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|
/* unofficial gameplaySP kai
*
* Copyright (C) 2006 Exophase <exophase@gmail.com>
* Copyright (C) 2007 takka <takka@tfact.net>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
/******************************************************************************
* common.h
* 通用头文件
******************************************************************************/
#ifndef COMMON_H
#define COMMON_H
#define OLD_COUNT
/******************************************************************************
*
******************************************************************************/
#include <stdint.h>
#include <inttypes.h>
typedef uint32_t FIXED16_16; // Q16.16 fixed-point
#include <stdbool.h>
#include <stdio.h>
#include <sys/stat.h>
#include <ctype.h>
#include <dirent.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef __GNUC__
# define likely(x) __builtin_expect((x),1)
# define unlikely(x) __builtin_expect((x),0)
# define prefetch(x, y) __builtin_prefetch((x),(y))
#else
# define likely(x) (x)
# define unlikely(x) (x)
# define prefetch(x, y)
#endif
#define SYS_CLOCK (16777216.0)
#define ROR(dest, value, shift) \
dest = ((value) >> (shift)) | ((value) << (32 - (shift))) \
#define FILE_READ_MEM(ptr, buffer, size) \
{ \
memcpy(buffer, ptr, size); \
ptr += size; \
} \
#define FILE_WRITE_MEM(ptr, buffer, size) \
{ \
memcpy(ptr, buffer, size); \
ptr += size; \
} \
// These must be variables, not constants.
#define FILE_READ_VARIABLE(filename_tag, variable) \
FILE_READ(filename_tag, &variable, sizeof(variable)) \
#define FILE_WRITE_VARIABLE(filename_tag, variable) \
FILE_WRITE(filename_tag, &variable, sizeof(variable)) \
#define FILE_READ_MEM_VARIABLE(ptr, variable) \
FILE_READ_MEM(ptr, &variable, sizeof(variable)) \
#define FILE_WRITE_MEM_VARIABLE(ptr, variable) \
FILE_WRITE_MEM(ptr, &variable, sizeof(variable)) \
// These must be statically declared arrays (ie, global or on the stack,
// not dynamically allocated on the heap)
#define FILE_READ_ARRAY(filename_tag, array) \
FILE_READ(filename_tag, array, sizeof(array)) \
#define FILE_WRITE_ARRAY(filename_tag, array) \
FILE_WRITE(filename_tag, array, sizeof(array)) \
#define FILE_READ_MEM_ARRAY(ptr, array) \
FILE_READ_MEM(ptr, array, sizeof(array)) \
#define FILE_WRITE_MEM_ARRAY(ptr, array) \
FILE_WRITE_MEM(ptr, array, sizeof(array)) \
#define FLOAT_TO_FP16_16(value) \
(FIXED16_16)((value) * 65536.0f) \
#define FP16_16_TO_FLOAT(value) \
(float)((value) / 65536.0f) \
#define U32_TO_FP16_16(value) \
((value) << 16) \
#define FP16_16_TO_U32(value) \
((value) >> 16) \
#define FP16_16_FRACTIONAL_PART(value) \
((value) & 0xFFFF) \
#define FP16_16_MAX_FRACTIONAL_PART 0xFFFF
#define FIXED_DIV(numerator, denominator, bits) \
((((numerator) * (1 << (bits))) + ((denominator) / 2)) / (denominator)) \
#define ADDRESS8(base, offset) \
*((uint8_t *)(base) + (offset)) \
#define ADDRESS16(base, offset) \
*((uint16_t *)(base) + ((offset) / 2)) \
#define ADDRESS32(base, offset) \
*((uint32_t *)(base) + ((offset) / 4)) \
#define USE_BIOS 0
#define EMU_BIOS 1
#define NO 0
#define YES 1
#include "port.h"
/* If the port didn't give a way to declare a variable as fully uninitialised
* (when zero-initialisation is wasteful), declare them normally. */
#ifndef FULLY_UNINITIALIZED
# define FULLY_UNINITIALIZED(declarator) declarator
#endif
#include "cpu.h"
#include "memory.h"
#include "video.h"
#include "input.h"
#include "sound.h"
#include "cheats.h"
#include "zip.h"
#include "stats.h"
#include "sha1.h"
// - - - CROSS-PLATFORM TYPE DEFINITIONS - - -
/*
* A struct used in the GBA RTC code and in the saved state header.
