#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
+#include <math.h>
+#include "../libsdl/print.h"
#include "../libcpu/m68k.h"
+#include "../libcpu/m68kcpu.h"
+#include "../libcpu/execute.h"
#include "mercenary.h"
+#define DS_0 0x530c
+#define DS_41 0x505E2
+#define DS_64 0x53d34
+#define DS_84 0x5D856
+
#define INITIAL_STACK 0x7fffa
#define RESET_VECTOR 0x5a16c
// #define RESET_VECTOR 0x5a1a4 /* strange reset vector that causes the player to fly around */
-const uint32_t mercenary_stop_at[] = {
- 0x5a826, /* done with rendering, waiting for VBL */
- 0x55d8c, /* after pressing 'HELP' key before showing menu line on benson */
- 0x56398, /* waiting for menu command */
- 0x55d94, /* after pressing 'HELP' key while showing menu line on benson */
- 0x563a6, /* after pressing 'RETURN' while game waits for other key to resume */
- 0x52946, /* after dying, waiting for VBL to fade out palette */
- 0x0 /* end */
-}; /* break points for rendering and continue with processing loop */
+
+/* interrupt CPU execution at special break points and tell emulation what to do */
+const struct cpu_stop mercenary_stop_at[] = {
+ { 0x5a826, STOP_AT_WAIT_VBL }, /* done with rendering, waiting for VBL */
+ { 0x55d8c, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key before showing menu line on benson */
+ { 0x56398, STOP_AT_WAIT_INPUT }, /* waiting for menu command */
+ { 0x55d94, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key while showing menu line on benson */
+ { 0x563a6, STOP_AT_WAIT_INPUT }, /* after pressing 'RETURN' while game waits for other key to resume */
+ { 0x52946, STOP_AT_WAIT_VBL }, /* after dying, waiting for VBL to fade out palette */
+ { 0x5A456, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen (here we know the color 8, this is wy we cannot do it earlier) */
+ { 0x5A48E, STOP_AT_CLEAR_SCREEN1 },
+ { 0x5A4BA, STOP_AT_CLEAR_SCREEN1 },
+ { 0x5A672, STOP_AT_CLEAR_SCREEN1 },
+ { 0x5A6B0, STOP_AT_CLEAR_SCREEN2 }, /* special case where we use color index 15 when we are flying (no raster split for ground color) */
+ { 0x5A770, STOP_AT_CLEAR_SCREEN3 }, /* special case where we are in universe and do not have any ground */
+ { 0x56E00, STOP_AT_DRAW_GROUND }, /* the ground is rendered. the color index is captured at CLEAR_SCREEN */
+ { 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 */
+ { 0x53FE2, STOP_AT_INFO_OBJECT_MOVING }, /* get ID and position of next object */
+ { 0x53E42, STOP_AT_INFO_OBJECT_FIX }, /* next object is FIX (taxi/bus/intercity) */
+ { 0x53E8E, STOP_AT_INFO_OBJECT_FIX },
+ { 0x54330, STOP_AT_TAG_IS_OBJECT_1 }, /* indicates that the next tag is an object */
+ { 0x54334, STOP_AT_TAG_IS_OBJECT_0 }, /* indicates that the tag of object was rendered */
+ { 0x542B2, STOP_AT_COORD_OBJECT }, /* object coordinates are ready */
+ { 0x5431a, STOP_AT_POLY_OBJECT_M3 }, /* object polygon is rendered */
+ { 0x54342, STOP_AT_LINE_OBJECT }, /* object line is rendered */
+ { 0x54042, STOP_AT_COORD_BEACON }, /* beacon's point coordinates are ready */
+ { 0x54088, STOP_AT_POINT_BEACON }, /* becon point is rendered */
+ { 0x54848, STOP_AT_COORD_BUILDING_EXTERIOR }, /* building (house) coordinates are ready */
