Files
HackerSM64/src/game/game_init.c
2023-09-06 13:15:29 -07:00

823 lines
30 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "gfx_dimensions.h"
#include "audio/external.h"
#include "buffers/buffers.h"
#include "buffers/gfx_output_buffer.h"
#include "buffers/framebuffers.h"
#include "buffers/zbuffer.h"
#include "engine/level_script.h"
#include "engine/math_util.h"
#include "game_init.h"
#include "main.h"
#include "memory.h"
#include "save_file.h"
#include "seq_ids.h"
#include "sound_init.h"
#include "print.h"
#include "segment2.h"
#include "segment_symbols.h"
#include "rumble_init.h"
#ifdef HVQM
#include <hvqm/hvqm.h>
#endif
#ifdef SRAM
#include "sram.h"
#endif
#include "puppyprint.h"
#include "puppycam2.h"
#include "debug_box.h"
#include "vc_ultra.h"
#include "profiling.h"
#include "emutest.h"
// Emulators that the Instant Input patch should not be applied to
#define INSTANT_INPUT_BLACKLIST (EMU_CONSOLE | EMU_WIIVC | EMU_ARES | EMU_SIMPLE64 | EMU_CEN64)
// Gfx handlers
struct SPTask *gGfxSPTask;
Gfx *gDisplayListHead;
u8 *gGfxPoolEnd;
struct GfxPool *gGfxPool;
// OS Controllers
struct Controller gControllers[MAXCONTROLLERS];
OSContStatus gControllerStatuses[MAXCONTROLLERS];
OSContPadEx gControllerPads[MAXCONTROLLERS];
u8 gControllerBits = 0b0000;
u8 gBorderHeight;
#ifdef VANILLA_STYLE_CUSTOM_DEBUG
u8 gCustomDebugMode;
#endif
#ifdef EEP
s8 gEepromProbe;
#endif
#ifdef SRAM
s8 gSramProbe;
#endif
OSMesgQueue gGameVblankQueue;
OSMesgQueue gGfxVblankQueue;
OSMesg gGameMesgBuf[1];
OSMesg gGfxMesgBuf[1];
// Vblank Handler
struct VblankHandler gGameVblankHandler;
// Buffers
uintptr_t gPhysicalFramebuffers[3];
uintptr_t gPhysicalZBuffer;
// Mario Anims and Demo allocation
void *gMarioAnimsMemAlloc;
void *gDemoInputsMemAlloc;
struct DmaHandlerList gMarioAnimsBuf;
struct DmaHandlerList gDemoInputsBuf;
// General timer that runs as the game starts
u32 gGlobalTimer = 0;
u8 *gAreaSkyboxStart[AREA_COUNT];
u8 *gAreaSkyboxEnd[AREA_COUNT];
// Framebuffer rendering values (max 3)
u16 sRenderedFramebuffer = 0;
u16 sRenderingFramebuffer = 0;
// Goddard Vblank Function Caller
void (*gGoddardVblankCallback)(void) = NULL;
// Defined player slots. Anything above MAX_NUM_PLAYERS should not be used.
struct Controller* const gPlayer1Controller = &gControllers[0];
struct Controller* const gPlayer2Controller = &gControllers[1];
struct Controller* const gPlayer3Controller = &gControllers[2];
struct Controller* const gPlayer4Controller = &gControllers[3];
// Title Screen Demo Handler
struct DemoInput *gCurrDemoInput = NULL;
u16 gDemoInputListID = 0;
struct DemoInput gRecordedDemoInput = { 0 };
// Display
// ----------------------------------------------------------------------------------------------------
/**
* Sets the initial RDP (Reality Display Processor) rendering settings.
