#include #include #include #include #include #include #include #include #include #include "nfd.h" #include "ultramodern/ultra64.h" #include "ultramodern/ultramodern.hpp" #define SDL_MAIN_HANDLED #ifdef _WIN32 #include "SDL.h" #else #include "SDL2/SDL.h" #include "SDL2/SDL_syswm.h" #endif #include "recomp_ui.h" #include "recomp_input.h" #include "zelda_config.h" #include "zelda_sound.h" #include "zelda_render.h" #include "zelda_support.h" #include "zelda_game.h" #include "recomp_data.h" #include "ovl_patches.hpp" #include "librecomp/game.hpp" #include "librecomp/mods.hpp" #include "librecomp/helpers.hpp" #include "../../patches/graphics.h" #include "../../patches/input.h" #include "../../patches/sound.h" #include "../../patches/misc_funcs.h" #include "mods/mm_recomp_dpad_builtin.h" #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #include "SDL_syswm.h" #endif #include "../../lib/rt64/src/contrib/stb/stb_image.h" const std::string version_string = "1.2.0"; template void exit_error(const char* str, Ts ...args) { // TODO pop up an error ((void)fprintf(stderr, str, args), ...); assert(false); ultramodern::error_handling::quick_exit(__FILE__, __LINE__, __FUNCTION__); } ultramodern::gfx_callbacks_t::gfx_data_t create_gfx() { SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2"); SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1"); SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) > 0) { exit_error("Failed to initialize SDL2: %s\n", SDL_GetError()); } fprintf(stdout, "SDL Video Driver: %s\n", SDL_GetCurrentVideoDriver()); return {}; } #if defined(__gnu_linux__) #include "icon_bytes.h" bool SetImageAsIcon(const char* filename, SDL_Window* window) { // Read data int width, height, bytesPerPixel; void* data = stbi_load_from_memory(reinterpret_cast(icon_bytes), sizeof(icon_bytes), &width, &height, &bytesPerPixel, 4); // Calculate pitch int pitch; pitch = width * 4; pitch = (pitch + 3) & ~3; // Setup relevance bitmask int Rmask, Gmask, Bmask, Amask; #if SDL_BYTEORDER == SDL_LIL_ENDIAN Rmask = 0x000000FF; Gmask = 0x0000FF00; Bmask = 0x00FF0000; Amask = 0xFF000000; #else Rmask = 0xFF000000; Gmask = 0x00FF0000; Bmask = 0x0000FF00; Amask = 0x000000FF; #endif SDL_Surface* surface = nullptr; if (data != nullptr) { surface = SDL_CreateRGBSurfaceFrom(data, width, height, 32, pitch, Rmask, Gmask, Bmask, Amask); } if (surface == nullptr) { if (data != nullptr) { stbi_image_free(data); } return false; } else { SDL_SetWindowIcon(window,surface); SDL_FreeSurface(surface); stbi_image_free(data); return true; } } #endif SDL_Window* window; ultramodern::renderer::WindowHandle create_window(ultramodern::gfx_callbacks_t::gfx_data_t) { uint32_t flags = SDL_WINDOW_RESIZABLE; #if defined(__APPLE__) flags |= SDL_WINDOW_METAL; #elif defined(RT64_SDL_WINDOW_VULKAN) flags |= SDL_WINDOW_VULKAN; #endif window = SDL_CreateWindow("Zelda 64: Recompiled", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1600, 960, flags); #if defined(__linux__) SetImageAsIcon("icons/512.png",window); if (ultramodern::renderer::get_graphics_config().wm_option == ultramodern::renderer::WindowMode::Fullscreen) { // TODO: Remove once RT64 gets native fullscreen support on Linux SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP); } else { SDL_SetWindowFullscreen(window,0); } #endif if (window == nullptr) { exit_error("Failed to create window: %s\n", SDL_GetError()); } SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); SDL_GetWindowWMInfo(window, &wmInfo); #if defined(_WIN32) return ultramodern::renderer::WindowHandle{ wmInfo.info.win.window, GetCurrentThreadId() }; #elif defined(__linux__) || defined(__ANDROID__) return ultramodern::renderer::WindowHandle{ window }; #elif defined(__APPLE__) SDL_MetalView view = SDL_Metal_CreateView(window); return ultramodern::renderer::WindowHandle{ wmInfo.info.cocoa.window, SDL_Metal_GetLayer(view) }; #else static_assert(false && "Unimplemented"); #endif } void update_gfx(void*) { recomp::handle_events(); } static SDL_AudioCVT audio_convert; static SDL_AudioDeviceID audio_device = 0; // Samples per channel