+ { 0x548a4, STOP_AT_POLY_BUILDING_EXTERIOR }, /* building polygons are rendered */
+ { 0x5489C, STOP_AT_LINE_BUILDING_EXTERIOR }, /* lines of building, like radio tower on icarus */
+ { 0x5B810, STOP_AT_COORD_BUILDING_INTERIOR }, /* building coordinates for interrior */
+ { 0x5C01E, STOP_AT_POLY_BUILDING_INTERIOR1 }, /* floor of building will be rendered */
+ { 0x5BFc4, STOP_AT_POLY_BUILDING_INTERIOR2 }, /* ceiling of building will be rendered */
+ { 0x5BF5a, STOP_AT_POLY_BUILDING_INTERIOR3 }, /* ceiling of window/door will be rendered */
+ { 0x5BEE6, STOP_AT_POLY_BUILDING_INTERIOR4 }, /* floor of window will be rendered */
+ { 0x5C0E4, STOP_AT_POLY_BUILDING_INTERIOR1to4 }, /* ceiling/floor of building is rendered */
+ { 0x5BDFA, STOP_AT_POLY_BUILDING_INTERIOR5 }, /* part above window/door will be rendered */
+ { 0x5BD90, STOP_AT_POLY_BUILDING_INTERIOR6 }, /* part below window will be rendered */
+ { 0x5BEC4, STOP_AT_POLY_BUILDING_INTERIOR5to6 }, /* part below/above window/door of building is rendered */
+ { 0x5C172, STOP_AT_WALL_BUILDING }, /* a wall (between floor and ceiling/window/door) is rendered) */
+ { 0x4FB08, STOP_AT_COORD_COMET }, /* comet's coordinates are ready */
+ { 0x4FB3C, STOP_AT_MATRIX_COMET }, /* what rotation matrix to use */
+ { 0x4FB5E, STOP_AT_POLY_COMET }, /* comet's horizontal polygon (without culling no need to render 0x4FB62) */
+ { 0x4FB66, STOP_AT_POLY_COMET }, /* comet's vertival polygon (without culling no need to render 0x4FB6A) */
+ { 0x5573E, STOP_AT_COORD_LINE_ROADS }, /* road's line coordinates are ready */
+ { 0x55780, STOP_AT_LINE_ROADS }, /* road's and ground surface's polygon */
+ { 0x557A6, STOP_AT_LINE_ROADS },
+ { 0x557BC, STOP_AT_LINE_ROADS },
+ { 0x57370, STOP_AT_LINE_ROADS_CENTER }, /* center line of roads */
+ { 0x5731C, STOP_AT_COORD_POLY_ROADS }, /* road's and ground surface's coordinates are ready */
+ { 0x57376, STOP_AT_POLY_ROADS }, /* road's and ground surface's polygon */
+ { 0x54BF4, STOP_AT_COORD_TAGS }, /* coordinates for tags, like key's marking are ready */
+ { 0x54BAC, STOP_AT_COORD_TAGS2 }, /* coordinates for large tags are ready, like bill's face */
+ { 0x54C40, STOP_AT_LINE_TAGS1 }, /* tag's line is rendered (new color D0) */
+ { 0x54C3A, STOP_AT_LINE_TAGS2 }, /* tag's line is rendered (use last color) */
+ { 0x54C54, STOP_AT_POLY_TAGS1 }, /* tag's polygon is rendered (new color D0) */
+ { 0x54C30, STOP_AT_POLY_TAGS2 }, /* tag's polygon is rendered (use last color) */
+ { 0x53A1E, STOP_AT_COORD_PLANET }, /* planet's coordinates are ready (viewed from ground) */
+ { 0x53A44, STOP_AT_MATRIX_PLANET }, /* what rotation matrix to use */
+ { 0x53712, STOP_AT_COORD_PLANET }, /* planet's coordinates are ready (viewed from universe) */
+ { 0x537A4, STOP_AT_MATRIX_PLANET }, /* what rotation matrix to use */
+ { 0x53A9A, STOP_AT_DRAW_PLANET }, /* planet's sphere is rendered, D0 is color (viewed from ground) */
+ { 0x53960, STOP_AT_DRAW_PLANET }, /* planet's sphere is rendered, D0 is color (viewed from universe) */
+ { 0x4FB8C, STOP_AT_DRAW_COMET }, /* comet's sphere is rendered */
+ { 0x50524, STOP_AT_DRAW_STARS_SPACE }, /* stars are rendered (viewed from universe) */
