From ad4866e0cb1f7ddefbe1e31a890741e4cbc50181 Mon Sep 17 00:00:00 2001 From: aliaspider Date: Tue, 28 Oct 2014 06:47:04 +0100 Subject: remove unused files --- source/doc/porting.txt | 725 ------------------------------------------------- 1 file changed, 725 deletions(-) delete mode 100644 source/doc/porting.txt (limited to 'source/doc/porting.txt') diff --git a/source/doc/porting.txt b/source/doc/porting.txt deleted file mode 100644 index 3d28eec..0000000 --- a/source/doc/porting.txt +++ /dev/null @@ -1,725 +0,0 @@ - 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