mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Some clean up
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3377 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -16,9 +16,7 @@
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#include <vector>
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#include <string>
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@ -36,17 +34,14 @@
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#include "EmuSubroutines.h"
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#include "EmuMain.h"
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#include "Encryption.h" // for extension encryption
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#include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
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#include "Config.h" // for g_Config
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////////////////////////////////////
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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// ===================================================
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/* Bit shift conversions */
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// -------------
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u32 convert24bit(const u8* src) {
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return (src[0] << 16) | (src[1] << 8) | src[2];
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}
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@ -54,12 +49,9 @@ u32 convert24bit(const u8* src) {
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u16 convert16bit(const u8* src) {
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return (src[0] << 8) | src[1];
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}
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// ==============
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// ===================================================
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/* Calibrate the mouse position to the emulation window. g_WiimoteInitialize.hWnd is the rendering window handle. */
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// ----------------
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void GetMousePos(float& x, float& y)
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{
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#ifdef _WIN32
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@ -184,12 +176,9 @@ void GetMousePos(float& x, float& y)
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y = 0.5f;
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#endif
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}
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// ==============
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// ===================================================
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/* Homebrew encryption for 16 byte zero keys. */
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// ----------------
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void CryptBuffer(u8* _buffer, u8 _size)
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{
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for (int i=0; i<_size; i++)
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@ -204,30 +193,23 @@ void WriteCrypted16(u8* _baseBlock, u16 _address, u16 _value)
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CryptBuffer((u8*)&cryptedValue, sizeof(u16));
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*(u16*)(_baseBlock + _address) = cryptedValue;
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//PanicAlert("Converted %04x to %04x", _value, cryptedValue);
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}
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// ================
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// ===================================================
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/* Calculate Extenstion Regisister Calibration Checksum */
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// This function is not currently used, it's just here to show how the values in EmuDefinitions.h are calculated.
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// ----------------
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// This function is not currently used, it's just here to show how the values
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// in EmuDefinitions.h are calculated.
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void GetCalibrationChecksum()
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{
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u8 sum = 0;
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for (int i = 0; i < sizeof(nunchuck_calibration) - 2; i++)
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for (u32 i = 0; i < sizeof(nunchuck_calibration) - 2; i++)
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sum += nunchuck_calibration[i];
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u8 Check1 = sum + 0x55;
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u8 Check2 = sum + 0xaa;
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INFO_LOG(CONSOLE, "0x%02x 0x%02x", Check1, Check2);
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INFO_LOG(CONSOLE, "0x%02x 0x%02x", (sum + 0x55), (sum + 0xaa));
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}
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// ================
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// ===================================================
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/* Load pre-recorded movements */
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// ----------------
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void LoadRecordedMovements()
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{
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INFO_LOG(CONSOLE, "LoadRecordedMovements()\n");
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@ -282,12 +264,12 @@ void LoadRecordedMovements()
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Tmp.y = atoi(StrY.c_str());
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Tmp.z = atoi(StrZ.c_str());
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// ---------------------------------
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// Go to next set of IR values
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// ---------
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// If there is no IR data saving we fill the array with zeroes. This should only be able to occur from manual ini editing
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// but we check for it anyway
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if (TmpIRBytes == 0) for(int i = 0; i < 12; i++) Tmp.IR[i] = 0;
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// If there is no IR data saving we fill the array with
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// zeroes. This should only be able to occur from manual ini
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// editing but we check for it anyway
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if (TmpIRBytes == 0) for(int n = 0; n < 12; n++) Tmp.IR[n] = 0;
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for(int ii = 0; ii < TmpIRBytes; ii++)
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{
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if(TmpIR.length() < (u32)(k + i + TmpIRBytes)) continue; // Safety check
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@ -297,7 +279,6 @@ void LoadRecordedMovements()
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Tmp.IR[ii] = (u8)TmpU32;
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}
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if (TmpIRBytes == 10) k += (10*2 + 1); else k += (12*2 + 1);
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// ---------------------
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// Go to next set of time values
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double Time = (double)atoi(TmpTime.substr(l, 5).c_str());
