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Use a 8:7 PAR by default

develop
Ben Kurtovic 5 vuotta sitten
vanhempi
commit
74f5a510a8
5 muutettua tiedostoa jossa 37 lisäystä ja 13 poistoa
  1. +7
    -0
      README.md
  2. +9
    -1
      src/config.c
  3. +3
    -3
      src/config.h
  4. +14
    -9
      src/emulator.c
  5. +4
    -0
      src/gamegear.h

+ 7
- 0
README.md Näytä tiedosto

@@ -62,9 +62,16 @@ entirely with `--no-save`.
Add `--debug` (`-g`) to show logging information while running. Pass it twice
(`-gg`) to show more detailed logs, including an emulator trace.

crater tries to reproduce the Game Gear's native display resolution, which had
a pixel aspect ratio (PAR) of [8:7][par]; this means the pixels were slightly
wider than square, unlike modern LCD displays with a 1:1 PAR. Add `--square`
(`-q`) to force square pixels.

`./crater -h` gives (fairly basic) command-line usage, and `./crater -v` gives
the current version.

[par]: https://pineight.com/mw/index.php?title=Dot_clock_rates

### Input

crater supports keyboard and joystick/controller input.


+ 9
- 1
src/config.c Näytä tiedosto

@@ -44,6 +44,8 @@ static void print_help(const char *arg1)
" the Game Gear does not usually require BIOS)\n"
" -x, --scale <n> scale the game screen by an integer factor\n"
" (applies to windowed mode only; defaults to 4)\n"
" -q, --square force a square pixel aspect ratio instead of the more\n"
" faithful 8:7 PAR\n"
" -a, --assemble <in> [<out>]\n"
" convert z80 assembly source code into a binary file that\n"
" can be run by crater\n"
@@ -269,6 +271,9 @@ static int parse_opt_arg(Config *config, Arguments *args, const char *arg)
}
config->scale = scale;
}
else if (arg_check(arg, "q", "square")) {
config->square_par = true;
}
else if (arg_check(arg, "a", "assemble")) {
if (args->paths_read >= 1) {
config->src_path = config->rom_path;
@@ -367,7 +372,8 @@ static bool sanity_check(Config *config)
} else if (config->assemble && config->disassemble) {
ERROR("cannot assemble and disassemble at the same time")
return false;
} else if (assembler && (config->fullscreen || config->scale)) {
} else if (assembler && (config->fullscreen || config->scale ||
config->square_par)) {
ERROR("cannot specify emulator options in assembler mode")
return false;
} else if (assembler && !config->src_path) {
@@ -424,6 +430,7 @@ int config_create(Config** config_ptr, int argc, char* argv[])
config->fullscreen = false;
config->no_saving = false;
config->scale = 0;
config->square_par = false;
config->rom_path = NULL;
config->sav_path = NULL;
config->bios_path = NULL;
@@ -469,6 +476,7 @@ void config_dump_args(const Config* config)
DEBUG("- fullscreen: %s", config->fullscreen ? "true" : "false")
DEBUG("- no_saving: %s", config->no_saving ? "true" : "false")
DEBUG("- scale: %d", config->scale)
DEBUG("- square_par: %s", config->square_par ? "true" : "false")
DEBUG("- rom_path: %s", config->rom_path ? config->rom_path : "(null)")
DEBUG("- sav_path: %s", config->sav_path ? config->sav_path : "(null)")
DEBUG("- bios_path: %s", config->bios_path ? config->bios_path : "(null)")


+ 3
- 3
src/config.h Näytä tiedosto

@@ -14,10 +14,9 @@

/*
We need some sort of maximum scale - with a native resolution of 160 x 144,
a scale factor of 1024 will let us go up to 163,840 x 147,456 pixels.
No one has a screen this large.
a scale factor of 128 will let us go up to 20,480 x 18,432 pixels.
*/
#define SCALE_MAX 1024
#define SCALE_MAX 128

/* Structs */

@@ -28,6 +27,7 @@ typedef struct {
bool fullscreen;
bool no_saving;
unsigned scale;
bool square_par;
char *rom_path;
char *sav_path;
char *bios_path;


+ 14
- 9
src/emulator.c Näytä tiedosto

@@ -88,19 +88,22 @@ static void setup_input()
/*
Set up SDL for drawing the game.
*/
static void setup_graphics(bool fullscreen, unsigned scale)
static void setup_graphics(Config *config)
{
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");

uint32_t flags;
if (fullscreen)
if (config->fullscreen)
flags = SDL_WINDOW_FULLSCREEN_DESKTOP;
else
flags = SDL_WINDOW_RESIZABLE;

SDL_CreateWindowAndRenderer(
scale * GG_SCREEN_WIDTH, scale * GG_SCREEN_HEIGHT,
flags, &emu.window, &emu.renderer);
int width = config->scale * GG_SCREEN_WIDTH;
int height = config->scale * GG_SCREEN_HEIGHT;
if (!config->square_par)
height = height * GG_PIXEL_HEIGHT / GG_PIXEL_WIDTH;
SDL_CreateWindowAndRenderer(width, height, flags,
&emu.window, &emu.renderer);

if (!emu.window)
FATAL("SDL failed to create a window: %s", SDL_GetError());
@@ -116,7 +119,9 @@ static void setup_graphics(bool fullscreen, unsigned scale)
emu.pixels = cr_malloc(
sizeof(uint32_t) * GG_SCREEN_WIDTH * GG_SCREEN_HEIGHT);

SDL_RenderSetLogicalSize(emu.renderer, GG_SCREEN_WIDTH, GG_SCREEN_HEIGHT);
SDL_RenderSetLogicalSize(emu.renderer,
config->square_par ? GG_SCREEN_WIDTH : GG_LOGICAL_WIDTH,
config->square_par ? GG_SCREEN_HEIGHT : GG_LOGICAL_HEIGHT);
SDL_SetTextureBlendMode(emu.texture, SDL_BLENDMODE_BLEND);
SDL_SetWindowTitle(emu.window, "crater");
SDL_ShowCursor(SDL_DISABLE);
@@ -130,13 +135,13 @@ static void setup_graphics(bool fullscreen, unsigned scale)
/*
Set up SDL.
*/
static void setup_sdl(bool fullscreen, unsigned scale)
static void setup_sdl(Config *config)
{
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_GAMECONTROLLER) < 0)
FATAL("SDL failed to initialize: %s", SDL_GetError());

setup_input();
setup_graphics(fullscreen, scale);
setup_graphics(config);
}

/*
@@ -370,7 +375,7 @@ void emulate(ROM *rom, Config *config)

emu.gg = gamegear_create();
signal(SIGINT, handle_sigint);
setup_sdl(config->fullscreen, config->scale);
setup_sdl(config);

gamegear_attach_callback(emu.gg, frame_callback);
gamegear_attach_display(emu.gg, emu.pixels);


+ 4
- 0
src/gamegear.h Näytä tiedosto

@@ -15,6 +15,10 @@

#define GG_SCREEN_WIDTH 160
#define GG_SCREEN_HEIGHT 144
#define GG_PIXEL_WIDTH 8
#define GG_PIXEL_HEIGHT 7
#define GG_LOGICAL_WIDTH (GG_SCREEN_WIDTH * GG_PIXEL_WIDTH)
#define GG_LOGICAL_HEIGHT (GG_SCREEN_HEIGHT * GG_PIXEL_HEIGHT)

#define GG_FPS 60
#define GG_EXC_BUFF_SIZE 128


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