*/
const Gfx init_rdp[] = {
gsDPPipeSync(),
gsDPPipelineMode(G_PM_NPRIMITIVE),
gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureDetail( G_TD_CLAMP),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureFilter( G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetCombineKey(G_CK_NONE),
gsDPSetAlphaCompare(G_AC_NONE),
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsDPSetColorDither(G_CD_MAGICSQ),
gsDPSetCycleType(G_CYC_FILL),
gsDPSetAlphaDither(G_AD_PATTERN),
gsSPEndDisplayList(),
};
/**
* Sets the initial RSP (Reality Signal Processor) settings.
*/
const Gfx init_rsp[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_CULL_FRONT | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD),
gsSPSetGeometryMode(G_SHADE | G_SHADING_SMOOTH | G_CULL_BACK | G_LIGHTING),
gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_OFF),
gsSPClipRatio(FRUSTRATIO_2),
gsSPEndDisplayList(),
};
#ifdef S2DEX_TEXT_ENGINE
void my_rdp_init(void) {
gSPDisplayList(gDisplayListHead++, init_rdp);
}
void my_rsp_init(void) {
gSPDisplayList(gDisplayListHead++, init_rsp);
}
#endif
/**
* Initialize the z buffer for the current frame.
*/
void init_z_buffer(s32 resetZB) {
gDPPipeSync(gDisplayListHead++);
gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL);
gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer);
if (!resetZB)
return;
gDPSetFillColor(gDisplayListHead++,
GPACK_ZDZ(G_MAXFBZ, 0) << 16 | GPACK_ZDZ(G_MAXFBZ, 0));
gDPFillRectangle(gDisplayListHead++, 0, gBorderHeight, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1 - gBorderHeight);
}
/**
* Tells the RDP which of the three framebuffers it shall draw to.
*/
void select_framebuffer(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
gPhysicalFramebuffers[sRenderingFramebuffer]);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, gBorderHeight, SCREEN_WIDTH,
SCREEN_HEIGHT - gBorderHeight);
}
/**
* Clear the framebuffer and fill it with a 32-bit color.
* Information about the color argument: https://jrra.zone/n64/doc/n64man/gdp/gDPSetFillColor.htm
*/
void clear_framebuffer(s32 color) {
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, color);
gDPFillRectangle(gDisplayListHead++,
GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(0), gBorderHeight,
GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(0) - 1, SCREEN_HEIGHT - gBorderHeight - 1);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
/**
* Resets the viewport, readying it for the final image.
*/
void clear_viewport(Vp *viewport, s32 color) {
s16 vpUlx = (viewport->vp.vtrans[0] - viewport->vp.vscale[0]) / 4 + 1;
s16 vpUly = (viewport->vp.vtrans[1] - viewport->vp.vscale[1]) / 4 + 1;
s16 vpLrx = (viewport->vp.vtrans[0] + viewport->vp.vscale[0]) / 4 - 2;
s16 vpLry = (viewport->vp.vtrans[1] + viewport->vp.vscale[1]) / 4 - 2;
#ifdef WIDESCREEN
vpUlx = GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(vpUlx);
vpLrx = GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(SCREEN_WIDTH - vpLrx);
#endif
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, color);
gDPFillRectangle(gDisplayListHead++, vpUlx, vpUly, vpLrx, vpLry);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
/**
* Draw the horizontal screen borders.
*/
void draw_screen_borders(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(0, 0, 0, 0) << 16 | GPACK_RGBA5551(0, 0, 0, 0));
if (gBorderHeight) {
gDPFillRectangle(gDisplayListHead++, GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(0), 0,
GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(0) - 1, gBorderHeight - 1);
gDPFillRectangle(gDisplayListHead++,
GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(0), SCREEN_HEIGHT - gBorderHeight,
GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(0) - 1, SCREEN_HEIGHT - 1);
}
}
/**
* Defines the viewport scissoring rectangle.
