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"
35 #define INITIAL_STACK 0x7fffa
36 #define RESET_VECTOR 0x5a16c
37 // #define RESET_VECTOR 0x5a1a4 /* strange reset vector that causes the player to fly around */
39 /* interrupt CPU execution at special break points and tell emulation what to do */
40 const struct cpu_stop mercenary_stop_at[] = {
41 { 0x5a826, STOP_AT_WAIT_VBL }, /* done with rendering, waiting for VBL */
42 { 0x55d8c, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key before showing menu line on benson */
43 { 0x56398, STOP_AT_WAIT_INPUT }, /* waiting for menu command */
44 { 0x55d94, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key while showing menu line on benson */
45 { 0x563a6, STOP_AT_WAIT_INPUT }, /* after pressing 'RETURN' while game waits for other key to resume */
46 { 0x52946, STOP_AT_WAIT_VBL }, /* after dying, waiting for VBL to fade out palette */
47 { 0x5A456, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen (here we know the color 8, this is wy we cannot do it earlier) */
48 { 0x5A48E, STOP_AT_CLEAR_SCREEN1 },
49 { 0x5A4BA, STOP_AT_CLEAR_SCREEN1 },
50 { 0x5A672, STOP_AT_CLEAR_SCREEN1 },
51 { 0x5A6B0, STOP_AT_CLEAR_SCREEN2 }, /* special case where we use color index 15 when we are flying (no raster split for ground color) */
52 { 0x5A770, STOP_AT_CLEAR_SCREEN3 }, /* special case where we are in universe and do not have any ground */
53 { 0x56E00, STOP_AT_DRAW_GROUND }, /* the ground is rendered. the color index is captured at CLEAR_SCREEN */
54 { 0x5A4AA, STOP_AT_DRAW_GROUND }, /* at this point there is ground rendered, because game uses raster split for ground color, but we do render opengl */
55 { 0x53FE2, STOP_AT_INFO_OBJECT_MOVING }, /* get ID and position of next object */
56 { 0x53E42, STOP_AT_INFO_OBJECT_FIX }, /* next object is FIX (taxi/bus/intercity) */
57 { 0x53E8E, STOP_AT_INFO_OBJECT_FIX },
58 { 0x54330, STOP_AT_TAG_IS_OBJECT_1 }, /* indicates that the next tag is an object */
59 { 0x54334, STOP_AT_TAG_IS_OBJECT_0 }, /* indicates that the tag of object was rendered */
60 { 0x542B2, STOP_AT_COORD_OBJECT }, /* object coordinates are ready */
61 { 0x5431a, STOP_AT_POLY_OBJECT_M3 }, /* object polygon is rendered */
62 { 0x54342, STOP_AT_LINE_OBJECT }, /* object line is rendered */
63 { 0x54042, STOP_AT_COORD_BEACON }, /* beacon's point coordinates are ready */
64 { 0x54088, STOP_AT_POINT_BEACON }, /* becon point is rendered */
65 { 0x54848, STOP_AT_COORD_BUILDING_EXTERIOR }, /* building (house) coordinates are ready */
66 { 0x548a4, STOP_AT_POLY_BUILDING_EXTERIOR }, /* building polygons are rendered */
67 { 0x5489C, STOP_AT_LINE_BUILDING_EXTERIOR }, /* lines of building, like radio tower on icarus */
68 { 0x5B810, STOP_AT_COORD_BUILDING_INTERIOR }, /* building coordinates for interrior */
69 { 0x5C01E, STOP_AT_POLY_BUILDING_INTERIOR1 }, /* floor of building will be rendered */
70 { 0x5BFc4, STOP_AT_POLY_BUILDING_INTERIOR2 }, /* ceiling of building will be rendered */
71 { 0x5BF5a, STOP_AT_POLY_BUILDING_INTERIOR3 }, /* ceiling of window/door will be rendered */