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@ -307,9 +288,7 @@ void LoadRecordedMovements()
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// Save the values
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VRecording.at(i).Recording.push_back(Tmp);
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// ---------------------------------
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// Log results
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// ---------
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/*INFO_LOG(CONSOLE, "Time:%f\n", Tmp.Time);
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std::string TmpIRLog = ArrayToString(Tmp.IR, TmpIRBytes, 0, 30);
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INFO_LOG(CONSOLE, "IR: %s\n", TmpIRLog.c_str());
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@ -326,9 +305,7 @@ void LoadRecordedMovements()
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int TmpPlaybackSpeed; file.Get(SaveName.c_str(), "PlaybackSpeed", &TmpPlaybackSpeed, -1);
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VRecording.at(i).PlaybackSpeed = TmpPlaybackSpeed;
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// ---------------------------------
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// Logging
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// ---------
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/*std::string TmpIRLog;
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if(TmpIRBytes > 0 && VRecording.size() > i)
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TmpIRLog = ArrayToString(VRecording.at(i).Recording.at(0).IR, TmpIRBytes, 0, 30);
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@ -340,10 +317,8 @@ void LoadRecordedMovements()
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TmpIRLog.c_str(),
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VRecording.at(i).Recording.at(0).x, VRecording.at(i).Recording.at(0).y, VRecording.at(i).Recording.at(0).z
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);*/
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// ---------------------
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}
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}
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// ================
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// Update the accelerometer neutral values
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void UpdateEeprom()
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@ -407,24 +382,19 @@ void UpdateEeprom()
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// Calculate checksum for the nunchuck calibration. The last two bytes.
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void ExtensionChecksum(u8 * Calibration)
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{
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u8 sum = 0; u8 Byte15, Byte16;
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for (int i = 0; i < sizeof(Calibration) - 2; i++)
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u8 sum = 0; //u8 Byte15, Byte16;
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for (u32 i = 0; i < sizeof(Calibration) - 2; i++)
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{
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sum += Calibration[i];
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printf("Plus 0x%02x\n", Calibration[i]);
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}
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Byte15 = sum + 0x55; // Byte 15
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Byte16 = sum + 0xaa; // Byte 16
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// Byte15 = sum + 0x55; // Byte 15
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// Byte16 = sum + 0xaa; // Byte 16
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}
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// Set initial valuesm this done both in Init and Shutdown
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void ResetVariables()
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{
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u8 g_Leds = 0x0; // 4 bits
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u8 g_Speaker = 0x0; // 1 = on
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u8 g_SpeakerVoice = 0x0; // 1 = on
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u8 g_IR = 0x0; // 1 = on
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g_ReportingMode = 0;
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g_ReportingChannel = 0;
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g_Encryption = false;
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@ -466,9 +436,7 @@ void SetDefaultExtensionRegistry()
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}
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// ===================================================
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/* Write initial values to Eeprom and registers. */
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// ----------------
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void Initialize()
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{
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if (g_EmulatedWiiMoteInitialized) return;
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@ -476,14 +444,15 @@ void Initialize()
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// Reset variables
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ResetVariables();
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// Write default Eeprom data to g_Eeprom[], this may be overwritten by WiiMoteReal::Initialize()
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// after this function.
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// Write default Eeprom data to g_Eeprom[], this may be overwritten by
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// WiiMoteReal::Initialize() after this function.
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memset(g_Eeprom, 0, WIIMOTE_EEPROM_SIZE);
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memcpy(g_Eeprom, EepromData_0, sizeof(EepromData_0));
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memcpy(g_Eeprom + 0x16D0, EepromData_16D0, sizeof(EepromData_16D0));
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/* Populate joyinfo for all attached devices and do g_Config.Load() if the configuration window is
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not already open, if it's already open we continue with the settings we have */
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/* Populate joyinfo for all attached devices and do g_Config.Load() if the
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configuration window is not already open, if it's already open we
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continue with the settings we have */
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if(!g_FrameOpen)
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{
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Search_Devices(joyinfo, NumPads, NumGoodPads);
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@ -498,15 +467,15 @@ void Initialize()
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// Load pre-recorded movements
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LoadRecordedMovements();
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/* The Nuncheck extension ID for homebrew applications that use the zero key. This writes 0x0000
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in encrypted form (0xfefe) to 0xfe in the extension register. */
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/* The Nuncheck extension ID for homebrew applications that use the zero
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key. This writes 0x0000 in encrypted form (0xfefe) to 0xfe in the
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extension register. */
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//WriteCrypted16(g_RegExt, 0xfe, 0x0000); // Fully inserted Nunchuk
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// I forgot what these were for? Is this the zero key encrypted 0xa420?
