diff --git a/BizHawk.Emulation/Consoles/PC Engine/Compat.txt b/BizHawk.Emulation/Consoles/PC Engine/Compat.txt index 1440b64b7f..3be55e8fac 100644 --- a/BizHawk.Emulation/Consoles/PC Engine/Compat.txt +++ b/BizHawk.Emulation/Consoles/PC Engine/Compat.txt @@ -1,19 +1,14 @@ ======= TurboGrafx compatibility issues ======= General: - + Don't have a complete list of instructions affected by T flag. Currently warns if SET precedes an unrecognized instruction. - + Audio volumes are probably wrong. + LFO is not implemented, though I can't tell. + Screen resolution is an ongoing issue. Some games appear to show garbage beyond what it supposed to be visible. Most emulators simply crop the screen at a certain vertical range. For now, I have chosen not to do this. Right now the emulator is simply displaying a framebuffer. Eventually, we will do an update that emulates NTSC. But for now we're letting this be. There's no intermediate step between emulating a framebuffer and emulating a TV. -MML Demo - Echo channels are too loud (equal volume!) -The Lost Sunheart (J) - Uses LFO in intro sound strongly! Eagan's Rendered Sprite Demo - demonstrates sprites that shouldnt be displayed - Games Express CD Card 1993 - dont forget to treat as a turbocd system card =================================== diff --git a/BizHawk.Emulation/Sound/HuC6280PSG.cs b/BizHawk.Emulation/Sound/HuC6280PSG.cs index a5162229a2..34377363b1 100644 --- a/BizHawk.Emulation/Sound/HuC6280PSG.cs +++ b/BizHawk.Emulation/Sound/HuC6280PSG.cs @@ -78,7 +78,6 @@ namespace BizHawk.Emulation.Sound case 1: // Global Volume select; MainVolumeLeft = (byte) ((value >> 4) & 0x0F); MainVolumeRight = (byte) (value & 0x0F); - //Console.WriteLine("Global Volume {0:X} {1:X}",MainVolumeLeft, MainVolumeRight); break; case 2: // Frequency LSB Channels[VoiceLatch].Frequency &= 0xFF00; @@ -92,15 +91,12 @@ namespace BizHawk.Emulation.Sound case 4: // Voice Volume Channels[VoiceLatch].Volume = (byte) (value & 0x1F); Channels[VoiceLatch].Enabled = (value & 0x80) != 0; - if (Channels[VoiceLatch].Enabled) - // Console.WriteLine("Volume[{0}]={1:X}",VoiceLatch, Channels[VoiceLatch].Volume); Channels[VoiceLatch].DDA = (value & 0x40) != 0; if (Channels[VoiceLatch].Enabled == false && Channels[VoiceLatch].DDA) WaveTableWriteOffset = 0; break; case 5: // Panning Channels[VoiceLatch].Panning = value; - //Console.WriteLine("Panning[{0}]={1:X}", VoiceLatch, Channels[VoiceLatch].Panning); break; case 6: // Wave data if (Channels[VoiceLatch].DDA == false) @@ -123,11 +119,10 @@ namespace BizHawk.Emulation.Sound case 9: // LFO Control if ((value & 0x80) == 0 && (value & 3) != 0) { - Console.WriteLine("LFO ON"); + Console.WriteLine("**************** LFO ON !!!!!!!!!! *****************"); Channels[1].Enabled = false; } else { - Console.WriteLine("LFO OFF"); Channels[1].Enabled = true; } break; @@ -171,7 +166,7 @@ namespace BizHawk.Emulation.Sound } else if (channel.DDA) { freq = 0; } else { - if (channel.Frequency == 0) return; + if (channel.Frequency <= 1) return; freq = PsgBase / (32 * ((int)channel.Frequency)); } @@ -356,4 +351,4 @@ namespace BizHawk.Emulation.Sound public int Time; } } -} +} \ No newline at end of file