3 * (C) 2018 by Andreas Eversberg <jolly@eversberg.eu>
6 * This program is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 #include "../libsdl/print.h"
25 #include "../libcpu/m68k.h"
26 #include "../libcpu/m68kcpu.h"
27 #include "../libcpu/execute.h"
28 #include "mercenary.h"
30 #define INITIAL_STACK 0x7fffa
31 #define RESET_VECTOR 0x59484
33 /* interrupt CPU execution at special break points and tell emulation what to do */
34 const struct cpu_stop mercenary_stop_at[] = {
35 { 0x59a4e, STOP_AT_WAIT_VBL }, /* done with rendering, waiting for VBL */
36 { 0x54c26, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key before showing menu line on benson */
37 { 0x55438, STOP_AT_WAIT_INPUT }, /* waiting for menu command */
38 { 0x54c2e, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key while showing menu line on benson */
39 { 0x55446, STOP_AT_WAIT_INPUT }, /* after pressing 'RETURN' while game waits for other key to resume */
40 { 0x51620, STOP_AT_WAIT_VBL }, /* after dying, waiting for VBL to fade out palette */
41 { 0x596BC, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen (here we know the color 8, this is wy we cannot do it earlier) */
42 { 0x596F4, STOP_AT_CLEAR_SCREEN1 },
43 { 0x59720, STOP_AT_CLEAR_SCREEN1 },
44 { 0x598A8, STOP_AT_CLEAR_SCREEN1 },
45 { 0x598E6, STOP_AT_CLEAR_SCREEN2 }, /* special case where we use color index 15 when we are flying (no raster split for ground color) */
46 { 0x59982, STOP_AT_CLEAR_SCREEN3 }, /* special case where we are in universe and do not have any ground */
47 { 0x55F2E, STOP_AT_DRAW_GROUND }, /* the ground is rendered. the color index is captured at CLEAR_SCREEN */
48 { 0x59710, STOP_AT_DRAW_GROUND }, /* at this point there is ground rendered, because game uses raster split for ground color, but we do render opengl */
49 { 0x531EA, STOP_AT_INFO_OBJECT_MOVING }, /* get ID and position of next object */
50 /* note: there a no fix objects in this game (no taxi/bus/intercity) */
51 { 0x534EA, STOP_AT_TAG_IS_OBJECT_1 }, /* indicates that the next tag is an object */
52 { 0x534EE, STOP_AT_TAG_IS_OBJECT_0 }, /* indicates that the tag of object was rendered */
53 { 0x5346E, STOP_AT_COORD_OBJECT }, /* object coordinates are ready */
54 { 0x534F6, STOP_AT_POLY_OBJECT_M2 }, /* object polygon is rendered */
55 { 0x534F0, STOP_AT_LINE_OBJECT }, /* object line is rendered */
56 { 0x5324A, STOP_AT_COORD_BEACON }, /* beacon's point coordinates are ready */
57 { 0x53284, STOP_AT_POINT_BEACON }, /* becon point is rendered */
58 { 0x53A00, STOP_AT_COORD_BUILDING_EXTERIOR }, /* building (house) coordinates are ready */
59 { 0x53A5C, STOP_AT_POLY_BUILDING_EXTERIOR }, /* building polygons are rendered */
60 { 0x53A54, STOP_AT_LINE_BUILDING_EXTERIOR }, /* lines of building, like radio tower on icarus */
61 { 0x5AA10, STOP_AT_COORD_BUILDING_INTERIOR }, /* building coordinates for interrior */
62 { 0x5B218, STOP_AT_POLY_BUILDING_INTERIOR1 }, /* floor of building will be rendered */
63 { 0x5B1BE, STOP_AT_POLY_BUILDING_INTERIOR2 }, /* ceiling of building will be rendered */
64 { 0x5B154, STOP_AT_POLY_BUILDING_INTERIOR3 }, /* ceiling of window/door will be rendered */
65 { 0x5B0E0, STOP_AT_POLY_BUILDING_INTERIOR4 }, /* floor of window will be rendered */
66 { 0x5B2DE, STOP_AT_POLY_BUILDING_INTERIOR1to4 }, /* ceiling/floor of building is rendered */
67 { 0x5AFF4, STOP_AT_POLY_BUILDING_INTERIOR5 }, /* part above window/door will be rendered */
68 { 0x5AF8A, STOP_AT_POLY_BUILDING_INTERIOR6 }, /* part below window will be rendered */
69 { 0x5B0BE, STOP_AT_POLY_BUILDING_INTERIOR5to6 }, /* part below/above window/door of building is rendered */
70 { 0x5B36C, STOP_AT_WALL_BUILDING }, /* a wall (between floor and ceiling/window/door) is rendered) */
