#include "emulator.hpp" void Emulator::reset() { cpu.reset(); gpu.reset(); memory.reset(); // Kernel must be reset last because it depends on CPU/Memory state kernel.reset(); // Reloading r13 and r15 needs to happen after everything has been reset // Otherwise resetting the kernel or cpu might nuke them cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP if (romType == ROMType::ELF) { // Reload ELF if we're using one loadELF(loadedELF); } } void Emulator::step() {} void Emulator::render() { } void Emulator::run() { while (running) { gpu.getGraphicsContext(); // Give the GPU a rendering context runFrame(); // Run 1 frame of instructions gpu.display(); // Display graphics ServiceManager& srv = kernel.getServiceManager(); // Send VBlank interrupts srv.sendGPUInterrupt(GPUInterrupt::VBlank0); srv.sendGPUInterrupt(GPUInterrupt::VBlank1); SDL_Event event; while (SDL_PollEvent(&event)) { namespace Keys = HID::Keys; switch (event.type) { case SDL_QUIT: printf("Bye :(\n"); running = false; return; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_l: srv.pressKey(Keys::A); break; case SDLK_k: srv.pressKey(Keys::B); break; case SDLK_o: srv.pressKey(Keys::X); break; case SDLK_i: srv.pressKey(Keys::Y); break; case SDLK_q: srv.pressKey(Keys::L); break; case SDLK_p: srv.pressKey(Keys::R); break; case SDLK_RIGHT: srv.pressKey(Keys::Right); break; case SDLK_LEFT: srv.pressKey(Keys::Left); break; case SDLK_UP: srv.pressKey(Keys::Up); break; case SDLK_DOWN: srv.pressKey(Keys::Down); break; case SDLK_w: srv.setCirclepadY(0x9C); break; case SDLK_a: srv.setCirclepadX(-0x9C); break; case SDLK_s: srv.setCirclepadY(-0x9C); break; case SDLK_d: srv.setCirclepadX(0x9C); break; case SDLK_RETURN: srv.pressKey(Keys::Start); break; case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break; } break; case SDL_KEYUP: switch (event.key.keysym.sym) { case SDLK_l: srv.releaseKey(Keys::A); break; case SDLK_k: srv.releaseKey(Keys::B); break; case SDLK_o: srv.releaseKey(Keys::X); break; case SDLK_i: srv.releaseKey(Keys::Y); break; case SDLK_q: srv.releaseKey(Keys::L); break; case SDLK_p: srv.releaseKey(Keys::R); break; case SDLK_RIGHT: srv.releaseKey(Keys::Right); break; case SDLK_LEFT: srv.releaseKey(Keys::Left); break; case SDLK_UP: srv.releaseKey(Keys::Up); break; case SDLK_DOWN: srv.releaseKey(Keys::Down); break; // Err this is probably not ideal case SDLK_w: srv.setCirclepadY(0); break; case SDLK_a: srv.setCirclepadX(0); break; case SDLK_s: srv.setCirclepadY(0); break; case SDLK_d: srv.setCirclepadX(0); break; case SDLK_RETURN: srv.releaseKey(Keys::Start); break; case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break; } break; case SDL_MOUSEBUTTONDOWN: { if (event.button.button == SDL_BUTTON_LEFT) { const s32 x = event.button.x; const s32 y = event.button.y; // Check if touch falls in the touch screen area if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) { // Convert to 3DS coordinates u16 x_converted = static_cast(x) - 40; u16 y_converted = static_cast(y) - 240; srv.setTouchScreenPress(x_converted, y_converted); } else { srv.releaseTouchScreen(); } } break; } case SDL_MOUSEBUTTONUP: if (event.button.button == SDL_BUTTON_LEFT) { srv.releaseTouchScreen(); } break; } } // Update inputs in the HID module srv.updateInputs(cpu.getTicks()); SDL_GL_SwapWindow(window); } } void Emulator::runFrame() { cpu.runFrame(); } bool Emulator::loadROM(const std::filesystem::path& path) { // Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc) // 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 // %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart char* appData = SDL_GetPrefPath(nullptr, "Alber"); const std::filesystem::path appDataPath = std::filesystem::path(appData); const std::filesystem::path dataPath = appDataPath / path.filename().stem(); const std::filesystem::path aesKeysPath = appDataPath / "sysdata" / "aes_keys.txt"; IOFile::setAppDataDir(dataPath); if (std::filesystem::exists(aesKeysPath)) { aesEngine.loadKeys(aesKeysPath); } SDL_free(appData); kernel.initializeFS(); auto extension = path.extension(); if (extension == ".elf" || extension == ".axf") return loadELF(path); else if (extension == ".3ds") return loadNCSD(path); else { printf("Unknown file type\n"); return false; } } bool Emulator::loadNCSD(const std::filesystem::path& path) { romType = ROMType::NCSD; std::optional opt = memory.loadNCSD(path); if (!opt.has_value()) { return false; } loadedNCSD = opt.value(); cpu.setReg(15, loadedNCSD.entrypoint); if (loadedNCSD.entrypoint & 1) { Helpers::panic("Misaligned NCSD entrypoint; should this start the CPU in Thumb mode?"); } return true; } bool Emulator::loadELF(const std::filesystem::path& path) { loadedELF.open(path, std::ios_base::binary); // Open ROM in binary mode romType = ROMType::ELF; return loadELF(loadedELF); } bool Emulator::loadELF(std::ifstream& file) { // Rewind ifstream loadedELF.clear(); loadedELF.seekg(0); std::optional entrypoint = memory.loadELF(loadedELF); if (!entrypoint.has_value()) return false; 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; }