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https://github.com/bsnes-emu/bsnes.git
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byuu says: A minor WIP to get us started. Changelog: - System::Video merged to PPU::Video - System::Audio merged to DSP::Audio - System::Configuration merged to Interface::Settings - created emulator/emulator.cpp and accompanying object file for shared code between all cores Currently, emulator.cpp just holds a videoColor() function that takes R16G16B16, performs gamma/saturation/luma adjust, and outputs (currently) A8R8G8B8. It's basically an internal function call for cores to use when generating palette entries. This code used to exist inside ui-tomoko/program/interface.cpp, but we have to move it internal for software display emulation. But in the future, we could add other useful cross-core functionality here.
52 lines
1.8 KiB
C++
52 lines
1.8 KiB
C++
auto Icarus::gameBoyManifest(string location) -> string {
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vector<uint8> buffer;
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concatenate(buffer, {location, "program.rom"});
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return gameBoyManifest(buffer, location);
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}
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auto Icarus::gameBoyManifest(vector<uint8>& buffer, string location) -> string {
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string markup;
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string digest = Hash::SHA256(buffer.data(), buffer.size()).digest();
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if(settings["icarus/UseDatabase"].boolean() && !markup) {
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for(auto node : database.gameBoy) {
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if(node["sha256"].text() == digest) {
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markup.append(node.text(), "\n sha256: ", digest, "\n");
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break;
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}
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}
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}
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if(settings["icarus/UseHeuristics"].boolean() && !markup) {
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GameBoyCartridge cartridge{buffer.data(), buffer.size()};
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if(markup = cartridge.markup) {
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markup.append("\n");
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markup.append("information\n");
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markup.append(" title: ", prefixname(location), "\n");
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markup.append(" sha256: ", digest, "\n");
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markup.append(" note: ", "heuristically generated by icarus\n");
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}
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}
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return markup;
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}
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auto Icarus::gameBoyImport(vector<uint8>& buffer, string location) -> string {
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auto name = prefixname(location);
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auto source = pathname(location);
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string target{settings["Library/Location"].text(), "Game Boy/", name, ".gb/"};
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//if(directory::exists(target)) return failure("game already exists");
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auto markup = gameBoyManifest(buffer, location);
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if(!markup) return failure("failed to parse ROM image");
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if(!directory::create(target)) return failure("library path unwritable");
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if(file::exists({source, name, ".sav"}) && !file::exists({target, "save.ram"})) {
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file::copy({source, name, ".sav"}, {target, "save.ram"});
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}
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if(settings["icarus/CreateManifests"].boolean()) file::write({target, "manifest.bml"}, markup);
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file::write({target, "program.rom"}, buffer);
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return success(target);
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}
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