ref: 7052926b8e5caf0881bf16555766b9b46ae7678e
dir: /src/zelda_rtl.h/
// This file defines various things related to the runtime environment
// of the code
#ifndef ZELDA3_ZELDA_RTL_H_
#define ZELDA3_ZELDA_RTL_H_
#include <stdio.h>
#include <string.h>
#include <stdbool.h>
#include <assert.h>
#include "types.h"
#include "features.h"
struct Snes;
struct Dsp;
typedef struct ZeldaEnv {
uint8 *ram;
uint8 *sram;
uint16 *vram;
struct Ppu *ppu;
struct SpcPlayer *player;
struct Dma *dma;
MemBlk dialogue_blk;
MemBlk dialogue_font_blk;
uint8 dialogue_flags;
} ZeldaEnv;
extern ZeldaEnv g_zenv;
extern int frame_ctr_dbg;
typedef void PlayerHandlerFunc(void);
typedef void HandlerFuncK(int k);
static inline void zelda_snes_dummy_write(uint32 adr, uint8 val) {}
void zelda_apu_write(uint32_t adr, uint8_t val);
uint8_t zelda_read_apui00(void);
uint8_t zelda_apu_read(uint32_t adr);
void zelda_ppu_write(uint32_t adr, uint8_t val);
void zelda_ppu_write_word(uint32_t adr, uint16_t val);
// 512x480 32-bit pixels. Returns true if we instead draw 1024x960
void HdmaSetup(uint32 addr6, uint32 addr7, uint8 transfer_unit, uint8 reg6, uint8 reg7, uint8 indirect_bank);
void ZeldaInitialize(void);
void ZeldaReset(bool preserve_sram);
void ZeldaDrawPpuFrame(uint8 *pixel_buffer, size_t pitch, uint32 render_flags);
void ZeldaRunFrameInternal(uint16 input, int run_what);
bool ZeldaRunFrame(int input_state);
void LoadSongBank(const uint8 *p);
void ZeldaApuLock(void);
void ZeldaApuUnlock(void);
bool ZeldaIsPlayingMusicTrack(uint8 track);
uint8 ZeldaGetEntranceMusicTrack(int track);
void ZeldaSetLanguage(const char *language);
void PatchCommand(char cmd);
// Things for state management
enum {
kSaveLoad_Save = 0,
kSaveLoad_Load = 1,
kSaveLoad_Replay = 2,
};
void SaveLoadSlot(int cmd, int which);
void ZeldaWriteSram(void);
void ZeldaReadSram(void);
typedef void ZeldaRunFrameFunc(uint16 input, int run_what);
typedef void ZeldaSyncAllFunc(void);
void ZeldaSetupEmuCallbacks(uint8 *emu_ram, ZeldaRunFrameFunc *func, ZeldaSyncAllFunc *sync_all);
// Button definitions, zelda splits them in separate 8-bit high/low
enum {
kJoypadL_A = 0x80,
kJoypadL_X = 0x40,
kJoypadL_L = 0x20,
kJoypadL_R = 0x10,
kJoypadH_B = 0x80,
kJoypadH_Y = 0x40,
kJoypadH_Select = 0x20,
kJoypadH_Start = 0x10,
kJoypadH_Up = 0x8,
kJoypadH_Down = 0x4,
kJoypadH_Left = 0x2,
kJoypadH_Right = 0x1,
kJoypadH_AnyDir = 0xf,
};
#endif // ZELDA3_ZELDA_RTL_H_