Super Mario 64 OpenGL port for PC. Mirror of https://github.com/sm64pc/sm64pc https://github.com/sm64pc/sm64pc
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#include <ultra64.h>
#include "sm64.h"
#include "audio/external.h"
#include "buffers/buffers.h"
#include "buffers/gfx_output_buffer.h"
#include "buffers/framebuffers.h"
#include "buffers/zbuffer.h"
#include "engine/level_script.h"
#include "game_init.h"
#include "main.h"
#include "memory.h"
#include "profiler.h"
#include "save_file.h"
#include "seq_ids.h"
#include "sound_init.h"
#include "print.h"
#include "segment2.h"
#include "main_entry.h"
#include "thread6.h"
#include <prevent_bss_reordering.h>
#ifdef BETTERCAMERA
#include "bettercamera.h"
#endif
// FIXME: I'm not sure all of these variables belong in this file, but I don't
// know of a good way to split them
struct Controller gControllers[3];
struct SPTask *gGfxSPTask;
Gfx *gDisplayListHead;
u8 *gGfxPoolEnd;
struct GfxPool *gGfxPool;
OSContStatus gControllerStatuses[4];
OSContPad gControllerPads[4];
u8 gControllerBits;
s8 gEepromProbe;
OSMesgQueue gGameVblankQueue;
OSMesgQueue D_80339CB8;
OSMesg D_80339CD0;
OSMesg D_80339CD4;
struct VblankHandler gGameVblankHandler;
uintptr_t gPhysicalFrameBuffers[3];
uintptr_t gPhysicalZBuffer;
void *D_80339CF0;
void *D_80339CF4;
struct MarioAnimation D_80339D10;
struct MarioAnimation gDemo;
UNUSED u8 filler80339D30[0x90];
int unused8032C690 = 0;
u32 gGlobalTimer = 0;
static u16 sCurrFBNum = 0;
u16 frameBufferIndex = 0;
void (*D_8032C6A0)(void) = NULL;
struct Controller *gPlayer1Controller = &gControllers[0];
struct Controller *gPlayer2Controller = &gControllers[1];
// probably debug only, see note below
struct Controller *gPlayer3Controller = &gControllers[2];
struct DemoInput *gCurrDemoInput = NULL; // demo input sequence
u16 gDemoInputListID = 0;
struct DemoInput gRecordedDemoInput = { 0 }; // possibly removed in EU. TODO: Check
extern int c_rightx;
extern int c_righty;
/**
* Initializes the Reality Display Processor (RDP).
* This function initializes settings such as texture filtering mode,
* scissoring, and render mode (although keep in mind that this render
* mode is not used in-game, where it is set in render_graph_node.c).
*/
void my_rdp_init(void) {
gDPPipeSync(gDisplayListHead++);
gDPPipelineMode(gDisplayListHead++, G_PM_1PRIMITIVE);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
gDPSetTextureLOD(gDisplayListHead++, G_TL_TILE);
gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE);
gDPSetTextureDetail(gDisplayListHead++, G_TD_CLAMP);
gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP);
gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
gDPSetTextureConvert(gDisplayListHead++, G_TC_FILT);
gDPSetCombineKey(gDisplayListHead++, G_CK_NONE);
gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetColorDither(gDisplayListHead++, G_CD_MAGICSQ);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
#ifdef VERSION_SH
gDPSetAlphaDither(gDisplayListHead++, G_AD_PATTERN);
#endif
gDPPipeSync(gDisplayListHead++);
}
/**
* Initializes the RSP's built-in geometry and lighting engines.
* Most of these (with the notable exception of gSPNumLights), are
* almost immediately overwritten.
*/
void my_rsp_init(void) {
gSPClearGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BOTH | G_FOG
| G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD);
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BACK | G_LIGHTING);
gSPNumLights(gDisplayListHead++, NUMLIGHTS_1);
gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF);
// @bug Nintendo did not explicitly define the clipping ratio.
// For Fast3DEX2, this causes the dreaded warped vertices issue
// unless the clipping ratio is changed back to the intended value,
// as Fast3DEX2 uses a different initial value than Fast3D(EX).