71 { 0x4F462, STOP_AT_COORD_COMET }, /* comet's coordinates are ready */
72 { 0x4F496, STOP_AT_MATRIX_COMET }, /* what rotation matrix to use */
73 { 0x4F4B8, STOP_AT_POLY_COMET }, /* comet's horizontal polygon (without culling no need to render 0x4F4BC) */
74 { 0x4F4C0, STOP_AT_POLY_COMET }, /* comet's vertival polygon (without culling no need to render 0x4F4C4) */
75 { 0x54634, STOP_AT_COORD_LINE_ROADS }, /* road's line coordinates are ready */
76 { 0x54676, STOP_AT_LINE_ROADS }, /* road's and ground surface's polygon */
77 { 0x5469C, STOP_AT_LINE_ROADS },
78 { 0x546B2, STOP_AT_LINE_ROADS },
79 { 0x56496, STOP_AT_LINE_ROADS_CENTER }, /* center line of roads */
80 { 0x56442, STOP_AT_COORD_POLY_ROADS }, /* road's and ground surface's coordinates are ready */
81 { 0x5649C, STOP_AT_POLY_ROADS }, /* road's and ground surface's polygon */
82 { 0x53CB6, STOP_AT_COORD_TAGS }, /* coordinates for tags, like key's marking are ready */
83 /* note: there are no coordinates for large tags in this game (no faces) */
84 /* note: there are no STOP_AT_LINE_TAGS1 and STOP_AT_POLY_TAGS1 in this game(given color) */
85 { 0x53CFA, STOP_AT_LINE_TAGS2 }, /* tag's line is rendered (use last color) */
86 { 0x53CF0, STOP_AT_POLY_TAGS2 }, /* tag's polygon is rendered (use last color) */
87 { 0x52BF4, STOP_AT_COORD_PLANET }, /* planet's coordinates are ready (viewed from ground) */
88 { 0x52C1A, STOP_AT_MATRIX_PLANET }, /* what rotation matrix to use */
89 { 0x52756, STOP_AT_COORD_PLANET }, /* planet's coordinates are ready (viewed from universe) */
90 { 0x5277C, STOP_AT_MATRIX_PLANET }, /* what rotation matrix to use */
91 { 0x52C70, STOP_AT_DRAW_PLANET }, /* planet's sphere is rendered, D0 is color (viewed from ground) */
92 { 0x52B36, STOP_AT_DRAW_PLANET }, /* planet's sphere is rendered, D0 is color (viewed from universe) */
93 { 0x4F4E6, STOP_AT_DRAW_COMET }, /* comet's sphere is rendered */
94 { 0x50006, STOP_AT_DRAW_STARS_SPACE }, /* stars are rendered (viewed from universe) */
95 { 0x4FF4C, STOP_AT_DRAW_STARS_GROUND }, /* stars are rendered (viewed from ground) */
96 { 0x4FE24, STOP_AT_DRAW_STARS_FLYING }, /* stars are rendered (viewed from planet when flying) */
97 { 0x4FCAC, STOP_AT_DRAW_STARS_FLYING2 }, /* same as above, but stars when upside down (above zenit) */
98 { 0x50FC2, STOP_AT_DRAW_STARS_INTERSTELLAR }, /* interstellar star flight */
99 { 0x50BF4, STOP_AT_DRAW_SUN_INTERSTELLAR }, /* draw sun dot while flying interstellar */
100 { 0x50BB8, STOP_AT_CLEAR_SCREEN3 }, /* clear while flying interstellar */
101 { 0x563B8, STOP_AT_COORD_ISLANDS }, /* island's coordinates are ready */
102 { 0x56416, STOP_AT_POLY_ISLANDS }, /* island's polygon is rendered */
103 { 0x56410, STOP_AT_LINE_ISLANDS },
104 { 0x511FE, STOP_AT_DRAW_SIGHTS }, /* when sights are rendered */
105 { 0x5351A, STOP_AT_EXPLOSION }, /* explosion debris */
106 { 0x4C514, STOP_AT_EXPLOSION },
107 { 0x0, STOP_AT_END }, /* end */
110 extern const uint32_t mercenary2_hex[];
111 extern int mercenary2_hex_size;
113 void mercenary_load(void)
117 /* load game binary from constant to volatile memory */
118 for (i = 0; i < mercenary2_hex_size; i += 4) {
119 m68k_write_memory_32(i, mercenary2_hex[i / 4]);
123 void mercenary_patch(void)
128 m68k_write_memory_32(0x00000, INITIAL_STACK);
131 m68k_write_memory_32(0x00004, RESET_VECTOR);
133 /* remove function that checks what stars are rendered when flying above plante
134 * instead of just rendering the necessary parts, both parts are always rendered:
135 * 1. stars from horizont up to zenith
136 * 2. stars from zenith up to horizon (upside down)
137 * we need that, so opengl rendering can use wider FOV without missing stars.
