516 lines
14 KiB
C#
516 lines
14 KiB
C#
using System;
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using System.Xml;
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using System.Xml.XPath;
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using System.Xml.Linq;
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using System.Linq;
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using System.IO;
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using System.Text;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Windows.Forms;
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using BizHawk.Client.Common;
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using BizHawk.Emulation.Cores.Nintendo.NES;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Client.EmuHawk
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{
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public partial class NESMusicRipper : Form, IToolFormAutoConfig
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{
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[RequiredService]
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private NES nes { get; set; }
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public NESMusicRipper()
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{
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InitializeComponent();
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SyncContents();
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}
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public bool AskSaveChanges() { return true; }
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public bool UpdateBefore { get { return true; } }
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public void Restart()
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{
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}
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public void NewUpdate(ToolFormUpdateType type) { }
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public void UpdateValues()
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{
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}
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public void FastUpdate()
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{
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// Do nothing
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}
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bool IsRunning;
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//http://www.phy.mtu.edu/~suits/notefreqs.html
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//begins at C0. ends at B8
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static readonly float[] freqtbl = new[] {0,
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16.35f,17.32f,18.35f,19.45f,20.6f,21.83f,23.12f,24.5f,25.96f,27.5f,29.14f,30.87f,32.7f,34.65f,36.71f,38.89f,41.2f,43.65f,46.25f,49f,51.91f,55f,58.27f,61.74f,65.41f,69.3f,73.42f,77.78f,82.41f,87.31f,92.5f,98f,103.83f,110f,116.54f,123.47f,130.81f,138.59f,146.83f,155.56f,164.81f,174.61f,185f,196f,207.65f,220f,233.08f,246.94f,261.63f,277.18f,293.66f,311.13f,329.63f,349.23f,369.99f,392f,415.3f,440f,466.16f,493.88f,523.25f,554.37f,587.33f,622.25f,659.25f,698.46f,739.99f,783.99f,830.61f,880f,932.33f,987.77f,1046.5f,1108.73f,1174.66f,1244.51f,1318.51f,1396.91f,1479.98f,1567.98f,1661.22f,1760f,1864.66f,1975.53f,2093f,2217.46f,2349.32f,2489.02f,2637.02f,2793.83f,2959.96f,3135.96f,3322.44f,3520f,3729.31f,3951.07f,4186.01f,4434.92f,4698.63f,4978.03f,5274.04f,5587.65f,5919.91f,6271.93f,6644.88f,7040f,7458.62f,7902.13f,
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1000000
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};
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static readonly string[] noteNames = new[] { "C-", "C#", "D-", "D#", "E-", "F-", "F#", "G-", "G#", "A-", "A#", "B-" };
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string NameForNote(int note)
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{
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int tone = note % 12;
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int octave = note / 12;
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return string.Format("{0}{1}", noteNames[tone], octave);
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}
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//this isnt thoroughly debugged but it seems to work OK
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//pitch bends are massively broken anyway
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int FindNearestNote(float freq)
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{
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for (int i = 1; i < freqtbl.Length; i++)
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{
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float a = freqtbl[i - 1];
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float b = freqtbl[i];
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float c = freqtbl[i + 1];
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float min = (a + b) / 2;
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float max = (b + c) / 2;
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if (freq >= min && freq <= max)
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return i - 1;
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}
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return 95; //I guess?
