From d40ae99422e118188a7f48055dc340c6aca022aa Mon Sep 17 00:00:00 2001 From: Kitty Draper Date: Sat, 5 Mar 2011 21:39:25 -0500 Subject: first commit --- source/doc/porting.txt | 725 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 725 insertions(+) create mode 100644 source/doc/porting.txt (limited to 'source/doc/porting.txt') diff --git a/source/doc/porting.txt b/source/doc/porting.txt new file mode 100644 index 0000000..3d28eec --- /dev/null +++ b/source/doc/porting.txt @@ -0,0 +1,725 @@ + How to Port Snes9x to a New Platform + ==================================== + +Version: 1.01 +Date: 23-December-1998 + +(c) Copyright 1998 Gary Henderson (gary@daniver.demon.co.uk) + +Introduction +============ + +This is brief description of the steps involved in porting Snes9x, the Super +Nintendo Entertainment System emulator, to new hardware which is at least +similar to Workstation or PC. It describes what code you have to write and +what functions exist that you can make use of. It also gives some insights as +to how Snes9x actually works, although that will be subject of another +document yet to be written. + +Host System Requirements +======================== + +A C++ compiler, so you can compile the emulator! Snes9x really isn't written +in C++, it just uses the C++ compiler as a 'better C' compiler to get inline +functions and so on. With some modification, it could be converted to be +compiled with an ordinary C compiler. Snes9x isn't very C type safe and +will probably not work on a system who's integers are less than 32-bits wide +without lots of editing. + +If the host system uses a CPU that implements the i386 instruction set then +you will also want to use the three assembler CPU cores, although I recently +scrapped the SPC700 assembler code (too many bugs) and replaced it with +compiler generated assembler code that I haven't got around to optimising +yet. The 65c816 and SPC700 code needs to be assembled using the GNU +assembler that comes with gcc and the Super FX code assembled with NASM +v0.97 or higher. gcc is available from lots of sites. NASM is available from +http://www.cryogen.com/Nasm + +A fast CPU. SNES emulation is very compute intensive: two, or sometimes three +CPUs to emulate, an 8-channel 16-bit stereo sound digital signal processor +with real-time sample decompression, filter and echo effects, two custom +graphics processor chips that can produce transparency, scaling, rotation +and window effects in 32768 colors, and finally hardware DMA all take their +toll on the host CPU. + +Lots of RAM. The SNES itself has 128k work RAM, 64k V-RAM and 64k sound CPU +RAM. If a Super FX game is being emulated, that usually comes with another +64k inside the game pack. Snes9x itself needs 4Mb to load SNES ROM images +into (or 6Mb if I ever figure out the SNES memory map of the 48Mbit ROM +images out there), 256k to cache decompressed sound samples in, 512k to +cache converted SNES tiles in, and another 64k for S-RAM emulation. And +that's not counting a few large lookup tables that the graphics code needs +for speeding up transparency effects plus few other tables used by the ZSNES +Super FX code. It all adds up to 7Mb (ish). Add to that RAM needed to +store the actual emulator code and RAM required by the host operating system +and any other process that is running; that's lots of RAM. Well, it is if +your host system only has a few mega-bytes of RAM available. + +An 8-bit, 256 color (one byte per pixel) or deeper display, at least 256x239 +pixels in resolution, or 512x478 if you're going to support the SNES' +hi-res. background screen modes. Ideally, a 16-bit, 65536 color screen mode +is required if you want to support transparency at speed, as that is what the +code renders internally. Any other format screen, with transparency enabled, +will require picture format conversion before you can place the rendered +SNES image on to the screen. + +Sound output requires spooling 8-bit or 16-bit, mono or stereo digital sound +data to the host computer's sound hardware. The DOS port uses interrupts +from the sound card to know when more sound data is required, most other +ports have to periodically poll the host sound hardware to see if more data +is required; if it is then the SNES sound mixing code provided by Snes9x is +called to fill an area of system memory with ready mixed SNES sound data, +which then can be passed on to the host sound hardware. Sound data is +generated as an array of bytes (uint8) for 8-bit sound or shorts (int16) for +16-bit data. Stereo sound data generates twice as many samples, with each +channel's samples interleaved, first left's then right's. + +For the user to be able to control and play SNES games, some form of input +device is required, a joystick or keyboard, for example. The real SNES can +have 2 eight-button digital joy-pads connected to it or 5 joy-pads when an +optional multi-player adaptor was purchased, although most games only require +a single joy-pad. Access to all eight buttons and the direction pad, of +course, are usually required by most games. Snes9x does emulate the +multi-player adaptor hardware, if you were wondering, but its still up to +you to provide the emulation of the individual joy-pads. + +The SNES also had a mouse and light gun available as optional extras, +Snes9x can emulate both of these using some form of pointing device, +usually the host system's mouse. + +If an accurate, constant SNES play rate is required, then a real-time timer +will be needed that can time intervals of 16.7ms (NTSC frame time) or 20ms +(PAL frame time). + +Some SNES game packs contained a small amount of extra RAM and a battery so +ROMs could save a player's progress through a game for games that takes many +hours to play from start to finish. Snes9x simulates this S-RAM by saving +the contents of the area of memory normally occupied by the S-RAM into file +then automatically restoring it again the next time the user plays the same +game. If the hardware you're porting to doesn't have a hard disk available +then you could be in trouble. + +Snes9x also implements freeze-game files which can record the state of the +SNES hardware and RAM at a particular point in time and can restore it to +that exact state at a later date - the result is that users can save a game +at any point, not just at save-game or password points provided by the +original game coders. Each freeze file is over 400k in size. To help save +disk space, Snes9x can be compiled with zlib, which is used to compress the +freeze files, reducing the size to typically below 100k. Download zlib from +its homepage at http://www.cdrom.com/pub/infozip/zlib/, compile Snes9x with +ZLIB defined and link with zlib. zlib is also used to load any compressed +ROM images Snes9x my encounter, compressed with gzip or compress. + +Porting +======= + +In theory you will only need to edit port.h, then in a separate file write +all the initialisation code and interface routines that Snes9x expects the +you to implement. You, no doubt, will discover otherwise.... + +There are several compile-time only options available: + +DEBUGGER +-------- + +Enables extra code to assist me in debugging SNES ROMs. The debugger has only +ever been a quick-hack by me and user-interface to debugger facilities is +virtually non-existent. Most of the debugger information is output via +stdout and enabling the compile-time options slows the whole emulator down +slightly. However, the debugger options available are very powerful; you +could use it to help get your port working. You probably still want to ship +the finished version with the debugger disabled, it will only confuse +non-technical users. + +VAR_CYCLES +---------- + +I recommend you define this. The main CPU in the SNES actually varies in +speed depending on what area of memory its accessing and the ROM access +speed of the game pack; defining VAR_CYCLES causes Snes9x to emulate this, +using a good approximation, rather than fixed cycle length as ZSNES does. The +resultant code is slightly slower. Leaving it undefined results in many more +emulation timing errors appearing while playing games. + +CPU_SHUTDOWN and SPC700_SHUTDOWN +-------------------------------- + +Again I recommend defining both of these. They are both speed up hacks. +When defined, Snes9x starts watching for when either the main or sound CPUs +are in simply loops waiting for a known event to happen - like the end of +the current scan-line, and interrupt or a sound timer to reach a particular +value. If Snes9x spots either CPU in such a loop it uses its insider +knowledge to simply skip the emulation of that CPU's instructions until the +event happens. It can be a big win with lots of SNES games. + +I'm constantly amazed at the ingenuity of some programmers who are able to +produce complex code to do simple things: some ROM's wait loops are so +complex Snes9x fails to spot the CPU is in such a loop and the shutdown +speed up hacks don't work. + +You might be wondering why