using AxibugEmuOnline.Client.ClientCore; using System; using System.Diagnostics; using System.IO; using System.Xml.Linq; using UnityEngine; using VirtualNes.Core; using VirtualNes.Core.Debug; namespace AxibugEmuOnline.Client { public class NesEmulator : MonoBehaviour, IEmuCore { public NES NesCore { get; private set; } public VideoProvider VideoProvider; public AudioProvider AudioProvider; public bool m_bPause; private void Start() { Application.targetFrameRate = 60; VideoProvider.NesEmu = this; AudioProvider.NesEmu = this; } public void StartGame(RomFile rom) { StopGame(); Supporter.Setup(new CoreSupporter()); Debuger.Setup(new CoreDebuger()); App.nesRomLib.AddRomFile(rom); try { NesCore = new NES(rom.FileName); } catch (Exception ex) { NesCore = null; App.log.Error(ex.ToString()); } } public void StopGame() { NesCore?.Dispose(); NesCore = null; } private void Update() { if (m_bPause) return; if (NesCore != null) { Supporter.SampleInput(); var controlState = Supporter.GetControllerState(); //如果未收到Input数据,核心帧不推进 if (!controlState.valid) return; NesCore.pad.Sync(controlState); NesCore.EmulateFrame(true); var screenBuffer = NesCore.ppu.GetScreenPtr(); var lineColorMode = NesCore.ppu.GetLineColorMode(); VideoProvider.SetDrawData(screenBuffer, lineColorMode, 256, 240); var state= NesCore.GetState(); NesCore.LoadState(state); } } public void Pause() { m_bPause = true; } public void Resume() { m_bPause = false; } [Conditional("UNITY_EDITOR")] [ContextMenu("ImportNesDB")] public void ImportNesDB() { var db = Resources.Load("NES/ROMDB"); db.Clear(); var xmlStr = File.ReadAllText("nes20db.xml"); var xml = XDocument.Parse(xmlStr); var games = xml.Element("nes20db").Elements("game"); foreach (var game in games) { var crcStr = game.Element("rom").Attribute("crc32").Value; var crc = uint.Parse($"{crcStr}", System.Globalization.NumberStyles.HexNumber); var mapper = int.Parse($"{game.Element("pcb").Attribute("mapper").Value}"); if (mapper > 255) continue; db.AddInfo(new RomDB.RomInfo { CRC = crc, Mapper = mapper }); } UnityEditor.EditorUtility.SetDirty(db); UnityEditor.AssetDatabase.SaveAssets(); } public void SetupScheme() { ControlScheme.Current = ControlSchemeSetts.NES; } public void LoadState(object state) { NesCore.LoadState((State)state); } public object GetState() { return NesCore.GetState(); } public byte[] GetStateBytes() { return NesCore.GetState().ToBytes(); } public void LoadStateFromBytes(byte[] data) { State st = new State(); st.FromByte(data); NesCore.LoadState(st); } } }