* Scissoring: https://jrra.zone/n64/doc/pro-man/pro12/12-03.htm#01
*/
void make_viewport_clip_rect(Vp *viewport) {
s16 vpUlx = (viewport->vp.vtrans[0] - viewport->vp.vscale[0]) / 4 + 1;
s16 vpPly = (viewport->vp.vtrans[1] - viewport->vp.vscale[1]) / 4 + 1;
s16 vpLrx = (viewport->vp.vtrans[0] + viewport->vp.vscale[0]) / 4 - 1;
s16 vpLry = (viewport->vp.vtrans[1] + viewport->vp.vscale[1]) / 4 - 1;
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, vpUlx, vpPly, vpLrx, vpLry);
}
/**
* Initializes the Fast3D OSTask structure.
* If you plan on using gSPLoadUcode, make sure to add OS_TASK_LOADABLE to the flags member.
*/
void create_gfx_task_structure(void) {
s32 entries = gDisplayListHead - gGfxPool->buffer;
gGfxSPTask->msgqueue = &gGfxVblankQueue;
gGfxSPTask->msg = (OSMesg) 2;
gGfxSPTask->task.t.type = M_GFXTASK;
gGfxSPTask->task.t.ucode_boot = rspbootTextStart;
gGfxSPTask->task.t.ucode_boot_size = ((u8 *) rspbootTextEnd - (u8 *) rspbootTextStart);
#if defined(F3DEX_GBI_SHARED) && defined(OBJECTS_REJ)
gGfxSPTask->task.t.flags = (OS_TASK_LOADABLE | OS_TASK_DP_WAIT);
#else
gGfxSPTask->task.t.flags = 0x0;
#endif
#ifdef L3DEX2_ALONE
gGfxSPTask->task.t.ucode = gspL3DEX2_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspL3DEX2_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspL3DEX2_fifoTextEnd - (u8 *) gspL3DEX2_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspL3DEX2_fifoDataEnd - (u8 *) gspL3DEX2_fifoDataStart);
#elif F3DZEX_GBI_2
gGfxSPTask->task.t.ucode = gspF3DZEX2_PosLight_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspF3DZEX2_PosLight_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DZEX2_PosLight_fifoTextEnd - (u8 *) gspF3DZEX2_PosLight_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DZEX2_PosLight_fifoDataEnd - (u8 *) gspF3DZEX2_PosLight_fifoDataStart);
#elif F3DZEX_NON_GBI_2
gGfxSPTask->task.t.ucode = gspF3DZEX2_NoN_PosLight_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspF3DZEX2_NoN_PosLight_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DZEX2_NoN_PosLight_fifoTextEnd - (u8 *) gspF3DZEX2_NoN_PosLight_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DZEX2_NoN_PosLight_fifoDataEnd - (u8 *) gspF3DZEX2_NoN_PosLight_fifoDataStart);
#elif F3DEX2PL_GBI
gGfxSPTask->task.t.ucode = gspF3DEX2_PosLight_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspF3DEX2_PosLight_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DEX2_PosLight_fifoTextEnd - (u8 *) gspF3DEX2_PosLight_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DEX2_PosLight_fifoDataEnd - (u8 *) gspF3DEX2_PosLight_fifoDataStart);
#elif F3DEX_GBI_2
gGfxSPTask->task.t.ucode = gspF3DEX2_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspF3DEX2_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DEX2_fifoTextEnd - (u8 *) gspF3DEX2_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DEX2_fifoDataEnd - (u8 *) gspF3DEX2_fifoDataStart);
#elif F3DEX_GBI
gGfxSPTask->task.t.ucode = gspF3DEX_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspF3DEX_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspF3DEX_fifoTextEnd - (u8 *) gspF3DEX_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspF3DEX_fifoDataEnd - (u8 *) gspF3DEX_fifoDataStart);
#elif SUPER3D_GBI
gGfxSPTask->task.t.ucode = gspSuper3DTextStart;