72 { 0x5BEE6, STOP_AT_POLY_BUILDING_INTERIOR4 }, /* floor of window will be rendered */
73 { 0x5C0E4, STOP_AT_POLY_BUILDING_INTERIOR1to4 }, /* ceiling/floor of building is rendered */
74 { 0x5BDFA, STOP_AT_POLY_BUILDING_INTERIOR5 }, /* part above window/door will be rendered */
75 { 0x5BD90, STOP_AT_POLY_BUILDING_INTERIOR6 }, /* part below window will be rendered */
76 { 0x5BEC4, STOP_AT_POLY_BUILDING_INTERIOR5to6 }, /* part below/above window/door of building is rendered */
77 { 0x5C172, STOP_AT_WALL_BUILDING }, /* a wall (between floor and ceiling/window/door) is rendered) */
78 { 0x4FB08, STOP_AT_COORD_COMET }, /* comet's coordinates are ready */
79 { 0x4FB3C, STOP_AT_MATRIX_COMET }, /* what rotation matrix to use */
80 { 0x4FB5E, STOP_AT_POLY_COMET }, /* comet's horizontal polygon (without culling no need to render 0x4FB62) */
81 { 0x4FB66, STOP_AT_POLY_COMET }, /* comet's vertival polygon (without culling no need to render 0x4FB6A) */
82 { 0x5573E, STOP_AT_COORD_LINE_ROADS }, /* road's line coordinates are ready */
83 { 0x55780, STOP_AT_LINE_ROADS }, /* road's and ground surface's polygon */
84 { 0x557A6, STOP_AT_LINE_ROADS },
85 { 0x557BC, STOP_AT_LINE_ROADS },
86 { 0x57370, STOP_AT_LINE_ROADS_CENTER }, /* center line of roads */
87 { 0x5731C, STOP_AT_COORD_POLY_ROADS }, /* road's and ground surface's coordinates are ready */
88 { 0x57376, STOP_AT_POLY_ROADS }, /* road's and ground surface's polygon */
89 { 0x54BF4, STOP_AT_COORD_TAGS }, /* coordinates for tags, like key's marking are ready */
90 { 0x54BAC, STOP_AT_COORD_TAGS2 }, /* coordinates for large tags are ready, like bill's face */
91 { 0x54C40, STOP_AT_LINE_TAGS1 }, /* tag's line is rendered (new color D0) */
92 { 0x54C3A, STOP_AT_LINE_TAGS2 }, /* tag's line is rendered (use last color) */
93 { 0x54C54, STOP_AT_POLY_TAGS1 }, /* tag's polygon is rendered (new color D0) */
94 { 0x54C30, STOP_AT_POLY_TAGS2 }, /* tag's polygon is rendered (use last color) */
95 { 0x53A1E, STOP_AT_COORD_PLANET }, /* planet's coordinates are ready (viewed from ground) */
96 { 0x53A44, STOP_AT_MATRIX_PLANET }, /* what rotation matrix to use */
97 { 0x53712, STOP_AT_COORD_PLANET }, /* planet's coordinates are ready (viewed from universe) */
98 { 0x537A4, STOP_AT_MATRIX_PLANET }, /* what rotation matrix to use */
99 { 0x53A9A, STOP_AT_DRAW_PLANET }, /* planet's sphere is rendered, D0 is color (viewed from ground) */
100 { 0x53960, STOP_AT_DRAW_PLANET }, /* planet's sphere is rendered, D0 is color (viewed from universe) */
101 { 0x4FB8C, STOP_AT_DRAW_COMET }, /* comet's sphere is rendered */
102 { 0x50524, STOP_AT_DRAW_STARS_SPACE }, /* stars are rendered (viewed from universe) */
103 { 0x5046A, STOP_AT_DRAW_STARS_GROUND }, /* stars are rendered (viewed from ground) */
104 { 0x50342, STOP_AT_DRAW_STARS_FLYING }, /* stars are rendered (viewed from planet when flying) */
105 { 0x501CA, STOP_AT_DRAW_STARS_FLYING2 }, /* same as above, but stars when upside down (above zenit) */
