/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ // - Remove scummconsole.c // - Delete files // - libcartreset // - Alternative controls - tap for left click, double for right // - Inherit the Earth? // - Stereo audio? // - Software scaler? // - 100% scale // - Arrow keys cause key events when keyboard enabled - Done // - Mouse cursor display - Done // - Disable scaler on options menu - Done // - Fix scale icons on top screen - Done // - Fseek optimisation? - No need // - Fix agi hack to be cleaner - done // - Fix not typing looong words - Done // - Show keyboard by default in AGI games // - Fix mouse moving when cursor on keyboard screen - Done // - Fix 'fit' thingy always appearing - Done // - check cine backbuffer code - Done // - Add long filename support - Done // - New icons // - Add key config for gob engine: Start:F1, Shift-numbers: F keys - Done // - Fix [ds] appearing in game menu // - Find out what's going wrong when you turn the console off // - enable console when asserting // - Alternative controls? // - Fix 512x256 backbuffer to 320x240 - Done // - Fix keyboard appearing on wrong screen - Done // - Volume amplify option // - Make save/restore game screen use scaler buffer // 1.0.0! // - Fix text on tabs on config screen // - Remove ini file debug msg // - Memory size for ite // - Try discworld? // Allow use of stuff in #define FORBIDDEN_SYMBOL_EXCEPTION_printf #define FORBIDDEN_SYMBOL_EXCEPTION_unistd_h #include #include #include #include #include "dsmain.h" #include "osystem_ds.h" #include "engines/engine.h" #include "backends/plugins/ds/ds-provider.h" #include "base/main.h" #include "base/version.h" #include "common/util.h" namespace DS { // From console.c in NDSLib // Defines #define FRAME_TIME 17 #define SCUMM_GAME_HEIGHT 142 #define SCUMM_GAME_WIDTH 227 static int frameCount; static int currentTimeMillis; // Timer Callback static int callbackInterval; static int callbackTimer; static OSystem_DS::TimerProc callback; // Scaled static int scX; static int scY; static int subScX; static int subScY; static int subScTargetX; static int subScTargetY; static int subScreenWidth = SCUMM_GAME_WIDTH; static int subScreenHeight = SCUMM_GAME_HEIGHT; static int subScreenScale = 256; static bool gameScreenSwap = false; // Shake static int s_shakeXOffset = 0; static int s_shakeYOffset = 0; // Touch static int touchScX, touchScY, touchX, touchY; // 8-bit surface size static int gameWidth = 320; static int gameHeight = 200; void setGameScreenSwap(bool enable) { gameScreenSwap = enable; } void setTopScreenZoom(int percentage) { s32 scale = (percentage << 8) / 100; subScreenScale = (256 * 256) / scale; } void setGameSize(int width, int height) { gameWidth = width; gameHeight = height; } int getGameWidth() { return gameWidth; } int getGameHeight() { return gameHeight; } void displayMode8Bit() { vramSetBankB(VRAM_B_MAIN_BG_0x06020000); if (g_system->getGraphicsMode() == GFX_SWSCALE) { REG_BG3CNT = BG_BMP16_256x256 | BG_BMP_BASE(8); REG_BG3PA = 256; REG_BG3PB = 0; REG_BG3PC = 0; REG_BG3PD = (int) ((200.0f / 192.0f) * 256); } else { REG_BG3CNT = BG_BMP8_512x256 | BG_BMP_BASE(8); REG_BG3PA = (int) (((float) (gameWidth) / 256.0f) * 256); REG_BG3PB = 0; REG_BG3PC = 0; REG_BG3PD = (int) ((200.0f / 192.0f) * 256); } #ifdef