+ { 0x5046A, STOP_AT_DRAW_STARS_GROUND }, /* stars are rendered (viewed from ground) */
+ { 0x50342, STOP_AT_DRAW_STARS_FLYING }, /* stars are rendered (viewed from planet when flying) */
+ { 0x501CA, STOP_AT_DRAW_STARS_FLYING2 }, /* same as above, but stars when upside down (above zenit) */
+ { 0x57290, STOP_AT_COORD_ISLANDS }, /* island's coordinates are ready */
+ { 0x572EE, STOP_AT_POLY_ISLANDS }, /* island's polygon is rendered */
+ { 0x572E8, STOP_AT_LINE_ISLANDS },
+ { 0x5214E, STOP_AT_DRAW_SIGHTS }, /* when sights are rendered */
+ { 0x4F748, STOP_AT_POLY_UKN2 },
+ { 0x54362, STOP_AT_EXPLOSION }, /* explosion debris */
+ { 0x4CA18, STOP_AT_EXPLOSION },
+ { 0x0, STOP_AT_END }, /* end */
+};
extern const uint32_t mercenary3_hex[];
extern int mercenary3_hex_size;
void mercenary_patch(void)
{
+ uint32_t address;
+
/* initial stack */
m68k_write_memory_32(0x00000, INITIAL_STACK);
m68k_write_memory_16(0x5a17e, 0x4e71); /* nop */
m68k_write_memory_16(0x5a180, 0x4e71); /* nop */
+ /* remove function that checks what stars are rendered when flying above plante
+ * instead of just rendering the necessary parts, both parts are always rendered:
+ * 1. stars from horizont up to zenith
+ * 2. stars from zenith up to horizon (upside down)
+ * we need that, so opengl rendering can use wider FOV without missing stars.
+ * the game will actually have no problem with it, except that it requires more cpu cycles
+ */
+ for (address = 0x502AE; address < 0x502D4; address += 2)
+ m68k_write_memory_16(address, 0x4e71); /* nop */
+
+//m68k_write_memory_16(0x53A42, 0x2C20);
+
+//m68k_write_memory_16(0x58388, 0x4E75); /* rts */
+//m68k_write_memory_16(0x4FE3E, 0x4E75); /* rts */
+
+//test: loesche mit index 0
+//m68k_write_memory_16(0x5ABC2, 0x4e71); /* nop */
+//
+//m68k_write_memory_16(0x54342, 0x4e71); /* nop */
+//m68k_write_memory_16(0x54344, 0x4e71); /* nop */
+//m68k_write_memory_16(0x5059e, 0x3f0); /* nop */
+#if 0
+m68k_write_memory_16(0x4FB5E, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB60, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB62, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB64, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB66, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB68, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB6a, 0x4e71); /* nop */
+m68k_write_memory_16(0x4FB6c, 0x4e71); /* nop */
+#endif
+
/* remove wait for VBL */
m68k_write_memory_16(0x5a82C, 0x4e71); /* nop */
/* reduce loop that waits for disk stepper to move */
if (m68k_read_memory_32(0x562f8) != 0x000091b0) {
- fprintf(stderr, "expecting loop counter of 0x000091b0 here, please fix!\n");
+ print_error("expecting loop counter of 0x000091b0 here, please fix!\n");
exit(0);
}
m68k_write_memory_32(0x562f8, 1);
/* reduce loop that waits for disk side change */
if (m68k_read_memory_32(0x55f5c) != 0x0000d020) {
- fprintf(stderr, "expecting loop counter of 0x0000d020 here, please fix!\n");
+ print_error("expecting loop counter of 0x0000d020 here, please fix!\n");
exit(0);
}
m68k_write_memory_32(0x55f5c, 1);
}
-uint32_t mercenary_palette(void)
+uint32_t mercenary_palette_view(void)
{
