metaforce/NESEmulator/CNESEmulator.hpp

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#pragma once
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#include "RetroTypes.hpp"
#include "zeus/CColor.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
#include "boo/audiodev/IAudioVoice.hpp"
#include "zeus/CMatrix4f.hpp"
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namespace urde {
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struct CFinalInput;
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class IDvdRequest;
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namespace MP1 {
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#define NUM_AUDIO_BUFFERS 4
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class CNESEmulator final : public boo::IAudioVoiceCallback {
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public:
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enum class EPasswordEntryState { NotPasswordScreen, NotEntered, Entered };
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private:
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static bool EmulatorConstructed;
std::unique_ptr<u8[]> m_nesEmuPBuf;
std::shared_ptr<IDvdRequest> m_dvdReq;
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struct Vert {
zeus::CVector3f m_pos;
zeus::CVector2f m_uv;
};
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struct Uniform {
zeus::CMatrix4f m_matrix;
zeus::CColor m_color;
};
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boo::ObjToken<boo::ITextureD> m_texture;
boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf;
boo::ObjToken<boo::IGraphicsBufferS> m_vbo;
boo::ObjToken<boo::IShaderDataBinding> m_shadBind;
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std::unique_ptr<u8[]> m_audioBufBlock;
u8* m_audioBufs[NUM_AUDIO_BUFFERS];
uint32_t m_headBuf = 0;
uint32_t m_tailBuf = 0;
uint32_t m_procBufs = NUM_AUDIO_BUFFERS;
uint32_t m_posInHeadBuf = 0;
uint32_t m_posInTailBuf = 0;
boo::ObjToken<boo::IAudioVoice> m_booVoice;
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// void* x4_loadBuf;
// void* x8_rom;
// void* xc_state;
// OSModuleInfo* x10_module = x4_loadBuf;
// void* x14_bss;
// void* x18_prgram;
// void* x1c_wram;
bool x20_gameOver = false;
u8 x21_passwordFromNES[18];
EPasswordEntryState x34_passwordEntryState = EPasswordEntryState::NotPasswordScreen;
bool x38_passwordPending = false;
u8 x39_passwordToNES[18];
static void DecryptMetroid(u8* dataIn, u8* dataOut, u32 decLen = 0x20000, u8 decByte = 0xe9, u32 xorLen = 0x1FFFC,
u32 xorVal = 0xA663);
void InitializeEmulator();
void DeinitializeEmulator();
void NesEmuMainLoop(bool forceDraw = false);
static bool CheckForGameOver(const u8* vram, u8* passwordOut = nullptr);
static EPasswordEntryState CheckForPasswordEntryScreen(const uint8_t* vram);
static bool SetPasswordIntoEntryScreen(u8* vram, u8* wram, const u8* password);
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public:
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CNESEmulator();
~CNESEmulator();
void ProcessUserInput(const CFinalInput& input, int);
void Update();
void Draw(const zeus::CColor& mulColor, bool filtering);
void LoadPassword(const u8* state);
const u8* GetPassword() const { return x21_passwordFromNES; }
bool IsGameOver() const { return x20_gameOver; }
EPasswordEntryState GetPasswordEntryState() const { return x34_passwordEntryState; }
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int audioUpdate();
void preSupplyAudio(boo::IAudioVoice& voice, double dt) {}
size_t supplyAudio(boo::IAudioVoice& voice, size_t frames, int16_t* data);
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};
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} // namespace MP1
} // namespace urde