106 { 0x57290, STOP_AT_COORD_ISLANDS }, /* island's coordinates are ready */
107 { 0x572EE, STOP_AT_POLY_ISLANDS }, /* island's polygon is rendered */
108 { 0x572E8, STOP_AT_LINE_ISLANDS },
109 { 0x5214E, STOP_AT_DRAW_SIGHTS }, /* when sights are rendered */
110 { 0x4F748, STOP_AT_POLY_UKN2 },
111 { 0x54362, STOP_AT_EXPLOSION }, /* explosion debris */
112 { 0x4CA18, STOP_AT_EXPLOSION },
113 { 0x0, STOP_AT_END }, /* end */
116 extern const uint32_t mercenary3_hex[];
117 extern int mercenary3_hex_size;
119 void mercenary_load(void)
123 /* load game binary from constant to volatile memory */
124 for (i = 0; i < mercenary3_hex_size; i += 4) {
125 m68k_write_memory_32(i, mercenary3_hex[i / 4]);
129 void mercenary_patch(void)
134 m68k_write_memory_32(0x00000, INITIAL_STACK);
137 m68k_write_memory_32(0x00004, RESET_VECTOR);
139 /* patch away the function call that is outside chip memory
140 * is this a copy protection????
142 m68k_write_memory_16(0x5a17c, 0x4e71); /* nop */
143 m68k_write_memory_16(0x5a17e, 0x4e71); /* nop */
144 m68k_write_memory_16(0x5a180, 0x4e71); /* nop */
146 /* remove function that checks what stars are rendered when flying above plante
147 * instead of just rendering the necessary parts, both parts are always rendered:
148 * 1. stars from horizont up to zenith
149 * 2. stars from zenith up to horizon (upside down)
150 * we need that, so opengl rendering can use wider FOV without missing stars.
151 * the game will actually have no problem with it, except that it requires more cpu cycles
153 for (address = 0x502AE; address < 0x502D4; address += 2)
154 m68k_write_memory_16(address, 0x4e71); /* nop */
156 //m68k_write_memory_16(0x53A42, 0x2C20);
158 //m68k_write_memory_16(0x58388, 0x4E75); /* rts */
159 //m68k_write_memory_16(0x4FE3E, 0x4E75); /* rts */
161 //test: loesche mit index 0
162 //m68k_write_memory_16(0x5ABC2, 0x4e71); /* nop */
164 //m68k_write_memory_16(0x54342, 0x4e71); /* nop */
165 //m68k_write_memory_16(0x54344, 0x4e71); /* nop */
166 //m68k_write_memory_16(0x5059e, 0x3f0); /* nop */
168 m68k_write_memory_16(0x4FB5E, 0x4e71); /* nop */
169 m68k_write_memory_16(0x4FB60, 0x4e71); /* nop */
170 m68k_write_memory_16(0x4FB62, 0x4e71); /* nop */
171 m68k_write_memory_16(0x4FB64, 0x4e71); /* nop */
172 m68k_write_memory_16(0x4FB66, 0x4e71); /* nop */
173 m68k_write_memory_16(0x4FB68, 0x4e71); /* nop */
174 m68k_write_memory_16(0x4FB6a, 0x4e71); /* nop */
175 m68k_write_memory_16(0x4FB6c, 0x4e71); /* nop */
178 /* remove wait for VBL */
179 m68k_write_memory_16(0x5a82C, 0x4e71); /* nop */
181 /* reduce loop that waits for disk stepper to move */
182 if (m68k_read_memory_32(0x562f8) != 0x000091b0) {
183 print_error("expecting loop counter of 0x000091b0 here, please fix!\n");
186 m68k_write_memory_32(0x562f8, 1);
187 /* reduce loop that waits for disk side change */
188 if (m68k_read_memory_32(0x55f5c) != 0x0000d020) {
189 print_error("expecting loop counter of 0x0000d020 here, please fix!\n");
192 m68k_write_memory_32(0x55f5c, 1);
195 uint32_t mercenary_palette_view(void)
197 return m68k_read_memory_32(0x0072b0);
