Nintendo Switch Support (#8)

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Lywx 2023-06-12 12:47:26 -06:00 committed by GitHub
parent 706eb7329a
commit 2510728a91
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6
src/platform/switch/.gitignore vendored Normal file
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/bin
/*.nacp
/*.nro
/*.elf
/*.smc
/*.sfc

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITPRO)/libnx/switch_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional)
#
# NO_ICON: if set to anything, do not use icon.
# NO_NACP: if set to anything, no .nacp file is generated.
# APP_TITLE is the name of the app stored in the .nacp file (Optional)
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
# APP_VERSION is the version of the app stored in the .nacp file (Optional)
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
# ICON is the filename of the icon (.jpg), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.jpg
# - icon.jpg
# - <libnx folder>/default_icon.jpg
#
# CONFIG_JSON is the filename of the NPDM config file (.json), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.json
# - config.json
# If a JSON file is provided or autodetected, an ExeFS PFS0 (.nsp) is built instead
# of a homebrew executable (.nro). This is intended to be used for sysmodules.
# NACP building is skipped as well.
#---------------------------------------------------------------------------------
SRC_DIR := ../../
TARGET := smw
BUILD := bin
SOURCES := $(SRC_DIR) $(SRC_DIR)/snes $(SRC_DIR)/platform/switch/src $(SRC_DIR)/../third_party/gl_core
CFILES := $(wildcard $(SRC_DIR)/*.c $(SRC_DIR)/snes/*.c $(SRC_DIR)/platform/switch/src/*.c) $(SRC_DIR)/../third_party/gl_core/gl_core_3_1.c
INCLUDES := include $(SRC_DIR)/../ ./src/
APP_TITLE := Super Mario World
APP_AUTHOR := snesrev & Lywx
APP_VERSION := $(shell git rev-parse --short HEAD) $(shell git rev-parse --abbrev-ref HEAD)
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE
CFLAGS := -Wall -O3 -ffast-math -ffunction-sections -Wno-parentheses \
$(ARCH) $(DEFINES)
CFLAGS += -D__SWITCH__ $(INCLUDE) -DSTBI_NO_THREAD_LOCALS `sdl2-config --cflags`
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
CFLAGS += -std=gnu11
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := `$(PREFIX)pkg-config --libs sdl2` -lnx -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(PORTLIBS) $(LIBNX)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
export DEPSDIR := $(CURDIR)/$(BUILD)
#CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
#CFILES := $(wildcard ../../*.c ../../snes/*.c) ../../third_party/gl_core/gl_core_3_1.c ../../third_party/opus-1.3.1-stripped/opus_decoder_amalgam.c
#CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
#SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
export OFILES_BIN := $(addsuffix .o,$(BINFILES))
export OFILES_SRC := $(CPPFILES:.cpp=.o) $(notdir $(CFILES:.c=.o)) $(SFILES:.s=.o)
export OFILES := $(OFILES_BIN) $(OFILES_SRC)
export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES)))
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
$(info $(OFILES))
ifeq ($(strip $(CONFIG_JSON)),)
jsons := $(wildcard *.json)
ifneq (,$(findstring $(TARGET).json,$(jsons)))
export APP_JSON := $(TOPDIR)/$(TARGET).json
else
ifneq (,$(findstring config.json,$(jsons)))
export APP_JSON := $(TOPDIR)/config.json
endif
endif
else
export APP_JSON := $(TOPDIR)/$(CONFIG_JSON)
endif
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.jpg)
ifneq (,$(findstring $(TARGET).jpg,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).jpg
else
ifneq (,$(findstring icon.jpg,$(icons)))
export APP_ICON := $(TOPDIR)/icon.jpg
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_ICON)),)
export NROFLAGS += --icon=$(APP_ICON)
endif
ifeq ($(strip $(NO_NACP)),)
export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
endif
ifneq ($(APP_TITLEID),)
export NACPFLAGS += --titleid=$(APP_TITLEID)
endif
ifneq ($(ROMFS),)
export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS)
endif
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
$(BUILD):
@echo $(CFILES) ...
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
ifeq ($(strip $(APP_JSON)),)
@rm -fr $(BUILD) $(TARGET).nro $(TARGET).nacp $(TARGET).elf
else
@rm -fr $(BUILD) $(TARGET).nsp $(TARGET).nso $(TARGET).npdm $(TARGET).elf
endif
#---------------------------------------------------------------------------------
else
.PHONY: all
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