138 * the game will actually have no problem with it, except that it requires more cpu cycles
140 for (address = 0x4FD90; address < 0x4FDB6; address += 2)
141 m68k_write_memory_16(address, 0x4e71); /* nop */
143 /* remove wait for VBL */
144 m68k_write_memory_16(0x59a54, 0x4e71); /* nop */
146 /* reduce loop that waits for disk stepper to move */
147 if (m68k_read_memory_32(0x55398) != 0x0000091b) {
148 print_error("expecting loop counter of 0x0000091b here, please fix!\n");
151 m68k_write_memory_32(0x55398, 1);
152 /* reduce loop that waits for disk side change */
153 if (m68k_read_memory_32(0x54ffc) != 0x00000d02) {
154 print_error("expecting loop counter of 0x00000d02 here, please fix!\n");
157 m68k_write_memory_32(0x54ffc, 1);
160 uint32_t mercenary_palette_view(void)
162 return m68k_read_memory_32(0x007c14);
165 uint32_t mercenary_palette_render(void)
167 return m68k_read_memory_32(0x007c18);
170 uint32_t mercenary_palette_predefined(void)
172 return m68k_read_memory_32(0x007a0e);
175 uint32_t mercenary_palette_stars(void)
180 void mercenary_get_orientation(double *roll, double *pitch, double *yaw)
184 /* get observer's tilt, pitch, yaw */
185 r = (int16_t)(m68k_read_memory_16(0x007A9E) & 0x3ff);
186 *roll = (double)r / 1024.0 * 2 * M_PI;
187 r = (int16_t)((m68k_read_memory_16(0x007AA0) + 0x201) & 0x3ff); /* add one extra to make view leveled to ground */
188 *pitch = -(double)r / 1024.0 * 2 * M_PI;
189 r = (int16_t)((m68k_read_memory_16(0x007AA2) + 0x200) & 0x3ff);
190 *yaw = -(double)r / 1024.0 * 2 * M_PI;
193 void mercenary_get_orientation_raw(int16_t *pitch, uint16_t *yaw)
195 *pitch = m68k_read_memory_16(0x007AA0);
196 *yaw = m68k_read_memory_16(0x007AA2);
199 void mercenary_get_orientation_planet(double *inclination, double *azimuth)
203 /* get plant's inclination and rotation */
204 r = (int16_t)((m68k_read_memory_16(0x42C70)) & 0x3ff);
205 *inclination = (double)r / 1024.0 * 2 * M_PI;
206 r = (int16_t)((m68k_read_memory_16(0x42C6c)) & 0x3ff);
207 *azimuth = -(double)r / 1024.0 * 2 * M_PI;
210 void mercenary_get_location(int32_t *east, int32_t *height, int32_t *north)
212 *east = (int32_t)m68k_read_memory_32(0x7a92);
213 *height = (int32_t)m68k_read_memory_32(0x7a30);
214 *north = (int32_t)m68k_read_memory_32(0x7a9a);
217 void mercenary_get_object_info(int *id, int32_t *east, int32_t *height, int32_t *north)
220 *east = (int32_t)m68k_read_memory_32(REG_A[0] + 25512);
221 *height = (int32_t)m68k_read_memory_32(REG_A[0] + 26536);
222 *north = (int32_t)m68k_read_memory_32(REG_A[0] + 27560);
225 void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t *height2, int32_t *height3, int32_t *height4, int16_t *north)
227 *east = (int16_t)m68k_read_memory_16(5698+REG_A[0]) - (int16_t)REG_A[2];
228 *north = (int16_t)m68k_read_memory_16(6722+REG_A[0]) - (int16_t)REG_A[3];
229 *height1 = -(int16_t)m68k_read_memory_16(0x79AC);
230 *height2 = (int16_t)m68k_read_memory_16(0x7B26) - (int16_t)m68k_read_memory_16(0x79AC);
231 *height3 = (int16_t)m68k_read_memory_16(0x7B28) - (int16_t)m68k_read_memory_16(0x79AC);
232 *height4 = (int16_t)m68k_read_memory_16(0x7B2A) - (int16_t)m68k_read_memory_16(0x79AC);
235 int mercenary_street_color_index(void)
237 return (m68k_read_memory_16(0x7BE2) >> 5) & 0xf;
240 int mercenary_line_tags_index(void)
242 return (m68k_read_memory_16(0x7BE2) >> 5) & 0xf;
245 uint16_t mercenary_poly_tags_color(void)
247 return m68k_read_memory_16(0x7B06);
250 int mercenary_background_index(void)
252 return m68k_read_memory_16(0x7AEA) >> 2;
255 uint32_t mercenary_planet_scale_index(void)
260 uint32_t mercenary_star_table(void)
265 const char *mercenary_gamesavesuffix = ".m2save";