feat: parse cartridge header
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parent
b233981a34
commit
2f74b61f2e
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@ -3,18 +3,48 @@ const std = @import("std");
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const Allocator = std.mem.Allocator;
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const Self = @This();
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title: [12]u8,
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buf: []u8,
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alloc: Allocator,
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const log = std.log.scoped(.GamePak);
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pub fn init(alloc: Allocator, path: []const u8) !Self {
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const file = try std.fs.cwd().openFile(path, .{});
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defer file.close();
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const len = try file.getEndPos();
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const buf = try file.readToEndAlloc(alloc, len);
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const title = parseTitle(buf);
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return Self{
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.buf = try file.readToEndAlloc(alloc, len),
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.alloc = alloc,
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const pak = Self{ .buf = buf, .alloc = alloc, .title = title };
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pak.parseHeader();
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return pak;
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}
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fn parseHeader(self: *const Self) void {
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const title = parseTitle(self.buf);
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const code = self.buf[0xAC..0xB0];
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const maker = self.buf[0xB0..0xB2];
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const version = self.buf[0xBC];
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log.info("Title: {s}", .{title});
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if (version != 0) log.info("Version: {}", .{version});
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log.info("Game Code: {s}", .{code});
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if (lookupMaker(maker)) |c| log.info("Maker Code: {s}", .{c}) else log.info("Maker: {s}", .{maker});
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}
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fn parseTitle(buf: []u8) [12]u8 {
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return buf[0xA0..0xAC].*;
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}
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fn lookupMaker(slice: *const [2]u8) ?[]const u8 {
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const num = @as(u16, slice[1]) << 8 | @as(u16, slice[0]);
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return switch (num) {
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0x3130 => "Nintendo",
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else => null,
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};
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}
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11
src/main.zig
11
src/main.zig
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@ -94,8 +94,11 @@ pub fn main() anyerror!void {
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if (status < 0) sdlPanic();
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defer SDL.SDL_Quit();
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var title_buf: [0x20]u8 = [_]u8{0x00} ** 0x20;
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const title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title});
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var window = SDL.SDL_CreateWindow(
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"ZBA",
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title.ptr,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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gba_width * window_scale,
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@ -111,8 +114,8 @@ pub fn main() anyerror!void {
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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// var fps_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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// var timer = Timer.start() catch unreachable;
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// var title_buf: [0x30]u8 = [_]u8{0x00} ** 0x30;
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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@ -167,8 +170,8 @@ pub fn main() anyerror!void {
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SDL.SDL_RenderPresent(renderer);
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// const fps = std.time.ns_per_s / timer.lap();
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// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
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// SDL.SDL_SetWindowTitle(window, title.ptr);
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// const fps_title = std.fmt.bufPrint(&fps_buf, "{s} [FPS: {d}]", .{ title, fps }) catch unreachable;
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// SDL.SDL_SetWindowTitle(window, fps_title.ptr);
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pause.store(false, .Unordered);
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}
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