguar_init(void);
void jaguar_reset(void);
void jaguar_done(void);
//For testing the new system...
void JaguarExecuteNew(void);
+// Exports from JAGUAR.CPP
+
+extern uint8 * jaguar_mainRam;
+extern uint8 * jaguar_mainRom;
+extern uint8 * jaguar_bootRom;
+extern uint8 * jaguar_CDBootROM;
+extern bool BIOSLoaded;
+extern bool CDBIOSLoaded;
+extern int32 jaguar_cpu_in_exec;
+extern uint32 jaguar_mainRom_crc32, jaguarRomSize, jaguarRunAddress;
+extern char * jaguar_eeproms_path;
+extern const char * whoName[9];
+
// Some handy macros to help converting native endian to big endian (jaguar native)
// & vice versa
{
// clock_init();
// anajoy_init();
- joystick_init();
+ JoystickInit();
DACInit();
//This should be handled with the cart initialization...
// eeprom_init();
{
// clock_reset();
// anajoy_reset();
- joystick_reset();
+ JoystickReset();
eeprom_reset();
JERRYResetI2S();
DACReset();
// memory_free(jerry_ram_8);
// clock_done();
// anajoy_done();
- joystick_done();
+ JoystickDone();
DACDone();
eeprom_done();
}
bool JERRYIRQEnabled(int irq)
{
- // Read the word @ $F10020
+ // Read the word @ $F10020
return jerry_ram_8[0x21] & (1 << irq);
}
// else if (offset >= 0xF17C00 && offset <= 0xF17C01)
// return anajoy_byte_read(offset);
else if (offset >= 0xF14000 && offset <= 0xF14003)
- return joystick_byte_read(offset) | eeprom_byte_read(offset);
+ return JoystickReadByte(offset) | eeprom_byte_read(offset);
else if (offset >= 0xF14000 && offset <= 0xF1A0FF)
return eeprom_byte_read(offset);
-
+
return jerry_ram_8[offset & 0xFFFF];
}
// else if ((offset >= 0xF17C00) && (offset <= 0xF17C01))
// return anajoy_word_read(offset);
else if (offset == 0xF14000)
- return (joystick_word_read(offset) & 0xFFFE) | eeprom_word_read(offset);
+ return (JoystickReadWord(offset) & 0xFFFE) | eeprom_word_read(offset);
else if ((offset >= 0xF14002) && (offset < 0xF14003))
- return joystick_word_read(offset);
+ return JoystickReadWord(offset);
else if ((offset >= 0xF14000) && (offset <= 0xF1A0FF))
return eeprom_word_read(offset);
}
// LTXD/RTXD/SCLK/SMODE $F1A148/4C/50/54 (really 16-bit registers...)
else if (offset >= 0xF1A148 && offset <= 0xF1A157)
- {
+ {
DACWriteByte(offset, data, who);
- return;
+ return;
}
else if (offset >= 0xF10000 && offset <= 0xF10007)
{
}*/
else if ((offset >= 0xF14000) && (offset <= 0xF14003))
{
- joystick_byte_write(offset, data);
+ JoystickWriteByte(offset, data);
eeprom_byte_write(offset, data);
return;
}
#endif
DACWriteWord(offset, data, who);
- return;
+ return;
}
// LTXD/RTXD/SCLK/SMODE $F1A148/4C/50/54 (really 16-bit registers...)