gGfxSPTask->task.t.ucode_data = gspSuper3DDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspSuper3DTextEnd - (u8 *) gspSuper3DTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspSuper3DDataEnd - (u8 *) gspSuper3DDataStart);
#else
gGfxSPTask->task.t.ucode = gspFast3D_fifoTextStart;
gGfxSPTask->task.t.ucode_data = gspFast3D_fifoDataStart;
gGfxSPTask->task.t.ucode_size = ((u8 *) gspFast3D_fifoTextEnd - (u8 *) gspFast3D_fifoTextStart);
gGfxSPTask->task.t.ucode_data_size = ((u8 *) gspFast3D_fifoDataEnd - (u8 *) gspFast3D_fifoDataStart);
#endif
gGfxSPTask->task.t.dram_stack = (u64 *) gGfxSPTaskStack;
gGfxSPTask->task.t.dram_stack_size = SP_DRAM_STACK_SIZE8;
gGfxSPTask->task.t.output_buff = gGfxSPTaskOutputBuffer;
gGfxSPTask->task.t.output_buff_size =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer + sizeof(gGfxSPTaskOutputBuffer));
gGfxSPTask->task.t.data_ptr = (u64 *) &gGfxPool->buffer;
gGfxSPTask->task.t.data_size = entries * sizeof(Gfx);
gGfxSPTask->task.t.yield_data_ptr = (u64 *) gGfxSPTaskYieldBuffer;
gGfxSPTask->task.t.yield_data_size = OS_YIELD_DATA_SIZE;
}
/**
* Set default RCP (Reality Co-Processor) settings.
*/
void init_rcp(s32 resetZB) {
move_segment_table_to_dmem();
gSPDisplayList(gDisplayListHead++, init_rdp);
gSPDisplayList(gDisplayListHead++, init_rsp);
init_z_buffer(resetZB);
select_framebuffer();
}
/**
* End the master display list and initialize the graphics task structure for the next frame to be rendered.
*/
void end_master_display_list(void) {
draw_screen_borders();
gDPFullSync(gDisplayListHead++);
gSPEndDisplayList(gDisplayListHead++);
create_gfx_task_structure();
}
/**
* Draw the bars that appear when the N64 is soft reset.
*/
void draw_reset_bars(void) {
s32 width, height;
s32 fbNum;
u64 *fbPtr;
if (gResetTimer != 0 && gNmiResetBarsTimer < 15) {
if (sRenderedFramebuffer == 0) {
fbNum = 2;
} else {
fbNum = sRenderedFramebuffer - 1;
}
fbPtr = (u64 *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[fbNum]);
fbPtr += gNmiResetBarsTimer++ * (SCREEN_WIDTH / 4);
for (width = 0; width < ((SCREEN_HEIGHT / 16) + 1); width++) {
for (height = 0; height < (SCREEN_WIDTH / 4); height++) {
*fbPtr++ = 0;
}
fbPtr += ((SCREEN_WIDTH / 4) * 14);
}
}
osWritebackDCacheAll();
osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
}
/**
* Initial settings for the first rendered frame.
*/
void render_init(void) {
#ifdef DEBUG_FORCE_CRASH_ON_BOOT
FORCE_CRASH
#endif
gGfxPool = &gGfxPools[0];
set_segment_base_addr(SEGMENT_RENDER, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
gGfxPoolEnd = (u8 *)(gGfxPool->buffer + GFX_POOL_SIZE);
init_rcp(CLEAR_ZBUFFER);
clear_framebuffer(0);
end_master_display_list();
exec_display_list(&gGfxPool->spTask);
// Skip incrementing the initial framebuffer index on emulators so that they display immediately as the Gfx task finishes
// VC probably emulates osViSwapBuffer accurately so instant patch breaks VC compatibility
// Currently, Ares and Simple64 have issues with single buffering so disable it there as well.
if (gEmulator & INSTANT_INPUT_BLACKLIST) {
sRenderingFramebuffer++;
}
gGlobalTimer++;
}
/**
* Selects the location of the F3D output buffer (gDisplayListHead).
*/
void select_gfx_pool(void) {
gGfxPool = &gGfxPools[gGlobalTimer % ARRAY_COUNT(gGfxPools)];
set_segment_base_addr(SEGMENT_RENDER, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
gGfxPoolEnd = (u8 *) (gGfxPool->buffer + GFX_POOL_SIZE);
}
/**
* This function:
* - Sends the current master display list out to be rendered.
