#include "emulator.hpp" #include #ifdef _WIN32 #include // Gently ask to use the discrete Nvidia/AMD GPU if possible instead of integrated graphics extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 1; __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 1; } #endif Emulator::Emulator() : config(std::filesystem::current_path() / "config.toml"), kernel(cpu, memory, gpu, config), cpu(memory, kernel), gpu(memory, config), memory(cpu.getTicksRef(), config), cheats(memory, kernel.getServiceManager().getHID()), running(false), programRunning(false) #ifdef PANDA3DS_ENABLE_HTTP_SERVER , httpServer(this) #endif { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) { Helpers::panic("Failed to initialize SDL2"); } // Make SDL use consistent positional button mapping SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0"); if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) { Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError()); } // We need OpenGL for software rendering or for OpenGL if it's enabled bool needOpenGL = config.rendererType == RendererType::Software; #ifdef PANDA3DS_ENABLE_OPENGL needOpenGL = needOpenGL || (config.rendererType == RendererType::OpenGL); #endif #ifdef PANDA3DS_ENABLE_DISCORD_RPC if (config.discordRpcEnabled) { discordRpc.init(); updateDiscord(); } #endif if (needOpenGL) { // Demand 3.3 core for software renderer, or 4.1 core for OpenGL renderer (max available on MacOS) // MacOS gets mad if we don't explicitly demand a core profile SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, config.rendererType == RendererType::Software ? 3 : 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, config.rendererType == RendererType::Software ? 3 : 1); window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL); if (window == nullptr) { Helpers::panic("Window creation failed: %s", SDL_GetError()); } glContext = SDL_GL_CreateContext(window); if (glContext == nullptr) { Helpers::panic("OpenGL context creation failed: %s", SDL_GetError()); } if (!gladLoadGL(reinterpret_cast(SDL_GL_GetProcAddress))) { Helpers::panic("OpenGL init failed: %s", SDL_GetError()); } } #ifdef PANDA3DS_ENABLE_VULKAN if (config.rendererType == RendererType::Vulkan) { window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_VULKAN); if (window == nullptr) { Helpers::warn("Window creation failed: %s", SDL_GetError()); } } #endif if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) { gameController = SDL_GameControllerOpen(0); if (gameController != nullptr) { SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController); gameControllerID = SDL_JoystickInstanceID(stick); } } reset(ReloadOption::NoReload); } Emulator::~Emulator() { config.save(std::filesystem::current_path() / "config.toml"); #ifdef PANDA3DS_ENABLE_DISCORD_RPC discordRpc.stop(); #endif } void Emulator::reset(ReloadOption reload) { 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 // We're resetting without reloading the ROM, so yeet cheats if (reload == ReloadOption::NoReload) { cheats.reset(); } // If a ROM is active and we reset, with the reload option enabled then reload it. // This is necessary to set up stack, executable memory, .data/.rodata/.bss all over again if (reload == ReloadOption::Reload && romType != ROMType::None && romPath.has_value()) { bool success = loadROM(romPath.value()); if (!success) { romType = ROMType::None; romPath = std::nullopt; Helpers::panic("Failed to reload ROM. This should pause the emulator in the future GUI"); } } } void Emulator::step() {} void Emulator::render() {} void Emulator::run() { programRunning = true; while (programRunning) { #ifdef PANDA3DS_ENABLE_HTTP_SERVER httpServer.processActions(); #endif runFrame(); HIDService& hid = kernel.getServiceManager().getHID(); SDL_Event event; while (SDL_PollEvent(&event)) { namespace Keys = HID::Keys; switch (event.type) { case SDL_QUIT: printf("Bye :(\n"); programRunning = false; return; case SDL_KEYDOWN: if (romType == ROMType::None) break; switch (event.key.keysym.sym) { case SDLK_l: hid.pressKey(Keys::A); break; case SDLK_k: hid.pressKey(Keys::B); break; case SDLK_o: hid.pressKey(Keys::X); break; case SDLK_i: hid.pressKey(Keys::Y); break; case SDLK_q: hid.pressKey(Keys::L); break; case SDLK_p: hid.pressKey(Keys::R); break; case SDLK_RIGHT: hid.pressKey(Keys::Right); break; case SDLK_LEFT: hid.pressKey(Keys::Left); break; case SDLK_UP: hid.pressKey(Keys::Up); break; case SDLK_DOWN: hid.pressKey(Keys::Down); break; case SDLK_w: hid.setCirclepadY(0x9C); keyboardAnalogY = true; break; case SDLK_a: hid.setCirclepadX(-0x9C); keyboardAnalogX = true; break; case SDLK_s: hid.setCirclepadY(-0x9C); keyboardAnalogY = true; break; case SDLK_d: hid.setCirclepadX(0x9C); keyboardAnalogX = true; break; case SDLK_RETURN: hid.pressKey(Keys::Start); break; case SDLK_BACKSPACE: hid.pressKey(Keys::Select); break; // Use the F4 button as a hot-key to pause or resume the emulator // We can't use the audio play/pause buttons because it's annoying case SDLK_F4: { togglePause(); break; } // Use F5 as a reset button case SDLK_F5: { reset(ReloadOption::Reload); break; } } break; case SDL_KEYUP: if (romType == ROMType::None) break; switch (event.key.keysym.sym) { case SDLK_l: hid.releaseKey(Keys::A); break; case SDLK_k: hid.releaseKey(Keys::B); break; case SDLK_o: hid.releaseKey(Keys::X); break; case SDLK_i: hid.releaseKey(Keys::Y); break; case SDLK_q: hid.releaseKey(Keys::L); break; case SDLK_p: hid.releaseKey(Keys::R); break; case SDLK_RIGHT: hid.releaseKey(Keys::Right); break; case SDLK_LEFT: hid.releaseKey(Keys::Left); break; case SDLK_UP: hid.releaseKey(Keys::Up); break; case SDLK_DOWN: hid.releaseKey(Keys::Down); break; // Err this is probably not ideal case SDLK_w: case SDLK_s: hid.setCirclepadY(0); keyboardAnalogY = false; break; case SDLK_a: case SDLK_d: hid.setCirclepadX(0); keyboardAnalogX = false; break; case SDLK_RETURN: hid.releaseKey(Keys::Start); break; case SDLK_BACKSPACE: hid.releaseKey(Keys::Select); break; } break; case SDL_MOUSEBUTTONDOWN: if (romType == ROMType::None) break; 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; hid.setTouchScreenPress(x_converted, y_converted); } else { hid.releaseTouchScreen(); } } else if (event.button.button == SDL_BUTTON_RIGHT) { holdingRightClick = true; } break; case SDL_MOUSEBUTTONUP: if (romType == ROMType::None) break; if (event.button.button == SDL_BUTTON_LEFT) { hid.releaseTouchScreen(); } else if (event.button.button == SDL_BUTTON_RIGHT) { holdingRightClick = false; } break; case SDL_CONTROLLERDEVICEADDED: if (gameController == nullptr) { gameController = SDL_GameControllerOpen(event.cdevice.which); gameControllerID = event.cdevice.which; } break; case SDL_CONTROLLERDEVICEREMOVED: if (event.cdevice.which == gameControllerID) { SDL_GameControllerClose(gameController); gameController = nullptr; gameControllerID = 0; } break; case SDL_CONTROLLERBUTTONUP: case SDL_CONTROLLERBUTTONDOWN: { if (romType == ROMType::None) break; u32 key = 0; switch (event.cbutton.button) { case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break; case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break; case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break; case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break; case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break; case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break; case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break; case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break; case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break; case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break; case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break; case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break; } if (key != 0) { if (event.cbutton.state == SDL_PRESSED) { hid.pressKey(key); } else { hid.releaseKey(key); } } break; } // Detect mouse motion events for gyroscope emulation case SDL_MOUSEMOTION: { if (romType == ROMType::None) break; // Handle "dragging" across the touchscreen if (hid.isTouchScreenPressed()) { const s32 x = event.motion.x; const s32 y = event.motion.y; // Check if touch falls in the touch screen area and register the new touch screen position 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; hid.setTouchScreenPress(x_converted, y_converted); } } // We use right click to indicate we want to rotate the console. If right click is not held, then this is not a gyroscope rotation if (holdingRightClick) { // Relative motion since last mouse motion event const s32 motionX = event.motion.xrel; const s32 motionY = event.motion.yrel; // The gyroscope involves lots of weird math I don't want to bother with atm // So up until then, we will set the gyroscope euler angles to fixed values based on the direction of the relative motion const s32 roll = motionX > 0 ? 0x7f : -0x7f; const s32 pitch = motionY > 0 ? 