#ifdef F3DEX_GBI_2
gSPClipRatio(gDisplayListHead++, FRUSTRATIO_1);
#endif
}
/** Clear the Z buffer. */
void clear_z_buffer(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL);
gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer);
gDPSetFillColor(gDisplayListHead++,
GPACK_ZDZ(G_MAXFBZ, 0) << 16 | GPACK_ZDZ(G_MAXFBZ, 0));
gDPFillRectangle(gDisplayListHead++, 0, BORDER_HEIGHT, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1 - BORDER_HEIGHT);
}
/** Sets up the final framebuffer image. */
void display_frame_buffer(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
gPhysicalFrameBuffers[frameBufferIndex]);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, BORDER_HEIGHT, SCREEN_WIDTH,
SCREEN_HEIGHT - BORDER_HEIGHT);
}
/** Clears the framebuffer, allowing it to be overwritten. */
void clear_frame_buffer(s32 a) {
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, a);
gDPFillRectangle(gDisplayListHead++, 0, BORDER_HEIGHT, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1 - BORDER_HEIGHT);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
/** Clears and initializes the viewport. */
void clear_viewport(Vp *viewport, s32 b) {
s16 vpUlx = (viewport->vp.vtrans[0] - viewport->vp.vscale[0]) / 4 + 1;
s16 vpUly = (viewport->vp.vtrans[1] - viewport->vp.vscale[1]) / 4 + 1;
s16 VpLrx = (viewport->vp.vtrans[0] + viewport->vp.vscale[0]) / 4 - 2;
s16 vpLry = (viewport->vp.vtrans[1] + viewport->vp.vscale[1]) / 4 - 2;
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, b);
gDPFillRectangle(gDisplayListHead++, vpUlx, vpUly, VpLrx, vpLry);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
/** Draws the horizontal screen borders */
void draw_screen_borders(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(0, 0, 0, 0) << 16 | GPACK_RGBA5551(0, 0, 0, 0));
#if BORDER_HEIGHT != 0
gDPFillRectangle(gDisplayListHead++, 0, 0, SCREEN_WIDTH - 1, BORDER_HEIGHT - 1);
gDPFillRectangle(gDisplayListHead++, 0, SCREEN_HEIGHT - BORDER_HEIGHT, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1);
#endif
}
void make_viewport_clip_rect(Vp *viewport) {
s16 vpUlx = (viewport->vp.vtrans[0] - viewport->vp.vscale[0]) / 4 + 1;
s16 vpPly = (viewport->vp.vtrans[1] - viewport->vp.vscale[1]) / 4 + 1;
s16 vpLrx = (viewport->vp.vtrans[0] + viewport->vp.vscale[0]) / 4 - 1;
s16 vpLry = (viewport->vp.vtrans[1] + viewport->vp.vscale[1]) / 4 - 1;
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, vpUlx, vpPly, vpLrx, vpLry);
}
/**
* Loads the F3D microcodes.
* Refer to this function if you would like to load
* other microcodes (i.e. S2DEX).