* - Tells the VI which color framebuffer to be displayed.
* - Yields to the VI framerate twice, locking the game at 30 FPS.
* - Selects which framebuffer will be rendered and displayed to next time.
*/
void display_and_vsync(void) {
osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
if (gGoddardVblankCallback != NULL) {
gGoddardVblankCallback();
gGoddardVblankCallback = NULL;
}
exec_display_list(&gGfxPool->spTask);
#ifndef UNLOCK_FPS
osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
#endif
osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[sRenderedFramebuffer]));
#ifndef UNLOCK_FPS
osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
#endif
// Skip swapping buffers on inaccurate emulators other than VC so that they display immediately as the Gfx task finishes
if (gEmulator & INSTANT_INPUT_BLACKLIST) {
if (++sRenderedFramebuffer == 3) {
sRenderedFramebuffer = 0;
}
if (++sRenderingFramebuffer == 3) {
sRenderingFramebuffer = 0;
}
}
gGlobalTimer++;
}
#if !defined(DISABLE_DEMO) && defined(KEEP_MARIO_HEAD)
// this function records distinct inputs over a 255-frame interval to RAM locations and was likely
// used to record the demo sequences seen in the final game. This function is unused.
UNUSED static void record_demo(void) {
// record the player's button mask and current rawStickX and rawStickY.
u8 buttonMask =
((gPlayer1Controller->buttonDown & (A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON)) >> 8)
| (gPlayer1Controller->buttonDown & (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS));
s8 rawStickX = gPlayer1Controller->rawStickX;
s8 rawStickY = gPlayer1Controller->rawStickY;
// If the stick is in deadzone, set its value to 0 to
// nullify the effects. We do not record deadzone inputs.
if (rawStickX > -8 && rawStickX < 8) {
rawStickX = 0;
}
if (rawStickY > -8 && rawStickY < 8) {
rawStickY = 0;
}
// Rrecord the distinct input and timer so long as they are unique.
// If the timer hits 0xFF, reset the timer for the next demo input.
if (gRecordedDemoInput.timer == 0xFF || buttonMask != gRecordedDemoInput.buttonMask
|| rawStickX != gRecordedDemoInput.rawStickX || rawStickY != gRecordedDemoInput.rawStickY) {
gRecordedDemoInput.timer = 0;
gRecordedDemoInput.buttonMask = buttonMask;
gRecordedDemoInput.rawStickX = rawStickX;
gRecordedDemoInput.rawStickY = rawStickY;
}
gRecordedDemoInput.timer++;
}
/**
* If a demo sequence exists, this will run the demo input list until it is complete.
*/
void run_demo_inputs(void) {
// Eliminate the unused bits.
gPlayer1Controller->controllerData->button &= VALID_BUTTONS;
// Check if a demo inputs list exists and if so,
// run the active demo input list.
if (gCurrDemoInput != NULL) {
// The timer variable being 0 at the current input means the demo is over.
// Set the button to the END_DEMO mask to end the demo.
if (gCurrDemoInput->timer == 0) {
gPlayer1Controller->controllerData->stick_x = 0;
gPlayer1Controller->controllerData->stick_y = 0;
gPlayer1Controller->controllerData->button = END_DEMO;
} else {
// Backup the start button if it is pressed, since we don't want the
// demo input to override the mask where start may have been pressed.
u16 startPushed = (gPlayer1Controller->controllerData->button & START_BUTTON);
// Perform the demo inputs by assigning the current button mask and the stick inputs.
gPlayer1Controller->controllerData->stick_x = gCurrDemoInput->rawStickX;
gPlayer1Controller->controllerData->stick_y = gCurrDemoInput->rawStickY;
// To assign the demo input, the button information is stored in
// an 8-bit mask rather than a 16-bit mask. this is because only
// A, B, Z, Start, and the C-Buttons are used in a demo, as bits
// in that order. In order to assign the mask, we need to take the
// upper 4 bits (A, B, Z, and Start) and shift then left by 8 to
// match the correct input mask. We then add this to the masked
// lower 4 bits to get the correct button mask.