VAR_CYCLES, and the two SHUTDOWN options have to +be enabled with defines, well, in the past they sometimes introduced +problems with some ROMs, so I kept them as options. I think I've fixed all +the problems now, but you never know... + +SPC700_C +-------- + +Define this if you are using the C/C++ version of the SPC700 CPU core. It +enables a ROM compatibility feature that executes SPC700 instructions during +SNES DMA, it allows several games to start that would otherwise lock up and +fixes music pauses when ROMs do lots of DMA, usually when switching between +game screens. + +ZLIB +---- + +Define this if you have the zlib library available and you want it to +compress freeze-game files to save disk space. The library is also used to +support compressed ROM images. + +NO_INLINE_SET_GET +----------------- + +Define this to stop several of the memory access routines from being +defined in-line. Whether the C++ compiler actually in-lines when this symbol +is not defined is up to the compiler itself. In-lines functions can speed up +the C++ CPU emulations on some architectures at the cost of increased code +size. Try fiddling with this option once you've got port working to see if +it helps the speed of your port. + +EXECUTE_SUPERFX_PER_LINE and ZSNES_FX +------------------------------------- + +Define these if you're going to be using the ZSNES Super FX i386 assembler +code, otherwise leave them both undefined. In theory, +EXECUTE_SUPERFX_PER_LINE can also be defined when using the C++ Super FX +emulation code, but the code is still buggy and enabling the option +introduces more problems than it fixes. Any takers for fixing the C++ code? + +JOYSTICK_SUPPORT, SIDEWINDER_SUPPORT and GRIP_SUPPORT +----------------------------------------------------- + +These options enable support for various input devices in the UNIX and MS-DOS +port code. They're only of interest if you're able to use the existing UNIX +or MS-DOS port specific code. + +port.h +====== + +If the byte ordering of the target system is least significant byte first, +make sure LSB_FIRST is defined in this header, otherwise, make sure its not +defined. + +If you're going to support 16-bit screen rendering (required if you want +transparency effects) and your system doesn't use RGB 565 - 5 bits for red, +6 bits for green and 5 bits for blue - then you'll need make sure RGB555, +BGR565 or BGR555 is defined instead. You might want to take a look at the +*_LOW_BIT_MASKs, *_HI_BIT_MASKs and BUILD_PIXEL macros to make sure they're +correct, because I've only every tested the RGB565 version, though the Mac +port uses the RGB555 option. If your system is 24 or 32-bit only, then +don't define anything; instead write a conversion routine that will take a +complete rendered 16-bit SNES screen in RGB565 format and convert to the +format required to be displayed on your hardware. + +port.h also typedefs some types, uint8 for an unsigned, 8-bit quantity, +uint16 for an unsigned, 16-bit quantity, uint32 for a 32-bit, unsigned +quantity and bool8 for a true/false type. Signed versions are also +typedef'ed. + +The CHECK_SOUND macro can be defined to invoke some code that polls the +host system's sound hardware to see if it can accept any more sound data. +Snes9x makes calls to this macro several times when it is rendering the SNES +screen, during large SNES DMAs and after every emulated CPU instruction. + +Since this CHECK_SOUND macro is invoked often, the code should only take a +very small amount of time to execute or it will slow down the emulator's +performance. The Linux and UNIX ports use a system timer and set a variable +when it has expired; the CHECK_SOUND only has to check to see if the +variable is set. On the MS-DOS and Mac ports, the sound hardware is not +polled at all, instead it is driven by interrupts or callbacks and the +CHECK_SOUND macro is defined to be empty. + +Initialisation Code +------------------- + +This is what the Linux, UNIX and MS-DOS ports do, I suspect your code +might be similar: + +- The Settings structure is initialised to some sensible default values - + check the main function in unix.cpp for the values it uses. + +- The command line is parsed, options specified override default values in + the Settings structure and specify a ROM image filename that the user + wants loaded. Your port could load user preferences from a file or some + other source at this point. Most values, with a little care, can be changed + via a GUI once the emulator is running. + +- Some