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}
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struct PulseState
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{
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public bool en;
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public byte vol, type;
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public int note;
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}
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struct TriangleState
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{
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public bool en;
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public int note;
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}
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struct NoiseState
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{
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public bool en;
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public byte vol;
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public int note;
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}
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class ApuState
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{
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public PulseState pulse0, pulse1;
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public TriangleState triangle;
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public NoiseState noise;
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}
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class Stupid : ICSharpCode.SharpZipLib.Zip.IStaticDataSource
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{
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public Stream stream;
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public Stream GetSource() { return stream; }
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}
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private void btnExport_Click(object sender, EventArgs e)
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{
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//acquire target
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var sfd = new SaveFileDialog();
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sfd.Filter = "XRNS (*.xrns)|*.xrns";
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if (sfd.ShowDialog() != System.Windows.Forms.DialogResult.OK)
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return;
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//configuration:
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var outPath = sfd.FileName;
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string templatePath = Path.Combine(Path.GetDirectoryName(outPath), "template.xrns");
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int configuredPatternLength = int.Parse(txtPatternLength.Text);
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//load template
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MemoryStream msSongXml = new MemoryStream();
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var zfTemplate = new ICSharpCode.SharpZipLib.Zip.ZipFile(templatePath);
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{
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int zfSongXmlIndex = zfTemplate.FindEntry("Song.xml", true);
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using (var zis = zfTemplate.GetInputStream(zfTemplate.GetEntry("Song.xml")))
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{
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byte[] buffer = new byte[4096]; // 4K is optimum
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ICSharpCode.SharpZipLib.Core.StreamUtils.Copy(zis, msSongXml, buffer);
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}
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}
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XElement templateRoot = XElement.Parse(System.Text.Encoding.UTF8.GetString(msSongXml.ToArray()));
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//get the pattern pool, and whack the child nodes
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var xPatterns = templateRoot.XPathSelectElement("//Patterns");
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var xPatternPool = xPatterns.Parent;
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xPatterns.Remove();
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var writer = new StringWriter();
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writer.WriteLine("<Patterns>");
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int pulse0_lastNote = -1;
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int pulse0_lastType = -1;
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int pulse1_lastNote = -1;
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int pulse1_lastType = -1;
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int tri_lastNote = -1;
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int noise_lastNote = -1;
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int patternCount = 0;
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int time = 0;
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while (time < Log.Count)
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{
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patternCount++;
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//begin writing pattern: open the tracks list
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writer.WriteLine("<Pattern>");
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writer.WriteLine("<NumberOfLines>{0}</NumberOfLines>", configuredPatternLength);
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writer.WriteLine("<Tracks>");
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//write the pulse tracks
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for (int TRACK = 0; TRACK < 2; TRACK++)
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{
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writer.WriteLine("<PatternTrack type=\"PatternTrack\">");
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writer.WriteLine("<Lines>");
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int lastNote = TRACK == 0 ? pulse0_lastNote : pulse1_lastNote;
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int lastType = TRACK == 0 ? pulse0_lastType : pulse1_lastType;
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for (int i = 0; i < configuredPatternLength; i++)
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{
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int patLine = i;
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int index = i + time;
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if (index >= Log.Count) continue;
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var rec = Log[index];
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PulseState pulse = new PulseState();
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if (TRACK == 0) pulse = rec.pulse0;
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if (TRACK == 1) pulse = rec.pulse1;
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//transform quieted notes to dead notes
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//blech its buggy, im tired
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//if (pulse.vol == 0)
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// pulse.en = false;
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bool keyoff = false, keyon = false;
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if (lastNote != -1 && !pulse.en)
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{
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lastNote = -1;
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lastType = -1;
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keyoff = true;
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}
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else if (lastNote != pulse.note && pulse.en)
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keyon = true;
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if (lastType != pulse.type && pulse.note != -1)
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keyon = true;
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if (pulse.en)
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{
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lastNote = pulse.note;
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lastType = pulse.type;
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}
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writer.WriteLine("<Line index=\"{0}\">", patLine);
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writer.WriteLine("<NoteColumns>");
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writer.WriteLine("<NoteColumn>");
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if (keyon)
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{
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writer.WriteLine("<Note>{0}</Note>", NameForNote(pulse.note));
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writer.WriteLine("<Instrument>{0:X2}</Instrument>", pulse.type);
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}
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else if (keyoff) writer.WriteLine("<Note>OFF</Note>");
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if(lastNote != -1)