per second. static uint32_t sample_rate = 48000; static uint32_t output_sample_rate = 48000; // Channel count. constexpr uint32_t input_channels = 2; static uint32_t output_channels = 2; // Terminology: a frame is a collection of samples for each channel. e.g. 2 input samples is one input frame. This is unrelated to graphical frames. // Number of frames to duplicate for fixing interpolation at the start and end of a chunk. constexpr uint32_t duplicated_input_frames = 4; // The number of output frames to skip for playback (to avoid playing duplicate inputs twice). static uint32_t discarded_output_frames; constexpr uint32_t bytes_per_frame = input_channels * sizeof(float); void queue_samples(int16_t* audio_data, size_t sample_count) { // Buffer for holding the output of swapping the audio channels. This is reused across // calls to reduce runtime allocations. static std::vector swap_buffer; static std::array duplicated_sample_buffer; // Make sure the swap buffer is large enough to hold the audio data, including any extra space needed for resampling. size_t resampled_sample_count = sample_count + duplicated_input_frames * input_channels; size_t max_sample_count = std::max(resampled_sample_count, resampled_sample_count * audio_convert.len_mult); if (max_sample_count > swap_buffer.size()) { swap_buffer.resize(max_sample_count); } // Copy the duplicated frames from last chunk into this chunk for (size_t i = 0; i < duplicated_input_frames * input_channels; i++) { swap_buffer[i] = duplicated_sample_buffer[i]; } // Convert the audio from 16-bit values to floats and swap the audio channels into the // swap buffer to correct for the address xor caused by endianness handling. float cur_main_volume = zelda64::get_main_volume() / 100.0f; // Get the current main volume, normalized to 0.0-1.0. for (size_t i = 0; i < sample_count; i += input_channels) { swap_buffer[i + 0 + duplicated_input_frames * input_channels] = audio_data[i + 1] * (0.5f / 32768.0f) * cur_main_volume; swap_buffer[i + 1 + duplicated_input_frames * input_channels] = audio_data[i + 0] * (0.5f / 32768.0f) * cur_main_volume; } // TODO handle cases where a chunk is smaller than the duplicated frame count. assert(sample_count > duplicated_input_frames * input_channels); // Copy the last converted samples into the duplicated sample buffer to reuse in resampling the next queued chunk. for (size_t i = 0; i < duplicated_input_frames * input_channels; i++) { duplicated_sample_buffer[i] = swap_buffer[i + sample_count]; } audio_convert.buf = reinterpret_cast(swap_buffer.data()); audio_convert.len = (sample_count + duplicated_input_frames * input_channels) * sizeof(swap_buffer[0]); int ret = SDL_ConvertAudio(&audio_convert); if (ret < 0) { printf("Error using SDL audio converter: %s\n", SDL_GetError()); throw std::runtime_error("Error using SDL audio converter"); } uint64_t cur_queued_microseconds = uint64_t(SDL_GetQueuedAudioSize(audio_device)) / bytes_per_frame * 1000000 / sample_rate; uint32_t num_bytes_to_queue = audio_convert.len_cvt - output_channels * discarded_output_frames * sizeof(swap_buffer[0]); float* samples_to_queue = swap_buffer.data() + output_channels * discarded_output_frames / 2; // Prevent audio latency from building up by skipping samples in incoming audio when too many samples are already queued. // Skip samples based on how many microseconds of samples are queued already. uint32_t skip_factor = cur_queued_microseconds / 100000; if (skip_factor != 0) { uint32_t skip_ratio = 1 << skip_factor; num_bytes_to_queue /= skip_ratio; for (size_t i = 0; i < num_bytes_to_queue / (output_channels * sizeof(swap_buffer[0])); i++) { samples_to_queue[2 * i + 0] = samples_to_queue[2 * skip_ratio * i + 0]; samples_to_queue[2 * i + 1] = samples_to_queue[2 * skip_ratio * i + 1]; } } // Queue the swapped audio data. // Offset the data start by only half the discarded frame count as the other half of the discarded frames are at the end of the buffer. SDL_QueueAudio(audio_device, samples_to_queue, num_bytes_to_queue); } size_t get_frames_remaining() { constexpr float