*/
struct ReGBA_RTC {
uint8_t year; // Range: 0..99 (Add 2000 to get a 4-digit year)
uint8_t month; // Range: 1..12
uint8_t day; // Range: 1..31 (Varies by month)
uint8_t weekday; // Range: 0..6 (0 is Sunday, 6 is Saturday)
uint8_t hours; // Range: 0..23
uint8_t minutes; // Range: 0..59
uint8_t seconds; // Range: 0..59
};
enum ReGBA_FileAction {
FILE_ACTION_UNKNOWN,
FILE_ACTION_LOAD_BIOS,
FILE_ACTION_LOAD_BATTERY,
FILE_ACTION_SAVE_BATTERY,
FILE_ACTION_LOAD_STATE,
FILE_ACTION_SAVE_STATE,
FILE_ACTION_DECOMPRESS_ROM_TO_RAM,
FILE_ACTION_DECOMPRESS_ROM_TO_FILE,
FILE_ACTION_LOAD_ROM_FROM_FILE, // uncompressed or temporary file
FILE_ACTION_APPLY_GAME_COMPATIBILITY,
FILE_ACTION_LOAD_GLOBAL_SETTINGS,
FILE_ACTION_SAVE_GLOBAL_SETTINGS,
FILE_ACTION_LOAD_GAME_SETTINGS,
FILE_ACTION_SAVE_GAME_SETTINGS
};
// - - - CROSS-PLATFORM VARIABLE DEFINITIONS - - -
extern uint16_t* GBAScreen;
extern uint32_t GBAScreenPitch;
// - - - CROSS-PLATFORM FUNCTION DEFINITIONS - - -
/*
* Traces a printf-formatted message to the output mechanism most appropriate
* for the port being compiled.
*/
void ReGBA_Trace(const char* Format, ...);
/*
* Makes newly-generated code visible to the processor(s) for execution.
* Input:
* Code: Address of the first byte of code to be made visible.
* CodeLength: Number of bytes of code to be made visible.
* Input assertions:
* Code is not NULL and is mapped into the address space.
* (char*) Code + CodeLength - 1 is mapped into the address space.
*
* Some ports run on architectures that hold a cache of instructions that is
* not kept up to date after writes to the data cache or memory. In those
* ports, the instruction cache, or at least the portion of the instruction
* cache containing newly-generated code, must be flushed.
*
* Some other ports may need a few instructions merely to flush a pipeline,
* in which case an asm statement containing no-operation instructions is
* appropriate.
*
* The rest runs on architectures that resynchronise the code seen by the
* processor automatically; in that case, the function is still required, but
* shall be empty.
*/
void ReGBA_MakeCodeVisible(void* Code, size_t CodeLength);
/*
* Advises the user that the GBA game attempted to make an unsupported jump.
* This function must either exit or never return, because otherwise
* a jump to NULL would be made.
* Input:
* SourcePC: The address, in the GBA address space, containing the bad jump.
* TargetPC: The address, in the GBA address space, that would be jumped to.
* Output:
* Completes abnormally.
*/
void ReGBA_BadJump(uint32_t SourcePC, uint32_t TargetPC);
/*
* Advises the user that the GBA code translator encountered a block with more
* possible exits than it was prepared to handle.
* Input:
* BlockStartPC: The address, in the GBA address space, of the instruction
* starting the code block.
* BlockEndPC: The address, in the GBA address space, of the instruction
* ending the code block.
* Exits: The number of exits encountered.
*/
void ReGBA_MaxBlockExitsReached(uint32_t BlockStartPC, uint32_t BlockEndPC, uint32_t Exits);
/*
* Advises the user that the GBA code translator encountered a block with more
* instructions than it was prepared to handle.
* Input:
* BlockStartPC: The address, in the GBA address space, of the instruction
* starting the code block.
* BlockEndPC: The address, in the GBA address space, of the instruction
* ending the code block.
* BlockSize: The number of instructions encountered.
*/
void ReGBA_MaxBlockSizeReached(uint32_t BlockStartPC, uint32_t BlockEndPC, uint32_t BlockSize);
/*
* Renders the current contents of the GBA screen to the display of the device
* most appropriate for the port being compiled and makes it ready for another
* frame.
* Input:
* (implied) GBAScreen: The pointer to the first 16-bit RGB555 pixel to be
* rendered.