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writer.WriteLine("<Volume>{0:X2}</Volume>", pulse.vol * 8);
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writer.WriteLine("</NoteColumn>");
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writer.WriteLine("</NoteColumns>");
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writer.WriteLine("</Line>");
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}
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//close PatternTrack
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writer.WriteLine("</Lines>");
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writer.WriteLine("</PatternTrack>");
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if (TRACK == 0)
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{
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pulse0_lastNote = lastNote;
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pulse0_lastType = lastType;
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}
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else
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{
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pulse1_lastNote = lastNote;
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pulse1_lastType = lastType;
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}
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} //pulse tracks loop
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//triangle track generation
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{
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writer.WriteLine("<PatternTrack type=\"PatternTrack\">");
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writer.WriteLine("<Lines>");
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for (int i = 0; i < configuredPatternLength; i++)
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{
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int patLine = i;
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int index = i + time;
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if (index >= Log.Count) continue;
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var rec = Log[index];
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TriangleState tri = rec.triangle;
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{
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bool keyoff = false, keyon = false;
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if (tri_lastNote != -1 && !tri.en)
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{
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tri_lastNote = -1;
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keyoff = true;
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}
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else if (tri_lastNote != tri.note && tri.en)
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keyon = true;
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if(tri.en)
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tri_lastNote = tri.note;
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writer.WriteLine("<Line index=\"{0}\">", patLine);
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writer.WriteLine("<NoteColumns>");
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writer.WriteLine("<NoteColumn>");
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if (keyon)
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{
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writer.WriteLine("<Note>{0}</Note>", NameForNote(tri.note));
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writer.WriteLine("<Instrument>08</Instrument>");
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}
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else if (keyoff) writer.WriteLine("<Note>OFF</Note>");
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//no need for tons of these
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//if(keyon) writer.WriteLine("<Volume>80</Volume>");
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writer.WriteLine("</NoteColumn>");
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writer.WriteLine("</NoteColumns>");
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writer.WriteLine("</Line>");
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}
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}
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//close PatternTrack
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writer.WriteLine("</Lines>");
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writer.WriteLine("</PatternTrack>");
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}
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//noise track generation
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{
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writer.WriteLine("<PatternTrack type=\"PatternTrack\">");
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writer.WriteLine("<Lines>");
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for (int i = 0; i < configuredPatternLength; i++)
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{
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int patLine = i;
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int index = i + time;
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if (index >= Log.Count) continue;
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var rec = Log[index];
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NoiseState noise = rec.noise;
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//transform quieted notes to dead notes
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//blech its buggy, im tired
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//if (noise.vol == 0)
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// noise.en = false;
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{
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bool keyoff = false, keyon = false;
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if (noise_lastNote != -1 && !noise.en)
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{
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noise_lastNote = -1;
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keyoff = true;
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}
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else if (noise_lastNote != noise.note && noise.en)
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keyon = true;
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if (noise.en)
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noise_lastNote = noise.note;
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writer.WriteLine("<Line index=\"{0}\">", patLine);
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writer.WriteLine("<NoteColumns>");
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writer.WriteLine("<NoteColumn>");
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if (keyon)
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{
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writer.WriteLine("<Note>{0}</Note>", NameForNote(noise.note));
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writer.WriteLine("<Instrument>04</Instrument>");
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}
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else if (keyoff) writer.WriteLine("<Note>OFF</Note>");
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if (noise_lastNote != -1)
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writer.WriteLine("<Volume>{0:X2}</Volume>", noise.vol * 8);
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writer.WriteLine("</NoteColumn>");
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writer.WriteLine("</NoteColumns>");
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writer.WriteLine("</Line>");
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}
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}
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//close PatternTrack
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writer.WriteLine("</Lines>");
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writer.WriteLine("</PatternTrack>");
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} //noise track generation
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//write empty track for now for pcm
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for (int TRACK = 4; TRACK < 5; TRACK++)
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{
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writer.WriteLine("<PatternTrack type=\"PatternTrack\">");
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writer.WriteLine("<Lines>");
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writer.WriteLine("</Lines>");
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writer.WriteLine("</PatternTrack>");
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}
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//we definitely need a dummy master track now
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writer.WriteLine("<PatternMasterTrack type=\"PatternMasterTrack\">");
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writer.WriteLine("</PatternMasterTrack>");
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//close tracks
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writer.WriteLine("</Tracks>");
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//close pattern