return m68k_read_memory_32(0x0072b0);
}
+uint32_t mercenary_palette_render(void)
+{
+ return m68k_read_memory_32(0x0072b4);
+}
+
+uint32_t mercenary_palette_predefined(void)
+{
+ return m68k_read_memory_32(0x0070a4);
+}
+
+uint32_t mercenary_palette_stars(void)
+{
+ return DS_41+66;
+}
+
+void mercenary_get_orientation(double *roll, double *pitch, double *yaw)
+{
+ int16_t r;
+
+ /* we could use 0x1e4*, but then "floating on the water" is not included */
+
+ /* get observer's tilt, pitch, yaw */
+ r = (int16_t)(m68k_read_memory_16(DS_0+0x1E26) & 0x3ff);
+ *roll = (double)r / 1024.0 * 2 * M_PI;
+ r = (int16_t)((m68k_read_memory_16(DS_0+0x1E28) + 0x201) & 0x3ff); /* add one extra to make view leveled to ground */
+ *pitch = -(double)r / 1024.0 * 2 * M_PI;
+ r = (int16_t)((m68k_read_memory_16(DS_0+0x1E2a) + 0x200) & 0x3ff);
+ *yaw = -(double)r / 1024.0 * 2 * M_PI;
+}
+
+void mercenary_get_orientation_raw(int16_t *pitch, uint16_t *yaw)
+{
+ *pitch = m68k_read_memory_16(DS_0+0x1E28);
+ *yaw = m68k_read_memory_16(DS_0+0x1E2a);
+}
+
+void mercenary_get_orientation_planet(double *inclination, double *azimuth)
+{
+ int16_t r;
+
+ /* get plant's inclination and rotation */
+ r = (int16_t)((m68k_read_memory_16(0x42C70)) & 0x3ff);
+ *inclination = (double)r / 1024.0 * 2 * M_PI;
+ r = (int16_t)((m68k_read_memory_16(0x42C6c)) & 0x3ff);
+ *azimuth = -(double)r / 1024.0 * 2 * M_PI;
+}
+
+void mercenary_get_location(int32_t *east, int32_t *height, int32_t *north)
+{
+ *east = (int32_t)m68k_read_memory_32(DS_0+0x1E1A);
+ *height = (int32_t)m68k_read_memory_32(DS_0+0x1DBA);
+ *north = (int32_t)m68k_read_memory_32(DS_0+0x1E22);
+}
+
+void mercenary_get_object_info(int *id, int32_t *east, int32_t *height, int32_t *north)
+{
+ *id = REG_A[0];
+ *east = (int32_t)m68k_read_memory_32(REG_A[0] + 22556);
+ *height = (int32_t)m68k_read_memory_32(REG_A[0] + 23580);
+ *north = (int32_t)m68k_read_memory_32(REG_A[0] + 24604);
+}
+
+void mercenary_coord_building_interior(int16_t *east, int32_t *height1, int32_t *height2, int32_t *height3, int32_t *height4, int16_t *north)
+{
+ *east = (int16_t)m68k_read_memory_16(5698+REG_A[0]) - (int16_t)REG_A[2];
+ *north = (int16_t)m68k_read_memory_16(6298+REG_A[0]) - (int16_t)REG_A[3];
+ *height1 = -(int16_t)m68k_read_memory_16(DS_0+0x1D30);
+ *height2 = (int16_t)m68k_read_memory_16(DS_0+0x1EB2) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
+ *height3 = (int16_t)m68k_read_memory_16(DS_0+0x1EB4) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
+ *height4 = (int16_t)m68k_read_memory_16(DS_0+0x1EB6) - (int16_t)m68k_read_memory_16(DS_0+0x1D30);
+
+}
+
+int mercenary_street_color_index(void)
+{
+ return (m68k_read_memory_16(DS_0+0x1f70) >> 5) & 0xf;
+}
+
+int mercenary_line_tags_index(void)
+{
+ return (m68k_read_memory_16(DS_0+0x1f70) >> 5) & 0xf;
+}
+
+uint16_t mercenary_poly_tags_color(void)
+{
+ return m68k_read_memory_16(DS_0+0x1e92);
+}
+
+int mercenary_background_index(void)
+{
+ return m68k_read_memory_16(DS_0+0x1E76) >> 2;
+}
+
+uint32_t mercenary_planet_scale_index(void)
+{
+ return 21584;
+}
+
+uint32_t mercenary_star_table(void)
+{
+ return DS_84+0x6A;
+}
+
+const char *mercenary_gamesavesuffix = ".m3save";
+