* (implied) GBAScreenPitch: The number of contiguous 16-bit pixels that
* form a scanline in memory. This value should be 240 if the port performs
* pixel format conversion before rendering to the display and hands ReGBA
* a different buffer to render in RGB555 into.
* Output:
* (implied) GBAScreen: Gets updated with the address of the first 16-bit
* RGB555 pixel of the next GBA frame to be rendered.
*/
void ReGBA_RenderScreen(void);
/*
* Determines whether ReGBA should set up to render the next frame to the
* GBAScreen variable. The determination is made according to the method most
* appropriate for the port being compiled, for example either of these:
* a) Returning non-zero if there is enough sound in the buffers;
* b) Returning non-zero if the previous frame was rendered early according to
* the system's high-resolution timers.
*/
bool ReGBA_IsRenderingNextFrame(void);
/*
* Displays current frames per second, as calculated using the Stats struct,
* to the output mechanism most appropriate for the port being compiled.
* Input:
* (implied) Stats: The struct containing framerate data.
*/
void ReGBA_DisplayFPS(void);
/*
* Loads the given memory buffer with real-time clock data from the clock most
* appropriate for the port being compiled.
* Output:
* RTCData: A pointer to a struct that the port function updates with the
* date-time components of the real time as of the function call.
* Output assertions:
* b) Year's range is 0..99. The century is not stored.
* c) Month's range is 1..12.
* d) Day's range depends on the month, and is 1..31.
* e) Weekday's range is 0..6.
* 0 is Sunday. 1 is Monday. 2 is Tuesday. 3 is Wednesday. 4 is Thursday.
* 5 is Friday. 6 is Saturday.
* f) Hours's range is 0..23 (24-hour time).
* g) Minutes's range is 0..59.
* h) Seconds's range is 0..59.
*/
void ReGBA_LoadRTCTime(struct ReGBA_RTC* RTCData);
/*
* Reads the buttons pressed at the time of the function call on the input
* mechanism most appropriate for the port being compiled.
* Returns:
* A bitfield of GBA buttons and possible ReGBA special buttons that are
* pressed at the time of the function call.
* Output assertions:
* a) If the port being compiled supports remapping buttons, the code in
* the core of ReGBA does not care about this and wants a return value in
* reverse GBA bitfield format with ReGBA special buttons which it will
* resolve.
* b) This function shall return SET bits for pressed buttons and UNSET bits
* for unpressed buttons. The GBA expects the other way. The core handles
* this after the function returns.
* c) Values are:
* Button | Bit | Enum value
* -----------------------------------------------------
* GBA A | 0 | REGBA_BUTTON_A
* GBA B | 1 | REGBA_BUTTON_B
* GBA Select | 2 | REGBA_BUTTON_SELECT
* GBA Start | 3 | REGBA_BUTTON_START
* GBA D-pad Right | 4 | REGBA_BUTTON_RIGHT
* GBA D-pad Left | 5 | REGBA_BUTTON_LEFT
* GBA D-pad Up | 6 | REGBA_BUTTON_UP
* GBA D-pad Down | 7 | REGBA_BUTTON_DOWN
* GBA R trigger | 8 | REGBA_BUTTON_R
* GBA L trigger | 9 | REGBA_BUTTON_L
* ReGBA rapid-fire A | 10 | REGBA_BUTTON_RAPID_A
* ReGBA rapid-fire B | 11 | REGBA_BUTTON_RAPID_B
* ReGBA Menu | 12 | REGBA_BUTTON_MENU
*/
enum ReGBA_Buttons ReGBA_GetPressedButtons();
/*
* Outputs audio from the core's audio buffer onto the audio hardware most
* appropriate for the port being compiled.
*
* This function can actually take many courses of action, depending on how
* that sound hardware works:
* a) The function returns -1 immediately if it finds that the return
* value of ReGBA_GetAudioSamplesAvailable is not sufficient for one full
* native buffer of audio data (for example, one SDL audio buffer of 512
* samples at 44100 Hz). ReGBA_GetAudioSamplesAvailable returns a number of
* samples available at SOUND_FREQUENCY Hz.
* b) The function finds that the return value of ReGBA_GetAudioSamplesAvailable
* is sufficient for one full native buffer of audio data, and blocks until
* the audio hardware takes the buffer before returning zero.
* c) The function finds that the return value of ReGBA_GetAudioSamplesAvailable
* is sufficient for one full native buffer of audio data, and polls for
* the status of the audio hardware, looping until it's available before
* returning zero.