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// g_RegExt[0xfd] = 0x1e;
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// g_RegExt[0xfc] = 0x9a;
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}
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// ================
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void DoState(void* ptr, int mode)
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@ -514,24 +483,24 @@ void DoState(void* ptr, int mode)
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//TODO: implement
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}
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/* This is not needed if we call FreeLibrary() when we stop a game, but if it's not called we need to reset
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these variables. */
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/* This is not needed if we call FreeLibrary() when we stop a game, but if it's
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not called we need to reset these variables. */
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void Shutdown(void)
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{
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INFO_LOG(CONSOLE, "ShutDown\n");
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ResetVariables();
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/* Close all devices carefully. We must check that we are not accessing any undefined
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vector elements or any bad devices */
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/* Close all devices carefully. We must check that we are not accessing any
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undefined vector elements or any bad devices */
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for (int i = 0; i < 1; i++)
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{
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if (PadMapping[i].enabled && joyinfo.size() > (u32)PadMapping[i].ID)
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if (joyinfo.at(PadMapping[i].ID).Good)
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{
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INFO_LOG(CONSOLE, "ShutDown: %i\n", PadState[i].joy);
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/* SDL_JoystickClose() crashes for some reason so I avoid this for now, SDL_Quit() should
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close the pads to I think */
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/* SDL_JoystickClose() crashes for some reason so I avoid this
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for now, SDL_Quit() should close the pads to I think */
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//if(SDL_JoystickOpened(PadMapping[i].ID)) SDL_JoystickClose(PadState[i].joy);
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//PadState[i].joy = NULL;
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}
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@ -547,12 +516,11 @@ void Shutdown(void)
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}
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// ===================================================
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/* An ack delay of 1 was not small enough, but 2 seemed to work, that was about between 20 ms and
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100 ms in my case in Zelda - TP. You may have to increase this value for other things to work, for
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example in the wpad demo I had to set it to at least 3 for the Sound to be able to turned on (I have
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an update rate of around 150 fps in the wpad demo) */
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// ----------------
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/* An ack delay of 1 was not small enough, but 2 seemed to work, that was about
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between 20 ms and 100 ms in my case in Zelda - TP. You may have to increase
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this value for other things to work, for example in the wpad demo I had to
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set it to at least 3 for the Sound to be able to turned on (I have an update
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rate of around 150 fps in the wpad demo) */
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void CreateAckDelay(u8 _ChannelID, u16 _ReportID)
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{
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// Settings
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@ -586,23 +554,20 @@ void CheckAckDelay()
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}
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}
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}
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// ================
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// ===================================================
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/* This function produce Wiimote Input, i.e. reports from the Wiimote in response
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to Output from the Wii. */
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// ----------------
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/* This function produce Wiimote Input, i.e. reports from the Wiimote in
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response to Output from the Wii. */
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void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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//INFO_LOG(CONSOLE, "Emu InterruptChannel\n");
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DEBUG_LOG(WII_IPC_WIIMOTE, "=============================================================");
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DEBUG_LOG(WII_IPC_WIIMOTE, "Wiimote_Input");
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const u8* data = (const u8*)_pData;
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/* Debugging. We have not yet decided how much of 'data' we will use, it's not determined
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by sizeof(data). We have to determine it by looking at the data cases. */
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/* Debugging. We have not yet decided how much of 'data' we will use, it's
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not determined by sizeof(data). We have to determine it by looking at
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the data cases. */
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InterruptDebugging(true, data);
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hid_packet* hidp = (hid_packet*) data;
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@ -617,19 +582,23 @@ void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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wm_report* sr = (wm_report*)hidp->data;