else if (offset >= 0xF1A148 && offset <= 0xF1A156)
- {
+ {
DACWriteWord(offset, data, who);
- return;
+ return;
}
else if (offset >= 0xF10000 && offset <= 0xF10007)
{
}*/
else if (offset >= 0xF14000 && offset < 0xF14003)
{
- joystick_word_write(offset, data);
+ JoystickWriteWord(offset, data);
eeprom_word_write(offset, data);
return;
}
#include <time.h>
#include <SDL.h>
#include "jaguar.h"
-#include "video.h"
-#include "settings.h"
-#include "gpu.h"
#include "log.h"
+#include "gpu.h"
+#include "gui.h"
+#include "settings.h"
+#include "video.h"
#define BUTTON_U 0
#define BUTTON_D 1
static uint8 joystick_ram[4];
static uint8 joypad_0_buttons[21];
static uint8 joypad_1_buttons[21];
-extern bool finished;
-extern bool showGUI;
+//extern bool finished;
+////extern bool showGUI;
bool GUIKeyHeld = false;
extern int start_logging;
int gpu_start_log = 0;
bool bssGo = false;
bool bssHeld = false;
-void joystick_init(void)
+void JoystickInit(void)
{
- joystick_reset();
+ JoystickReset();
}
-void joystick_exec(void)
+void JoystickExec(void)
{
// extern bool useJoystick;
uint8 * keystate = SDL_GetKeyState(NULL);
-
+
memset(joypad_0_buttons, 0, 21);
memset(joypad_1_buttons, 0, 21);
gpu_start_log = 0; // Only log while key down!
extern SDL_Joystick * joystick;
int16 x = SDL_JoystickGetAxis(joystick, 0),
y = SDL_JoystickGetAxis(joystick, 1);
-
+
if (x > 16384)
joypad_0_buttons[BUTTON_R] = 0x01;
if (x < -16384)
joypad_0_buttons[BUTTON_D] = 0x01;
if (y < -16384)
joypad_0_buttons[BUTTON_U] = 0x01;
-
+
if (SDL_JoystickGetButton(joystick, 0) == SDL_PRESSED)
joypad_0_buttons[BUTTON_A] = 0x01;
if (SDL_JoystickGetButton(joystick, 1) == SDL_PRESSED)
if (SDL_JoystickGetButton(joystick, 2) == SDL_PRESSED)
joypad_0_buttons[BUTTON_C] = 0x01;
}
-
+
// Needed to ensure that the events queue is empty [nwagenaar]
SDL_PumpEvents();
}
-void joystick_reset(void)
+void JoystickReset(void)
{
memset(joystick_ram, 0x00, 4);
memset(joypad_0_buttons, 0, 21);
memset(joypad_1_buttons, 0, 21);
}
-void joystick_done(void)
+void JoystickDone(void)
{
}
-uint8 joystick_byte_read(uint32 offset)
+uint8 JoystickReadByte(uint32 offset)
{
+#warning No bounds checking done in JoystickReadByte!
// extern bool hardwareTypeNTSC;
offset &= 0x03;
uint8 data = 0x00;
int pad0Index = joystick_ram[1] & 0x0F;
int pad1Index = (joystick_ram[1] >> 4) & 0x0F;
-
+
// This is bad--we're assuming that a bit is set in the last case. Might not be so!
- if (!(pad0Index & 0x01))
+ if (!(pad0Index & 0x01))
pad0Index = 0;
- else if (!(pad0Index & 0x02))
+ else if (!(pad0Index & 0x02))
pad0Index = 1;
- else if (!(pad0Index & 0x04))
+ else if (!(pad0Index & 0x04))
pad0Index = 2;
- else
+ else
pad0Index = 3;
-
- if (!(pad1Index & 0x01))
+
+ if (!(pad1Index & 0x01))
pad1Index = 0;
- else if (!(pad1Index & 0x02))
+ else if (!(pad1Index & 0x02))
pad1Index = 1;
- else if (!(pad1Index & 0x04))
+ else if (!(pad1Index & 0x04))
pad1Index = 2;
else
pad1Index = 3;
}
else if (offset == 3)
{
+ // Hardware ID returns NTSC/PAL identification bit here
uint8 data = 0x2F | (vjs.hardwareTypeNTSC ? 0x10 : 0x00);
int pad0Index = joystick_ram[1] & 0x0F;
//unused int pad1Index = (joystick_ram[1] >> 4) & 0x0F;
-
+
if (!(pad0Index & 0x01))
{
if (joypad_0_buttons[BUTTON_PAUSE])
{
if (joypad_0_buttons[BUTTON_OPTION])
data ^= 0x02;
- }
+ }
return data;
}
return joystick_ram[offset];
}
-uint16 joystick_word_read(uint32 offset)
+uint16 JoystickReadWord(uint32 offset)
{
- return ((uint16)joystick_byte_read((offset+0)&0x03) << 8) | joystick_byte_read((offset+1)&0x03);
+ return ((uint16)JoystickReadByte((offset + 0) & 0x03) << 8) | JoystickReadByte((offset + 1) & 0x03);
}
-void joystick_byte_write(uint32 offset, uint8 data)
+void JoystickWriteByte(uint32 offset, uint8 data)
{
- joystick_ram[offset&0x03] = data;
+ joystick_ram[offset & 0x03] = data;
}
-void joystick_word_write(uint32 offset, uint16 data)
+void JoystickWriteWord(uint32 offset, uint16 data)
{
+#warning No bounds checking done for JoystickWriteWord!
