feat: Enhance Emulator with State Management and Command-Line Options
- Added command-line flags for ROM loading, GUI toggling, state loading, and dumping, improving emulator flexibility. - Implemented state management in the Snes class with loadState and saveState methods for saving and restoring emulator state. - Updated the main emulator loop to handle frame counting and logging, providing better insights during execution. - Refactored CMake configuration to streamline build options for the emulator application.
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@@ -10,10 +10,20 @@
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#include "absl/debugging/failure_signal_handler.h"
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#include "absl/debugging/symbolize.h"
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#include "absl/status/status.h"
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#include "util/sdl_deleter.h"
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#include "absl/flags/flag.h"
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#include "absl/flags/parse.h"
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#include "app/emu/snes.h"
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#include "app/rom.h"
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#include "util/sdl_deleter.h"
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ABSL_FLAG(std::string, rom, "", "Path to the ROM file to load.");
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ABSL_FLAG(bool, no_gui, false, "Disable GUI and run in headless mode.");
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ABSL_FLAG(std::string, load_state, "", "Load emulator state from a file.");
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ABSL_FLAG(std::string, dump_state, "", "Dump emulator state to a file.");
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ABSL_FLAG(int, frames, 0, "Number of frames to run the emulator for.");
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ABSL_FLAG(int, max_frames, 600, "Maximum frames to run before auto-exit (0=infinite, default=600/10 seconds).");
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ABSL_FLAG(bool, debug_apu, false, "Enable detailed APU/SPC700 logging.");
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ABSL_FLAG(bool, debug_cpu, false, "Enable detailed CPU execution logging.");
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using yaze::util::SDL_Deleter;
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@@ -29,6 +39,33 @@ int main(int argc, char **argv) {
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options.call_previous_handler = true;
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absl::InstallFailureSignalHandler(options);
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absl::ParseCommandLine(argc, argv);
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if (absl::GetFlag(FLAGS_no_gui)) {
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yaze::Rom rom;
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if (!rom.LoadFromFile(absl::GetFlag(FLAGS_rom)).ok()) {
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return EXIT_FAILURE;
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}
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yaze::emu::Snes snes;
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std::vector<uint8_t> rom_data = rom.vector();
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snes.Init(rom_data);
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if (!absl::GetFlag(FLAGS_load_state).empty()) {
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snes.loadState(absl::GetFlag(FLAGS_load_state));
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}
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for (int i = 0; i < absl::GetFlag(FLAGS_frames); ++i) {
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snes.RunFrame();
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}
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if (!absl::GetFlag(FLAGS_dump_state).empty()) {
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snes.saveState(absl::GetFlag(FLAGS_dump_state));
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}
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return EXIT_SUCCESS;
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}
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SDL_SetMainReady();
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std::unique_ptr<SDL_Window, SDL_Deleter> window_;
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@@ -100,13 +137,23 @@ int main(int argc, char **argv) {
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auto time_adder = 0.0;
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int wanted_frames_ = 0;
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int wanted_samples_ = 0;
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int frame_count = 0;
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int max_frames = absl::GetFlag(FLAGS_max_frames);
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SDL_Event event;
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if (!rom_.LoadFromFile("inidisp_hammer_0f00.sfc").ok()) {
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// Load ROM from command-line argument or default
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std::string rom_path = absl::GetFlag(FLAGS_rom);
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if (rom_path.empty()) {
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rom_path = "assets/zelda3.sfc"; // Default to zelda3 in assets
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}
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if (!rom_.LoadFromFile(rom_path).ok()) {
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printf("Failed to load ROM: %s\n", rom_path.c_str());
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return EXIT_FAILURE;
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}
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if (rom_.is_loaded()) {
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printf("Loaded ROM: %s (%zu bytes)\n", rom_path.c_str(), rom_.size());
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rom_data_ = rom_.vector();
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snes_.Init(rom_data_);
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wanted_frames_ = 1.0 / (snes_.memory().pal_timing() ? 50.0 : 60.0);
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@@ -159,6 +206,22 @@ int main(int argc, char **argv) {
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if (loaded) {
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snes_.RunFrame();
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frame_count++;
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// Print status every 60 frames (1 second)
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if (frame_count % 60 == 0) {
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printf("[Frame %d] CPU=$%02X:%04X SPC=$%04X APU_cycles=%llu\n",
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frame_count, snes_.cpu().PB, snes_.cpu().PC,
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snes_.apu().spc700().PC, snes_.apu().GetCycles());
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}
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// Auto-exit after max_frames (if set)
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if (max_frames > 0 && frame_count >= max_frames) {
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printf("\nReached max frames (%d), exiting...\n", max_frames);
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printf("Final state: CPU=$%02X:%04X SPC=$%04X\n",
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snes_.cpu().PB, snes_.cpu().PC, snes_.apu().spc700().PC);
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running = false;
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}
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snes_.SetSamples(audio_buffer_, wanted_samples_);
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if (SDL_GetQueuedAudioSize(audio_device_) <= wanted_samples_ * 4 * 6) {
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