Settings structure value validation takes place, for example if + transparency effects are requested the code also makes sure 16-bit + screen rendering is turned on as well. + +- Memory.Init() and S9xInitAPU() are called, checking neither failed. The + only reason they would fail is if memory allocation failed. + +- Memory.LoadROM (filename) is called to load the specified ROM image into + memory. If that worked Memory.LoadSRAM (sram_filename) is called to load + the ROM's S-RAM file, if one exists. The all current ports base the + sram_filename on the filename of the ROM image, changing the file's + extension (the .smc or whatever bit) and changing the directory where its + located - you won't be able to save S-RAM files onto a CD if that's where + the ROM image is located! + + If your port has a GUI, you can delay this step until the user picks an + image to load. + + SNES roms images come in all shapes and sizes, some with headers, some + without, some have been mangled by the copier device in one of two ways, and + some split into several pieces; plus the SNES itself has several different + memory map models. The code tries to auto-detect all these various types, + but sometimes the SNES ROM header information has been manually edited by + someone at some stage and the code guesses wrong. To help it out it these + situations, the Settings structure contains several options to force a + particular ROM image format; these values must be initialised prior to each + call to Memory.LoadROM(filename). + +- The Linux and UNIX ports now do some more operating system initialisation + ready for a system timer to be started. + +- The host display hardware is now initialised. The actual screen depth and + resolution should be picked based on the user preferences if possible. + The X Window System port can't control the screen depth or resolution, if + the user requests transparency effects but the display hardware is only + set to 8-bit, it has to invoke an extra step of converting the 16-bit SNES + rendered screen to a fixed palette 8-bit display just before the SNES + screen is copied to the display hardware. + + The GFX.Screen pointer needs to be initialised to point to an array of + uint8 for 8-bit screen rendering or uint16 for 16-bit rendering, cast to + an array of uint8. The array needs to be at least 256x239 bytes or shorts + in size for lo-res only support (Settings.SupportHiRes = FALSE) or + 512x478 for lo-res and hi-res support. If transparency effects are + required, the GFX.SubScreen array also needs to be initialised to another + identically sized array of the same type, otherwise it can be just + initialised to NULL. + + The GFX.Pitch variable needs to be set to the number of bytes on each line + of the arrays, e.g. 256 for lo-res only support, up to 1024 for 16-bit + hi-res support. If GFX.Screen is pointing into an existing array, one + created by the library function rather than just calling malloc or new, + then set GFX.Pitch to the number of bytes per line of that array, + including any padding the library function may have added. + + If the target hardware supports fast access to video RAM, the screen is in + 16-bit format supported by the SNES rendering code and you can double + buffer the display, you might want to point GFX.Screen directly at the + video buffer RAM. You will need to recompute the GFX.Delta value every + time you change the GFX.Screen value to double-buffer the rendering and + display. + +- A call to S9xGraphicsInit() is made; make sure all your graphics rendering + options are setup correctly by now. If later, you want to change some + settings, for example 16-bit to 8-bit rendering, call S9xGraphicsDeinit() + first, change your settings, GFX.Screen and GFX.SubScreen arrays, etc., + then call S9xGraphicsInit() again. + +- S9xInitSound(int playbackrate, bool8 stereo, int sound_buffer_size) + is now called, which in turn will call your S9xOpenSoundDevice function - + see below. + +- The display is switched to graphics mode using a call to S9xGraphicsMode(). + +- The system timer is started; its used for keeping the emulator speed + relatively constant on the MS-DOS port and noting when the sound hardware + sound should be able to accept more sound data on the Linux and UNIX ports. + +- A main loop is entered which is just a loop constantly calling + S9xMainLoop() then polling the operating system for any pending events + such as key presses and releases, joystick updates, mouse position + updates, GUI