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writer.WriteLine("</Pattern>");
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time += configuredPatternLength;
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} //main pattern loop
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writer.WriteLine("</Patterns>");
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writer.Flush();
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var xNewPatternList = XElement.Parse(writer.ToString());
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xPatternPool.Add(xNewPatternList);
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//write pattern sequence
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writer = new StringWriter();
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writer.WriteLine("<SequenceEntries>");
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for (int i = 0; i < patternCount; i++)
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{
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writer.WriteLine("<SequenceEntry>");
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writer.WriteLine("<IsSectionStart>false</IsSectionStart>");
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writer.WriteLine("<Pattern>{0}</Pattern>", i);
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writer.WriteLine("</SequenceEntry>");
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}
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writer.WriteLine("</SequenceEntries>");
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var xPatternSequence = templateRoot.XPathSelectElement("//PatternSequence");
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xPatternSequence.XPathSelectElement("SequenceEntries").Remove();
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xPatternSequence.Add(XElement.Parse(writer.ToString()));
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//copy template file to target
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File.Delete(outPath);
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File.Copy(templatePath, outPath);
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var msOutXml = new MemoryStream();
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templateRoot.Save(msOutXml);
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msOutXml.Flush();
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msOutXml.Position = 0;
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var zfOutput = new ICSharpCode.SharpZipLib.Zip.ZipFile(outPath);
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zfOutput.BeginUpdate();
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zfOutput.Add(new Stupid { stream = msOutXml }, "Song.xml");
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zfOutput.CommitUpdate();
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zfOutput.Close();
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//for easier debugging, write patterndata XML
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//DUMP_TO_DISK(msOutXml.ToArray())
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}
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List<ApuState> Log = new List<ApuState>();
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void DebugCallback()
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{
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//fpulse = fCPU/(16*(t+1)) (where fCPU is 1.789773 MHz for NTSC, 1.662607 MHz for PAL, and 1.773448 MHz for Dendy)
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//ftriangle = fCPU/(32*(tval + 1))
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var apu = nes.apu;
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//evaluate the pitches
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int pulse0_period = apu.pulse[0].timer_reload_value;
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float pulse0_freq = 1789773.0f / (16.0f * (pulse0_period + 1));
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int pulse0_note = FindNearestNote(pulse0_freq);
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int pulse1_period = apu.pulse[1].timer_reload_value;
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float pulse1_freq = 1789773.0f / (16.0f * (pulse1_period + 1));
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int pulse1_note = FindNearestNote(pulse1_freq);
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int tri_period = apu.triangle.Debug_PeriodValue;
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float tri_freq = 1789773.0f / (32.0f * (tri_period + 1));
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int tri_note = FindNearestNote(tri_freq);
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//uncertain
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int noise_period = apu.noise.Debug_Period;
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float noise_freq = 1789773.0f / (16.0f * (noise_period + 1));
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int noise_note = FindNearestNote(noise_freq);
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//create the record
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ApuState rec = new ApuState();
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rec.pulse0.en = !apu.pulse[0].Debug_IsSilenced;
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rec.pulse0.vol = (byte)apu.pulse[0].Debug_Volume;
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rec.pulse0.note = pulse0_note;
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rec.pulse0.type = (byte)apu.pulse[0].Debug_DutyType;
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rec.pulse1.en = !apu.pulse[1].Debug_IsSilenced;
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rec.pulse1.vol = (byte)apu.pulse[1].Debug_Volume;
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rec.pulse1.note = pulse1_note;
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rec.pulse1.type = (byte)apu.pulse[1].Debug_DutyType;
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rec.triangle.en = !apu.triangle.Debug_IsSilenced;
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rec.triangle.note = tri_note;
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rec.noise.en = !apu.noise.Debug_IsSilenced;
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rec.noise.vol = (byte)apu.noise.Debug_Volume;
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rec.noise.note = noise_note;
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Log.Add(rec);
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SyncContents();
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}
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void SyncContents()
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{
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lblContents.Text = string.Format("{0} Rows", Log.Count);
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}
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private void btnControl_Click(object sender, EventArgs e)
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{
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if(IsRunning)
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{
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SyncContents();
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nes.apu.DebugCallback = null;
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nes.apu.DebugCallbackDivider = 0;
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IsRunning = false;
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btnControl.Text = "Start";
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}
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else
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{
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Log.Clear();
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nes.apu.DebugCallback = DebugCallback;
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nes.apu.DebugCallbackDivider = int.Parse(txtDivider.Text);
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IsRunning = true;
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btnControl.Text = "Stop";
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}
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}
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private void ExitMenuItem_Click(object sender, EventArgs e)
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{
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Close();
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}
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private void NESMusicRipper_FormClosed(object sender, FormClosedEventArgs e)
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{
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var apu = nes.apu;
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apu.DebugCallbackDivider = 0;
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apu.DebugCallbackTimer = 0;
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apu.DebugCallback = null;
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}
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private void NESMusicRipper_Load(object sender, EventArgs e)
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{
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}
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}
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}
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