#include "emulator.hpp" #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() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory, gl), memory(cpu.getTicksRef()) { 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()); } // Request OpenGL 4.1 Core (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, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 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()); } if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) { gameController = SDL_GameControllerOpen(0); if (gameController != nullptr) { SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController); gameControllerID = SDL_JoystickInstanceID(stick); } } reset(); } 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) { 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); keyboardAnalogY = true; break; case SDLK_a: srv.setCirclepadX(-0x9C); keyboardAnalogX = true; break; case SDLK_s: srv.setCirclepadY(-0x9C); keyboardAnalogY = true; break; case SDLK_d: srv.setCirclepadX(0x9C); keyboardAnalogX = true; 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: case SDLK_s: srv.setCirclepadY(0); keyboardAnalogY = false; break; case SDLK_a: case SDLK_d: srv.setCirclepadX(0); keyboardAnalogX = false; 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; 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: { 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) { srv.pressKey(key); } else { srv.releaseKey(key); } } } } } 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) { srv.setCirclepadX(0); } else { srv.setCirclepadX(stickX / div); } if (abs(stickY) < deadzone && !keyboardAnalogY) { srv.setCirclepadY(0); } else { srv.setCirclepadY(-(stickY / div)); } } // 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); 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(); 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(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::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() { gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL gpu.initGraphicsContext(); }