offset &= 0x03;
- joystick_ram[offset+0] = (data >> 8) & 0xFF;
- joystick_ram[offset+1] = data & 0xFF;
+ joystick_ram[offset + 0] = (data >> 8) & 0xFF;
+ joystick_ram[offset + 1] = data & 0xFF;
}
+//
+// Jaguar joystick handler
+//
+
#ifndef __JOYSTICK_H__
#define __JOYSTICK_H__
#include "types.h"
-void joystick_init(void);
-void joystick_reset(void);
-void joystick_done(void);
-void joystick_byte_write(uint32, uint8);
-void joystick_word_write(uint32, uint16);
-uint8 joystick_byte_read(uint32);
-uint16 joystick_word_read(uint32);
-void joystick_exec(void);
+void JoystickInit(void);
+void JoystickReset(void);
+void JoystickDone(void);
+void JoystickWriteByte(uint32, uint8);
+void JoystickWriteWord(uint32, uint16);
+uint8 JoystickReadByte(uint32);
+uint16 JoystickReadWord(uint32);
+void JoystickExec(void);
#endif
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
+
/* SDLEMU_OPENGL.C
SDLEMU related sources for using OpenGL with SDL.
By Niels Wagenaar | http://sdlemu.ngemu.com | shalafi@xs4all.nl
-
+
Version 1.0.001 - 4-10-2004
-
+
- Added support for 16, 24 and 32 bit textures;
- Added support for 16, 24 and 32 bit texture rendering;
#include "sdlemu_opengl.h"
+// We want alpha on our OpenGL contexts...!
+// Or do we? Seems to kill performance on X...
+// Or does it? Could it be bad blitter performance?
+#define WANT_OPENGL_ALPHA
+
static SDL_Surface *texture = 0;
static GLuint texid = 0;
static GLfloat texcoord[4];
Be warned! This only works with the bpp of texture en *src set to 32.
*/
#ifdef WANT_OPENGL_ALPHA
- Uint32 saved_flags;
- Uint8 saved_alpha;
+ Uint32 saved_flags;
+ Uint8 saved_alpha;
/* Save the alpha blending attributes */
saved_flags = src->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
glBlendFunc(GL_ONE, GL_ZERO);
glBindTexture(GL_TEXTURE_2D, texid);
- // Texturemap complete texture to surface so we have free scaling
+ // Texturemap complete texture to surface so we have free scaling
// and antialiasing
switch (texturebpp)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h,
GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
break;
- }
+ }
// Render the texture to the screen using OpenGL!
switch (texturetype)
glDrawPixels(5, 5, GL_RGBA, GL_UNSIGNED_INT, map);//*/
// glFlush();
- SDL_GL_SwapBuffers();
+ SDL_GL_SwapBuffers();
// glFinish();
}
// So, find the largest power of two that will contain both the width and height
int w = power_of_two(dst->w);
int h = power_of_two(dst->h);
-
+
printf("OpenGL - Overlay size : %d x %d\n", w, h);
-
+
// Setting bpp based upon src_bpp.
int bpp = src_bpp;
-
+
// We allow the developer to set its own texture bpp. But if the value is NULL or
// not equal to 16, 24 or 32, we make the texturebpp the same as the BPP from src.
if (bpp == 16 || bpp == 24 || bpp == 32)
// This buffer is needed because we need to convert the SDL_Surface *src to an OpenGL
// texture with a depth of 16, 24 or 32 bpp, before we can blit the pixels to *dst
// using OpenGL.
