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333 lines
12 KiB
C
333 lines
12 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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/// Config header for SSNES
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//
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//
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#ifndef __CONFIG_DEF_H
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#define __CONFIG_DEF_H
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#include "boolean.h"
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#include "libsnes.hpp"
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#include "driver.h"
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "input/keysym.h"
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///////////////// Drivers
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#define VIDEO_GL 0
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#define VIDEO_XVIDEO 11
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#define VIDEO_SDL 13
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#define VIDEO_EXT 14
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#define VIDEO_WII 24
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#define VIDEO_XENON360 25
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#define VIDEO_XDK360 28
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////////////////////////
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#define AUDIO_RSOUND 1
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#define AUDIO_OSS 2
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#define AUDIO_ALSA 3
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#define AUDIO_ROAR 4
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#define AUDIO_AL 5
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#define AUDIO_JACK 6
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#define AUDIO_SDL 8
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#define AUDIO_XAUDIO 9
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#define AUDIO_PULSE 10
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#define AUDIO_EXT 15
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#define AUDIO_DSOUND 16
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#define AUDIO_COREAUDIO 17
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#define AUDIO_PS3 18
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#define AUDIO_XENON360 20
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#define AUDIO_WII 22
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#define AUDIO_XDK360 27
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////////////////////////
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#define INPUT_SDL 7
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#define INPUT_X 12
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#define INPUT_PS3 19
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#define INPUT_XENON360 21
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#define INPUT_WII 23
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#define INPUT_XDK360 26
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////////////////////////
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#if defined(HAVE_OPENGL) || defined(__CELLOS_LV2__)
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#define VIDEO_DEFAULT_DRIVER VIDEO_GL
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#elif defined(GEKKO)
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#define VIDEO_DEFAULT_DRIVER VIDEO_WII
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#elif defined(XENON)
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#define VIDEO_DEFAULT_DRIVER VIDEO_XENON360
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#elif defined(_XBOX)
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#define VIDEO_DEFAULT_DRIVER VIDEO_XDK360
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#elif defined(HAVE_XVIDEO)
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#define VIDEO_DEFAULT_DRIVER VIDEO_XVIDEO
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#elif defined(HAVE_SDL)
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#define VIDEO_DEFAULT_DRIVER VIDEO_SDL
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#elif defined(HAVE_DYLIB)
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#define VIDEO_DEFAULT_DRIVER VIDEO_EXT
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#else
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#error "Need at least one video driver!"
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#endif
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#if defined(__CELLOS_LV2__)
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#define AUDIO_DEFAULT_DRIVER AUDIO_PS3
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#elif defined(XENON)
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#define AUDIO_DEFAULT_DRIVER AUDIO_XENON360
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#elif defined(_XBOX)
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#define AUDIO_DEFAULT_DRIVER AUDIO_XDK360
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#elif defined(GEKKO)
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#define AUDIO_DEFAULT_DRIVER AUDIO_WII
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#elif defined(HAVE_ALSA)
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#define AUDIO_DEFAULT_DRIVER AUDIO_ALSA
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#elif defined(HAVE_PULSE)
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#define AUDIO_DEFAULT_DRIVER AUDIO_PULSE
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#elif defined(HAVE_OSS)
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#define AUDIO_DEFAULT_DRIVER AUDIO_OSS
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#elif defined(HAVE_JACK)
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#define AUDIO_DEFAULT_DRIVER AUDIO_JACK
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#elif defined(HAVE_COREAUDIO)
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#define AUDIO_DEFAULT_DRIVER AUDIO_COREAUDIO
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#elif defined(HAVE_AL)
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#define AUDIO_DEFAULT_DRIVER AUDIO_AL
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#elif defined(HAVE_DSOUND)
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#define AUDIO_DEFAULT_DRIVER AUDIO_DSOUND
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#elif defined(HAVE_SDL)
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#define AUDIO_DEFAULT_DRIVER AUDIO_SDL
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#elif defined(HAVE_XAUDIO)
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#define AUDIO_DEFAULT_DRIVER AUDIO_XAUDIO
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#elif defined(HAVE_RSOUND)
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#define AUDIO_DEFAULT_DRIVER AUDIO_RSOUND
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#elif defined(HAVE_ROAR)
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#define AUDIO_DEFAULT_DRIVER AUDIO_ROAR
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#elif defined(HAVE_DYLIB)
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#define AUDIO_DEFAULT_DRIVER AUDIO_EXT
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#else
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#error "Need at least one audio driver!"