0x7f : -0x7f; hid.setRoll(roll); hid.setPitch(pitch); } break; } case SDL_DROPFILE: { char* droppedDir = event.drop.file; if (droppedDir) { const std::filesystem::path path(droppedDir); if (path.extension() == ".amiibo") { loadAmiibo(path); } else { loadROM(path); } SDL_free(droppedDir); } break; } } } // Update controller analog sticks and HID service if (romType != ROMType::None) { if (gameController != nullptr) { const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX); const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY); constexpr s16 deadzone = 3276; constexpr s16 maxValue = 0x9C; constexpr s16 div = 0x8000 / maxValue; // Avoid overriding the keyboard's circlepad input if (abs(stickX) < deadzone && !keyboardAnalogX) { hid.setCirclepadX(0); } else { hid.setCirclepadX(stickX / div); } if (abs(stickY) < deadzone && !keyboardAnalogY) { hid.setCirclepadY(0); } else { hid.setCirclepadY(-(stickY / div)); } } hid.updateInputs(cpu.getTicks()); } // TODO: Should this be uncommented? // kernel.evalReschedule(); // Update inputs in the HID module SDL_GL_SwapWindow(window); } } // Only resume if a ROM is properly loaded void Emulator::resume() { running = (romType != ROMType::None); } void Emulator::pause() { running = false; } void Emulator::togglePause() { running ? pause() : resume(); } void Emulator::runFrame() { if (running) { cpu.runFrame(); // Run 1 frame of instructions gpu.display(); // Display graphics // Send VBlank interrupts ServiceManager& srv = kernel.getServiceManager(); srv.sendGPUInterrupt(GPUInterrupt::VBlank0); srv.sendGPUInterrupt(GPUInterrupt::VBlank1); // Run cheats if any are loaded if (cheats.haveCheats()) [[unlikely]] { cheats.run(); } } else if (romType != ROMType::None) { // If the emulator is not running and a game is loaded, we still want to display the framebuffer otherwise we will get weird // double-buffering issues gpu.display(); } } bool Emulator::loadROM(const std::filesystem::path& path) { // Reset the emulator if we've already loaded a ROM if (romType != ROMType::None) { reset(ReloadOption::NoReload); } // Reset whatever state needs to be reset before loading a new ROM memory.loadedCXI = std::nullopt; memory.loaded3DSX = std::nullopt; // 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); SDL_free(appData); // 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 // avoid the call throwing exceptions std::error_code ec; if (std::filesystem::exists(aesKeysPath, ec) && !ec) { aesEngine.loadKeys(aesKeysPath); } kernel.initializeFS(); auto extension = path.extension(); bool success; // Tracks if we loaded the ROM successfully if (extension == ".elf" || extension == ".axf") success = loadELF(path); else if (extension == ".3ds" || extension == ".cci") success = loadNCSD(path, ROMType::NCSD); else if (extension == ".cxi" || extension == ".app") success = loadNCSD(path, ROMType::CXI); else if (extension == ".3dsx") success = load3DSX(path); else { printf("Unknown file type\n"); success = false; } if (success) { romPath = path; #ifdef PANDA3DS_ENABLE_DISCORD_RPC updateDiscord(); #endif } else { romPath = std::nullopt; romType = ROMType::None; } resume(); // Start the emulator return success; } bool Emulator::loadAmiibo(const std::filesystem::path& path) { NFCService& nfc = kernel.getServiceManager().getNFC(); return nfc.loadAmiibo(path); } // Used for loading both CXI and NCSD files since they are both so similar and use the same interface // (We promote CXI files to NCSD internally for ease) bool Emulator::loadNCSD(const std::filesystem::path& path, ROMType type) { romType = type; std::optional opt = (type == ROMType::NCSD) ? memory.loadNCSD(aesEngine, path) : memory.loadCXI(aesEngine, 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::load3DSX(const std::filesystem::path& path) { std::optional entrypoint = memory.load3DSX(path); romType = ROMType::HB_3DSX; if (!entrypoint.has_value()) { return false; } cpu.setReg(15, entrypoint.value()); // Set initial PC 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; } // Reset our graphics context and initialize the GPU's graphics context void Emulator::initGraphicsContext() { gpu.initGraphicsContext(window); } #ifdef PANDA3DS_ENABLE_DISCORD_RPC void Emulator::updateDiscord() { if (config.discordRpcEnabled) { if (romType != ROMType::None) { const auto name = romPath.value().stem(); discordRpc.update(Discord::RPCStatus::Playing, name.string()); } else { discordRpc.update(Discord::RPCStatus::Idling, ""); } } } #else void Emulator::updateDiscord() {} #endif