user interaction, etc. + + Pause functionality can be implemented by skipping the call to S9xMainLoop + and muting the sound output by calling S9xSetSoundMute (TRUE). + + Don't enter the main loop until a SNES ROM image has been loaded, or at + least skip calling S9xMainLoop inside the loop until one is and make sure + S9xReset is called instead before entering the main loop. The Mac port + implements this technique by starting in pause mode and refusing to unpause + until a ROM image is loaded. + + S9xMainLoop processes SNES CPU emulation, SNES screen rendering, DMA and + H-DMA emulation, until emulated scan-line 0 is reached, then it returns. + Now is your chance to process any system events pending, scan the + keyboard, read joystick values, etc. + + If DEBUGGER compile-time support is enabled and the CPU emulation has hit + a break point or single-stepping is switched on, or the DEBUG_MODE_FLAG is + set in the CPU.Flags variable, then the S9xMainLoop routine returns early, + allowing you to act on the event in some way. The Linux, DOS and UNIX ports + respond to the DEBUG_MODE_FLAG being set by calling S9xDoDebug(), which in + turn outputs the current instruction and loops reading commands from stdin + and outputting debug information, currently via stdout. The debugger + desperately needs rewriting to support a GUI interface, more descriptive + commands and better error handling; maybe one day... + +Existing Interface Routines +--------------------------- + +These are routines already written that you will either need to call or +might find useful. + +-> bool8 Memory.Init () + +Allocates and initialises several major lumps of memory, for example +the SNES ROM and RAM arrays, tile cache arrays, etc. Returns FALSE if +memory allocation fails. + +-> void Memory.Deinit () + +Undoes the memory allocations made by Memory.Init. + +-> bool8 S9xGraphicsInit () + +Allocated and initialises several lookup tables used to speed up SNES +graphics rendering. Call after you have initialised the GFX.Screen, +GFX.SubScreen and GFX.Pitch values. If Settings.Transparency is false it +does not allocate tables used to speed up transparency effects. If you +want to provide the user with option to turn the effects on and off during +game play, make sure Settings.Transparency is true when this function is +called, it can later be set to FALSE. + +Returns FALSE if memory allocation fails. + +-> void S9xGraphicsDeinit () + +Undoes the memory allocations made by S9xGraphicsInit. + +-> bool8 S9xInitAPU () + +Allocates and initialises several arrays used by the sound CPU and sound +generation code. + +-> void S9xDeinitAPU () + +Undoes the allocations made by S9xInitAPU. + +-> bool8 S9xInitSound (int mode, bool8 stereo, int buffer_size) + +Does more sound code initialisation and opens the host system's sound hardware +by calling the S9xOpenSoundDevice function provided by you. + +-> void S9xReset () + +Resets the SNES emulated hardware back to the state it was in at 'switch-on' +except the S-RAM area is presevered. The effect is it resets the current game +back to the start. This function is automatically called by Memory.LoROM. + +-> bool8 Memory.LoadROM (const char *filename) + +Attempts to load the specified ROM image filename into the emulated ROM area. +There are many different SNES ROM image formats and the code attempts to +auto-detect as many different types as it can and in a vast majority of the +cases gets it right. However, some ROM images have been edited by someone at +some stage or have been mangled by the ROM copier that produced them and +LoadROM needs help. Inparticular, it can't auto-detect the odd way in which +some Super FX games have been mangled and needs to be told, via +Settings.Interleaved2, that the ROM image is in that format, or that +odd-sized ROM images have a 512 byte copier header. + +There are several other ROM image options in the Settings structure; +allow the user to set them before calling LoadROM, or make sure they all +reset to default values before each call to LoadROM. + +-> bool8 Memory.LoadSRAM (const char *filename) + +Call this routine to load the associated S-RAM save file (if any). The +filename should be based on the ROM image name to allow easy linkage. +The current ports change the directory and the filename extension of the ROM +filename to derive the S-RAM filename. + +-> bool8 Memory.SaveSRAM (const char *filename) + +Call this routine to save the emulated S-RAM area into a file so it can +be restored again