buffer_offset_frames = 1.0f; // Get the number of remaining buffered audio bytes. uint64_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device); // Scale the byte count based on the ratio of sample rates and channel counts. buffered_byte_count = buffered_byte_count * 2 * sample_rate / output_sample_rate / output_channels; // Adjust the reported count to be some number of refreshes in the future, which helps ensure that // there are enough samples even if the audio thread experiences a small amount of lag. This prevents // audio popping on games that use the buffered audio byte count to determine how many samples // to generate. uint32_t frames_per_vi = (sample_rate / 60); if (buffered_byte_count > (buffer_offset_frames * bytes_per_frame * frames_per_vi)) { buffered_byte_count -= (buffer_offset_frames * bytes_per_frame * frames_per_vi); } else { buffered_byte_count = 0; } // Convert from byte count to sample count. return static_cast(buffered_byte_count / bytes_per_frame); } void update_audio_converter() { int ret = SDL_BuildAudioCVT(&audio_convert, AUDIO_F32, input_channels, sample_rate, AUDIO_F32, output_channels, output_sample_rate); if (ret < 0) { printf("Error creating SDL audio converter: %s\n", SDL_GetError()); throw std::runtime_error("Error creating SDL audio converter"); } // Calculate the number of samples to discard based on the sample rate ratio and the duplicate frame count. discarded_output_frames = duplicated_input_frames * output_sample_rate / sample_rate; } void set_frequency(uint32_t freq) { sample_rate = freq; update_audio_converter(); } void reset_audio(uint32_t output_freq) { SDL_AudioSpec spec_desired{ .freq = (int)output_freq, .format = AUDIO_F32, .channels = (Uint8)output_channels, .silence = 0, // calculated .samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering .padding = 0, // unused .size = 0, // calculated .callback = nullptr, .userdata = nullptr }; audio_device = SDL_OpenAudioDevice(nullptr, false, &spec_desired, nullptr, 0); if (audio_device == 0) { exit_error("SDL error opening audio device: %s\n", SDL_GetError()); } SDL_PauseAudioDevice(audio_device, 0); output_sample_rate = output_freq; update_audio_converter(); } extern RspUcodeFunc njpgdspMain; extern RspUcodeFunc aspMain; RspUcodeFunc* get_rsp_microcode(const OSTask* task) { switch (task->t.type) { case M_AUDTASK: return aspMain; case M_NJPEGTASK: return njpgdspMain; default: fprintf(stderr, "Unknown task: %" PRIu32 "\n", task->t.type); return nullptr; } } extern "C" void recomp_entrypoint(uint8_t * rdram, recomp_context * ctx); gpr get_entrypoint_address(); // array of supported GameEntry objects std::vector supported_games = { { .rom_hash = 0xEF18B4A9E2386169ULL, .internal_name = "ZELDA MAJORA'S MASK", .game_id = u8"mm.n64.us.1.0", .mod_game_id = "mm", .save_type = recomp::SaveType::Flashram, .is_enabled = false, .decompression_routine = zelda64::decompress_mm, .has_compressed_code = true, .entrypoint_address = get_entrypoint_address(), .entrypoint = recomp_entrypoint, }, }; // TODO: move somewhere else namespace zelda64 { std::string get_game_thread_name(const OSThread* t) { std::string name = "[Game] "; switch (t->id) { case 0: switch (t->priority) { case 150: name += "PIMGR"; break; case 254: name += "VIMGR"; break; default: name += std::to_string(t->id); break; } break; case 1: name += "IDLE"; break; case 2: switch (t->priority) { case 5: name += "SLOWLY"; break; case 127: name += "FAULT"; break; default: name += std::to_string(t->id); break; } break; case 3: name += "MAIN"; break; case 4: name += "GRAPH"; break; case 5: name += "SCHED"; break; case 7: name += "PADMGR"; break; case 10: name += "AUDIOMGR"; break; case 13: name += "FLASHROM"; break; case 18: name += "DMAMGR"; break; case 19: name += "IRQMGR"; break; default: name += std::to_string(t->id); break; } return name; } } #ifdef _WIN32 struct PreloadContext { HANDLE handle; HANDLE mapping_handle; SIZE_T size; PVOID view; }; bool preload_executable(PreloadContext& context) { wchar_t module_name[MAX_PATH]; GetModuleFileNameW(NULL, module_name, MAX_PATH); context.handle = CreateFileW(module_name, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr); if (context.handle == INVALID_HANDLE_VALUE) { fprintf(stderr, "Failed to load executable into memory!"); context = {}; return false; } LARGE_INTEGER module_size; if (!GetFileSizeEx(context.handle, &module_size)) { fprintf(stderr, "Failed to get size of executable!"); CloseHandle(context.handle); context = {}; return false; } context.size = module_size.QuadPart; context.mapping_handle = CreateFileMappingW(context.handle, nullptr, PAGE_READONLY, 0, 0, nullptr); if (context.mapping_handle == nullptr) { fprintf(stderr, "Failed to create file mapping of executable!"); CloseHandle(context.handle); context = {}; return EXIT_FAILURE; } context.view = MapViewOfFile(context.mapping_handle, FILE_MAP_READ, 0, 0, 0); if (context.view == nullptr) { fprintf(stderr, "Failed to map view of of executable!"); CloseHandle(context.mapping_handle); CloseHandle(context.handle); context = {}; return false; } DWORD pid = GetCurrentProcessId(); HANDLE process_handle = OpenProcess(PROCESS_SET_QUOTA | PROCESS_QUERY_INFORMATION, FALSE, pid); if (process_handle == nullptr) { fprintf(stderr, "Failed to open own process!"); CloseHandle(context.mapping_handle); CloseHandle(context.handle); context = {}; return false; } SIZE_T minimum_set_size, maximum_set_size; if (!GetProcessWorkingSetSize(process_handle, &minimum_set_size, &maximum_set_size)) { fprintf(stderr, "Failed to get working set size!"); CloseHandle(context.mapping_handle); CloseHandle(context.handle); context = {}; return false; } if (!SetProcessWorkingSetSize(process_handle, minimum_set_size + context.size, maximum_set_size + context.size)) { fprintf(stderr, "Failed to set working set size!"); CloseHandle(context.mapping_handle); CloseHandle(context.handle); context = {}; return false; } if (VirtualLock(context.view, context.size) == 0) { fprintf(stderr, "Failed to lock view of executable! (Error: %08lx)\n", GetLastError()); CloseHandle(context.mapping_handle); CloseHandle(context.handle); context = {}; return false; } return true; } void release_preload(PreloadContext& context) { VirtualUnlock(context.view, context.size); CloseHandle(context.mapping_handle); CloseHandle(context.handle); context = {}; } #else struct PreloadContext { }; // TODO implement on other platforms bool preload_executable(PreloadContext& context) { return false; } void release_preload(PreloadContext& context) { } #endif void enable_texture_pack(recomp::mods::ModContext& context, const recomp::mods::ModHandle& mod) { zelda64::renderer::enable_texture_pack(context, mod); } void disable_texture_pack(recomp::mods::ModContext&, const recomp::mods::ModHandle& mod) { zelda64::renderer::disable_texture_pack(mod); } void reorder_texture_pack(recomp::mods::ModContext&) { zelda64::renderer::trigger_texture_pack_update(); } #define REGISTER_FUNC(name) recomp::overlays::register_base_export(#name, name) int main(int argc, char** argv) { (void)argc; (void)argv; recomp::Version project_version{}; if (!recomp::Version::from_string(version_string, project_version)) { ultramodern::error_handling::message_box(("Invalid version string: " + version_string).c_str()); return EXIT_FAILURE; } // Map this executable into memory and lock it, which should keep it in physical memory. This ensures // that there are no stutters from the OS having to load new pages of the executable whenever a new code page is run. PreloadContext preload_context; bool preloaded = preload_executable(preload_context); if (!preloaded) { fprintf(stderr, "Failed to preload executable!