* d) The function finds that the return value of ReGBA_GetAudioSamplesAvailable
* is greater than zero, takes all samples to post them onto a queue
* readable by a dedicated audio output thread, then returns zero.
*
* Input:
* (implied) ReGBA_GetAudioSamplesAvailable: The return value of this core
* function determines whether there are enough audio samples available in
* the core to output to the native audio hardware.
* (implied) ReGBA_LoadNextAudioSample: This function loads rendered audio
* samples from the core into two variables, one per stereo channel, then
* consumes them. Even if the user requests muting the audio, this function
* MUST be called in order to prevent the accumulation of audio in the
* core's buffer; this will prevent echoes and clipping when the user
* requests unmuting the audio.
* Returns:
* Zero on success.
* -1 when there are insufficient samples in the core's audio buffer and
* this port function requests more from the core first.
* Any other value on failure.
*/
signed int ReGBA_AudioUpdate();
/*
* Displays the emulator menu in a manner appropriate for the port being
* compiled.
* Input:
* EntryReason: The reason for entering the menu. Depending on this reason,
* the port may disable some interface elements or force the user to choose
* a GBA game.
* Returns:
* 0 if the menu was exited in a way that allows the currently-loaded game
* to continue.
* 1 if the menu was exited in a way that interrupts the current game:
* restarting it, loading a new one, or loading a saved state.
*/
uint32_t ReGBA_Menu(enum ReGBA_MenuEntryReason EntryReason);
/*
* Retrieves the path to the battery-backed saved data file corresponding to
* the given game, in the location most appropriate for the port being
* compiled.
* Input:
* GamePath: The full path to the file containing the game that is currently
* loaded, and for which the backup filename is being requested.
* Output:
* Result: Non-null pointer to a buffer containing at least MAX_PATH + 1
* elements of type char.
* Returns:
* true if the retrieval succeeeded; otherwise, false.
* Output assertions:
* The contents of the buffer starting at Result are updated to contain the
* full path to the battery-backed saved data file corresponding to the
* given game, null-terminated as usual, if the return value is true.
*/
bool ReGBA_GetBackupFilename(char* Result, const char* GamePath);
/*
* Retrieves the path to the saved state file corresponding to the given game
* and slot number, in the location most appropriate for the port being
* compiled.
* Input:
* GamePath: The full path to the file containing the game that is currently
* loaded, and for which a saved state filename is being requested.
* SlotNumber: The number of the slot selected by the user for saving.
* Starts at 0, even if the menu starts them at 1.
* Output:
* Result: Non-null pointer to a buffer containing at least MAX_PATH + 1
* elements of type char.
* Returns:
* true if the retrieval succeeeded; otherwise, false.
* Output assertions:
* The contents of the buffer starting at Result are updated to contain the
* full path to the saved state file corresponding to the given game and
* slot number, null-terminated as usual, if the return value is true.
*/
bool ReGBA_GetSavedStateFilename(char* Result, const char* GamePath, uint32_t SlotNumber);
/*
* Retrieves the path to a bundled game_config.txt file, used for increased
* game compatibility, in the location most appropriate for the port being
* compiled. The semantics of this file is that lookups are made in it last,
* after consulting the per-user file in main_path for overrides.
* Output:
* Result: Non-null pointer to a buffer containing at least MAX_PATH + 1
* elements of type char.
* Returns:
* true if the retrieval succeeeded; otherwise, false.
* Output assertions:
* The contents of the buffer starting at Result are updated to contain the
* full path to a bundled game_config.txt file, if the return value is true.
*/
bool ReGBA_GetBundledGameConfig(char* Result);
/*
* The intent of this function is for the port to be able to return a memory
* mapping that is filled on demand by the operating system it runs on. If
* such a mapping can be achieved, this function can return a new mapping for
* the uncompressed ROM file. The return value, if non-NULL, must point to
* memory that is readable and privately writable (i.e. not written back to
* the file). The real-time clock registers require being able to write to
* the mapping, because they are mapped at ROM + C4h.
*
* The port may decide to use this function to load an entire ROM into memory
* instead, if it deems the on-demand access to be too slow and it can load
* the entire ROM into memory.
* Input:
* File: The file to create a mapping for.
* Size: The size of the file.
* Returns:
* If creating a mapping, the function returns non-NULL.
* If not creating a mapping, the function returns NULL.