the next time the user wants to play the game. Remember +to call this when just before the emulator exits or when the user has been +playing a game and is about to load another one. + +-> void S9xMainLoop() + +The emulator main loop. Call this from your own main loop that calls this +function (if a ROM image is loaded and the game is not paused), processes +any pending host system events, then goes back around the loop again until +the emulator exits. + +S9xMainLoop normally returns control to your main loop once every emulated +frame, when it reaches the start of scan-line zero. However, the routine +can return more often if the DEBUGGER compile-time flag is defined and the +CPU has hit a break point, or the DEBUG_MODE_FLAG bit is set in CPU.Flags +or instruction single-stepping is enabled. + +-> void S9xMixSamples (uint8 *buffer, int sample_count) + +Call this routine from your host sound hardware handling code to fill the +specified buffer with ready mixed SNES sound data. If 16-bit sound mode is +choosen, then the buffer will be filled with an array of sample_count int16, +otherwise an array of sample_count uint8. If stereo sound generation is +selected the buffer is filled with the same number of samples, but in pairs, +first a left channel sample followed by the right channel sample. + +There is a limit on how much data S9xMixSamples can deal with in one go and +hence a limit on the sample_count value; the limit is the value of the +MAX_BUFFER_SIZE symbol, normally 4096 bytes. + +-> bool8 S9xSetSoundMute (bool8 mute) + +Call with a TRUE parmeter to prevent S9xMixSamples from processing SNES +sample data and instead just filling the return buffer with silent sound +data. Useful if your sound system is interrupt or callback driven and the +game has been paused either directly or indirectly because the user +interacting with the emulator's user interface in some way. + +-> bool8 S9xFreezeGame (const char *filename) + +Call this routine to record the current SNES hardware state into a file, +the file can be loaded back using S9xUnfreezeGame at a later date effectively +restoring the current game to exact same spot. Call this routine while +you're processing any pending system events when S9xMainLoop has returned +control to you in your main loop. + +-> bool8 S9xUnfreezeGame (const char *filename) + +Restore the SNES hardware back to the exactly the state it was in when +S9xFreezeGame was used to generate the file specified. You have to arrange +the correct ROM is already loaded using Memory.LoadROM, an easy way to +arrange this is to base freeze-game filenames on the ROM image name. The +Linux, UNIX and DOS ports load freeze-game files when the user presses a +function key, with the names romfilename.000 for F1, romfilename.001 for F2, +etc. Games are frozen in the first place when the user presses Shift-function +key. You could choose some other scheme. + +-> void S9xNextController () + +The real SNES allows several different types of devices to be plugged into +the game controller ports. The devices Snes9x emulates are a joy-pad, +multi-player adaptor (allowing a further 4 joy-pads to be plugged in), +a 2-button mouse and a light gun known as the SuperScope. + +Each call to S9xNextController will step the current emulated device on to +the next device in the sequence multi-player, joy-pad, mouse on port 1, +mouse on port 2, light gun then back to multi-player again. Defines +allocating a number of each device type are in snes9x.h. The currently +selected device is stored in IPPU.Controller if you want to give some +feedback to the user. The initial value of IPPU.Controller (set when +S9xReset is called) is obtained from Settings.ControllerOption based on +currently enabled options. + +Some ROMs object to certain non-joy-pad devices being plugged into the real +SNES while they are running, all Super FX games should only allow joy-pads to +be plugged in because the Super FX chip and any other device would overload +the SNES power supply. Tetris and Dr. Mario also objects for reasons best +known to itself. For this reason there are switches in the Settings +structure to enable and display the emulation of the various devices. + +const char *S9xGameGenieToRaw (const char *code, uint32 &address, uint8 &byte) + +const char *S9xProActionReplayToRaw (const char *code, uint32 &address, + uint8 &byte) + +const char *S9xGoldFingerToRaw (const char *code, uint32 &address, bool8 &sram, + uint8 &num_bytes, uint8 bytes[3]) + +void S9xApplyCheats (bool8 apply) + +void S9xRemoveCheats () + +void S9xAddCheat (uint32 address, bool8 cpu_address, bool8 sram, uint8 num_bytes, + uint8 byte1, uint8 byte2, uint8 byte3) + +void S9xDeleteCheats () + +void S9xDoDebug () + +Interface Routines You Need to Implement +---------------------------------------- + +bool8 S9xOpenSnapshotFile (const char *base, bool8 read_only, STREAM *file) +*************************************************************************** +void S9xCloseSnapshotFile (STREAM file) +*************************************** + +Routines to open and close freeze-game files. STREAM is defined as a +gzFile if ZLIB is defined else its defined as FILE *. The read_only parameter +is set to TRUE when reading a freeze-game file and FALSE when writing a +freeze-game file. + +void S9xExit () +*************** + +Called when some fatal error situation arises or when the 'q' debugger +command is used. The Mac port just beeps and drops back to the GUI when +S9xExit is called, the MS-DOS, Linux and Solaris ports all call exit () to +terminate the emulator process. + +void S9xParseArg (char **argv, int &index, int argc) +**************************************************** + +void S9xExtraUsage () +********************* + +If you're going to be using the simple command line parser, when it +encounters an unknown option it calls S9xUsage which is supposed to report +all options the generic parse knows about (I haven't been keeping it up to +date of late). S9xUsage then, in turn calls S9xExtraUsage which you +implement to report any port-specific options available. + +void S9xGraphicsMode () +*********************** +void S9xTextMode () +******************* + +The SNES debugger calls these routines to switch from a graphics screen +mode used to display the SNES game to a debugger screen used to display +debugger output. If the SNES screen can be displayed at the same time as +a text display, as would be the case when the host system implements a +graphical window system, or you're not going to support the SNES debugger, +then these routines should do nothing. + +On the X Window System UNIX/Linux port, these routines do nothing where as +on the MS-DOS port they switch between a graphics screen mode and a text-only +screen mode. + +bool8 S9xInitUpdate () +********************** + +Called just before Snes9x starts to render a SNES screen. The Windows port +uses this call to lock Direct X screen area to allow exclusive access; on +other existing ports its implemented as an empty function. + +bool8 S9xDeinitDisplay (int width, int height, bool8 sixteen_bit) +***************************************************************** + +Called once a complete SNES screen has been rendered into the GFX.Screen +memory buffer, now is your chance to copy the SNES rendered screen to the +host computer's screen memory. The problem is that you have to cope with +different sized SNES rendered screens. Width is always 256, unless you're +supporting SNES hi-res. screen modes (Settings.SupportHiRes is TRUE), in +which case it can be 256 or 512. The height parameter can be either 224 or +239 if you're only supporting SNES lo-res. screen modes, or 224, 239, 448 or +478 if hi-res. SNES screen modes are being supported. + +All current ports support scaling the SNES screen to fill the host system's +screen, the many ports even supports interpolation - blending the colours of +adjacent pixels to help hide the fact they've been scaled - and scan-line +simulation - slightly darkening every other horizontal line. + +Don't forget that if you're just placing the SNES image centerally in the +screen then you might need to clear areas of the screen if the SNES image +changes size between calls to S9xDeinitDisplay. The MS-DOS and UNIX ports +currently don't do this which results in junk being left on the screen if +the ROM changes SNES screen modes. + +The sixteen_bit is just a copy of the Settings.SixteenBit setting and if +TRUE indicates a 16-bit SNES screen image has been rendered, 8-bit otherwise. + +void S9xMessage (int type, int number, const char *message) +*********************************************************** + +I've started work on converting all the old printfs into calls to this +routine. When Snes9x wants to display an error, information or warning +message, it calls this routine. Check in messages.h for the types and +individual message numbers that Snes9x currently passes as parameters. + +The idea is display the message string so the user can see it, but you +choose not to display anything at all, or change the message based on the +message number or message type. + +Eventually all debug output will also go via this function, trace information +already does. + +bool8 S9xOpenSoundDevice(int mode, bool8 stereo, int buffer_size) +***************************************************************** + +S9xInitSound calls this function to actually open the host operating system's +sound device, or initialise the sound card in MS-DOS port. + +The mode parameter is the value passed in on the command line with the -r +command line flag, assuming you're using the Snes9x parser. Its meant to +indicate what playback the sound hardware should be set to, value 1 to 7. +I think the real SNES sound chip playback rate is 30kHz, but such high +playback rates take a lot of native CPU power to emulate. The default +playback rate is 22kHz for the MS-DOS and UNIX ports. + +The stereo flag indicates if the user wants stereo sound. Again, stereo +sound takes more CPU to power to emulate compared to mono sound. + +The buffer_size value indicates what sample buffer size the user wants, +usually zero, meaning you should pick the value best suited to the current +playback rate. Sound data is normally passed to the sound hardware in +blocks, the smaller the block the less latency between the SNES game playing +a sound and it being heard by the user. But if you pick a too smaller value, +and you're having to periodically poll the operating system to see if it can +accept more sound data, then the sound output will break up because other +actions such as rendering the SNES screen can prevent you from polling the +hardware often enough and the operating system runs out of sound data to +play. + +The MS-DOS port uses a buffer size of 128 samples since the sound card +sends an interrupt when more data is required which is acted upon promptly, +where as the Linux and Solaris ports use a buffer size of 512 samples or +more depending on the playback rate. Stereo and 16-bit sound both double the +actual size of the buffer in bytes. + +uint32 S9xReadJoypad (int which1_0_to_4) +**************************************** + +This function is called to return a bit-wise mask of the state of one of the +five emulated SNES controllers. Return 0 if you're not supporting controllers +past a certain number or return the mask representing the current state of +the controller number passed as a parameter or'ed with 0x80000000. + +Symbolic constants are defined in snes9x.h indicating the bit positions of +the various SNES buttons and direction indicators; they're all in the form +SNES_X_MASK where X is the SNES controller button name. + +The MS-DOS and X Window System ports record what keys are currently pressed +and use that to build up a mask, the Windows port polls the operating system +when S9xReadJoypad is called to find out what keys are pressed. All ports +also implement host joysticks and joy-pads via this interface. + +bool8 S9xReadMousePosition (int which1_0_to_1, int &x, int &y, uint32 &buttons) +******************************************************************************* + +Used by Snes9x to get the current position of the host pointing device, +usually a mouse, used to emulated the SNES mouse. Snes9x converts the x and +y values to delta values required by the SNES mouse, so the actual x and y +values are unimportant, only the change in value since the last call to +this function is used. + +Graphical windowing systems normally restrict the movement of the pointer on +the screen, if you're porting to such an environment you might want to make +a note of the change in position in the mouse since the last time you asked +the operating system the mouse position, add this change in value to some +saved x and y value, the reposition the pointer back to the centre of the +SNES display window. The saved x and y values will be the values returned +by this function. + +The buttons return value is a bit-wise mask of the two SNES mouse buttons, +bit 0 for button 1 (left) and bit 1 for button 2 (right). + +bool8 S9xReadSuperScopePosition (int &x, int &y, uint32 &buttons) +***************************************************************** + +void S9xSetPalette () +********************* + +void S9xSyncSpeed () +S9xUnixProcessSound +void _makepath(char *, char const *, char const *, char const *, char const *) +void _splitpath(char const *, char *, char *, char *, char *) + + +Sound Generation +---------------- + +Settings +-------- -- cgit v1.2.3