\n"); } #ifdef _WIN32 // Set up console output to accept UTF-8 on windows SetConsoleOutputCP(CP_UTF8); // Initialize native file dialogs. NFD_Init(); // Change to a font that supports Japanese characters CONSOLE_FONT_INFOEX cfi; cfi.cbSize = sizeof cfi; cfi.nFont = 0; cfi.dwFontSize.X = 0; cfi.dwFontSize.Y = 16; cfi.FontFamily = FF_DONTCARE; cfi.FontWeight = FW_NORMAL; wcscpy_s(cfi.FaceName, L"NSimSun"); SetCurrentConsoleFontEx(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi); #endif #ifdef _WIN32 // Force wasapi on Windows, as there seems to be some issue with sample queueing with directsound currently. SDL_setenv("SDL_AUDIODRIVER", "wasapi", true); #endif #if defined(__linux__) && defined(RECOMP_FLATPAK) // When using Flatpak, applications tend to launch from the home directory by default. // Mods might use the current working directory to store the data, so we switch it to a directory // with persistent data storage and write permissions under Flatpak to ensure it works. std::error_code ec; std::filesystem::current_path("/var/data", ec); #endif // Initialize SDL audio and set the output frequency. SDL_InitSubSystem(SDL_INIT_AUDIO); reset_audio(48000); // Source controller mappings file std::u8string controller_db_path = (zelda64::get_program_path() / "recompcontrollerdb.txt").u8string(); if (SDL_GameControllerAddMappingsFromFile(reinterpret_cast(controller_db_path.c_str())) < 0) { fprintf(stderr, "Failed to load controller mappings: %s\n", SDL_GetError()); } recomp::register_config_path(zelda64::get_app_folder_path()); // Register supported games and patches for (const auto& game : supported_games) { recomp::register_game(game); } recomp::mods::register_embedded_mod("mm_recomp_dpad_builtin", { (const uint8_t*)(mm_recomp_dpad_builtin), std::size(mm_recomp_dpad_builtin)}); REGISTER_FUNC(recomp_get_window_resolution); REGISTER_FUNC(recomp_get_target_aspect_ratio); REGISTER_FUNC(recomp_get_target_framerate); REGISTER_FUNC(recomp_get_autosave_enabled); REGISTER_FUNC(recomp_get_analog_cam_enabled); REGISTER_FUNC(recomp_get_camera_inputs); REGISTER_FUNC(recomp_get_targeting_mode); REGISTER_FUNC(recomp_get_bgm_volume); REGISTER_FUNC(recomp_get_low_health_beeps_enabled); REGISTER_FUNC(recomp_get_gyro_deltas); REGISTER_FUNC(recomp_get_mouse_deltas); REGISTER_FUNC(recomp_get_inverted_axes); REGISTER_FUNC(recomp_get_analog_inverted_axes); recompui::register_ui_exports(); recomputil::register_data_api_exports(); zelda64::register_overlays(); zelda64::register_patches(); recomputil::init_extended_actor_data(); zelda64::load_config(); recomp::rsp::callbacks_t rsp_callbacks{ .get_rsp_microcode = get_rsp_microcode, }; ultramodern::renderer::callbacks_t renderer_callbacks{ .create_render_context = zelda64::renderer::create_render_context, }; ultramodern::gfx_callbacks_t gfx_callbacks{ .create_gfx = create_gfx, .create_window = create_window, .update_gfx = update_gfx, }; ultramodern::audio_callbacks_t audio_callbacks{ .queue_samples = queue_samples, .get_frames_remaining = get_frames_remaining, .set_frequency = set_frequency, }; ultramodern::input::callbacks_t input_callbacks{ .poll_input = recomp::poll_inputs, .get_input = recomp::get_n64_input, .set_rumble = recomp::set_rumble, .get_connected_device_info = recomp::get_connected_device_info, }; ultramodern::events::callbacks_t thread_callbacks{ .vi_callback = recomp::update_rumble, .gfx_init_callback = recompui::update_supported_options, }; ultramodern::error_handling::callbacks_t error_handling_callbacks{ .message_box = recompui::message_box, }; ultramodern::threads::callbacks_t threads_callbacks{ .get_game_thread_name = zelda64::get_game_thread_name, }; // Register the texture pack content type with rt64.json as its content file. recomp::mods::ModContentType texture_pack_content_type{ .content_filename = "rt64.json", .allow_runtime_toggle = true, .on_enabled = enable_texture_pack, .on_disabled = disable_texture_pack, .on_reordered = reorder_texture_pack, }; auto texture_pack_content_type_id = recomp::mods::register_mod_content_type(texture_pack_content_type); // Register the .rtz texture pack file format with the previous content type as its only allowed content type. recomp::mods::register_mod_container_type("rtz", std::vector{ texture_pack_content_type_id }, false); recomp::start( project_version, {}, rsp_callbacks, renderer_callbacks, audio_callbacks, input_callbacks, gfx_callbacks, thread_callbacks, error_handling_callbacks, threads_callbacks ); NFD_Quit(); if (preloaded) { release_preload(preload_context); } return EXIT_SUCCESS; }