*/
void create_task_structure(void) {
s32 entries = gDisplayListHead - gGfxPool->buffer;
gGfxSPTask->msgqueue = &D_80339CB8;
gGfxSPTask->msg = (OSMesg) 2;
gGfxSPTask->task.t.type = M_GFXTASK;
#if TARGET_N64
gGfxSPTask->task.t.ucode_boot = rspF3DBootStart;
gGfxSPTask->task.t.ucode_boot_size = ((u8 *) rspF3DBootEnd - (u8 *) rspF3DBootStart);
gGfxSPTask->task.t.flags = 0;
gGfxSPTask->task.t.ucode = rspF3DStart;
gGfxSPTask->task.t.ucode_data = rspF3DDataStart;
#endif
gGfxSPTask->task.t.ucode_size = SP_UCODE_SIZE; // (this size is ignored)
gGfxSPTask->task.t.ucode_data_size = SP_UCODE_DATA_SIZE;
gGfxSPTask->task.t.dram_stack = (u64 *) gGfxSPTaskStack;
gGfxSPTask->task.t.dram_stack_size = SP_DRAM_STACK_SIZE8;
#ifdef VERSION_EU
// terrible hack
gGfxSPTask->task.t.output_buff =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer - 0x670 + 0x280);
gGfxSPTask->task.t.output_buff_size =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer+ 0x280 + 0x17790);
#else
gGfxSPTask->task.t.output_buff = gGfxSPTaskOutputBuffer;
gGfxSPTask->task.t.output_buff_size =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer + sizeof(gGfxSPTaskOutputBuffer));
#endif
gGfxSPTask->task.t.data_ptr = (u64 *) &gGfxPool->buffer;
gGfxSPTask->task.t.data_size = entries * sizeof(Gfx);
gGfxSPTask->task.t.yield_data_ptr = (u64 *) gGfxSPTaskYieldBuffer;
gGfxSPTask->task.t.yield_data_size = OS_YIELD_DATA_SIZE;
}
/** Starts rendering the scene. */
void init_render_image(void) {
move_segment_table_to_dmem();
my_rdp_init();
my_rsp_init();
clear_z_buffer();
display_frame_buffer();
}
/** Ends the master display list. */
void end_master_display_list(void) {
draw_screen_borders();
if (gShowProfiler) {
draw_profiler();
}
gDPFullSync(gDisplayListHead++);
gSPEndDisplayList(gDisplayListHead++);
create_task_structure();
}
void draw_reset_bars(void) {
s32 sp24;
s32 sp20;
s32 fbNum;
u64 *sp18;
if (gResetTimer != 0 && D_8032C648 < 15) {
if (sCurrFBNum == 0) {
fbNum = 2;
} else {
fbNum = sCurrFBNum - 1;
}
sp18 = (u64 *) PHYSICAL_TO_VIRTUAL(gPhysicalFrameBuffers[fbNum]);
sp18 += D_8032C648++ * (SCREEN_WIDTH / 4);
for (sp24 = 0; sp24 < ((SCREEN_HEIGHT / 16) + 1); sp24++) {
// Must be on one line to match -O2
for (sp20 = 0; sp20 < (SCREEN_WIDTH / 4); sp20++) *sp18++ = 0;
sp18 += ((SCREEN_WIDTH / 4) * 14);
}
}
osWritebackDCacheAll();
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
}
void rendering_init(void) {
gGfxPool = &gGfxPools[0];
set_segment_base_addr(1, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
gGfxPoolEnd = (u8 *) (gGfxPool->buffer + GFX_POOL_SIZE);
init_render_image();
clear_frame_buffer(0);
end_master_display_list();
send_display_list(&gGfxPool->spTask);
frameBufferIndex++;
gGlobalTimer++;
}
void config_gfx_pool(void) {
gGfxPool = &gGfxPools[gGlobalTimer % GFX_NUM_POOLS];
set_segment_base_addr(1, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
gGfxPoolEnd = (u8 *) (gGfxPool->buffer + GFX_POOL_SIZE);
}
/** Handles vsync. */
void display_and_vsync(void) {
profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
osRecvMesg(&D_80339CB8, &D_80339BEC, OS_MESG_BLOCK);
if (D_8032C6A0 != NULL) {
D_8032C6A0();
D_8032C6A0 = NULL;
}
send_display_list(&gGfxPool->spTask);
profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFrameBuffers[sCurrFBNum]));
profiler_log_thread5_time(THREAD5_END);
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
if (++sCurrFBNum == 3) {
sCurrFBNum = 0;
}
if (++frameBufferIndex == 3) {
frameBufferIndex = 0;
}
gGlobalTimer++;
}
// this function records distinct inputs over a 255-frame interval to RAM locations and was likely
// used to record the demo sequences seen in the final game. This function is unused.
static void record_demo(void) {
// record the player's button mask and current rawStickX and rawStickY.
u8 buttonMask =
((gPlayer1Controller->buttonDown & (A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON)) >> 8)
| (gPlayer1Controller->buttonDown & (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS));
s8 rawStickX = gPlayer1Controller->rawStickX;
s8 rawStickY = gPlayer1Controller->rawStickY;
// if the stick is in deadzone, set its value to 0 to
// nullify the effects. We do not record deadzone inputs.