- //
+ //
// NOTE: Seems the byte order here *is* important!
switch (texturebpp)
{
/*
According to information on the SDL mailinglist and on internet, the following
rgba masks should be the ones to use. But somehow the screen gets f*cked up and
- the RGB colours are incorrect (at least in Virtual Jaguar/SDL).
-
+ the RGB colours are incorrect (at least in Virtual Jaguar/SDL).
+
Compile with -DOPENGL_16BPP_CORRECT_RGBA to use this RGBA values.
-*/
-#ifdef OPENGL_16BPP_CORRECT_RGBA
+*/
+#ifdef OPENGL_16BPP_CORRECT_RGBA
rmask = 0x7C00;
gmask = 0x03E0;
bmask = 0x001F;
// Creating SDL_Surface texture based upon the above settings.
overlay = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, texturebpp, rmask, gmask, bmask, amask);
-
+
// Setting up the texture coordinates.
overlayCoord[0] = 0.0f;
overlayCoord[1] = 0.0f;
// create a RGB(A) texture for the texture surface
glGenTextures(1, &overlayID);
glBindTexture(GL_TEXTURE_2D, overlayID);
-
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
+
// Setting texture mode.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//
// IMPORTANT : If you don't use Alpha. Use textures with a depth of 16bpp.
// If you use Alpha. Use textures with a depth of 32bpp.
- // 24bpp textures are SLOW and avoid them at all costs!
+ // 24bpp textures are SLOW and avoid them at all costs!
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, overlay->w, overlay->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case 32:
default:
// The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, overlay->w, overlay->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- break;
- }
-}
+ break;
+ }
+}
void * sdlemuGetOverlayPixels(void)
{
// So, find the largest power of two that will contain both the width and height
w = power_of_two(src->w);
h = power_of_two(src->h);
-
+
printf("OpenGL - Texture size : %d x %d\n", w, h);
-
+
// Setting bpp based upon src_bpp.
bpp = src_bpp;
-
+
// We allow the developer to set its own texture bpp. But if the value is NULL or
// not equal to 16, 24 or 32, we make the texturebpp the same as the BPP from src.
if (bpp == 16 || bpp == 24 || bpp == 32)
// This buffer is needed because we need to convert the SDL_Surface *src to an OpenGL
// texture with a depth of 16, 24 or 32 bpp, before we can blit the pixels to *dst
// using OpenGL.
- //
+ //
// NOTE: Seems the byte order here *is* important!
switch (texturebpp)
{
/*
According to information on the SDL mailinglist and on internet, the following
rgba masks should be the ones to use. But somehow the screen gets f*cked up and
- the RGB colours are incorrect (at least in Virtual Jaguar/SDL).
+ the RGB colours are incorrect (at least in Virtual Jaguar/SDL).
Compile with -DOPENGL_16BPP_CORRECT_RGBA to use this RGBA values.
-*/
-#ifdef OPENGL_16BPP_CORRECT_RGBA
+*/
+#ifdef OPENGL_16BPP_CORRECT_RGBA
rmask = 0x7C00;
gmask = 0x03E0;
bmask = 0x001F;
// Creating SDL_Surface texture based upon the above settings.
texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, texturebpp, rmask, gmask, bmask, amask);
-
+
// Setting up OpenGL
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
// create a RGB(A) texture for the texture surface
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
-
+
// Setting up the OpenGL Filters. These filters are important when we/you
- // want to scale the texture.
+ // want to scale the texture.
if (filter)
{
- // Textures are rendered in best quality.
+ // Textures are rendered in best quality.
printf("OpenGL filters: enabled\n");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
-
+
// Setting texture mode.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//
// IMPORTANT : If you don't use Alpha. Use textures with a depth of 16bpp.
// If you use Alpha. Use textures with a depth of 32bpp.
- // 24bpp textures are SLOW and avoid them at all costs!
+ // 24bpp textures are SLOW and avoid them at all costs!