200 uint32_t mercenary_palette_render(void)
202 return m68k_read_memory_32(0x0072b4);
205 uint32_t mercenary_palette_predefined(void)
207 return m68k_read_memory_32(0x0070a4);
210 uint32_t mercenary_palette_stars(void)
215 void mercenary_get_orientation(double *roll, double *pitch, double *yaw)
219 /* we could use 0x1e4*, but then "floating on the water" is not included */
221 /* get observer's tilt, pitch, yaw */
222 r = (int16_t)(m68k_read_memory_16(DS_0+0x1E26) & 0x3ff);
223 *roll = (double)r / 1024.0 * 2 * M_PI;
224 r = (int16_t)((m68k_read_memory_16(DS_0+0x1E28) + 0x201) & 0x3ff); /* add one extra to make view leveled to ground */
225 *pitch = -(double)r / 1024.0 * 2 * M_PI;
226 r = (int16_t)((m68k_read_memory_16(DS_0+0x1E2a) + 0x200) & 0x3ff);
227 *yaw = -(double)r / 1024.0 * 2 * M_PI;
230 void mercenary_get_orientation_raw(int16_t *pitch, uint16_t *yaw)
232 *pitch = m68k_read_memory_16(DS_0+0x1E28);
233 *yaw = m68k_read_memory_16(DS_0+0x1E2a);
236 void mercenary_get_orientation_planet(double *inclination, double *azimuth)
240 /* get plant's inclination and rotation */
241 r = (int16_t)((m68k_read_memory_16(0x42C70)) & 0x3ff);
242 *inclination = (double)r / 1024.0 * 2 * M_PI;
243 r = (int16_t)((m68k_read_memory_16(0x42C6c)) & 0x3ff);
244 *azimuth = -(double)r / 1024.0 * 2 * M_PI;
247 void mercenary_get_location(int32_t *east, int32_t *height, int32_t *north)
249 *east = (int32_t)m68k_read_memory_32(DS_0+0x1E1A);
250 *height = (int32_t)m68k_read_memory_32(DS_0+0x1DBA);
251 *north = (int32_t)m68k_read_memory_32(DS_0+0x1E22);
254 void mercenary_get_object_info(int *id, int32_t *east, int32_t *height, int32_t *north)
257 *east = (int32_t)m68k_read_memory_32(REG_A[0] + 22556);
258 *height = (int32_t)m68k_read_memory_32(REG_A[0] + 23580);
259 *north = (int32_t)m68k_read_memory_32(REG_A[0] + 24604);
262 void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t *height2, int32_t *height3, int32_t *height4, int16_t *north)
264 *east = (int16_t)m68k_read_memory_16(5698+REG_A[0]) - (int16_t)REG_A[2];
265 *north = (int16_t)m68k_read_memory_16(6298+REG_A[0]) - (int16_t)REG_A[3];
266 *height1 = -(int16_t)m68k_read_memory_16(DS_0+0x1D30);
267 *height2 = (int16_t)m68k_read_memory_16(DS_0+0x1EB2) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
268 *height3 = (int16_t)m68k_read_memory_16(DS_0+0x1EB4) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
269 *height4 = (int16_t)m68k_read_memory_16(DS_0+0x1EB6) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
273 int mercenary_street_color_index(void)
275 return (m68k_read_memory_16(DS_0+0x1f70) >> 5) & 0xf;
278 int mercenary_line_tags_index(void)
280 return (m68k_read_memory_16(DS_0+0x1f70) >> 5) & 0xf;
283 uint16_t mercenary_poly_tags_color(void)
285 return m68k_read_memory_16(DS_0+0x1e92);
288 int mercenary_background_index(void)
290 return m68k_read_memory_16(DS_0+0x1E76) >> 2;
293 uint32_t mercenary_planet_scale_index(void)
298 uint32_t mercenary_star_table(void)
303 const char *mercenary_gamesavesuffix = ".m3save";