ref: 02754b2f0937d94bb90f7f742f4f7aa6dad06bd4
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_