ifeq ($(strip $(APP_JSON)),)
all : $(OUTPUT).nro
ifeq ($(strip $(NO_NACP)),)
$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp
else
$(OUTPUT).nro : $(OUTPUT).elf
endif
else
all : $(OUTPUT).nsp
$(OUTPUT).nsp : $(OUTPUT).nso $(OUTPUT).npdm
$(OUTPUT).nso : $(OUTPUT).elf
endif
$(OUTPUT).elf : $(OFILES)
$(OFILES_SRC) : $(HFILES_BIN)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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[General]
# Automatically save state on quit and reload on start
Autosave = 0
# Disable the SDL_Delay that happens each frame (Gives slightly better perf if your
# display is set to exactly 60hz)
DisableFrameDelay = 0
# Save a snapshot each time a level is completed
SavePlaythrough = 0
[Graphics]
# Window size ( Auto or WidthxHeight )
WindowSize = 1920x1080
# Fullscreen mode (0=windowed, 1=desktop fullscreen, 2=fullscreen w/mode change)
Fullscreen = 0
# Window scale (1=100%, 2=200%, 3=300%, etc.)
WindowScale = 1
# Use an optimized (but potentially more buggy) SNES PPU implementation
NewRenderer = 1
# Don't keep the aspect ratio
IgnoreAspectRatio = 1
# Enable this option to remove the sprite limits per scan line
NoSpriteLimits = 1
# Use either SDL, SDL-Software, or OpenGL as the output method
# SDL-Software rendering might give better performance on Raspberry pi.
#OutputMethod = SDL
# Set to true to use linear filtering. Gives less crisp pixels. Works with SDL and OpenGL.
#LinearFiltering = 0
# Set a glsl shader. Only supported with the OpenGL output method
# This can be the path to a .glsl or .glslp file
# Get them with: git clone https://github.com/snesrev/glsl-shaders
#Shader = glsl-shaders/hqx/hq4x.glslp
[Sound]
EnableAudio = 1
# DSP frequency in samples per second (e.g. 48000, 44100, 32000, 22050, 11025)
AudioFreq = 44100
# number of separate sound channels (1=mono, 2=stereo)
AudioChannels = 2
# Audio buffer size in samples (power of 2; e.g., 4096, 2048, 1024) [try 1024 if sound is crackly]. The higher the more lag before you hear sounds.
AudioSamples = 1024
[KeyMap]
# Change what keyboard keys map to the joypad
# Order: Up, Down, Left, Right, Select, Start, A, B, X, Y, L, R
# This default is suitable for QWERTY keyboards.
Controls = Up, Down, Left, Right, Right Shift, Return, x, z, s, a, c, v
# This default is suitable for QWERTZ keyboards.
#Controls = Up, Down, Left, Right, Right Shift, Return, x, y, s, a, c, v
# This one is suitable for AZERTY keyboards.
#Controls = Up, Down, Left, Right, Right Shift, Return, x, w, s, q, c, v
CheatLife = w
CheatJump = Ctrl+q
ClearKeyLog = k
StopReplay = l
Fullscreen = Alt+Return
Reset = Ctrl+r
Pause = Shift+p
PauseDimmed = p
Turbo = Tab
ReplayTurbo = t
WindowBigger = Ctrl+Up
WindowSmaller = Ctrl+Down
VolumeUp = Shift+=
VolumeDown = Shift+-
Load = F1, F2, F3, F4, F5, F6, F7, F8, F9, F10
Save = Shift+F1,Shift+F2,Shift+F3,Shift+F4,Shift+F5,Shift+F6,Shift+F7,Shift+F8,Shift+F9,Shift+F10
Replay= Ctrl+F1,Ctrl+F2,Ctrl+F3,Ctrl+F4,Ctrl+F5,Ctrl+F6,Ctrl+F7,Ctrl+F8,Ctrl+F9,Ctrl+F10
LoadRef = 1,2,3,4,5,6,7,8,9,0,-,=,Backspace
ReplayRef = Ctrl+1,Ctrl+2,Ctrl+3,Ctrl+4,Ctrl+5,Ctrl+6,Ctrl+7,Ctrl+8,Ctrl+9,Ctrl+0,Ctrl+-,Ctrl+=,Ctrl+Backspace
[GamepadMap]
# Any keys used in KeyMap can be used also in this section.
# The shoulder button is called L1/Lb and L2, and the thumbstick button is called L3
Controls = DpadUp, DpadDown, DpadLeft, DpadRight, Back, Start, B, A, Y, X, Lb, Rb

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#include "switch_impl.h"
#include <switch.h>
#include <stdarg.h>
#include <stdio.h>
void SwitchImpl_Init() {
appletInitializeGamePlayRecording();
appletSetGamePlayRecordingState(true);
appletSetFocusHandlingMode(AppletFocusHandlingMode_NoSuspend);
socketInitializeDefault();
#ifdef DEBUG
nxlinkStdio();
#endif
}
void SwitchImpl_Exit() {
appletSetGamePlayRecordingState(false);
socketExit();
}
void PrintErrorMessageToScreen(const char* str, ...) {
consoleInit(NULL);
va_list args;
va_start(args, str);
vprintf(str, args);
va_end(args);
while (appletMainLoop()) {
consoleUpdate(NULL);
}
consoleExit(NULL);
}
// Error messages
void ThrowMissingROM() {
PrintErrorMessageToScreen(
"\x1b[2;2HYou've launched Super Mario World without the rom file."
"\x1b[4;2HPlease relaunch making sure smw.sfc exists."
"\x1b[44;2HMade with <3 by snesrev and Lywx"
);
}

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#pragma once
void SwitchImpl_Init();
void SwitchImpl_Exit();
// Error messages
void ThrowMissingROM();