gPlayer1Controller->controllerData->button =
((gCurrDemoInput->buttonMask & 0xF0) << 8) + ((gCurrDemoInput->buttonMask & 0xF));
// If start was pushed, put it into the demo sequence being input to end the demo.
gPlayer1Controller->controllerData->button |= startPushed;
// Run the current demo input's timer down. if it hits 0, advance the demo input list.
if (--gCurrDemoInput->timer == 0) {
gCurrDemoInput++;
}
}
}
}
#endif
/**
* Take the updated controller struct and calculate the new x, y, and distance floats.
*/
void adjust_analog_stick(struct Controller *controller) {
// Reset the controller's x and y floats.
controller->stickX = 0;
controller->stickY = 0;
// Modulate the rawStickX and rawStickY to be the new f32 values by adding/subtracting 6.
if (controller->rawStickX <= -8) {
controller->stickX = controller->rawStickX + 6;
}
if (controller->rawStickX >= 8) {
controller->stickX = controller->rawStickX - 6;
}
if (controller->rawStickY <= -8) {
controller->stickY = controller->rawStickY + 6;
}
if (controller->rawStickY >= 8) {
controller->stickY = controller->rawStickY - 6;
}
// Calculate f32 magnitude from the center by vector length.
controller->stickMag =
sqrtf(controller->stickX * controller->stickX + controller->stickY * controller->stickY);
// Magnitude cannot exceed 64.0f: if it does, modify the values
// appropriately to flatten the values down to the allowed maximum value.
if (controller->stickMag > 64) {
controller->stickX *= 64 / controller->stickMag;
controller->stickY *= 64 / controller->stickMag;
controller->stickMag = 64;
}
}
/**
* Update the controller struct with available inputs if present.
*/
void read_controller_inputs(s32 threadID) {
// If any controllers are plugged in, update the controller information.
if (gControllerBits) {
if (threadID == THREAD_5_GAME_LOOP) {
osRecvMesg(&gSIEventMesgQueue, &gMainReceivedMesg, OS_MESG_BLOCK);
}
osContGetReadDataEx(&gControllerPads[0]);
#if ENABLE_RUMBLE
release_rumble_pak_control();
#endif
}
#if !defined(DISABLE_DEMO) && defined(KEEP_MARIO_HEAD)
run_demo_inputs();
#endif
for (s32 cont = 0; cont < MAX_NUM_PLAYERS; cont++) {
struct Controller* controller = &gControllers[cont];
OSContPadEx* controllerData = controller->controllerData;
// if we're receiving inputs, update the controller struct with the new button info.
if (controller->controllerData != NULL) {
// HackerSM64: Swaps Z and L, only on console, and only when playing with a GameCube controller.
if (__osControllerTypes[controller->port] == CONT_TYPE_GCN) {
u32 oldButton = controllerData->button;
u32 newButton = oldButton & ~(Z_TRIG | L_TRIG);
if (oldButton & Z_TRIG) {
newButton |= L_TRIG;
}
if (controllerData->l_trig > 85) { // How far the player has to press the L trigger for it to be considered a Z press. 64 is about 25%. 127 would be about 50%.
newButton |= Z_TRIG;
}
controllerData->button = newButton;
}
controller->rawStickX = controllerData->stick_x;
controller->rawStickY = controllerData->stick_y;
controller->buttonPressed = (~controller->buttonDown & controllerData->button);
controller->buttonReleased = (~controllerData->button & controller->buttonDown);
// 0.5x A presses are a good meme
controller->buttonDown = controllerData->button;
adjust_analog_stick(controller);
} else { // otherwise, if the controllerData is NULL, 0 out all of the inputs.
controller->rawStickX = 0x0000;
controller->rawStickY = 0x0000;
controller->buttonPressed = 0x0000;
controller->buttonReleased = 0x0000;
controller->buttonDown = 0x0000;
controller->stickX = 0.0f;
controller->stickY = 0.0f;
controller->stickMag = 0.0f;
}
}
}
/**
* @brief Links a controller struct to the appropriate status and pad.
