#include #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 "game_init.h" #include "main.h" #include "memory.h" #include "profiler.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 #endif #ifdef UNF #include "usb/usb.h" #include "usb/debug.h" #endif #ifdef SRAM #include "sram.h" #endif #include // First 3 controller slots struct Controller gControllers[3]; // Gfx handlers struct SPTask *gGfxSPTask; Gfx *gDisplayListHead; u8 *gGfxPoolEnd; struct GfxPool *gGfxPool; // OS Controllers OSContStatus gControllerStatuses[4]; OSContPad gControllerPads[4]; u8 gControllerBits; u8 gIsConsole = TRUE; // Needs to be initialized before audio_reset_session is called u8 gBorderHeight; #ifdef 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; // fillers UNUSED static u8 sfillerGameInit[0x90]; UNUSED static s32 sUnusedGameInitValue = 0; // General timer that runs as the game starts u32 gGlobalTimer = 0; #ifdef WIDE u8 gWidescreen; #endif // Framebuffer rendering values (max 3) u16 sRenderedFramebuffer = 0; u16 sRenderingFrameBuffer = 0; // Goddard Vblank Function Caller void (*gGoddardVblankCallback)(void) = NULL; // Defined controller slots struct Controller *gPlayer1Controller = &gControllers[0]; struct Controller *gPlayer2Controller = &gControllers[1]; struct Controller *gPlayer3Controller = &gControllers[2]; // Probably debug only, see note below // 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. */ void init_rdp(void) { gDPPipeSync(gDisplayListHead++); gDPPipelineMode(gDisplayListHead++, G_PM_1PRIMITIVE); gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE); gDPSetTextureLOD(gDisplayListHead++, G_TL_TILE); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); gDPSetTextureDetail(gDisplayListHead++, G_TD_CLAMP); gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP); gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP); gDPSetTextureConvert(gDisplayListHead++, G_TC_FILT); gDPSetCombineKey(gDisplayListHead++, G_CK_NONE); gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE); gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2); gDPSetColorDither(gDisplayListHead++, G_CD_MAGICSQ); gDPSetCycleType(gDisplayListHead++, G_CYC_FILL); #ifdef VERSION_SH gDPSetAlphaDither(gDisplayListHead++, G_AD_PATTERN); #endif gDPPipeSync(gDisplayListHead++); } /** * Sets the initial RSP (Reality Signal Processor) settings. */ void init_rsp(void) { gSPClearGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD); gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BACK | G_LIGHTING); gSPNumLights(gDisplayListHead++, NUMLIGHTS_1); gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF); // @bug Failing to set the clip ratio will result in warped triangles in F3DEX2 // without this change: https://jrra.zone/n64/doc/n64man/gsp/gSPClipRatio.htm #ifdef F3DEX_GBI_2 gSPClipRatio(gDisplayListHead++, FRUSTRATIO_1); #endif } /** * Initialize the z buffer for the current frame. */ void init_z_buffer(void) { gDPPipeSync(gDisplayListHead++); gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL); gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer); gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer); 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_frame_buffer(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_frame_buffer(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); gGfxSPTask->task.t.flags = 0; #ifdef F3DZEX_GBI_2 gGfxSPTask->task.t.ucode = gspF3DZEX2_PosLight_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspF3DZEX2_PosLight_fifoDataStart; #elif F3DEX2PL_GBI gGfxSPTask->task.t.ucode = gspF3DEX2_PosLight_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspF3DEX2_PosLight_fifoDataStart; #elif F3DEX_GBI_2 gGfxSPTask->task.t.ucode = gspF3DEX2_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspF3DEX2_fifoDataStart; #elif F3DEX_GBI gGfxSPTask->task.t.ucode = gspF3DEX_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspF3DEX_fifoDataStart; #elif SUPER3D_GBI gGfxSPTask->task.t.ucode = gspSuper3D_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspSuper3D_fifoDataStart; #else gGfxSPTask->task.t.ucode = gspFast3D_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspFast3D_fifoDataStart; #endif gGfxSPTask->task.t.ucode_size = SP_UCODE_SIZE; // (this size is ignored) gGfxSPTask->task.t.ucode_data_size = SP_UCODE_DATA_SIZE; 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(void) { move_segment_table_to_dmem(); init_rdp(); init_rsp(); init_z_buffer(); select_frame_buffer(); } /** * 