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#endif
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#if defined(XENON)
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#define INPUT_DEFAULT_DRIVER INPUT_XENON360
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#elif defined(_XBOX)
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#define INPUT_DEFAULT_DRIVER INPUT_XDK360
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#elif defined(HAVE_SDL)
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#define INPUT_DEFAULT_DRIVER INPUT_SDL
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#elif defined(__CELLOS_LV2__)
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#define INPUT_DEFAULT_DRIVER INPUT_PS3
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#elif defined(GEKKO)
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#define INPUT_DEFAULT_DRIVER INPUT_WII
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#elif defined(HAVE_XVIDEO)
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#define INPUT_DEFAULT_DRIVER INPUT_X
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#else
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#error "Need at least one input driver!"
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#endif
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////////////////
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// Video
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////////////////
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// Windowed
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static const float xscale = 3.0; // Real x res = aspect * base_size * xscale
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static const float yscale = 3.0; // Real y res = base_size * yscale
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// Fullscreen
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static const bool fullscreen = false; // To start in Fullscreen or not
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static const unsigned fullscreen_x = 0; // Fullscreen resolution. A value of 0 uses the desktop resolution.
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static const unsigned fullscreen_y = 0;
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// Force 16-bit colors.
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static const bool force_16bit = false;
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// Forcibly disable composition. Only valid on Windows Vista/7 for now.
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static const bool disable_composition = false;
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// Video VSYNC (recommended)
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static const bool vsync = true;
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// Smooths picture
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static const bool video_smooth = true;
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// On resize and fullscreen, rendering area will stay 4:3
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static const bool force_aspect = true;
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// Crop overscanned frames (7/8 or 15/15 for interlaced frames).
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static const bool crop_overscan = true;
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// Font size for on-screen messages.
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static const unsigned font_size = 48;
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// Attempt to scale the font size.
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// The scale factor will be window_size / desktop_size.
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static const bool font_scale = true;
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// Offset for where messages will be placed on-screen. Values are in range [0.0, 1.0].
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static const float message_pos_offset_x = 0.05;
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static const float message_pos_offset_y = 0.05;
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// Color of the message.
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static const uint32_t message_color = 0xffff00; // RGB hex value.
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// Render-to-texture before rendering to screen (multi-pass shaders)
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static const bool render_to_texture = false;
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static const float fbo_scale_x = 2.0;
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static const float fbo_scale_y = 2.0;
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static const bool second_pass_smooth = true;
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// Record video assuming game runs hi-res.
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static const bool hires_record = false;
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// Record post-filtered (CPU filter) video rather than raw SNES output.
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static const bool post_filter_record = false;
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// OSD-messages
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static const bool font_enable = true;
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// The accurate refresh rate of your monitor (Hz).
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// This is used to calculate audio input rate with the formula:
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// audio_input_rate = game_input_rate * display_refresh_rate / game_refresh_rate.
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// If the implementation does not report any values,
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// SNES NTSC defaults will be assumed for compatibility.
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// This value should stay close to 60Hz to avoid large pitch changes.
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// If your monitor does not run at 60Hz, or something close to it, disable VSync,
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// and leave this at its default.
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#if defined(__CELLOS_LV2__) || defined(XENON) || defined(GEKKO)
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static const float refresh_rate = 59.92;
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#else
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static const float refresh_rate = 59.95;
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#endif
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////////////////
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// Audio
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////////////////
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// Will enable audio or not.
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static const bool audio_enable = true;
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// Output samplerate
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static const unsigned out_rate = 48000;
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// When changing input rate on-the-fly
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static const float audio_rate_step = 0.25;
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// Audio device (e.g. hw:0,0 or /dev/audio). If NULL, will use defaults.
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static const char *audio_device = NULL;
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// Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
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static const int out_latency = 64;
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// Will sync audio. (recommended)
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static const bool audio_sync = true;
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// Enables use of rewind. This will incur some memory footprint depending on the save state buffer.
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// This rewind only works when using bSNES core atm.
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static const bool rewind_enable = false;
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// The buffer size for the rewind buffer. This needs to be about 15-20MB per minute. Very game dependant.
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static const unsigned rewind_buffer_size = 20 << 20; // 20MiB
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// How many frames to rewind at a time.
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static const unsigned rewind_granularity = 1;
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// Pause gameplay when gameplay loses focus.
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static const bool pause_nonactive = false;
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// Saves non-volatile SRAM at a regular interval. It is measured in seconds. A value of 0 disables autosave.
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static const unsigned autosave_interval = 0;
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// When being client over netplay, use keybinds for player 1 rather than player 2.