*
* @param[out] controller The controller to link.
* @param[in ] port The port to get the data from.
*/
static void assign_controller_data_to_port(struct Controller* controller, int port) {
controller->statusData = &gControllerStatuses[port];
controller->controllerData = &gControllerPads[port];
controller->port = port;
}
/**
* Initialize the controller structs to point at the OSCont information.
*/
void init_controllers(void) {
int port, cont = 0;
int lastUsedPort = -1;
// Set controller 1 to point to the set of status/pads for input 1 and
// init the controllers.
assign_controller_data_to_port(&gControllers[0], 0);
osContInit(&gSIEventMesgQueue, &gControllerBits, gControllerStatuses);
#ifdef EEP
// strangely enough, the EEPROM probe for save data is done in this function.
// save pak detection?
gEepromProbe = (gEmulator & EMU_WIIVC)
? osEepromProbeVC(&gSIEventMesgQueue)
: osEepromProbe (&gSIEventMesgQueue);
#endif
#ifdef SRAM
gSramProbe = nuPiInitSram();
#endif
// Loop over the 4 ports and link the controller structs to the appropriate status and pad.
for (port = 0; port < MAXCONTROLLERS; port++) {
if (cont >= MAX_NUM_PLAYERS) {
break;
}
// Is controller plugged in?
if (gControllerBits & (1 << port)) {
// The game allows you to have just 1 controller plugged
// into any port in order to play the game. this was probably
// so if any of the ports didn't work, you can have controllers
// plugged into any of them and it will work.
assign_controller_data_to_port(&gControllers[cont], port);
lastUsedPort = port;
cont++;
}
}
#if (MAX_NUM_PLAYERS >= 2)
//! Some flashcarts (eg. ED64p) don't let you start a ROM with a GameCube controller in port 1,
// so if port 1 is an N64 controller and port 2 is a GC controller, swap them.
if (gEmulator & EMU_CONSOLE) {
if (
(__osControllerTypes[0] == CONT_TYPE_N64) &&
(__osControllerTypes[1] == CONT_TYPE_GCN)
) {
struct Controller temp = gControllers[0];
gControllers[0] = gControllers[1];
gControllers[1] = temp;
}
}
#endif
// Disable the ports after the last used one.
osContSetCh(lastUsedPort + 1);
}
// Game thread core
// ----------------------------------------------------------------------------------------------------
/**
* Setup main segments and framebuffers.
*/
void setup_game_memory(void) {
// Setup general Segment 0
set_segment_base_addr(SEGMENT_MAIN, (void *)RAM_START);
// Create Mesg Queues
osCreateMesgQueue(&gGfxVblankQueue, gGfxMesgBuf, ARRAY_COUNT(gGfxMesgBuf));
osCreateMesgQueue(&gGameVblankQueue, gGameMesgBuf, ARRAY_COUNT(gGameMesgBuf));
// Setup z buffer and framebuffer
gPhysicalZBuffer = VIRTUAL_TO_PHYSICAL(gZBuffer);
gPhysicalFramebuffers[0] = VIRTUAL_TO_PHYSICAL(gFramebuffer0);
gPhysicalFramebuffers[1] = VIRTUAL_TO_PHYSICAL(gFramebuffer1);
gPhysicalFramebuffers[2] = VIRTUAL_TO_PHYSICAL(gFramebuffer2);
// Setup Mario Animations
gMarioAnimsMemAlloc = main_pool_alloc(MARIO_ANIMS_POOL_SIZE, MEMORY_POOL_LEFT);