if (rawStickX > -8 && rawStickX < 8) {
rawStickX = 0;
}
if (rawStickY > -8 && rawStickY < 8) {
rawStickY = 0;
}
// record the distinct input and timer so long as they
// are unique. If the timer hits 0xFF, reset the timer
// for the next demo input.
if (gRecordedDemoInput.timer == 0xFF || buttonMask != gRecordedDemoInput.buttonMask
|| rawStickX != gRecordedDemoInput.rawStickX || rawStickY != gRecordedDemoInput.rawStickY) {
gRecordedDemoInput.timer = 0;
gRecordedDemoInput.buttonMask = buttonMask;
gRecordedDemoInput.rawStickX = rawStickX;
gRecordedDemoInput.rawStickY = rawStickY;
}
gRecordedDemoInput.timer++;
}
// take the updated controller struct and calculate
// the new x, y, and distance floats.
void adjust_analog_stick(struct Controller *controller) {
UNUSED u8 pad[8];
// reset the controller's x and y floats.
controller->stickX = 0;
controller->stickY = 0;
// modulate the rawStickX and rawStickY to be the new f32 values by adding/subtracting 6.
if (controller->rawStickX <= -8) {
controller->stickX = controller->rawStickX + 6;
}
if (controller->rawStickX >= 8) {
controller->stickX = controller->rawStickX - 6;
}
if (controller->rawStickY <= -8) {
controller->stickY = controller->rawStickY + 6;
}
if (controller->rawStickY >= 8) {
controller->stickY = controller->rawStickY - 6;
}
// calculate f32 magnitude from the center by vector length.
controller->stickMag =
sqrtf(controller->stickX * controller->stickX + controller->stickY * controller->stickY);
// magnitude cannot exceed 64.0f: if it does, modify the values appropriately to
// flatten the values down to the allowed maximum value.
if (controller->stickMag > 64) {
controller->stickX *= 64 / controller->stickMag;
controller->stickY *= 64 / controller->stickMag;
controller->stickMag = 64;
}
}
// if a demo sequence exists, this will run the demo
// input list until it is complete. called every frame.
void run_demo_inputs(void) {
// eliminate the unused bits.
gControllers[0].controllerData->button &= VALID_BUTTONS;
/*
Check if a demo inputs list
exists and if so, run the
active demo input list.
*/
if (gCurrDemoInput != NULL) {
/*
clear player 2's inputs if they exist. Player 2's controller
cannot be used to influence a demo. At some point, Nintendo
may have planned for there to be a demo where 2 players moved
around instead of just one, so clearing player 2's influence from
the demo had to have been necessary to perform this. Co-op mode, perhaps?
*/
if (gControllers[1].controllerData != NULL) {
gControllers[1].controllerData->stick_x = 0;
gControllers[1].controllerData->stick_y = 0;
gControllers[1].controllerData->button = 0;
}
// the timer variable being 0 at the current input means the demo is over.
// set the button to the END_DEMO mask to end the demo.
if (gCurrDemoInput->timer == 0) {
gControllers[0].controllerData->stick_x = 0;
gControllers[0].controllerData->stick_y = 0;
gControllers[0].controllerData->button = END_DEMO;
} else {
// backup the start button if it is pressed, since we don't want the
// demo input to override the mask where start may have been pressed.
u16 startPushed = gControllers[0].controllerData->button & START_BUTTON;
// perform the demo inputs by assigning the current button mask and the stick inputs.
gControllers[0].controllerData->stick_x = gCurrDemoInput->rawStickX;
gControllers[0].controllerData->stick_y = gCurrDemoInput->rawStickY;
/*
to assign the demo input, the button information is stored in
an 8-bit mask rather than a 16-bit mask. this is because only
A, B, Z, Start, and the C-Buttons are used in a demo, as bits
in that order. In order to assign the mask, we need to take the
upper 4 bits (A, B, Z, and Start) and shift then left by 8 to
match the correct input mask. We then add this to the masked
lower 4 bits to get the correct button mask.
