mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-06-06 11:01:38 +12:00
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This commit is contained in:
parent
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commit
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3 changed files with 257 additions and 266 deletions
373
src/emulator.cpp
373
src/emulator.cpp
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@ -1,63 +1,61 @@
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#include "emulator.hpp"
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void Emulator::reset() {
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cpu.reset();
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gpu.reset();
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memory.reset();
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// Kernel must be reset last because it depends on CPU/Memory state
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kernel.reset();
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cpu.reset();
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gpu.reset();
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memory.reset();
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// Kernel must be reset last because it depends on CPU/Memory state
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kernel.reset();
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// Reloading r13 and r15 needs to happen after everything has been reset
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// Otherwise resetting the kernel or cpu might nuke them
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cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP
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if (romType == ROMType::ELF) { // Reload ELF if we're using one
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loadELF(loadedELF);
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}
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// Reloading r13 and r15 needs to happen after everything has been reset
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// Otherwise resetting the kernel or cpu might nuke them
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cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP
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if (romType == ROMType::ELF) { // Reload ELF if we're using one
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loadELF(loadedELF);
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}
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}
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void Emulator::step() {}
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void Emulator::render() {
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}
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void Emulator::render() {}
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void Emulator::run() {
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while (running) {
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gpu.getGraphicsContext(); // Give the GPU a rendering context
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runFrame(); // Run 1 frame of instructions
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gpu.display(); // Display graphics
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while (running) {
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gpu.getGraphicsContext(); // Give the GPU a rendering context
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runFrame(); // Run 1 frame of instructions
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gpu.display(); // Display graphics
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ServiceManager& srv = kernel.getServiceManager();
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ServiceManager& srv = kernel.getServiceManager();
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// Send VBlank interrupts
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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// Send VBlank interrupts
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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namespace Keys = HID::Keys;
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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namespace Keys = HID::Keys;
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switch (event.type) {
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case SDL_QUIT:
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printf("Bye :(\n");
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running = false;
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return;
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.pressKey(Keys::A); break;
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case SDLK_k: srv.pressKey(Keys::B); break;
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case SDLK_o: srv.pressKey(Keys::X); break;
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case SDLK_i: srv.pressKey(Keys::Y); break;
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switch (event.type) {
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case SDL_QUIT:
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printf("Bye :(\n");
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running = false;
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return;
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case SDLK_q: srv.pressKey(Keys::L); break;
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case SDLK_p: srv.pressKey(Keys::R); break;
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.pressKey(Keys::A); break;
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case SDLK_k: srv.pressKey(Keys::B); break;
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case SDLK_o: srv.pressKey(Keys::X); break;
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case SDLK_i: srv.pressKey(Keys::Y); break;
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case SDLK_RIGHT: srv.pressKey(Keys::Right); break;
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case SDLK_LEFT: srv.pressKey(Keys::Left); break;
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case SDLK_UP: srv.pressKey(Keys::Up); break;
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case SDLK_DOWN: srv.pressKey(Keys::Down); break;
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case SDLK_q: srv.pressKey(Keys::L); break;
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case SDLK_p: srv.pressKey(Keys::R); break;
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case SDLK_w:
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case SDLK_RIGHT: srv.pressKey(Keys::Right); break;
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case SDLK_LEFT: srv.pressKey(Keys::Left); break;
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case SDLK_UP: srv.pressKey(Keys::Up); break;
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case SDLK_DOWN: srv.pressKey(Keys::Down); break;
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case SDLK_w:
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srv.setCirclepadY(0x9C);
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keyboardAnalogY = true;
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break;
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keyboardAnalogX = true;
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break;
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case SDLK_RETURN: srv.pressKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
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}
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break;
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case SDL_KEYUP:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.releaseKey(Keys::A); break;
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case SDLK_k: srv.releaseKey(Keys::B); break;
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case SDLK_o: srv.releaseKey(Keys::X); break;
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case SDLK_i: srv.releaseKey(Keys::Y); break;
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case SDLK_RETURN: srv.pressKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
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}
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break;
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case SDLK_q: srv.releaseKey(Keys::L); break;
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case SDLK_p: srv.releaseKey(Keys::R); break;
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case SDL_KEYUP:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.releaseKey(Keys::A); break;
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case SDLK_k: srv.releaseKey(Keys::B); break;
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case SDLK_o: srv.releaseKey(Keys::X); break;
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case SDLK_i: srv.releaseKey(Keys::Y); break;
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case SDLK_RIGHT: srv.releaseKey(Keys::Right); break;
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case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
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case SDLK_UP: srv.releaseKey(Keys::Up); break;
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case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
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case SDLK_q: srv.releaseKey(Keys::L); break;
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case SDLK_p: srv.releaseKey(Keys::R); break;
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// Err this is probably not ideal
