bsnes/icarus/core/game-boy.cpp
Tim Allen f1ebef2ea8 Update to v097r01 release.
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.
2016-01-23 18:29:34 +11:00

52 lines
1.8 KiB
C++

auto Icarus::gameBoyManifest(string location) -> string {
vector<uint8> buffer;
concatenate(buffer, {location, "program.rom"});
return gameBoyManifest(buffer, location);
}
auto Icarus::gameBoyManifest(vector<uint8>& buffer, string location) -> string {
string markup;
string digest = Hash::SHA256(buffer.data(), buffer.size()).digest();
if(settings["icarus/UseDatabase"].boolean() && !markup) {
for(auto node : database.gameBoy) {
if(node["sha256"].text() == digest) {
markup.append(node.text(), "\n sha256: ", digest, "\n");
break;
}
}
}
if(settings["icarus/UseHeuristics"].boolean() && !markup) {
GameBoyCartridge cartridge{buffer.data(), buffer.size()};
if(markup = cartridge.markup) {
markup.append("\n");
markup.append("information\n");
markup.append(" title: ", prefixname(location), "\n");
markup.append(" sha256: ", digest, "\n");
markup.append(" note: ", "heuristically generated by icarus\n");
}
}
return markup;
}
auto Icarus::gameBoyImport(vector<uint8>& buffer, string location) -> string {
auto name = prefixname(location);
auto source = pathname(location);
string target{settings["Library/Location"].text(), "Game Boy/", name, ".gb/"};
//if(directory::exists(target)) return failure("game already exists");
auto markup = gameBoyManifest(buffer, location);
if(!markup) return failure("failed to parse ROM image");
if(!directory::create(target)) return failure("library path unwritable");
if(file::exists({source, name, ".sav"}) && !file::exists({target, "save.ram"})) {
file::copy({source, name, ".sav"}, {target, "save.ram"});
}
if(settings["icarus/CreateManifests"].boolean()) file::write({target, "manifest.bml"}, markup);
file::write({target, "program.rom"}, buffer);
return success(target);
}