*/
gControllers[0].controllerData->button =
((gCurrDemoInput->buttonMask & 0xF0) << 8) + ((gCurrDemoInput->buttonMask & 0xF));
// if start was pushed, put it into the demo sequence being input to
// end the demo.
gControllers[0].controllerData->button |= startPushed;
// run the current demo input's timer down. if it hits 0, advance the
// demo input list.
if (--gCurrDemoInput->timer == 0) {
gCurrDemoInput++;
}
}
}
}
// update the controller struct with available inputs if present.
void read_controller_inputs(void) {
s32 i;
// if any controllers are plugged in, update the
// controller information.
if (gControllerBits) {
osRecvMesg(&gSIEventMesgQueue, &D_80339BEC, OS_MESG_BLOCK);
osContGetReadData(&gControllerPads[0]);
}
run_demo_inputs();
#ifdef BETTERCAMERA
for (i = 0; i < 2; i++)
{
struct Controller *controller = &gControllers[i];
if (i==1) // This is related to the analog camera control, using a P2 controller hack. P2 will no longer be correctly available for multiplayer.
{
controller->rawStickX = c_rightx;
controller->rawStickY = c_righty;
controller->stickX = c_rightx;
controller->stickY = c_righty;
}
else
{
// if we're receiving inputs, update the controller struct
// with the new button info.
if (controller->controllerData != NULL) {
controller->rawStickX = controller->controllerData->stick_x;
controller->rawStickY = controller->controllerData->stick_y;
controller->buttonPressed = controller->controllerData->button
& (controller->controllerData->button ^ controller->buttonDown);
// 0.5x A presses are a good meme
controller->buttonDown = controller->controllerData->button;
adjust_analog_stick(controller);
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
{
controller->rawStickX = 0;
controller->rawStickY = 0;
controller->buttonPressed = 0;
controller->buttonDown = 0;
controller->stickX = 0;
controller->stickY = 0;
controller->stickMag = 0;
}
}
}
#else
for (i = 0; i < 2; i++) {
struct Controller *controller = &gControllers[i];
// if we're receiving inputs, update the controller struct
// with the new button info.
if (controller->controllerData != NULL) {
controller->rawStickX = controller->controllerData->stick_x;
controller->rawStickY = controller->controllerData->stick_y;
controller->buttonPressed = controller->controllerData->button
& (controller->controllerData->button ^ controller->buttonDown);
// 0.5x A presses are a good meme
controller->buttonDown = controller->controllerData->button;
adjust_analog_stick(controller);
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
{
controller->rawStickX = 0;
controller->rawStickY = 0;
controller->buttonPressed = 0;
controller->buttonDown = 0;
controller->stickX = 0;
controller->stickY = 0;
controller->stickMag = 0;
}
}
#endif
// For some reason, player 1's inputs are copied to player 3's port. This
// potentially may have been a way the developers "recorded" the inputs
// for demos, despite record_demo existing.
gPlayer3Controller->rawStickX = gPlayer1Controller->rawStickX;
gPlayer3Controller->rawStickY = gPlayer1Controller->rawStickY;
gPlayer3Controller->stickX = gPlayer1Controller->stickX;
gPlayer3Controller->stickY = gPlayer1Controller->stickY;
gPlayer3Controller->stickMag = gPlayer1Controller->stickMag;
gPlayer3Controller->buttonPressed = gPlayer1Controller->buttonPressed;
gPlayer3Controller->buttonDown = gPlayer1Controller->buttonDown;
}
// initialize the controller structs to point at the OSCont information.
void init_controllers(void) {
s16 port, cont;
// set controller 1 to point to the set of status/pads for input 1 and
// init the controllers.
gControllers[0].statusData = &gControllerStatuses[0];
gControllers[0].controllerData = &gControllerPads[0];
osContInit(&gSIEventMesgQueue, &gControllerBits, &gControllerStatuses[0]);
// strangely enough, the EEPROM probe for save data is done in this function.
// save pak detection?
gEepromProbe = osEepromProbe(&gSIEventMesgQueue);
// loop over the 4 ports and link the controller structs to the appropriate
// status and pad. Interestingly, although there are pointers to 3 controllers,
// only 2 are connected here. The third seems to have been reserved for debug
// purposes and was never connected in the retail ROM, thus gPlayer3Controller
// cannot be used, despite being referenced in various code.
for (cont = 0, port = 0; port < 4 && cont < 2; port++) {
// is controller plugged in?
if (gControllerBits & (1 << port)) {
// the game allows you to have just 1 controller plugged
// into any port in order to play the game. this was probably
// so if any of the ports didnt work, you can have controllers
// plugged into any of them and it will work.