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case SDLK_RIGHT: srv.releaseKey(Keys::Right); break;
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case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
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case SDLK_UP: srv.releaseKey(Keys::Up); break;
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case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
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// Err this is probably not ideal
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case SDLK_w:
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case SDLK_s:
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srv.setCirclepadY(0);
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keyboardAnalogX = false;
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break;
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case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
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}
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break;
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case SDL_MOUSEBUTTONDOWN: {
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if (event.button.button == SDL_BUTTON_LEFT) {
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const s32 x = event.button.x;
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const s32 y = event.button.y;
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// Check if touch falls in the touch screen area
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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// Convert to 3DS coordinates
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u16 x_converted = static_cast<u16>(x) - 40;
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u16 y_converted = static_cast<u16>(y) - 240;
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srv.setTouchScreenPress(x_converted, y_converted);
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}
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else {
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srv.releaseTouchScreen();
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}
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}
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break;
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}
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case SDL_MOUSEBUTTONUP:
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if (event.button.button == SDL_BUTTON_LEFT) {
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srv.releaseTouchScreen();
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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if (gameController == nullptr) {
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gameController = SDL_GameControllerOpen(event.cdevice.which);
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}
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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if (event.cdevice.which == gameControllerID) {
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SDL_GameControllerClose(gameController);
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gameController = nullptr;
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gameControllerID = 0;
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}
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case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
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}
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break;
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: {
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u32 key = 0;
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case SDL_MOUSEBUTTONDOWN: {
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if (event.button.button == SDL_BUTTON_LEFT) {
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const s32 x = event.button.x;
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const s32 y = event.button.y;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break;
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case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break;
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case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break;
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case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break;
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case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break;
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case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
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}
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// Check if touch falls in the touch screen area
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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// Convert to 3DS coordinates
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u16 x_converted = static_cast<u16>(x) - 40;
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u16 y_converted = static_cast<u16>(y) - 240;
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if (key != 0) {
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if (event.cbutton.state == SDL_PRESSED) {
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srv.pressKey(key);
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} else {
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srv.releaseKey(key);
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}
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}
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}
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}
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}
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srv.setTouchScreenPress(x_converted, y_converted);
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} else {
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srv.releaseTouchScreen();
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}
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}
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break;
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}
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if (gameController != nullptr) {
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case SDL_MOUSEBUTTONUP:
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if (event.button.button == SDL_BUTTON_LEFT) {
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srv.releaseTouchScreen();
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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if (gameController == nullptr) {
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gameController = SDL_GameControllerOpen(event.cdevice.which);
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}
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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if (event.cdevice.which == gameControllerID) {
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SDL_GameControllerClose(gameController);
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gameController = nullptr;
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gameControllerID = 0;
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}
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break;
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: {
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u32 key = 0;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break;
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case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break;
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case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break;
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case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break;
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case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break;
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case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
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}
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if (key != 0) {
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if (event.cbutton.state == SDL_PRESSED) {
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srv.pressKey(key);
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} else {
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srv.releaseKey(key);
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}
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}
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}
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}
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}
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if (gameController != nullptr) {
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const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
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const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
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constexpr s16 deadzone = 3276;
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}
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}
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// Update inputs in the HID module
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srv.updateInputs(cpu.getTicks());
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SDL_GL_SwapWindow(window);
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}
