587eb48f61
Adds a "Grab Mouse" command to the "Window" menu which toggles
SDL_SetRelativeMouseMode. That "traps" the mouse to the current window
(and hides it) which makes it less annoying to deal with the separate
acceleration curves of the host and guest OS.
This needs to be done via AppKit code since SDL does not have a
cross-platform way to add menu commands.
I also looked into the extended ADB mouse protocol but it does not
appear to do that we want. If we use it to report a device class of
classAbsolute (0) the acceleration curve changes to a flat response
(we end up using 'accl' 0 from
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.github | ||
benchmark | ||
cmake | ||
core | ||
cpu/ppc | ||
debugger | ||
devices | ||
machines | ||
thirdparty | ||
utils | ||
zdocs | ||
.clang-format | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
dppcicon.ico | ||
endianswap.h | ||
icon.rc | ||
LICENSE | ||
main_sdl.cpp | ||
main_sdl.m | ||
main.cpp | ||
main.h | ||
memaccess.h | ||
README.md | ||
vcpkg.json |
DingusPPC
Written by divingkatae and maximumspatium
Be warned the program is highly unfinished and could use a lot of testing. Any feedback is welcome.
Philosophy of Use
While many other PowerPC emus exist (PearPC, Sheepshaver), none of them currently attempt emulation of PowerPC Macs accurately (except for QEMU).
This program aims to not only improve upon what Sheepshaver, PearPC, and other PowerPC Mac emulators have done, but also to provide a better debugging environment. This currently is designed to work best with PowerPC Old World ROMs, including those of the PowerMac 6100, 7200, and G3 Beige.
Implemented Features
This emulator has a debugging environment, complete with a disassembler. We also have implemented enough to allow Open Firmware to boot, going so far as to allow audio playback of the boot-up jingles.
How to Use
This program currently uses the command prompt to work.
There are a few command line arguments one must enter when starting the program.
-r, --realtime
Run the emulator in runtime.
-d, --debugger
Enter the interactive debugger.
-b, --bootrom TEXT:FILE
Specifies the Boot ROM path (optional; looks for bootrom.bin by default)
-m, --machine TEXT
Specify machine ID (optional; will attempt to determine machine ID from the boot rom otherwise)
As of now, the most complete machines are the Power Mac 6100 (SCSI emulation in progress) and the Power Mac G3 Beige (SCSI + ATA emulation in progress, No ATI Rage acceleration).
How to Compile
You need to install development tools first.
At least, a C++20 compliant compiler and CMake are required.
You will also have to recursive clone or run
git submodule update --init --recursive
This is because the CubeB and Capstone modules are not included by default. All other components are already included in the thirdparty folder and compiled along with the rest of DingusPPC.
For example, to build the project in a Unix-like environment, you will need to run the following commands in the OS terminal:
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ..
make dingusppc
You may specify another build type using the variable CMAKE_BUILD_TYPE.
For Raspbian, you may also need the following command:
sudo apt install doxygen graphviz
Testing
DingusPPC includes a test suite for verifying the correctness of its PowerPC CPU emulation. To build the tests, use the following terminal commands:
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DPPC_BUILD_PPC_TESTS=True ..
make testppc
Intended Minimum Requirements
- Windows 7 or newer (64-bit), Linux 4.4 or newer, Mac OS X 10.9 or newer (64-bit)
- Intel Core 2 Duo or better
- 2 GB of RAM
- 2 GB of Hard Disk Space
- Graphics Card with a minimum resolution of 800*600
Compiler Requirements
- Any C++20 compatible compiler