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case 32:
default:
// The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- break;
- }
-}
+ break;
+ }
+}
#include "video.h"
+#include "gui.h" // For "finished"
+#include "log.h"
#include "tom.h"
#include "sdlemu_opengl.h"
#include "settings.h"
-#include "log.h"
// External global variables
// 60 FPS. But doing so will have some nasty side effects in some games.
// You have been warned!
-int frame_ticker = vjs.frameSkip;
+int frame_ticker = 0;
//
// Create SDL/OpenGL surfaces
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
mainSurfaceFlags = SDL_OPENGL;
-
+
}
else
{
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
16, 0x7C00, 0x03E0, 0x001F, 0);//*/
- uint32 vsWidth = VIRTUAL_SCREEN_WIDTH;
+ uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH),
+ vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
- if (vjs.renderType == RT_TV)
- vsWidth = 1280;
+// if (vjs.renderType == RT_TV)
+// vsWidth = 1280;
//24BPP
// surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth,
- (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32,
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32,
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
#else
if (vjs.useOpenGL)
// Let us setup OpenGL and our rendering texture. We give the src (surface) and the
// dst (mainSurface) display as well as the automatic bpp selection as options so that
- // our texture is automaticly created :)
+ // our texture is automatically created :)
sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
vjs.glFilter /*texture type (linear, nearest)*/,
0 /* Automatic bpp selection based upon src */);
}
// Set up the backbuffer
-//To be safe, this should be 1280 * 625 * 2...
-// backbuffer = (int16 *)malloc(845 * 525 * sizeof(int16));
-/* backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
-// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
- memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
- (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
- * sizeof(int16));//*/
-//24BPP
+ // To be safe, this should be 1280 * 625 * 2...
backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
-// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
* sizeof(uint32));
//
void RenderBackbuffer(void)
{
+ // Handle frameskip *before* we do any heavy lifting here...
+
+ if (frame_ticker > 0)
+ {
+ frame_ticker--;
+ return;
+ }
+
+ frame_ticker = vjs.frameSkip; // Reset frame_ticker
+
if (SDL_MUSTLOCK(surface))
while (SDL_LockSurface(surface) < 0)
SDL_Delay(10);
// memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+// This memcpy is expensive--do some profiling to see what the impact is!
if (vjs.renderType == RT_NORMAL)
memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
else if (vjs.renderType == RT_TV)
SDL_UnlockSurface(surface);
if (vjs.useOpenGL)
- {
// One of the reasons why OpenGL is slower then normal SDL rendering, is because
// the data is being pumped into the buffer every frame with a overflow as result.
// So, we going to render every 1 fps instead of every 0 fps.
// [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
- if (frame_ticker == 0)
- {
- sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
- frame_ticker = vjs.frameSkip; // Reset frame_ticker
- }
- else
- frame_ticker--;
- }
+//The problem lies in this function...
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
else
{
SDL_Rect rect = { 0, 0, surface->w, surface->h };
//
void ResizeScreen(uint32 width, uint32 height)
{
- char window_title[256];
-
SDL_FreeSurface(surface);
-// surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16, 0x7C00, 0x03E0, 0x001F, 0);
-//24BPP
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
//This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
//as well as screwing up SDL... !!! FIX !!!
- exit(1);
+// exit(1);
+ // OK, this is cleaner. We can't continue if there is no surface created!
+ finished = true;
}
if (vjs.useOpenGL)
{
// Recreate the texture because of the NTSC <-> PAL screen resize.
+//Not sure why this is here...
+//Is it because of the resized surface up above?
sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
}
else
if (mainSurface == NULL)
{
WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
- exit(1);
+// Don't exit because we can't resize!
+// exit(1);
}
}
+ char window_title[64];
+
sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
- SDL_WM_SetCaption(window_title, window_title);
+ SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar");
}
//
//
void ToggleFullscreen(void)
{
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
- if (vjs.useOpenGL)
- return; // Until we can fix it...