#ifdef VERSION_SH
gControllers[cont].port = port;
#endif
gControllers[cont].statusData = &gControllerStatuses[port];
gControllers[cont++].controllerData = &gControllerPads[port];
}
}
#ifdef BETTERCAMERA
// load bettercam settings from the config file
newcam_init_settings();
#endif
}
void setup_game_memory(void) {
UNUSED u8 pad[8];
set_segment_base_addr(0, (void *) 0x80000000);
osCreateMesgQueue(&D_80339CB8, &D_80339CD4, 1);
osCreateMesgQueue(&gGameVblankQueue, &D_80339CD0, 1);
gPhysicalZBuffer = VIRTUAL_TO_PHYSICAL(gZBuffer);
gPhysicalFrameBuffers[0] = VIRTUAL_TO_PHYSICAL(gFrameBuffer0);
gPhysicalFrameBuffers[1] = VIRTUAL_TO_PHYSICAL(gFrameBuffer1);
gPhysicalFrameBuffers[2] = VIRTUAL_TO_PHYSICAL(gFrameBuffer2);
D_80339CF0 = main_pool_alloc(0x4000, MEMORY_POOL_LEFT);
set_segment_base_addr(17, (void *) D_80339CF0);
func_80278A78(&D_80339D10, gMarioAnims, D_80339CF0);
D_80339CF4 = main_pool_alloc(2048, MEMORY_POOL_LEFT);
set_segment_base_addr(24, (void *) D_80339CF4);
func_80278A78(&gDemo, gDemoInputs, D_80339CF4);
load_segment(0x10, _entrySegmentRomStart, _entrySegmentRomEnd, MEMORY_POOL_LEFT);
load_segment_decompress(2, _segment2_mio0SegmentRomStart, _segment2_mio0SegmentRomEnd);
}
#ifndef TARGET_N64
static struct LevelCommand *levelCommandAddr;
#endif
// main game loop thread. runs forever as long as the game
// continues.
void thread5_game_loop(UNUSED void *arg) {
#ifdef TARGET_N64
struct LevelCommand *levelCommandAddr;
#endif
setup_game_memory();
#ifdef VERSION_SH
init_rumble_pak_scheduler_queue();
#endif
init_controllers();
#ifdef VERSION_SH
create_thread_6();
#endif
save_file_load_all();
set_vblank_handler(2, &gGameVblankHandler, &gGameVblankQueue, (OSMesg) 1);
// point levelCommandAddr to the entry point into the level script data.
levelCommandAddr = segmented_to_virtual(level_script_entry);
play_music(SEQ_PLAYER_SFX, SEQUENCE_ARGS(0, SEQ_SOUND_PLAYER), 0);
set_sound_mode(save_file_get_sound_mode());
#ifdef TARGET_N64
func_80247ED8();
rendering_init();
while (1) {
#else
gGlobalTimer++;
}
void game_loop_one_iteration(void) {
#endif
// if the reset timer is active, run the process to reset the game.
if (gResetTimer) {
#ifdef TARGET_N64
draw_reset_bars();
continue;
#else
return;
#endif
}
profiler_log_thread5_time(THREAD5_START);
// if any controllers are plugged in, start read the data for when
// read_controller_inputs is called later.
if (gControllerBits) {
#ifdef VERSION_SH
block_until_rumble_pak_free();
#endif
osContStartReadData(&gSIEventMesgQueue);
}
audio_game_loop_tick();
config_gfx_pool();
read_controller_inputs();
levelCommandAddr = level_script_execute(levelCommandAddr);
display_and_vsync();
// when debug info is enabled, print the "BUF %d" information.
if (gShowDebugText) {
// subtract the end of the gfx pool with the display list to obtain the
// amount of free space remaining.
print_text_fmt_int(180, 20, "BUF %d", gGfxPoolEnd - (u8 *) gDisplayListHead);
}
#ifdef TARGET_N64
}
#endif
}