DISABLE_TEXT_CONSOLE REG_BG3CNT_SUB = BG_BMP8_512x256; REG_BG3PA_SUB = (int) (subScreenWidth / 256.0f * 256); REG_BG3PB_SUB = 0; REG_BG3PC_SUB = 0; REG_BG3PD_SUB = (int) (subScreenHeight / 192.0f * 256); #endif if (gameScreenSwap) { lcdMainOnTop(); } else { lcdMainOnBottom(); } } void setShakePos(int shakeXOffset, int shakeYOffset) { s_shakeXOffset = shakeXOffset; s_shakeYOffset = shakeYOffset; } void doTimerCallback() { if (callback) { if (callbackTimer <= 0) { callbackTimer += callbackInterval; callback(callbackInterval); } } } Common::Point warpMouse(int penX, int penY, bool isOverlayShown) { int storedMouseX, storedMouseY; if (!isOverlayShown) { storedMouseX = ((penX - touchX) << 8) / touchScX; storedMouseY = ((penY - touchY) << 8) / touchScY; } else { storedMouseX = penX; storedMouseY = penY; } return Common::Point(storedMouseX, storedMouseY); } void setMainScreenScroll(int x, int y) { REG_BG3X = x + (((frameCount & 1) == 0)? 64: 0); REG_BG3Y = y; if (!gameScreenSwap) { touchX = x >> 8; touchY = y >> 8; } } void setMainScreenScale(int x, int y) { if ((g_system->getGraphicsMode() == GFX_SWSCALE) && (x==320)) { REG_BG3PA = 256; REG_BG3PB = 0; REG_BG3PC = 0; REG_BG3PD = y; } else { REG_BG3PA = x; REG_BG3PB = 0; REG_BG3PC = 0; REG_BG3PD = y; } if (!gameScreenSwap) { touchScX = x; touchScY = y; } } void setZoomedScreenScroll(int x, int y, bool shake) { if (gameScreenSwap) { touchX = x >> 8; touchY = y >> 8; } #ifdef DISABLE_TEXT_CONSOLE REG_BG3X_SUB = x + ((shake && (frameCount & 1) == 0)? 64: 0); REG_BG3Y_SUB = y; #endif } void setZoomedScreenScale(int x, int y) { if (gameScreenSwap) { touchScX = x; touchScY = y; } #ifdef DISABLE_TEXT_CONSOLE REG_BG3PA_SUB = x; REG_BG3PB_SUB = 0; REG_BG3PC_SUB = 0; REG_BG3PD_SUB = y; #endif } Common::Point transformPoint(uint16 x, uint16 y, bool isOverlayShown) { if (!isOverlayShown) { x = ((x * touchScX) >> 8) + touchX; x = CLIP(x, 0, gameWidth - 1); y = ((y * touchScY) >> 8) + touchY; y = CLIP(y, 0, gameHeight - 1); } return Common::Point(x, y); } void VBlankHandler(void) { frameCount++; if (callback) { callbackTimer -= FRAME_TIME; } int xCenter = subScTargetX + ((subScreenWidth >> 1) << 8); int yCenter = subScTargetY + ((subScreenHeight >> 1) << 8); subScreenWidth = (256 * subScreenScale) >> 8; subScreenHeight = (192 * subScreenScale) >> 8; if ( ((subScreenWidth) > 256 - 8) && ((subScreenWidth) < 256 + 8) ) { subScreenWidth = 256; subScreenHeight = 192; } else if ( ((subScreenWidth) > 128 - 8) && ((subScreenWidth) < 128 + 8) ) { subScreenWidth = 128; subScreenHeight = 96; } else if (subScreenWidth > 256) { subScreenWidth = 320; subScreenHeight = 200; } subScTargetX = xCenter - ((subScreenWidth >> 1) << 8); subScTargetY = yCenter - ((subScreenHeight >> 1) << 8); subScTargetX = CLIP(subScTargetX, 0, (gameWidth - subScreenWidth) << 8); subScTargetY = CLIP(subScTargetY, 0, (gameHeight - subScreenHeight) << 8); subScX += (subScTargetX - subScX) >> 2; subScY += (subScTargetY - subScY) >> 2; if (g_system->getGraphicsMode() == GFX_NOSCALE) { if (scX + 256 > gameWidth - 1) { scX = gameWidth - 1 - 256; } if (scX < 0) { scX = 0; } if (scY + 192 > gameHeight - 1) { scY = gameHeight - 1 - 192; } if (scY < 0) { scY = 0; } setZoomedScreenScroll(subScX, subScY, (subScreenWidth != 256) && (subScreenWidth != 128)); setZoomedScreenScale(subScreenWidth, ((subScreenHeight * (256 << 8)) / 192) >> 8); setMainScreenScroll((scX << 8) + (s_shakeXOffset << 8), (scY << 8) + (s_shakeYOffset << 8)); setMainScreenScale(256, 256); // 1:1 scale } else { if (scY > gameHeight - 192 - 1) { scY = gameHeight - 192 - 1; } if (scY < 0) { scY = 0; } setZoomedScreenScroll(subScX, subScY, (subScreenWidth != 256) && (subScreenWidth != 128)); setZoomedScreenScale(subScreenWidth, ((subScreenHeight * (256 << 8)) / 192) >> 8); setMainScreenScroll(64 + (s_shakeXOffset << 8), (scY << 8) + (s_shakeYOffset << 8)); setMainScreenScale(320, 256); // 1:1 scale } } int getMillis(bool skipRecord) { return currentTimeMillis; } void setTimerCallback(OSystem_DS::TimerProc proc, int interval) { callback = proc; callbackInterval = interval; callbackTimer = interval; } void timerTickHandler() { if ((callback) && (callbackTimer > 0)) { callbackTimer--; } currentTimeMillis++; } void setTalkPos(int x, int y) { setTopScreenTarget(x, y); } void setTopScreenTarget(int x, int y) { subScTargetX = (x - (subScreenWidth >> 1)); subScTargetY = (y - (subScreenHeight >> 1)); if (subScTargetX < 0) subScTargetX = 0; if (subScTargetX > gameWidth - subScreenWidth) subScTargetX = gameWidth - subScreenWidth; if (subScTargetY < 0) subScTargetY = 0; if (subScTargetY > gameHeight - subScreenHeight) subScTargetY = gameHeight - subScreenHeight; subScTargetX <<=8; subScTargetY <<=8; } void initHardware() { powerOn(POWER_ALL); for (int r = 0; r < 255; r++) { BG_PALETTE[r] = 0; } videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE); vramSetBankA(VRAM_A_MAIN_BG_0x06000000); vramSetBankE(VRAM_E_MAIN_SPRITE); REG_BG2CNT = BG_BMP16_256x256; REG_BG2PA = 256; REG_BG2PB = 0; REG_BG2PC = 0; REG_BG2PD = 256; scX = 0; scY = 0; subScX = 0; subScY = 0; subScTargetX = 0; subScTargetY = 0; lcdMainOnBottom(); frameCount = 0; callback = NULL; //irqs are nice irqSet(IRQ_VBLANK, VBlankHandler); irqEnable(IRQ_VBLANK); // Set up a millisecond timer currentTimeMillis = 0; timerStart(0, ClockDivider_1, (u16)TIMER_FREQ(1000), timerTickHandler); REG_IME = 1; #ifndef DISABLE_TEXT_CONSOLE videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); vramSetBankH(VRAM_H_SUB_BG); consoleInit(NULL, 0, BgType_Text4bpp, BgSize_T_256x256, 15, 0, false, true); #else videoSetModeSub(MODE_3_2D | DISPLAY_BG3_ACTIVE); vramSetBankC(VRAM_C_SUB_BG_0x06200000); #endif } /////////////////// // Fast Ram /////////////////// #define FAST_RAM_SIZE (22500) #define ITCM_DATA __attribute__((section(".itcm"))) u8 *fastRamPointer; u8 fastRamData[FAST_RAM_SIZE] ITCM_DATA; void *fastRamAlloc(int size) { void *result = (void *) fastRamPointer; fastRamPointer += size; if(fastRamPointer > fastRamData + FAST_RAM_SIZE) { warning("FastRam (ITCM) allocation failed"); return malloc(size); } return result; } void fastRamReset() { fastRamPointer = &fastRamData[0]; } } // End of namespace DS ///////////////// // Main ///////////////// int main(int argc, char **argv) { g_system = new OSystem_DS(); assert(g_system); #ifdef DYNAMIC_MODULES PluginManager::instance().addPluginProvider(new DSPluginProvider()); #endif // Invoke the actual ScummVM main entry point: int res = scummvm_main(argc, argv); // Free OSystem g_system->destroy(); return res; }