* Output assertions:
* File is kept open if the return value is non-NULL, and the port is
* responsible for keeping track of the mapping so that it can be unmapped
* in ReGBA_UnmapEntireROM.
* If the return value is NULL, ReGBA will use its own on-demand page
* loading mechanism after calling ReGBA_AllocateOnDemandBuffer.
*/
uint8_t* ReGBA_MapEntireROM(FILE_TAG_TYPE File, size_t Size);
/*
* Unmaps an entire uncompressed ROM mapped by ReGBA_MapEntireROM, closing
* its file as well.
* Input:
* Mapping: Pointer to the first byte of the mapping.
*/
void ReGBA_UnmapEntireROM(void* Mapping);
/*
* Allocates a buffer to hold the entire decompressed version of a compressed
* ROM. The return value, if non-NULL, must point to memory that is readable and
* writable.
* Input:
* Size: The size of the buffer to be allocated.
* Returns:
* If Size bytes of memory are available, the function returns non-NULL
* and preserves the allocation for use in ReGBA_DeallocateROM.
* Otherwise, the function returns NULL.
* Output assertions:
* If the return value is NULL, ReGBA will decompress the ROM into a
* temporary file, then call ReGBA_MapEntireROM on the temporary file.
*/
uint8_t* ReGBA_AllocateROM(size_t Size);
/*
* Allocates a buffer to hold pages of the current GBA ROM, loaded from its
* backing file on demand by ReGBA. This function is called when no mapping
* can be created for on-demand loading by the operating system for an
* uncompressed ROM or the temporary-file version of a compressed ROM.
* ReGBA keeps the file open and tracks it in this case. At the end of the
* function, Buffer must point to memory that is readable and writable.
* Output:
* Buffer: A pointer to void*, which must be updated to point to the buffer
* allocated by the function. That buffer is the largest buffer that the
* port being compiled can afford to give ReGBA for its on-demand loading
* of GBA ROM pages.
* Returns:
* The size of the buffer allocated for updating Buffer with.
* Output assertions:
* Buffer points to a variable that points to non-NULL. If it doesn't, then
* this is a fatal error.
* The return value is a multiple of 32768.
*/
size_t ReGBA_AllocateOnDemandBuffer(void** Buffer);
/*
* Frees the last allocation of memory made without a backing file by the port
* being compiled. This allocation was made by either ReGBA_AllocateROM or
* ReGBA_AllocateOnDemandBuffer.
* Input:
* Buffer: Pointer to the first byte of the buffer.
*/
void ReGBA_DeallocateROM(void* Buffer);
/*
* Performs actions appropriate for the port being compiled after loading a
* GBA game.
* Input:
* GamePath: The full path to the file containing the game that has just
* been loaded.
*/
void ReGBA_OnGameLoaded(const char* GamePath);
/*
* Returns the length, in bytes, of the specified open file.
* Input:
* File: The handle of the file to get the length of.
* Returns:
* The length of the file whose handle was passed in, in bytes.
*/
size_t FILE_LENGTH(FILE_TAG_TYPE File);
/*
* Starts displaying a progress indication in the manner most appropriate for
* the port being compiled.
* Input:
* Action: The action being started.
*/
void ReGBA_ProgressInitialise(enum ReGBA_FileAction Action);
/*
* Update the progress indication for the action started by the last call to
* ReGBA_ProgressInitialise which has not been ended by ReGBA_ProgressFinalise
* in the manner most appropriate for the port being compiled.
* Input:
* Current: The units of progress carried out so far for the action.
* Total: The units of progress required to carry out the full action.
*/
void ReGBA_ProgressUpdate(uint32_t Current, uint32_t Total);
/*
* Finishes displaying a progress indication.
*/
void ReGBA_ProgressFinalise();
/*
* Saves the emulator settings.
* Input:
* File: Extension-less file name of the settings. global_config/gamename
* PerGame: true if the settings to be saved are the per-game settings;
* false if the settings to be saved are the global settings.
* Returns
* Bool: false for failures, true for successful saving.
*/
bool ReGBA_SaveSettings(char *cfg_name, bool PerGame);
/*
* Load the emulator settings.
* Input:
* File: Extension-less file name of the settings. global_config/gamename
* PerGame: true if the settings to be loaded are the per-game settings;
* false if the settings to be loaded are the global settings.
*/
void ReGBA_LoadSettings(char *cfg_name, bool PerGame);
#endif /* COMMON_H */
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