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static const bool netplay_client_swap_input = true;
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// On save state load, block SRAM from being overwritten.
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// This could potentially lead to buggy games.
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static const bool block_sram_overwrite = false;
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// When saving savestates, state index is automatically incremented before saving.
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// When the ROM is loaded, state index will be set to the highest existing value.
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static const bool savestate_auto_index = false;
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////////////////////
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// Keybinds, Joypad
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////////////////////
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// Axis threshold (between 0.0 and 1.0)
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// How far an axis must be tilted to result in a button press
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static const float axis_threshold = 0.5;
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// To figure out which joypad buttons to use, check jstest or similar.
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// SDL sometimes reverses the axes for some odd reason, but hey. :D
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// Player 1
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static const struct snes_keybind snes_keybinds_1[] = {
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// SNES button | keyboard key | js btn | js axis |
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{ true, SNES_DEVICE_ID_JOYPAD_B, SK_z, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_Y, SK_a, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_SELECT, SK_RSHIFT, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_START, SK_RETURN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_UP, SK_UP, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_DOWN, SK_DOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_LEFT, SK_LEFT, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_RIGHT, SK_RIGHT, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_A, SK_x, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_X, SK_s, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_L, SK_q, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_R, SK_w, NO_BTN, AXIS_NONE },
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{ true, SSNES_FAST_FORWARD_KEY, SK_SPACE, NO_BTN, AXIS_NONE },
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{ true, SSNES_FAST_FORWARD_HOLD_KEY, SK_l, NO_BTN, AXIS_NONE },
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{ true, SSNES_LOAD_STATE_KEY, SK_F4, NO_BTN, AXIS_NONE },
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{ true, SSNES_SAVE_STATE_KEY, SK_F2, NO_BTN, AXIS_NONE },
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{ true, SSNES_FULLSCREEN_TOGGLE_KEY, SK_f, NO_BTN, AXIS_NONE },
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{ true, SSNES_QUIT_KEY, SK_ESCAPE, NO_BTN, AXIS_NONE },
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{ true, SSNES_STATE_SLOT_PLUS, SK_F7, NO_BTN, AXIS_NONE },
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{ true, SSNES_STATE_SLOT_MINUS, SK_F6, NO_BTN, AXIS_NONE },
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{ true, SSNES_AUDIO_INPUT_RATE_PLUS, SK_KP_PLUS, NO_BTN, AXIS_NONE },
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{ true, SSNES_AUDIO_INPUT_RATE_MINUS, SK_KP_MINUS, NO_BTN, AXIS_NONE },
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{ true, SSNES_REWIND, SK_r, NO_BTN, AXIS_NONE },
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{ true, SSNES_MOVIE_RECORD_TOGGLE, SK_o, NO_BTN, AXIS_NONE },
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{ true, SSNES_PAUSE_TOGGLE, SK_p, NO_BTN, AXIS_NONE },
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{ true, SSNES_FRAMEADVANCE, SK_k, NO_BTN, AXIS_NONE },
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{ true, SSNES_RESET, SK_h, NO_BTN, AXIS_NONE },
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{ true, SSNES_SHADER_NEXT, SK_m, NO_BTN, AXIS_NONE },
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{ true, SSNES_SHADER_PREV, SK_n, NO_BTN, AXIS_NONE },
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{ true, SSNES_CHEAT_INDEX_PLUS, SK_y, NO_BTN, AXIS_NONE },
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{ true, SSNES_CHEAT_INDEX_MINUS, SK_t, NO_BTN, AXIS_NONE },
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{ true, SSNES_CHEAT_TOGGLE, SK_u, NO_BTN, AXIS_NONE },
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{ true, SSNES_SCREENSHOT, SK_PRINT, NO_BTN, AXIS_NONE },
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{ true, SSNES_DSP_CONFIG, SK_c, NO_BTN, AXIS_NONE },
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{ true, SSNES_MUTE, SK_F9, NO_BTN, AXIS_NONE },
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{ true, SSNES_NETPLAY_FLIP, SK_i, NO_BTN, AXIS_NONE },
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};
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// Player 2-5
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static const struct snes_keybind snes_keybinds_rest[] = {
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{ true, SNES_DEVICE_ID_JOYPAD_B, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_Y, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_SELECT, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_START, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_UP, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_DOWN, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_LEFT, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_RIGHT, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_A, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_X, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_L, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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{ true, SNES_DEVICE_ID_JOYPAD_R, SK_UNKNOWN, NO_BTN, AXIS_NONE },
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};
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#endif
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