zba/src/main.zig

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const std = @import("std");
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const SDL = @import("sdl2");
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const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI Aruments
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const alloc = gpa.allocator();
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defer std.debug.assert(!gpa.deinit());
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// Handle CLI Arguments
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const args = try std.process.argsAlloc(alloc);
defer std.process.argsFree(alloc, args);
const zba_args: []const []const u8 = args[1..];
if (zba_args.len == 0) {
std.log.err("Expected PATH to Gameboy Advance ROM as a CLI argument", .{});
return;
} else if (zba_args.len > 1) {
std.log.err("Too many CLI arguments were provided", .{});
return;
}
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// Initialize Emulator
var scheduler = Scheduler.init(alloc);
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defer scheduler.deinit();
var bus = try Bus.init(alloc, &scheduler, zba_args[0]);
defer bus.deinit();
var cpu = Arm7tdmi.init(&scheduler, &bus);
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cpu.skipBios();
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// Initialize SDL
const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO);
if (status < 0) sdlPanic();
defer SDL.SDL_Quit();
var window = SDL.SDL_CreateWindow(
"Gameboy Advance Emulator",
SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
240 * 3,
160 * 3,
SDL.SDL_WINDOW_SHOWN,
) orelse sdlPanic();
defer SDL.SDL_DestroyWindow(window);
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
defer SDL.SDL_DestroyRenderer(renderer);
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
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defer SDL.SDL_DestroyTexture(texture);
const buf_pitch = 240 * @sizeOf(u16);
const buf_len = buf_pitch * 160;
var white: [buf_len]u8 = [_]u8{ 0xFF, 0x7F } ** (buf_len / 2);
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var white_heap = try alloc.alloc(u8, buf_len);
for (white) |b, i| white_heap[i] = b;
defer alloc.free(white_heap);
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emu_loop: while (true) {
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emu.runFrame(&scheduler, &cpu, &bus);
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var event: SDL.SDL_Event = undefined;
_ = SDL.SDL_PollEvent(&event);
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
else => {},
}
_ = SDL.SDL_UpdateTexture(texture, null, &white_heap, buf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
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}
}
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fn sdlPanic() noreturn {
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
@panic(std.mem.sliceTo(str, 0));
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}