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(); if (gShowProfiler) { draw_profiler(); } 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++) { // Loop must be one line to match on -O2 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) { if (IO_READ(DPC_PIPEBUSY_REG) == 0) { gIsConsole = 0; gBorderHeight = BORDER_HEIGHT_EMULATOR; } else { gIsConsole = 1; gBorderHeight = BORDER_HEIGHT_CONSOLE; } gGfxPool = &gGfxPools[0]; set_segment_base_addr(1, gGfxPool->buffer); gGfxSPTask = &gGfxPool->spTask; gDisplayListHead = gGfxPool->buffer; gGfxPoolEnd = (u8 *)(gGfxPool->buffer + GFX_POOL_SIZE); init_rcp(); clear_frame_buffer(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 #ifndef VC_HACKS if (gIsConsole) { // Read RDP Clock Register, has a value of zero on emulators #endif sRenderingFrameBuffer++; #ifndef VC_HACKS } #endif 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(1, 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) { profiler_log_thread5_time(BEFORE_DISPLAY_LISTS); osRecvMesg(&gGfxVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK); if (gGoddardVblankCallback != NULL) { gGoddardVblankCallback(); gGoddardVblankCallback = NULL; } exec_display_list(&gGfxPool->spTask); profiler_log_thread5_time(AFTER_DISPLAY_LISTS); osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK); osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFrameBuffers[sRenderedFramebuffer])); profiler_log_thread5_time(THREAD5_END); osRecvMesg(&gGameVblankQueue, &gMainReceivedMesg, OS_MESG_BLOCK); // Skip swapping buffers on emulator so that they display immediately as the Gfx task finishes #ifndef VC_HACKS if (gIsConsole) { // Read RDP Clock Register, has a value of zero on emulators #endif if (++sRenderedFramebuffer == 3) { sRenderedFramebuffer = 0; } if (++sRenderingFrameBuffer == 3) { sRenderingFrameBuffer = 0; } #ifndef VC_HACKS } #endif gGlobalTimer++; } // 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++; } /** * Take the updated controller struct and calculate the new x, y, and distance floats. */ void adjust_analog_stick(struct Controller *controller) { UNUSED u8 pad[8]; // 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; } } /** * 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. gControllers[0].controllerData->button &= VALID_BUTTONS; // Check if a demo inputs list exists and if so, // run the active demo input list. if (gCurrDemoInput != NULL) { // Clear player 2's inputs if they exist. Player 2's controller // cannot be used to influence a demo. At some point, Nintendo // may have planned for there to be a demo where 2 players moved // around instead of just one, so clearing player 2's influence from // the demo had to have been necessary to perform this. Co-op mode, perhaps? if (gControllers[1].controllerData != NULL) { gControllers[1].controllerData->stick_x = 0; gControllers[1].controllerData->stick_y = 0; gControllers[1].controllerData->button = 0; } // 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) { gControllers[0].controllerData->stick_x = 0; gControllers[0].controllerData->stick_y = 0; gControllers[0].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 = gControllers[0].controllerData->button & START_BUTTON; // Perform the demo inputs by assigning the current button mask and the stick inputs. gControllers[0].controllerData->stick_x = gCurrDemoInput->rawStickX; gControllers[0].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. gControllers[0].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. gControllers[0].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++; } } } } /** * Update the controller struct with available inputs if present. */ void read_controller_inputs(void) { s32 i; // If any controllers are plugged in, update the controller information. if (gControllerBits) { osRecvMesg(&gSIEventMesgQueue, &gMainReceivedMesg, OS_MESG_BLOCK); osContGetReadData(&gControllerPads[0]); #if ENABLE_RUMBLE release_rumble_pak_control(); #endif } run_demo_inputs(); for (i = 0; i < 2; i++) { struct Controller *controller = &gControllers[i]; // if we're receiving inputs, update the controller struct with the new button info. if (controller->controllerData != NULL) { controller->rawStickX = controller->controllerData->stick_x; controller->rawStickY = controller->controllerData->stick_y; controller->buttonPressed = controller->controllerData->button & (controller->controllerData->button ^ controller->buttonDown); // 0.5x A presses are a good meme controller->buttonDown = controller->controllerData->button; adjust_analog_stick(controller); } else // otherwise, if the controllerData is NULL, 0 out all of the inputs. { controller->rawStickX = 0; controller->rawStickY = 0; controller->buttonPressed = 0; controller->buttonDown = 0; controller->stickX = 0; controller->stickY = 0; controller->stickMag = 0; } } // For some reason, player 1's inputs are copied to player 3's port. // This potentially may have been a way the developers "recorded" // the inputs for demos, despite record_demo existing. gPlayer3Controller->rawStickX = gPlayer1Controller->rawStickX; gPlayer3Controller->rawStickY = gPlayer1Controller->rawStickY; gPlayer3Controller->stickX = gPlayer1Controller->stickX; gPlayer3Controller->stickY = gPlayer1Controller->stickY; gPlayer3Controller->stickMag = gPlayer1Controller->stickMag; gPlayer3Controller->buttonPressed = gPlayer1Controller->buttonPressed; gPlayer3Controller->buttonDown = gPlayer1Controller->buttonDown; } /** * Initialize the controller structs to point at the OSCont information. */ void init_controllers(void) { s16 port, cont; // Set controller 1 to point to the set of status/pads for input 1 and // init the controllers. gControllers[0].statusData = &gControllerStatuses[0]; gControllers[0].controllerData = &gControllerPads[0]; osContInit(&gSIEventMesgQueue, &gControllerBits, &gControllerStatuses[0]); #ifdef EEP // strangely enough, the EEPROM probe for save data is done in this function. // save pak detection? gEepromProbe = osEepromProbe(&gSIEventMesgQueue); #endif #ifdef SRAM gSramProbe = nuPiInitSram(); #endif // Loop over the 4 ports and link the controller structs to the appropriate // status and pad. Interestingly, although there are pointers to 3 controllers, // only 2 are connected here. The third seems to have been reserved for debug // purposes and was never connected in the retail ROM, thus gPlayer3Controller // cannot be used, despite being referenced in various code. for (cont = 0, port = 0; port < 4 && cont < 2; port++) { // 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. #if ENABLE_RUMBLE gControllers[cont].port = port; #endif gControllers[cont].statusData = &gControllerStatuses[port]; gControllers[cont++].controllerData = &gControllerPads[port]; } } } // Game thread core // ---------------------------------------------------------------------------------------------------- /** * Setup main segments and framebuffers. */ void setup_game_memory(void) { UNUSED u64 padding; // Setup general Segment 0 set_segment_base_addr(0, (void *) 0x80000000); // 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(0x4000, MEMORY_POOL_LEFT); set_segment_base_addr(17, (void *) gMarioAnimsMemAlloc); setup_dma_table_list(&gMarioAnimsBuf, gMarioAnims, gMarioAnimsMemAlloc); // Setup Demo Inputs List gDemoInputsMemAlloc = main_pool_alloc(0x800, MEMORY_POOL_LEFT); set_segment_base_addr(24, (void *) gDemoInputsMemAlloc); setup_dma_table_list(&gDemoInputsBuf, gDemoInputs, gDemoInputsMemAlloc); // Setup Level Script Entry load_segment(0x10, _entrySegmentRomStart, _entrySegmentRomEnd, MEMORY_POOL_LEFT); // Setup Segment 2 (Fonts, Text, etc) load_segment_decompress(2, _segment2_mio0SegmentRomStart, _segment2_mio0SegmentRomEnd); } /** * Main game loop thread. Runs forever as long as the game continues. */ void thread5_game_loop(UNUSED void *arg) { struct LevelCommand *addr; 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(); set_vblank_handler(2, &gGameVblankHandler, &gGameVblankQueue, (OSMesg) 1); // Point address to the entry point into the level script data. 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 gWidescreen = save_file_get_widescreen_mode(); #endif render_init(); while (TRUE) { // If the reset timer is active, run the process to reset the game. if (gResetTimer) { draw_reset_bars(); continue; } profiler_log_thread5_time(THREAD5_START); // 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 osContStartReadData(&gSIEventMesgQueue); } audio_game_loop_tick(); select_gfx_pool(); read_controller_inputs(); addr = level_script_execute(addr); display_and_vsync(); // 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); } #if 0 if (gPlayer1Controller->buttonPressed & L_TRIG) { osStartThread(&hvqmThread); osRecvMesg(&gDmaMesgQueue, NULL, OS_MESG_BLOCK); } #endif } }