set_segment_base_addr(SEGMENT_MARIO_ANIMS, (void *) gMarioAnimsMemAlloc);
setup_dma_table_list(&gMarioAnimsBuf, gMarioAnims, gMarioAnimsMemAlloc);
#ifdef PUPPYPRINT_DEBUG
set_segment_memory_printout(SEGMENT_MARIO_ANIMS, MARIO_ANIMS_POOL_SIZE);
set_segment_memory_printout(SEGMENT_DEMO_INPUTS, DEMO_INPUTS_POOL_SIZE);
#endif
// Setup Demo Inputs List
gDemoInputsMemAlloc = main_pool_alloc(DEMO_INPUTS_POOL_SIZE, MEMORY_POOL_LEFT);
set_segment_base_addr(SEGMENT_DEMO_INPUTS, (void *) gDemoInputsMemAlloc);
setup_dma_table_list(&gDemoInputsBuf, gDemoInputs, gDemoInputsMemAlloc);
// Setup Level Script Entry
load_segment(SEGMENT_LEVEL_ENTRY, _entrySegmentRomStart, _entrySegmentRomEnd, MEMORY_POOL_LEFT, NULL, NULL);
// Setup Segment 2 (Fonts, Text, etc)
load_segment_decompress(SEGMENT_SEGMENT2, _segment2_mio0SegmentRomStart, _segment2_mio0SegmentRomEnd);
}
/**
* Main game loop thread. Runs forever as long as the game continues.
*/
void thread5_game_loop(UNUSED void *arg) {
setup_game_memory();
#if ENABLE_RUMBLE
init_rumble_pak_scheduler_queue();
#endif
init_controllers();
#if ENABLE_RUMBLE
create_thread_6();
#endif
#ifdef HVQM
createHvqmThread();
#endif
save_file_load_all();
#ifdef PUPPYCAM
puppycam_boot();
#endif
set_vblank_handler(2, &gGameVblankHandler, &gGameVblankQueue, (OSMesg) 1);
// Point address to the entry point into the level script data.
struct LevelCommand *addr = segmented_to_virtual(level_script_entry);
play_music(SEQ_PLAYER_SFX, SEQUENCE_ARGS(0, SEQ_SOUND_PLAYER), 0);
set_sound_mode(save_file_get_sound_mode());
#ifdef WIDE
gConfig.widescreen = save_file_get_widescreen_mode();
#endif
render_init();
while (TRUE) {
profiler_frame_setup();
// If the reset timer is active, run the process to reset the game.
if (gResetTimer != 0) {
draw_reset_bars();
continue;
}
#ifdef PUPPYPRINT_DEBUG
bzero(&gPuppyCallCounter, sizeof(gPuppyCallCounter));
#endif
// If any controllers are plugged in, start read the data for when
// read_controller_inputs is called later.
if (gControllerBits) {
#if ENABLE_RUMBLE
block_until_rumble_pak_free();
#endif
osContStartReadDataEx(&gSIEventMesgQueue);
}
audio_game_loop_tick();
select_gfx_pool();
read_controller_inputs(THREAD_5_GAME_LOOP);
profiler_update(PROFILER_TIME_CONTROLLERS, 0);
profiler_collision_reset();
addr = level_script_execute(addr);
profiler_collision_completed();
#if !defined(PUPPYPRINT_DEBUG) && defined(VISUAL_DEBUG)
debug_box_input();
#endif
#ifdef PUPPYPRINT_DEBUG
puppyprint_profiler_process();
#endif
display_and_vsync();
#ifdef VANILLA_DEBUG
// when debug info is enabled, print the "BUF %d" information.
if (gShowDebugText) {
// subtract the end of the gfx pool with the display list to obtain the
// amount of free space remaining.
print_text_fmt_int(180, 20, "BUF %d", gGfxPoolEnd - (u8 *) gDisplayListHead);
}
#endif
#if 0
if (gPlayer1Controller->buttonPressed & L_TRIG) {
osStartThread(&hvqmThread);
osRecvMesg(&gDmaMesgQueue, NULL, OS_MESG_BLOCK);
}
#endif
}
}