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HidOutputReport(_channelID, sr);
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|
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/* This is the 0x22 answer to all Inputs. In most games it didn't matter
|
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if it was written before or after HidOutputReport(), but Wii Sports
|
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and Mario Galaxy would stop working if it was placed before
|
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HidOutputReport(). Zelda - TP is even more sensitive and require
|
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a delay after the Input for the Nunchuck to work. It seemed to be
|
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enough to delay only the Nunchuck registry reads and writes but
|
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for now I'm delaying all inputs. Both for status changes and Eeprom
|
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and registry reads and writes. */
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/* This is the 0x22 answer to all Inputs. In most games it
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didn't matter if it was written before or after
|
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HidOutputReport(), but Wii Sports and Mario Galaxy would
|
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stop working if it was placed before
|
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HidOutputReport(). Zelda - TP is even more sensitive and
|
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require a delay after the Input for the Nunchuck to
|
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work. It seemed to be enough to delay only the Nunchuck
|
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registry reads and writes but for now I'm delaying all
|
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inputs. Both for status changes and Eeprom and registry
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reads and writes. */
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// There are no 0x22 replys to these report from the real wiimote from what I could see
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// Report 0x10 that seems to be only used for rumble, and we don't need to answer that,
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// also if we do *we should update the 0x22 to have the core keys* otherwise the game will
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// think we release the key every time it rumbles
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// There are no 0x22 replys to these report from the real
|
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// wiimote from what I could see Report 0x10 that seems to
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// be only used for rumble, and we don't need to answer
|
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// that, also if we do *we should update the 0x22 to have
|
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// the core keys* otherwise the game will think we release
|
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// the key every time it rumbles
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if(!(data[1] == WM_READ_DATA && data[2] == 0x00)
|
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&& !(data[1] == WM_REQUEST_STATUS)
|
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&& !(data[1] == WM_WRITE_SPEAKER_DATA)
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@ -639,7 +608,6 @@ void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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break;
|
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|
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default:
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ERROR_LOG(WII_IPC_WIIMOTE, "HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param);
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PanicAlert("HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param);
|
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break;
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}
|
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@ -647,11 +615,9 @@ void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
|
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break;
|
||||
|
||||
default:
|
||||
ERROR_LOG(WII_IPC_WIIMOTE,"HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param);
|
||||
PanicAlert("HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param);
|
||||
break;
|
||||
}
|
||||
DEBUG_LOG(WII_IPC_WIIMOTE, "=============================================================");
|
||||
}
|
||||
|
||||
|
||||
@ -676,12 +642,10 @@ void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
|
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case HID_TYPE_HANDSHAKE:
|
||||
if (hidp->param == HID_PARAM_INPUT)
|
||||
{
|
||||
ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_HANDSHAKE - HID_PARAM_INPUT");
|
||||
PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_INPUT");
|
||||
}
|
||||
else
|
||||
{
|
||||
ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT");
|
||||
PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT");
|
||||
}
|
||||
break;
|
||||
@ -689,7 +653,6 @@ void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
|
||||
case HID_TYPE_SET_REPORT:
|
||||
if (hidp->param == HID_PARAM_INPUT)
|
||||
{
|
||||
ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_SET_REPORT input");
|
||||
PanicAlert("HID_TYPE_SET_REPORT input");
|
||||
}
|
||||
else
|
||||
@ -703,12 +666,10 @@ void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
|
||||
break;
|
||||
|
||||
case HID_TYPE_DATA:
|
||||
ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output");
|
||||
PanicAlert("HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output");
|
||||
break;
|
||||
|
||||
default:
|
||||
ERROR_LOG(WII_IPC_WIIMOTE, "HidControlChannel: Unknown type %x and param %x", hidp->type, hidp->param);
|
||||
PanicAlert("HidControlChannel: Unknown type %x and param %x", hidp->type, hidp->param);
|
||||
break;
|
||||
}
|
||||
@ -716,11 +677,10 @@ void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
|
||||
}
|
||||
|
||||
|
||||
// ===================================================
|
||||
/* This is called from Wiimote_Update(). See SystemTimers.cpp for a documentation. I'm
|
||||
not sure exactly how often this function is called but I think it's tied to the frame
|
||||
rate of the game rather than a certain amount of times per second. */
|
||||
// ----------------
|
||||
/* This is called from Wiimote_Update(). See SystemTimers.cpp for a
|
||||
documentation. I'm not sure exactly how often this function is called but I
|
||||
think it's tied to the frame rate of the game rather than a certain amount
|
||||
of times per second. */
|
||||
void Update()
|
||||
{
|
||||
//LOG(WII_IPC_WIIMOTE, "Wiimote_Update");
|
||||
|
Reference in New Issue
Block a user