-
vjs.fullscreen = !vjs.fullscreen;
mainSurfaceFlags &= ~SDL_FULLSCREEN;
if (vjs.fullscreen)
mainSurfaceFlags |= SDL_FULLSCREEN;
- mainSurface = SDL_SetVideoMode(tom_width, tom_height, 32, mainSurfaceFlags);
+ if (vjs.useOpenGL)
+ {
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
+
+ // Reset viewport, etc.
+ glViewport(0, 0, mainSurface->w, mainSurface->h);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ }
+ else
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 32, mainSurfaceFlags);
if (mainSurface == NULL)
{
- WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
- exit(1);
+ WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError());
+// Shouldn't exit because we can't switch! BAD!!!
+// exit(1);
+ return;
}
- SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
+ SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar");
+
+ return;
}
uint32 GetSDLScreenWidthInPixels(void);
void ToggleFullscreen(void);
+// Exported vars
+
+extern uint32 * backbuffer;
+
#endif // __VIDEO_H__
// Cleanups/fixes/enhancements by James L. Hammons and Adam Green
//
-#ifdef __GCCUNIX__
-//#include <unistd.h> // Is this necessary anymore?
-//Looks like the answer is no...
-#endif
-
#include <time.h>
#include <SDL.h>
#include "jaguar.h"
#include "log.h"
#include "version.h"
#include "memory.h"
+#include "file.h"
// Uncomment this to use built-in BIOS/CD-ROM BIOS
// You'll need a copy of jagboot.h & jagcd.h for this to work...!
// Private function prototypes
-// External variables
-
-extern uint8 * jaguar_mainRam;
-extern uint8 * jaguar_mainRom;
-extern uint8 * jaguar_bootRom;
-extern uint8 * jaguar_CDBootROM;
-
-// Global variables (export capable)
-//should these even be here anymore? prolly not...
-
-bool finished = false;
-bool showGUI = false;
-bool showMessage = false;
-uint32 showMessageTimeout;
-char messageBuffer[200];
-bool BIOSLoaded = false;
-bool CDBIOSLoaded = false;
-
//
// The main emulator loop (what else?)
//
//Maybe we should move the video stuff to TOM? Makes more sense to put it there...
//Actually, it would probably be better served in VIDEO.CPP... !!! FIX !!! [DONE]
-uint32 totalFrames;//temp, so we can grab this from elsewhere...
+//uint32 totalFrames;//temp, so we can grab this from elsewhere...
int main(int argc, char * argv[])
{
//NOTE: This isn't actually used anywhere... !!! FIX !!!
if (argv[i][0] != '-')
haveCart = true; // It looks like we have a cartridge!
- if (!strcmp(argv[i], "-joystick"))
+ if (!strcmp(argv[i], "-joystick"))
vjs.useJoystick = true;
if (!strcmp(argv[i], "-joyport"))
if (!strcmp(argv[i], "-nogl"))
vjs.useOpenGL = false;
- if (!strcmp(argv[i], "-fullscreen"))
+ if (!strcmp(argv[i], "-fullscreen"))
vjs.fullscreen = true;
- if (!strcmp(argv[i], "-window"))
+ if (!strcmp(argv[i], "-window"))
vjs.fullscreen = false;
if (!strcmp(argv[i], "-pal"))
memcpy(jaguar_CDBootROM, jagCDROM, 0x40000);
BIOSLoaded = CDBIOSLoaded = true;
#else
-// if (vjs.useJaguarBIOS)
// What would be nice here would be a way to check if the BIOS was loaded so that we
// could disable the pushbutton on the Misc Options menu... !!! FIX !!! [DONE here, but needs to be fixed in GUI as well!]
WriteLog("About to attempt to load BIOSes...\n");
VersionDone();
MemoryDone();
VideoDone();
- log_done();
+ log_done();
// Free SDL components last...!
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);
# OpenGL filtering type: 1 - blurry, 0 - sharp
-glFilterType = 0
+glFilterType = 1
# Display options: 1 - fullscreen, 0 - windowed
# If DSP enabled, set whether or not to use the pipelined core: 1 - use, 0 - don't use
-usePipelinedDSP = 1
+usePipelinedDSP = 0
# Joystick options: 1 - use joystick, 0 - don't use