metaforce/NESEmulator/CNESEmulator.hpp

80 lines
2.5 KiB
C++

#pragma once
#include "RetroTypes.hpp"
#include "zeus/CColor.hpp"
#include "boo2/audiodev/IAudioVoice.hpp"
#include "zeus/CMatrix4f.hpp"
#include "Graphics/CGraphics.hpp"
namespace urde {
struct CFinalInput;
class IDvdRequest;
namespace MP1 {
#define NUM_AUDIO_BUFFERS 4
class CNESEmulator final : public boo2::IAudioVoiceCallback {
public:
enum class EPasswordEntryState { NotPasswordScreen, NotEntered, Entered };
private:
static bool EmulatorConstructed;
std::unique_ptr<u8[]> m_nesEmuPBuf;
std::shared_ptr<IDvdRequest> m_dvdReq;
hsh::dynamic_owner<hsh::texture2d> m_texture;
hsh::dynamic_owner<hsh::uniform_buffer<ViewBlock>> m_uniBuf;
hsh::owner<hsh::vertex_buffer<TexUVVert>> m_vbo;
hsh::binding m_shadBind;
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;
boo2::ObjToken<boo2::IAudioVoice> m_booVoice;
// 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);
public:
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; }
int audioUpdate();
void preSupplyAudio(boo2::IAudioVoice& voice, double dt) override {}
size_t supplyAudio(boo2::IAudioVoice& voice, size_t frames, int16_t* data) override;
};
} // namespace MP1
} // namespace urde