2012-03-23 10:43:39 +00:00
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struct APU : Thread {
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2011-09-12 10:30:44 +00:00
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static void Main();
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void main();
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void tick();
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2011-09-16 11:44:07 +00:00
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void set_irq_line();
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2011-09-26 11:27:06 +00:00
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void set_sample(int16 sample);
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2011-09-12 10:30:44 +00:00
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void power();
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void reset();
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uint8 read(uint16 addr);
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void write(uint16 addr, uint8 data);
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2011-09-23 11:13:57 +00:00
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void serialize(serializer&);
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2011-09-15 12:33:26 +00:00
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APU();
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2011-09-26 11:38:57 +00:00
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struct Filter {
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enum : signed { HiPassStrong = 225574, HiPassWeak = 57593, LoPass = 86322413 };
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int64 hipass_strong;
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int64 hipass_weak;
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int64 lopass;
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signed run_hipass_strong(signed sample);
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signed run_hipass_weak(signed sample);
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signed run_lopass(signed sample);
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void serialize(serializer&);
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} filter;
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Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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#include "envelope.hpp"
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#include "sweep.hpp"
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#include "pulse.hpp"
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#include "triangle.hpp"
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#include "noise.hpp"
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#include "dmc.hpp"
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2011-09-15 12:33:26 +00:00
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struct FrameCounter {
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2011-09-16 11:44:07 +00:00
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enum : unsigned { NtscPeriod = 14915 }; //~(21.477MHz / 6 / 240hz)
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bool irq_pending;
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2011-09-15 12:33:26 +00:00
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uint2 mode;
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uint2 counter;
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signed divider;
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2011-09-23 11:13:57 +00:00
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void serialize(serializer&);
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2011-09-15 12:33:26 +00:00
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} frame;
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void clock_frame_counter();
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void clock_frame_counter_divider();
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uint8 enabled_channels;
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2011-09-26 11:27:06 +00:00
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int16 cartridge_sample;
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2011-09-15 12:33:26 +00:00
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Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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int16 pulse_dac[32];
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2011-09-15 12:33:26 +00:00
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int16 dmc_triangle_noise_dac[128][16][16];
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static const uint8 length_counter_table[32];
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static const uint16 ntsc_dmc_period_table[16];
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static const uint16 pal_dmc_period_table[16];
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2011-09-15 12:41:49 +00:00
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static const uint16 ntsc_noise_period_table[16];
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static const uint16 pal_noise_period_table[16];
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2011-09-12 10:30:44 +00:00
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};
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extern APU apu;
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