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// Update inputs in the HID module
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srv.updateInputs(cpu.getTicks());
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SDL_GL_SwapWindow(window);
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}
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}
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void Emulator::runFrame() {
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cpu.runFrame();
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}
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void Emulator::runFrame() { cpu.runFrame(); }
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bool Emulator::loadROM(const std::filesystem::path& path) {
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// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
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// Inside that path, we be use a game-specific folder as well. Eg if we were loading a ROM called PenguinDemo.3ds, the savedata would be in
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// %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart
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char* appData = SDL_GetPrefPath(nullptr, "Alber");
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const std::filesystem::path appDataPath = std::filesystem::path(appData);
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const std::filesystem::path dataPath = appDataPath / path.filename().stem();
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// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
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// Inside that path, we be use a game-specific folder as well. Eg if we were loading a ROM called PenguinDemo.3ds, the savedata would be in
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// %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart
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char* appData = SDL_GetPrefPath(nullptr, "Alber");
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const std::filesystem::path appDataPath = std::filesystem::path(appData);
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const std::filesystem::path dataPath = appDataPath / path.filename().stem();
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const std::filesystem::path aesKeysPath = appDataPath / "sysdata" / "aes_keys.txt";
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IOFile::setAppDataDir(dataPath);
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IOFile::setAppDataDir(dataPath);
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SDL_free(appData);
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// Open the text file containing our AES keys if it exists. We use the std::filesystem::exists overload that takes an error code param to
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// avoid the call throwing exceptions
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std::error_code ec;
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if (std::filesystem::exists(aesKeysPath, ec) && !ec) {
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aesEngine.loadKeys(aesKeysPath);
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}
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// Open the text file containing our AES keys if it exists. We use the std::filesystem::exists overload that takes an error code param to
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// avoid the call throwing exceptions
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std::error_code ec;
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if (std::filesystem::exists(aesKeysPath, ec) && !ec) {
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aesEngine.loadKeys(aesKeysPath);
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}
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kernel.initializeFS();
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auto extension = path.extension();
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if (extension == ".elf" || extension == ".axf")
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return loadELF(path);
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else if (extension == ".3ds")
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return loadNCSD(path);
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else {
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printf("Unknown file type\n");
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return false;
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}
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kernel.initializeFS();
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auto extension = path.extension();
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if (extension == ".elf" || extension == ".axf")
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return loadELF(path);
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else if (extension == ".3ds")
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return loadNCSD(path);
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else {
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printf("Unknown file type\n");
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return false;
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}
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}
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bool Emulator::loadNCSD(const std::filesystem::path& path) {
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romType = ROMType::NCSD;
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std::optional<NCSD> opt = memory.loadNCSD(aesEngine, path);
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romType = ROMType::NCSD;
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std::optional<NCSD> opt = memory.loadNCSD(aesEngine, path);
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if (!opt.has_value()) {
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return false;
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}
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if (!opt.has_value()) {
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return false;
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}
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loadedNCSD = opt.value();
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cpu.setReg(15, loadedNCSD.entrypoint);
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loadedNCSD = opt.value();
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cpu.setReg(15, loadedNCSD.entrypoint);
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if (loadedNCSD.entrypoint & 1) {
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Helpers::panic("Misaligned NCSD entrypoint; should this start the CPU in Thumb mode?");
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}
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if (loadedNCSD.entrypoint & 1) {
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Helpers::panic("Misaligned NCSD entrypoint; should this start the CPU in Thumb mode?");
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}
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return true;
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return true;
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}
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bool Emulator::loadELF(const std::filesystem::path& path) {
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loadedELF.open(path, std::ios_base::binary); // Open ROM in binary mode
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romType = ROMType::ELF;
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loadedELF.open(path, std::ios_base::binary); // Open ROM in binary mode
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romType = ROMType::ELF;
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return loadELF(loadedELF);
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return loadELF(loadedELF);
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}
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bool Emulator::loadELF(std::ifstream& file) {
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// Rewind ifstream
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loadedELF.clear();
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loadedELF.seekg(0);
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// Rewind ifstream
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loadedELF.clear();
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loadedELF.seekg(0);
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std::optional<u32> entrypoint = memory.loadELF(loadedELF);
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if (!entrypoint.has_value())
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return false;
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std::optional<u32> entrypoint = memory.loadELF(loadedELF);
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if (!entrypoint.has_value()) {
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return false;
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}
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cpu.setReg(15, entrypoint.value()); // Set initial PC
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if (entrypoint.value() & 1) {
|
||||
Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode");
|
||||
}
|
||||
return true;
|
||||
cpu.setReg(15, entrypoint.value()); // Set initial PC
|
||||
if (entrypoint.value() & 1) {
|
||||
Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue